• Title/Summary/Keyword: develop game

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3D Restoration of Cultural Remains for Exhibiting Augmented Reality (증강현실 활용 전시를 위한 문화 유물 디지털 3D 복원)

  • Zheng, mei-ying;Ryu, Seuc-Ho
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.549-554
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    • 2017
  • In recent years, as the importance of history has increased through various social issues, media, and journalists in Korea, it has led to the value of 'right history' and 'teaching history that is right. History of a country is also a core asset in a country 's cultural contents industry, and historical relics are important to prove its value. As the interest in the historical and cultural heritage has increased, researches to develop it as cultural contents by restoring it as information and communication technology such as multimedia and virtual reality are active. In this paper, we propose convergence device and contents that can provide rich experience and various learning opportunities in artifact experience through restoration of artifacts using augmented reality. The study on the application effect of educational game contents which can add fun can be continued.

Movement Simulation on the Path Planned by a Generalized Visibility Graph (일반화 가시성그래프에 의해 계획된 경로이동 시뮬레이션)

  • Yu, Kyeon-Ah;Jeon, Hyun-Joo
    • Journal of the Korea Society for Simulation
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    • v.16 no.1
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    • pp.31-37
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    • 2007
  • The importance of NPC's role in computer games is increasing. An NPC must perform its tasks by perceiving obstacles and other characters and by moving through them. It has been proposed to plan a natural-looking path against fixed obstacles by using a generalized visibility graph. In this paper we develop the execution module for an NPC to move efficiently along the path planned on the generalized visibility graph. The planned path consists of line segments and arc segments, so we define steering behaviors such as linear behaviors, circular behaviors, and an arriving behavior for NPC's movements to be realistic and utilize them during execution. The execution module also includes the collision detection capability to be able to detect dynamic obstacles and uses a decision tree to react differently according to the detected obstacles. The execution module is tested through the simulation based on the example scenario in which an NPC interferes the other moving NPC.

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Correlates of Body Mass Index, Perceived Health Status, and the Needs of Functional Games for the Elderly in Korea (한국노인의 체질량지수, 주관적 건강상태와 기능성게임 요구도의 상관성 조사)

  • Lim, Kyung-Choon
    • Journal of Korean Biological Nursing Science
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    • v.17 no.1
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    • pp.60-70
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    • 2015
  • Purpose: The purpose of this study was to explore the correlates of body mass index (BMI), perceived health status (PHS), and the needs of functional games for the elderly in Korea. Methods: This is a descriptive study with convenience sampling. The data were collected from 363 older adults in S city who completed questionnaires asking about their BMI, PHS, needs for functional games, and general characteristics. Using the SPSS 20.0 program, data were analyzed. Results: The mean age was 65.4(${\pm}4.75$), ranging between 60-83 years old. Among the 363 subjects, 75.2% who were male, 55.9% chose "functional games are necessary," and 25.3% selected "functional games are absolutely necessary" for the elderly. There were statistically significant correlations between current PHS and comparing health to others (r=.827, p<.001), depression (r=-.330, p<.001), age (r=-.113, p=.032), respectively. In addition, there was a statistically significant correlation between comparing health to others and depression (r=-.292, p<.001). Conclusion: The study findings show that older adults have distinct needs and interests for functional games. Thus, we need to develop senior functional games to help make older adults more active with greater enjoyment to gain more health benefits. Interdisciplinary team approaches would work well for developing functional games in Korean considering the preferences of older people are similar.

Drone Tech Industry Education for Elderly Workers Linking with Jobs (고령층 일자리연계를 위한 드론테크산업 교육에 관한 연구)

  • Kim, Ki-hyuk;Ahn, Gwi-Im;Lim, Hwan-Seob;Jung, Deok-Gil
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.11
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    • pp.2181-2186
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    • 2016
  • Recently, the drone industry rapidly rises to the surface as the new market leading the future, and it seems that the hot UAV drone market shows the similar trend to that of the smartphone. It is expected that the individual application of the drone is quickly diffused as the smartphone roles of camera and game player with the communication medium. For example, the drone is developed mainly as war weapons, but now it is getting close to our real life as the toy or tool for the aerial photography. In this paper, we studied the education for how to bring the aging population to the drone industry. Previously, the controlling skill and taking aerial photography seemed to have nothing to do with citizen seniors. However, we develop the education for try to show any positive relationship between those, in this paper, thus creating more job opportunities for them.

A Study on the Interactive Storytelling Structures of Digital Comics (디지털 만화의 인터랙티브 스토리텔링 구조에 관한 연구)

  • Kim Young-Geun;Ahn Seong-Hye
    • Journal of Game and Entertainment
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    • v.2 no.2
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    • pp.35-44
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    • 2006
  • Whereas comics were printed on a paper in the past, it is now possible to produce digital comics thanks to the development of computer technology. However, it only came to be implemented on a monitor instead of paper and did not fully utilize a digital environment. That is because most digital comics have been made to be transferred in 'one-way' which means that contents of authors are transferred only to readers not vice versa. Recently, the notion of the 'interactive' in the digital contents takes its own shape even at the 'interactive way' of the communications change through the author and the reader's interactivity using the digital technology. As such, the study put more importance on the digital comics in a proper interactive story-telling structure and one of its category through the suggestion of the above and the soil where to develop the following study.

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An Empirical Analysis of Market Power in The Dallas-Forth Worth Milk Market (Dallas-Forth Worth 우유시장의 시장지배력 측정에 관한 연구)

  • KIM, Donghun
    • International Area Studies Review
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    • v.14 no.3
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    • pp.35-60
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    • 2010
  • In this paper, we develop a dynamic structural model based on a dynamic supergame and measure market power for the Dallas-Forth Worth fluid milk market in the U.S. In particular, we compare the conduct parameter estimates from a static model with that from the dynamic model and illustrate bias in the market-power measure in a static model. And we also analyze the cyclical behavior of firm conduct. We find that the conduct parameter in a static model underestimates true market power if firms' behaviors are posited by a dynamic oligopoly game. We also verify that firm conduct in the Dallas-Forth Worth fluid milk market is countercyclical against demand shocks and expected future cost shocks. Our results indicate that the firms' conduct in the Dallas-Forth Worth fluid milk market is consistent with what dynamic oligopoly models predict. This implies that the firms consider not only the contemporary reactions of the other firms' but also future market competition. Therefore, the measurement of market power requires the specification of fully dynamic pricing relationship.

A Classification of Medical and Advertising Blogs Using Machine Learning (머신러닝을 이용한 의료 및 광고 블로그 분류)

  • Lee, Gi-Sung;Lee, Jong-Chan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.11
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    • pp.730-737
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    • 2018
  • With the increasing number of health consumers aiming for a happy quality of life, the O2O medical marketing market is activated by choosing reliable health care facilities and receiving high quality medical services based on the medical information distributed on web's blog. Because unstructured text data used on the Internet, mobile, and social networks directly or indirectly reflects authors' interests, preferences, and expectations in addition to their expertise, it is difficult to guarantee credibility of medical information. In this study, we propose a blog reading system that provides users with a higher quality medical information service by classifying medical information blogs (medical blog, ad blog) using bigdata and MLP processing. We collect and analyze many domestic medical information blogs on the Internet based on the proposed big data and machine learning technology, and develop a personalized health information recommendation system for each disease. It is expected that the user will be able to maintain his / her health condition by continuously checking his / her health problems and taking the most appropriate measures.

The Analysis of Self-Mutilation in Adolescence Based on the Theory of Mentalization: From Sukhvinder in the Novel 'Casual Vacancy'

  • Oh, Mi Ae;Park, Chanmin;Lee, Yeon Jeong;Hong, Minha;Han, Ju Hee;Oh, Soo Hyun;Park, Jun Heon;Bahn, Geon Ho
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.30 no.3
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    • pp.100-108
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    • 2019
  • Objectives: Adolescence involves a number of developmental processes, as well as unique psychological characteristics and behaviors. An increased rate of internet and game addictions, school violence, and suicide may either represent aspects of adolescence or a psychopathological phenomenon. There is an urgent need to develop software programs that can prevent and resolve adolescent behavioral problems. We applied the mentalization theory to interpret and find solutions for problems faced by adolescent characters in literature. Methods: In Joan Rowling's novel "Casual Vacancy," Sukhvinder is a girl with problems representative of those encountered by modern adolescents; she is a victim of bullying and engages in self-mutilation. We targeted her problematic behaviors as representative of a prementalized state. Results: Born into an upper-class English family with Pakistani origins, Sukhvinder, unlike her siblings, fails her parents' expectations. Whenever she faces a psychological crisis, she regresses into the teleological mode (the most primitive pre-mentalization stage) and regains her sense of self by cutting herself. After her friend's suicide, however, she begins to communicate with her parents and moves toward mentalization. Conclusion: By analyzing Sukhvinder's behavior, we assessed patterns of attachment, empathy, and mentalization, and identified corrective approaches for problematic behaviors. We believe that the presented interpretation may serve as a foundation for the development of models for understanding adolescent deviant behaviors.

Auto Thresholding for Efficient Neurofeedback Trainning (효과적인 뉴로피드백 훈련을 위한 임계값 설정 기법)

  • Shin, Min-Chul;Hwang, Hae-Do;Yoon, Seung-Hyun;Lee, Jieun
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.2
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    • pp.19-29
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    • 2019
  • We develop a complete system that includes data collection, signal processing, and real-time interaction for effective neurofeedback training. Our system supports a sophisticated technique to find threshold values which are quite important for effective neurofeedback system. A therapist specifies a target success rate of positive feedback, allowable error and time. The system computes a current success rate and compare it with the target one. If the difference between two rates exceeds the allowable error for allowable time, we find an optimum threshold value to obtain the target success rate by using numerical optimization technique. We conduct several experiments by varying input parameters: target success rate, allowable error and time, and demonstrate the effectiveness of our technique by showing the desired target success rate is stably obtained and systematically controlled by input parameters.

A Study on the Types of Virtual Influencers in China Using Q Methodology

  • LILI;Jong-Yoon Lee;ShanShan LIU;Jang Sun Hong
    • International Journal of Advanced Culture Technology
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    • v.11 no.2
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    • pp.152-161
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    • 2023
  • Modern people live a life connected with the real world and the virtual world by relying on the new media of enterprises and social consumption led by innovative technologies. In this environment, virtual influencers actively communicate with consumers and build relationships through social media, which is a new marketing tool that has attracted widespread attention. From a business perspective, it is necessary to have a solid understanding of this phenomenon, and then explore communication strategies to effectively develop virtual influencers. To investigate followers' preference for virtual influencers, this study employs the Q-method, which studies human subjective attributes, an empirical research effort to uncover complex issues in human subjectivity. To determine the factors that trigger people's voluntary and active practice and the preference degree of virtual influencers, the Q method is implemented to examine human subjectivity, thoughts and attitudes. According to the results of this study, virtual influencers are a new group of idols full of vitality. The interviews found that there are still many virtual influencers who do not know about followers, but each type can be clearly understood through the intuitive understanding of the interviewees. Divided out, type 1 one egoideal virtual influencers aim to represent an idealized version of the creator or target audience. Embodies ideal physical characteristics, personality or lifestyle desired by the audience. Type 2 is charismatic and attractive, and has the characteristics of most virtual influencers. It is suggested that it can be developed into a potential type, doing brand cooperation, and content production on social media platforms. Type 3: Game animation, derived from the image of characters in games or comics, with stylized features and energetic personalities, which can be integrated into games or entertainment experiences. Type 4 development potential type is the most successful type among virtual imagers, and it is also the purpose of marketing virtual influencers. It is essential that brand endorsement on social media platforms, integrated marketing, and driving advertising traffic. It is recommended to improve production technology to reduce investment costs.