• Title/Summary/Keyword: RPG

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A Study on the Object Search in 3D FPS Games Using Avoidance Rule and MFC (회피규칙과 MFC를 이용한 3D FPS 게임의 오브젝트 탐색 연구)

  • Choi, Won-Tae;Choi, Sung-Ho;Kim, Hae-Yong;Park, Chang-Min
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.10a
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    • pp.101-104
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    • 2007
  • The MFC makes the region in the player object center and it judges a relation the object. But it searches the objects which are not relation to game. Consequently, it decreases the speed of game and it recognizes a dangerous characteristic. In this paper, in order to complement a weak point, it applied the avoidance rule of the flocking in npc object. Consequently, the npc object has the concept of range of vision and proposed the method which is possibility of closing the speed decrease of game. This time 2 condition which is proposed must be satisfactory. The method that proposed will play an important role in development of a 3D FPS games.

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Recent R&D Trends of Solid Oxide Fuel Cell Power Generation System (고체산화물 연료전지 발전시스템의 최근 연구 개발 동향)

  • Pyo, Seong-Soo;Lim, Tak-Hyoung;Lee, Seung-Bok;Park, Seok-Joo;Song, Rak-Hyun;Shin, Dong-Ryul
    • Journal of the Korean Electrochemical Society
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    • v.12 no.2
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    • pp.119-130
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    • 2009
  • This article reviews recent R&D trends in SOFC development with an emphasis on industries that can produce the SOFC stack and power generation system. SOFC is an electrochemical device that can convert the chemical energy of fuel into the electrical energy with environment friendly system and high efficiency. SOFC power generation system could be classified as the portable power generation system, auxiliary power unit(APU), residential power generation(RPG) and large size distributed power generation. In the case of more than 10kW system, the major R&D trends are focused on the tubular type SOFC system with high efficient and long term stability to meet the commercialization of SOFC power generation system.

Development of Mobile Sage-math and its use in Linear Algebra (모바일 환경에서의 Sage-Math의 개발과 선형대수학에서의 활용)

  • Ko, Rae-Young;Kim, Duk-Sun;Bak, Jin-Yeong;Lee, Sang-Gu
    • Communications of Mathematical Education
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    • v.23 no.4
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    • pp.1023-1041
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    • 2009
  • The importance of the mathematical education on the ICT environment has been increased as the educational environment has been changed in 21st century. In Korea, many researches on ICT tools have appeared over the last 10 years. But most of researches are depending on the foreign tools, that was one major obstacle on adapting them in our mathematics curriculum. But we found the new open source tool which is called Sage-Math can be in effective solution to resolve those problems. Now we produce what we have done in linear algebra with this Sage-Math and mobile modules.

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A novel method for natural motion mapping as a strategy of game immediacy

  • Lee, Ji Young;Woo, Tack
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.5
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    • pp.2313-2326
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    • 2018
  • The method of operating a game could determine the psychological distance between the player and the game character, and thus, in the Virtual Reality, players' control methodologies are important to enhance their immersion. This study has the objective of examining the difference in games according to the method of operation based on the player's movements. This study researched the effect of the method of operating movement conforming to the movement of the character and the physical operation of the body on forming game experiences for the player. The result of performing an experiment increased reality for the game player through a controller in the shape of the actual control, to increase focus in the game. As so, game play through movements, including actual movements by the player displayed to enhance game satisfaction. In the part of media remediation field, Game can be defined as media which has their own unique hypermediacy. Especially, in the motion based game, players' movement mediates players and the game, therefore, players' movement could make players' experience augmented or immediate in accordance with the characteristics of movements. Even though sports and dances genres of motion-based games are common, RPG or adventure genres are rare. It can be explained that the characteristics of the action have been explained in the immediacy. In a game of fantasy, which is difficult to experience in real-life situations, the nature of the player's motion can increase the immersion of the game, which can contribute to utilization of players' motion and experience design in the various genres and suggestion of grounds theory. In addition, through this study, it is able to design motion-based games of various genres.

The Analysis of the Successful Factor of in Japanese Mobile Game (일본 모바일 게임 <퍼즐 앤 드래곤>의 성공요인 분석)

  • Baek, Jae-Yong;Kim, Young-Jae
    • Cartoon and Animation Studies
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    • s.40
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    • pp.367-395
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    • 2015
  • Mobile games have taken 80% of the market sales in smart device application industry that is highly regarded as one of the fast growing pool of cultural content after the distribution of smart devices. One of the most successful mobile games after the smart device's appearance is . created by Gung-ho Online entertainment under Softbank Japan, has gained the sales revenue of one trillion dollars after its release in 2012, just after one year of its exposure to the market. The game also has been the top rank by Worldwide Mobile Game Revenues for 2years achieving 40 million downloads worldwide in 2015. However, there is no place for a Korean game in world mobile game sales ranks yet. Even though the mobile game industry has been expanding every year, Korean games are losing its places in the market. Therefore, the analysis of a successful game such as is vital for diagnosing Korea's game content and its lack of direction. This study utilizes K. Masanao's Matrix for Creating Profit System for analyzing 's factors for its success. First, the game has incorporated puzzle and RPG contents for creating a new genre, which led various age groups to play the game. Second, the developers have applied 'limited time' in-game festivals and collaborations between the game and famous contents such as God Festival and Character Draw system to increase the profit revenue. Third, the company communicated with on and off line players to seek their needs for developing the game's better development. Consequently, the three success factors of deduced from this study not only reflect the related researches and academic values, but also contribute for the search in finding better ways to developing game contents for Korean mobile game industry.

A System Simulation Model of Proton Exchange Membrane Fuel Cell for Residential Power Generation for Thermal Management Study (가정용 연료전지 시스템의 열관리 해석을 위한 시스템 운전 모델 개발)

  • Yu, Sang-Seok;Lee, Young-Duk;Ahn, Kook-Young
    • Transactions of the Korean Society of Mechanical Engineers B
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    • v.34 no.1
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    • pp.19-26
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    • 2010
  • A PEMFC(proton exchange membrane fuel cell) is a good candidate for residential power generation to be coped with the shortage of fossil fuel and green house gas emission. The attractive benefit of the PEMFC is to produce electric power as well as hot water for home usage. The thermal management of PEMFC for RPG is to utilize the heat of PEMFC so that the PEMFC can be operated at its optimal efficiency. In this study, thermal management system of PEMFC stack is modeled to understand the dynamic response during load change. The thermal management system of PEMFC for RPGFC is composed of two cooling circuits, one for controling the fuel cell temperature and the other for heating up the water for home usage. The different operating strategy is applied for each cooling circuit considering the duty of those two circuits. Even though the capacity of PEMFC system (1kW) is enough to supply hot domestic water for residence, heat-up of reservior takes some hours. Therefore, in this study, time schedule of the simulation reflects the heat-up process. Dynamic responses and operating strategies of the PEMFC system are investigated during load changes.

A Study on the Development Strategy of VR Game Content by Group Based on Conjoint Analysis (컨조인트 분석을 통한 집단별 VR게임콘텐츠의 개발 전략에 관한 연구)

  • Lee, Ho Seok;Jeong, Jong In;Lee, Bong Gyou
    • Journal of Internet Computing and Services
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    • v.21 no.1
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    • pp.137-146
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    • 2020
  • VR(Virtual Reality), which has drawn attention as a major area in ICT, is currently being used in various fields, including medical care, movies and architecture. Although VR technology is used in various fields, contents are mainly developed by creators where needs of users are easily left out of consideration leading to failure in forming a consensus between UI(User Interface) and UX(user experience). To identify the consumer preference and attribute level of VR game content, which is responsible for the largest proportion of VR contents, this study was designed to examine the consumers' preference properties of VR game contents through a Conjoint Analysis and derive the relative importance and weightings of each group. The study collected 166 questionnaires over a total of three months from May to July 2019, 150 of which were completed (90.4%). Statistic analysis was conducted using SPSS Ver. 25.0. The results of the study showed that the genre of the game (42.6%), number of players (24.0%), price for payment (20.3%) and game planning (13.1%) were important attributes in choosing VR games. The optimal mix of attributes was derived with new games, RPGs, multi-play and medium price (22,000 KRW). Before mentioning technology in the expectations of users who use VR game content, which is the most preferred among VR contents, this study recognized the need to have a fun and new experience through VR game content. Therefore, it is expected that this will serve as a reference for consumer behavior of VR game contents and research on VR game contents development.

A Relationship between Corneal Eccentricity and Stable Centration of RGP Lens on Cornea (각막 이심률과 RGP 렌즈의 중심안정위치와의 상관관계)

  • Park, Eun Hye;Kim, So Ra;Park, Mijung
    • Journal of Korean Ophthalmic Optics Society
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    • v.17 no.4
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    • pp.373-380
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    • 2012
  • Purpose: The present study was performed to investigate a relationship between the stable centrations of spherical RGP lens and aspherical RGP lens on cornea and corneal eccentricity. Methods: Two RGP lenses with different designs were fitted in alignment, steep or flat on total 84 eyes having corneal eccentricity of 0.28~0.78. The stable centration of lenses on cornea was analyzed by taking photographs with a high-speed digital camera. Results: The stable centrations of spherical and aspherical RGP lenses in horizontal direction were decentrated to temporal side. More centration to median side was shown when corneal eccentricity was larger. The difference between the stable centrations of spherical and aspheric RGP lenses according to corneal eccentricity was bigger when the fitting state was flatter. The difference in the stable centrations of aspherical RGP lens was smaller than that of spherical RGP lens regardless of fitting status. The stable centrations of spherical and aspherical RGP lenses in vertical direction were located below corneal apex regardless of fitting status however, there was no significant difference analyzed by the variation of corneal eccentricity. However, there were many cases that RGP lenses were in upper eyelid with increasing corneal eccentricity. Conclusions: The consideration of corneal eccentricity is required for RGP lens fitting and manufacturing aspherical RGP lens since the stable centration of spherical RGP lens as well as aspherical RPG lens' centration was changed depending on corneal eccentricity.

Establishment of the Room Acoustic Criteria for the Korean Traditional Music Halls Using Subjective Listening Tests (청감실험에 의한 국악당의 음향설계조건 설정)

  • Haan, Chan-Hoon;Shin, Jic-Su
    • The Journal of the Acoustical Society of Korea
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    • v.26 no.7
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    • pp.343-352
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    • 2007
  • The present study aims to investigate the design standard for acoustic criteria of Korean traditional music which could be used for the design of Korean traditional music halls. In order to do this, subjective listening tests were undertaken to musicians using auralized sounds which were convolved with the impulse response of traditional instruments recorded in an anechoic chamber. 94 pairs of sound were made which have different value of acoustic parameters including RT, BR, Brilliance, G, C80, ITDG, IACC. A paired comparison method(PCM) was used to analyze the results from the subjective listening tests. The results show that the preference of acoustic criteria for the Korean traditional music is far different from those of western music. As a result, specific range of acoustic criteria were suggested for the appropriate acoustic conditions of Korean traditional music. Also, a guideline of the acoustic design of halls for performing the Korean traditional music was suggested which could be used as a basic reference in the future works.