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이면재,오성석,임재환 남서울대학교 2007 남서울대학교 논문집 Vol.13 No.4
Various game platforms and multimedia contents have been converged ingame in our country. But, there is little research and case analysis on gameconvergence so far. In this paper, we show on convergence of gameplatforms and analyse convergence cases of various multimedia contents.And, we propose methods how to make successful game convergence ingame. This paper gives useful information to companies making game byusing game convergence. Key Words : Game Convergence
朴道淳,李免宰 弘益大學校 科學技術硏究所 2004 科學技術硏究論文集 Vol.15 No.-
The methods for incorporation of bandwidth smoothing techniques and adaptable video transmission techniques have advantage of optimizing specific factors because of using video frame informations and considering available network transmission rate. The adaptable CBA algorithm that is one of above methods results in lower frame rate and may discard many frames in case a run size is large and the available transmission rate is small. In this paper, we propose a smoothing algorithm that run size is reduced to be satisfied with the available transmission rate in case a frame rate of run is smaller than the constrained frame rate in order to overcome the shortcomings of adaptable CBA algorithm. Experiments demonstrated that the proposed algorithm outperformed adaptable CBA algorithm. In order to show the performance, various evaluation factors such as frame rate changes, maximum frame rate, minimum frame rate, average frame rate were used.
네트워크 트래픽을 고려한 비디오 데이터 전송을 위한 버퍼 관리 기법의 개선
朴道淳,李免宰 弘益大學校 科學技術硏究所 2005 科學技術硏究論文集 Vol.16 No.-
There are smoothing, adaptable video transmission, and adaptable bandwidth allocation in techniques for transmitting VBR(Varaible Bit Rate) video. Among these methods, adaptable video transmission technique and adaptable bandwidth allocation technique consider network traffic to transmit frames. The advantage of simple buffer management technique which is included in adaptable video transmission is that it is easy to implement and understand. But in this method, server decides transmission of a frame by comparing size of a frame with the available bandwidth. Therefore, if frame sizes for transmission are larger than available bandwidth during a long period, many frames should be discarded. In this paper, we propose an improved simple buffer management technique using frame group for transmission. In order to show the performance, various evaluation factors such as minimum frame rate, average frame rate, frame variability, the number of discarded frame, and average of the number of successive discarded frame were used.
이면재(Myoun-Jae Lee) 한국정보기술학회 2010 한국정보기술학회논문지 Vol.8 No.3
At present, educational serous games which is designed for educational purpose including funny element have been developed in our country. This paper proposes an english educational game and describes how to make english educational game using OGRE engine. The OGRE engine is public, and widely used in many university. Methods of the proposed game's development include development environment, desired plan, game scenario, game rules, game interface, method to cooperate with sound engine, flash cooperation and so on. The proposed game is a combination of english words in a manner that is in progress, it's target is elementary school student. And discrimination of the proposed game is to play puzzle-shooting, in order to increase fun more than puzzle in the existing english educational games. When enemy with a english word appears in game space, game player combines the english word in the first, shoots the enemy. This paper should be helpful to discrimination of english educational serious game and developers to create english educational serious game with OGRE engine.
이면재(Myoun-Jae Lee),김경남(Kyoung-Nam Kim) 한국정보기술학회 2010 한국정보기술학회논문지 Vol.8 No.11
As a rule to induce crowd action, flocking can be mostly used at migration, avoidance and attack of NPC. In this paper, we evaluate the cohesion time of existing implemented fish flocking algorithms with various factor such as the number of fish, tank size, avoidance range of collision, interaction range and so on. As a result, we found the more the number of fish or tank size, the larger cohesion time, and the more avoidance range of collision or interaction range, the smaller cohesion time. This experimental result shows that it is similar to fish flocking of real world. Therefore, in case of many flocking in a game, it provides reality for game player. This paper can help game developers to increase fun of game by applying the flocking principal to the game.