본 논문의 목적은 생성형 AI 기술의 급속한 발달로 인해 변화하는 게임산업의 생태계를 살펴 보고 이에 따른 대응방안을 모색하는 데 있다. 2022년 11월 OpenAI가 ChatGPT를 대중에게 공개한 이후, 생성형 AI를 가장 직접적으로 활용 및 투자하고 있는 분야는 게임콘텐츠 산업이 다. 생성형 AI의 활용은 단순반복적인 작업의 효율화를 통해 게임 개발의 간소화와 예산 절감 을 가능케 한다. 여기에 플레이어의 반응에 실시간 반응하며 소통하는 콘텐츠 자동 생성을 통 해 사용자 경험을 극대화한다. 실제 게임 개발 현장에서도 게임 레벨, 맵, 퀘스트, 지능형 NPC, QA 자동화 등 게임 제작과 운영의 전 분야에서 생성형 AI 도구가 활용되고 있다. 신기 술에 민감하며 노동집약적인 게임의 산업적 특성 때문에 생성형 AI가 게임산업의 미래를 바꿀 것이라는 전망과 함께, 저작권 이슈와 대량 해고 등 우려 또한 제기되고 있다. 이에 대응하기 위해 게임업계는 생성형 AI가 가져올 불가피한 변화를 적극적으로 받아들이고, 이분법적 ‘대체 론’을 넘어 인간의 창의력과 AI 기술의 장점을 결합할 수 있는 새로운 협업 지성과 창작물에 대한 법적, 윤리적 가이드라인을 모색해야 한다.
게임플레이는 플레이어가 게임과 상호작용을 진행하면서 게임 상황에 대한 판단과 행동의 일련의 과정의 반복이라고 볼 수 있다. 잘 설계된 게임플레이는 플레이어로 하여금 게임에 몰입하도록 유도하며, 지속적으 로 몰입상태를 유지할 수 있도록 한다. RPG에서 게임플레이의 핵심과정중 하나는 몬스터와 상호작용하는 것이다. 일반적인 RPG의 몬스터는 패턴플레이로 구성되어 반복적으로 플레이가 진행되는 상황에서 지루함 을 유발하는 요인으로 작용한다. 이로 인해 게임을 플레이하는 플레이어중 고 레벨 플레이어는 레벨업을 위 해 습득해야 하는 경험치의 양의 증가로 인해 같은 필드에서 같은 몬스터를 오랜 시간동안 플레이하는 것 이 일반적이어서 시간이 지날수록 투자한 시간과 성취욕구 사이에서 만족도가 떨어지는 문제점이 발생한다. 본 연구에서는 플레이어의 성장과정에서 몬스터가 제공하는 정보에 대한 위계의 설정을 통하여 플레이어의 인지과정에 패턴의 변수를 인식하게 하여 다양한 게임플레이가 가능하도록 하며 이를 바탕으로 플로우 (Flow) 과정에서 경험하는 지루함의 요소를 극복하고 지속적으로 몰입과정을 느낄 수 있도록 한다.
The purpose of this study was to identify the moderating effects of internet shopping experience on appearance management in elder people, psychological adaptation and social connectedness. Data were collected from 257 elder people who living in Seoul or Gyeonggi-do. Collected data were analyzed by frequency, descriptive statistic analysis, moderated stepwise regression. The results of the study were as follows: First, appearance management of elder people was significantly related to psychological adaptation and social connectedness. Second, internet shopping experience moderated between appearance management and social connectedness. Third, internet shopping experience is not a moderator variable on between appearance management and psychological adaptation, it just was a influential factor on psychological adaptation. Based on these results, it suggests that there are strong needs of approaching of practical and political interventions to development internet shopping system for social connectedness and psychological adaptation of the elderly in future aging society.
Education based on synesthesia has been used to be applied for several years. Especially, We focused on the Coloured-hearing Synesthesia for music education for children who have difficulty in practicing pitch by using the serious game based on Coloured-hearing theory. Also, smart platform is flexible for several sort of video games so we expect good accessibility for children. For proving the effectiveness for education by using this technology and theory, we design the serious game for music called “Bunny’s Cave” based on Coloured-hearing theory and conduct the usability test aimed at 3rd grade student in elementary school.
There are several “game testing techniques” to find bugs in game software. But they can not support game developer to correct errors easily and effectively in game development process. And also they are doing process according to game developer’s scenario and intuition at game company in these days. Therefore, to solve the above problem in this paper, this dissertation suggests a efficient testing techniques to judge the suitable generation of the auto-generate game map according to the game user’s playing and verify them TFD (Test Flow Diagram).
Horticultural therapy (HT) is the engagement of a person in gardening related indoor activities by a trained professional to achieve specific treatment goals. It was effective as an alternative medicine and played an important role in rehabilitation of stroke patients, especially in psychological aspects. While the psychological benefit has been clearly demonstrated, the evidence of the physical benefit is insufficient. We report three stroke patients treated with HT and they were evaluated from the standpoint of physical, psychological, and cognitive outcomes. HT program consisted of 10 sessions during 2 weeks with 1 hour per session. The assessment of outcomes and positron emission tomography/computed tomography (PET/CT) were performed before and after treatment. Two patients showed improvements in physical and psychological aspects. But the other patient showed no outstanding outcome. These results suggest the possibility of HT as a complement to conventional occupational therapy.
Genome sequencing researches for considerable numbers of crops and wild plants are being developed. Cytogenetic researches according to chromosome number and size are essential to confirm and comprehend ploidy level and genome size before genome sequencing project is actually conducted. Cytogenetic researches on six food crop plants were carried out by DAPI staining and fluorescence in situ hybridization (FISH) method. Fagopyrum esculentum Moench showed 2n=2x=16, each chromosome length of 1.42㎛ to 1.77㎛, total chromosome length of 13.31㎛, and karyotypic formula of 2n=8m; Phaseolus angularis W.F. Wight, 2n=2x=22, 2.01㎛ to 3.84㎛, total 28.03㎛, 2n=9m+2sm, Perilla frutescens var. japonica Hara, 2n=2x=40, 1.73㎛ to 2.76㎛, total 44.36㎛, 2n=5m+13sm+2st. Chromosome sizes of the other three species such as, Panicum miliaceum L., 2n=2x=36, total chromosome length of 30.83㎛, Sesamum indicum L., 2n=2x=26, 27.39㎛, lpomoea batatas L., 2n=2x=30, total 33.51㎛ were too small for each chromosome type to be identified and analyzed. The result of FISH analysis using 5S and 45S rDNA probe showed species-specific chromosome locations in the genome. These preliminary analyses were carried out to decide which food crop to prioritize for genome sequencing. This work was supported by the “Cooperative Research Program for Agriculture Science & Technology Development (No.PJ009837), Rural Development Administration, Republic of Korea.
Cryopreservation has been known as an efficient method for long-term preservation of clonally propagated plants, and several cryopreservation methods have been developed. Among them, a droplet-vitrification method for potato using axillary shoot tips in vitro has been established previously. In this study, we have optimized the procedure in which explants were submitted to a step-wise pre-culture in liquid sucrose-enriched medium (0.3 and 0.7 M for 7 and 17 h, respectively). The pre-cultured explants were dehydrated with PVS3 (w/v, 50% glycerol + 50% sucrose) for 90 min or modified PVS2 vitrification solution (w/v, 37.5% glycerol + 15% DMSO + 15.0% ethylene glycol + 22.5% sucrose) for 30 min. This two dehydration solutions produced post-cryopreservation regeneration percentages of 57.2% and 80.9%, respectively. We also compared a new post-culture medium (0.1 mg L ・ -1 GA3, 0.1 mg L ・ -1 kinetin) with the conventional one (0.15 mg L ・ -1 IAA, 0.2 mg L ・ -1 zeatin, 0.05 mg L ・ -1 GA3); the shooting initiation rates were 80.9% and 43.5%, respectively. The results suggest that the modified droplet-vitrification protocol described in this study is more effective, easier to implement, and more economical than the droplet-vitrification protocols currently used for potato.