• Title/Summary/Keyword: University player

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Design of Decision Support System for Propensity of User in MOBA using Modified PageRank Algorithm (MOBA 게임의 불량 플레이어 판단을 위한 위한 PageRank 알고리즘 기반의 의사결정 시스템 설계)

  • Shim, Jae Youn;Kim, Seong-Whan
    • Proceedings of the Korea Information Processing Society Conference
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    • 2014.04a
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    • pp.1026-1029
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    • 2014
  • MOBA (Multiplayer Online Battle Arena) 기반의 게임 서비스는 현재 가장 관심을 받고 있는 게임 장르의 한 종류이다. MOBA 장르와 같은 게임들은 플레이어의 실력도 중요하지만 같은 팀원간의 협력과 전략이 중요한 요소 중에 하나이다. 이러한 상황에서 악의적의 의도로 자신의 비정상적인 플레이를 한다거나 욕설 등의 팀의 사기를 저하시키는 플레이어들이 문제가 되고 있다. 이러한 플레이어들의 제재를 위해 몇 가지 시스템들이 제안 되고 있지만 그들에 대한 판단은 쉽지 않다. 그래서 본 논문에서는 PageRank 를 기반으로 하는 불량 플레이어의 판단에 대한 보조 시스템을 제안 한다. 이 시스템의 MOBA 게임 플레이어의 플레이 횟수, 신고 횟수, 신고 받은 횟수 등의 자료들을 이용하여 플레이어의 Judgment Points 와 Bad Player 지수를 파악하며 이를 기반으로 생성된 Bad Player 랭킹을 통하여 불량 플레이어 검색에 도움을 줄 것으로 예상된다.

An Implementation of an Open Source Based H.264 Video Player for Bluetooth Input (블루투스 입력의 오픈 소스기반 H.264 비디오 플레이어의 구현)

  • Park, Taejun;cho, Tai-Hoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.193-195
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    • 2009
  • Bluetooth is a popluar wireless data transmission method with low power consumption. In this paper, we present a open source based player of video stream encoded by H.264 codec, which is transmitted via Bluetooth. An open source JM is used for H.264 decoding and modified for reading H.264 encoded data via Bluetooth. For display of decoded video data, SDL was utilized.

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Design and Implementation of Entry-level COVID-19 Digital Signage Player supporting Fever Detection, Face Mask Wearing Detection and KI-pass QR Code Checking (발열 감지, 안면 마스크 착용 검출, 전자출입명부 QR 코드 체킹을 지원하는 보급형 COVID-19 디지털 사이니지 플레이어 설계 및 구현)

  • Huy-Tran, Quoc Bao;Park, SangGun;Chung, SunTae
    • Journal of Korea Multimedia Society
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    • v.25 no.1
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    • pp.10-28
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    • 2022
  • In this paper, we present an entry-level COVID-19 stand-alone digitial signage player (CoSiP) which performs not only conventional digital signage functionalities but also fever detection, face mask wearing detection, and KI-pass QR code checking. The overall design of CoSiP is proposed, and implementation of a temperature checking algorithm using a low cost thermal sensor is elaborately presented. Through experiments over datasets and against a developed CoSiP device, it is shown that the fever detection, face mask wearing detection, KI-pass QR code checking as well as signage functionalities of the proposed CoSiP work properly and reliably.

Efficient Path Tracking of Non-Player Character with Controlling NavMesh Based on Smoothed Heaviside Step Function (부드러운 헤비사이드 계단 함수 기반의 NavMesh 제어 기법을 이용한 효율적인 NPC의 경로 추적)

  • Kim, Jong-Hyun;Kim, Soo Kyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.339-340
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    • 2022
  • 본 논문에서는 사용자의 다양한 물리적 속성 중 부드러운 헤비사이드 계단 함수와 다양한 물리적 속성(속도, 시점 등)을 활용하여 가중치 맵을 계산하고 이로부터 논플레이어 캐릭터(Non-player character, NPC)의 경로를 효율적으로 제어할 수 있는 NavMesh 제어 기법을 제시한다. 게임과 같은 가상환경에서 NPC는 일반적으로 네비게이션 메쉬(Navigation mesh, NavMesh)를 이용하여 이동한다. 하지만, NavMesh는 정적인 형태이기 때문에 사용자에 의해 디자인되어야 하고, 이러한 문제를 완화하고자 자동으로 NavMesh를 업데이트하는 기술이 연구되고 있지만, 메쉬 복원을 자동화할 뿐 실제 NPC 행동 제어라고 하기에는 힘든 접근법이다. 본 논문에서는 동적 네비게이션 프레임워크를 유지한 채, 사용자의 시점과 물리적 특성을 통해 NPC를 효율적이고 정확하게 경로 제어할 수 있는 방법을 제안하고, NavMesh의 형태에만 의존하던 NPC의 움직임을 완화하여 좀 더 사실적인 경로 제어를 보여준다.

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Expression Analysis System of Game Player based on Multi-modal Interface (멀티 모달 인터페이스 기반 플레이어 얼굴 표정 분석 시스템 개발)

  • Jung, Jang-Young;Kim, Young-Bin;Lee, Sang-Hyeok;Kang, Shin-Jin
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.7-16
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    • 2016
  • In this paper, we propose a method for effectively detecting specific behavior. The proposed method detects outlying behavior based on the game players' characteristics. These characteristics are captured non-invasively in a general game environment and add keystroke based on repeated pattern. In this paper, cameras were used to analyze observed data such as facial expressions and player movements. Moreover, multimodal data from the game players was used to analyze high-dimensional game-player data for a detection effect of repeated behaviour pattern. A support vector machine was used to efficiently detect outlying behaviors. We verified the effectiveness of the proposed method using games from several genres. The recall rate of the outlying behavior pre-identified by industry experts was approximately 70%. In addition, Repeated behaviour pattern can be analysed possible. The proposed method can also be used for feedback and quantification about analysis of various interactive content provided in PC environments.

The Survey for the Knowledge of Mouth Protector to the Sports Player in Korea (구강보호장치에 관한 인식도 조사)

  • Hwang, Seon-Dall;Lee, Sung-Bok;Kim, Hyeong-Seob;Choi, Dae-Gyun
    • Journal of Dental Rehabilitation and Applied Science
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    • v.23 no.3
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    • pp.205-218
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    • 2007
  • Statement of problem, and purpose: This study was performed to make good foundations for better development of mouth guards by surveying, analyzing and finding the understanding or opinions of athletes on mouth guards. Material and Methods: 617 sports players comprised the data base of the Survey, 230 contact sports, 387 non-contact sports. We surveyed and analyzed by asking following questions for athletes. 1. The sort of sports in which the player is majoring. 2. How long the players career is. 3. Whether the player has received prize or not. 4. The condition of stomatognathic system. 5. His or her eating habits. Results and conclusion: 1. Inconveniences should be minimized in wearing mouth guards. 2. The differential designs are thought to be needed for different sort of sports and for frequently affected regions 3. The changes in acknowledgment of athletes in mouth guards is necessary, that is mouth guard is very important & essential to prevent or minimize the traumatic damages. 4. Keeping in intimate and close contact with related athletic associations and putting athletes under the obligation to wear it for themselves, should be required.

The Survey for the Knowledge of Mouth Protector to the Sports Player in Korea. (구강보호 장치에 관한 인식도 조사)

  • Hwang, Seon-dall;Lee, Sung-Bok;Kim, Hyeong-Seob;Choi, Dae-Gyun
    • Journal of Dental Rehabilitation and Applied Science
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    • v.23 no.2
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    • pp.105-117
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    • 2007
  • Statement of problem,and purpose: This study was performed to make good foundations for better development of mouth guards by surveying, analyzing and finding the understanding or opinions of athletes on mouth guards. Material and Methods: 617 sports players comprised the data base of the Survey, 230 contact sports, 387 non-contact sports. We surveyed and analyzed by asking following questions for athletes. 1. The sort of sports in which the player is majoring. 2. How long the players career is. 3. Whether the player has received prize or not. 4. The condition of stomatognathic system. 5. His or her eating habits. Results and conclusion: 1. Inconveniences should be minimized in wearing mouth guards. 2. The differential designs are thought to be needed for different sort of sports and for frequently affected regions 3. The changes in acknowledgment of athletes in mouth guards is necessary, that is mouth guard is very important & essential to prevent or minimize the traumatic damages. 4. Keeping in intimate and close contact with related athletic associations and putting athletes under the obligation to wear it for themselves, should be required.

Design of 3D Oculus VR Action Game using Silhouette Outline

  • Kim, Ho-Ryel;Han, Chang-Min;An, Syoungog;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.11
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    • pp.59-65
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    • 2020
  • Lately the VR (Virtual Reality) game genre is becoming increasingly more popular and it has been cementing its place in the market as its own independent game genre. The key advantage of VR is that it lowers the barrier between player and the virtual world, thus creating an immersive experience. The suggested method develops a game that allows the player to experience what it is like to be visually impaired using the unique characteristics of VR. A distinctive feature of this game is that the character is provided only a limited range of sight, which is created using silhouette outlines. This restrictive visual field is then grafted onto VR and the player can indirectly experience blindness in a highly immersive manner. The silhouette outline along with the particle system is created using Oculus Rift, a headset highly used in VR game development, and Unity 3D game engine. We will also explain in detail regarding the removal of borders between the objects.

A Research on the Physique Reformation of the Player Character Depending on the Character Status in MMORPG (캐릭터 스테이터스에 따른 플레이어 캐릭터 외형 변화 연구 -MMORPG를 중심으로-)

  • Kih, Tae-Suk;Baek, Hyoung-Mok;Chang, Jun-O;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.21-30
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    • 2009
  • In this paper, we have proposed to show the change of player character's status visually in character graphics. We have chosen strength and dexterity as basic character status out of strength, constitution, willness, intelligence, and dexterity to express the transition of character graphics. The length of each bone can be reflecting the numerical value of dexterity, and the thickness can show that of strength. This kind of visual representation of character status helps player to reveal his/her character identity. We are expecting this visual representation for direction of fostering characters and character's experience would be applied to various entertainment areas widely.

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