• Title/Summary/Keyword: game testing

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A Case Study on FPV Drone Combats of the Ukrainian Forces (우크라이나군의 FPV드론 전투 사례 연구)

  • Kang-Il Seo;Sang-Keun Cho;Sang-Hyuk Park
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.263-270
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    • 2023
  • The Ukraine-Russia war is a testing ground for High-Tech weapons and the first full-scale drone warfare. The Ukrainian military has been aggressively deploying a variety of reconnaissance and attack drones on the battlefield, and more recently, FPV drones, also known as racing drones, have been fitted with bombs as a game-changer in small-unit combat. To better understand these FPV drones, this article reviews their definition, aircraft components, and key characteristics, and draws implications from the Ukrainian military's FPV combat experience. In the future, the combination of artificial intelligence and swarming technology will make FPV drones even more lethal. Accordingly, the need to develop FPV drones suitable for the future operational environment on the Korean Peninsula is increasing, and follow-up research is needed to specify fighting methods and optimize related technologies.

Causes of Cyber Sickness of VR Contents: An Experimental Study on the Viewpoint and Movement (VR 콘텐츠의 사이버 멀미 유발 요인: 시점과 움직임의 효과에 대한 실험 연구)

  • Jung, Ji-Young;Cho, Kwang-Su;Choi, Jinhae;Choi, Junho
    • The Journal of the Korea Contents Association
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    • v.17 no.4
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    • pp.200-208
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    • 2017
  • Despite a rapid market growth in VR, cyber sickness has become the most serious problem in terms of user experience. The aim of this study is to verify whether there are differences in user's perception of cyber sickness by the point-of-view and the movement in VR contents. An experimental testing of game playing with VR headset was conducted on the effects of two conditions: first-person and third-person views in the point-of-view condition, and yaw - pitch rotations in the head movement condition. The results showed that cyber sickness worsened in the first-person point-of-view and in the yaw rotation movement. Point-of-view and movement had main effects on the cyber sickness, but an interaction effect between point-of-view and movement was not found. Based on the findings, along with reducing VR sickness, we proposed practical implications for VR contents planning for building balanced VR user experience. Positive VR experience can be reinforced through visual design, multi-modal interface design, and experience marketing for the optimal level of contents immersion. A future research was suggested on the roll rotation for diverse content genre development.

Solutions for the Effective 3D Character Skin Weight by converting Lattice Weight (래티스 웨이트 변환을 통한 효과적인 3D 캐릭터 스킨 웨이트 솔루션 제안)

  • Song, Bal-gum;Lee, Hyun-seok
    • Cartoon and Animation Studies
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    • s.44
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    • pp.33-56
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    • 2016
  • As the rapid extension of the game and film industry, studies on developing natural movements on a 3D characters are increasing. Rigging a character with joints is essential to create realistic movements on a 3D character. The rapid development of the CG industry, rigging technologies and workflow is becoming more sophisticated. Despite the progress and the growth of rigging operations, has shown the limitations of such repetitive tasks. For this study, analyzes the issues and inefficiency of the old method of skin weights and propose a better approach. First, need to understand the general process of an animation pipeline and learn the technology term of skin weights. Second, comparing the traditional ways of skinning a character and applying other deformers to work properly. Third, testing out new ways of weighting a character by applying deformers such as lattice and finally converting lattice weights back to skin weights. Forth, verifying effectiveness of the new method of skin weights by comparing with the traditional skin weighting process. The study shows that the new method of skin weights, reduced working hours and a better final weighting outcome. Expecting this study to enhance the method of skin weights and able to utilize this new skinning technology.

Cognitive Development Effect of Mass Media: Revealing the Relationships among Mass Media Consumptions, Intelligence, and Academic Achievement (매스미디어의 인지개발효과: 매스미디어 이용과 다중지능, 그리고 학업성적과의 관계)

  • Chang, Ik-Chin
    • Korean journal of communication and information
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    • v.37
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    • pp.377-417
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    • 2007
  • This study examines some cognitive development effects of mass media while testing the relations between mass media consumption and academic achievement and intelligence. In this research, students' television, newspaper, and internet consumption behaviors are used as independent variables which include motivations and magnitude of various content categories' and total consumption of those media. Dependent variables are school courses' test scores and eight intelligence scores based on Howard Gardner's multiple intelligence theory. It was found that media consumption magnitudes of various content categories have the most strong effects on those dependent variables. Each of various media consumption behaviors are found to have different effects according to which variable is dependent. For example, total internet consumption have positive effects on logical-mathematical intelligence but negative effects school achievements. Internet game sight have positive effects on logical-mathematical intelligence but negative effects on musical intelligence. It may be concluded that cognitive development is dependent mainly on what media contents students consume. Media consumption behaviors may have positive effects on some kinds of cognitive development and negative effects on other kinds. In other words, television or internet may have positive effects on academic achievement or intelligence contrary to popular thinking.

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Media Literacy Education in the Australian Curriculum: Media Art (호주 국가교육과정 예술과목 'Media Art' 에 나타난 미디어 리터러시 교육)

  • Park, Yoo-Shin
    • Cartoon and Animation Studies
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    • s.48
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    • pp.271-310
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    • 2017
  • This paper examines the composition and the content of media art which is an art education subject in a national curriculum of Australia; and discusses implications for Korean education curriculums. Media covered by Media Art subject in Australia are the multi types of general media including TV, movie, video, newspaper, radio, video game, the internet, and mobile media; and their contents. The purpose of ACARA's media art education curriculum is to improve creative use, knowledge, understanding, and technology of communication techniques for multiple purposes and the audiences. Through the Media Art subject, both the students and the community are able to participate in the actual communications with the rich culture surrounding them and to develop the knowledge and understanding of the 5 core concepts of language, technology, system, audience and re-creation while testing the culture. The implication of this study is as the following. ACARA's media art education curriculum has been developed as an independent educational program and has a special significance within Australian education curriculums. Although ACARA's media art education curriculum is formed as an independent subject, it is suggested within the curriculum to instruct in close connection with other subjects upon execution. Its organization and elaborateness in curriculum composition are very effective in terms of the teacher's teaching-learning design and as well as the evaluation. This seems to show a good model of leading media literacy curriculum. ACARA's media art education curriculum can be a great reference in introducing media literacy to Korean national education curriculums.

A Study on Application of Resource Types of RDA to KCR4 (RDA 자원유형의 KCR4 적용에 관한 연구)

  • Lee, Mi-Hwa
    • Journal of the Korean Society for information Management
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    • v.28 no.3
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    • pp.103-121
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    • 2011
  • This study is to seek to apply resource types of RDA to KCR4. It is difficult to choose appropriate term and to embody FRBR model because GMD of KCR4 is the mixture of content-based vocabularies and carrier-based vocabularies. SMD is to need to reflect the current technological terms. Resource type of RDA was already developed to overcome limitation of AACR2's GMD, and would affect the world cataloging environment, therefore it is need to apply resource type of RDA to Korean cataloging rule. For this study, case study and survey were used. In case study, it was to scan all GMD term for one university library to build by programming and to grape librarian and users' potential need. In the survey by cataloging librarian, it was to figure out the current description of resource type in university library and to test RDA resource type. As a result, it was needed to revise the vocabulary to the obvious and user-understandable list. Also it was different in correction rate in RDA testing by resource type. Based on the case study and the survey, RDA resource type was applied to KCR4 resource list by adding term such as computer game in content type, and by inserting terms such as DVD, CD-ROM, Blu-Ray, computer file in carrier type. It also applied RDA description method and display means to KCR4. This study would apply RDA resource type to KCR4 and contribute to revise KCR4 resource type.

A Study on the Methodology for Combat Experimental Testing of Future Infantry Units using Simulation (시뮬레이션을 활용한 미래 보병부대 전투실험)

  • Lim, Jong-Won;Choi, Bong-Wan;Yim, Dong-Soon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.3
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    • pp.429-438
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    • 2021
  • Owing to the development of science technology, particularly the smart concept and defense policy factors of the 4th industry, military weapon systems are advanced, and the scientific and operational force is reduced dramatically. The aspect of the future war is characterized by the operation of troops with reduced forces from advanced and scientific weapon systems in an operational area that has expanded more than four times compared to the present. Reflecting on these situational factors, it is necessary to improve combat methods based on the changes in the battlefield environment and advanced weapon systems. In this study, to find a more efficient future combat method in a changing war pattern, this study applied the battle experiment methodology using Vision21 war game model, which is an analytical model used by the army. Finally, this study aimed to verify the future combat method and unit structure. Therefore, the scenario composition and experiment method that reflect the change in the ground operational environment and weapon system was first composed. Subsequently, an analysis method based on the combat effectiveness was applied to verify the effective combat performance method and unit structure of future infantry units.

Effects of Self-Administered Interview on Correct Recall and Memory Protection in the Situation of Delay and Misinformation (시간 지연과 오정보 제시 상황에서 초기 자기기입식 면담(SAI)이 정확 회상과 기억 보호에 미치는 영향)

  • Ham, Keunsoo;Kim, Yeaseul;Kim, Kipyung;Jeong, Hojin
    • Korean Journal of Forensic Psychology
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    • v.11 no.1
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    • pp.1-20
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    • 2020
  • Witnesses will be exposed to a variety of misinformation after the witnessing of the event and state at the scene of the investigation after the delay period. This study was conducted to promote correct recall reporting without being affected by factors that against correct recall. Self-Administered Interview(SAI) is known to obtain eyewitness accounts quickly and accurately. Therefore, we performed a SAI to see if it reported more information than the control group that did not perform the SAI. Also, it also performed that correct information was maintained without being affected by misinformation and delay. Eighty-eight participants were asked to perform SAI or game after showing a video of mock crime. Misinformation was presented in the first or second session to see if it affected recall. An analysis of responses from the final test conducted in the second session by participants showed that groups that conducted SAI after a four-week delay reported more correct information than control groups, while there was no difference between incorrect- and confabulation information. In particular, the timing of presenting misinformation did not affect the amount of recall. This suggests that conducting the SAI immediately after witnessing the event protects correct information even after four weeks. Finally, the significance and limitations of this study, and subsequent studies were discussed.

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