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한인철,김응석,연광제,이남용 한국IT정책경영학회 2020 한국IT정책경영학회 논문지 Vol.12 No.2
As commercialization of 5G becomes a reality in 2019, the transition to the 5G era is increasing the utilization and attractiveness of VR using large-capacity digital media contents. From the perspective of CPND (C: Content, N: Network P: Platform, D: Device), the commercialization of 5G is expected to be a turning point to solve the weaknesses of networks that are difficult to deliver large amounts of data. In the platform sector, various VR experience facilities are being expanded and telecommunication companies are building VR platforms. The development of wireless HMD is also expanding in the device sector. The content sector demands diverse and immersive content, but rarely analyzes how consumers choose VR content. This study analyzes factors influencing consumers' purchase of VR game contents and provides insights for vitalizing VR game contents market. The data analysis of this study is to directly search and record the factors that consumers prefer game content such as price, scenario, play method, controller, and screen graphic in VR content distribution platforms (Oculus Store, Steam Store, Microsoft Store).
한인철,박진구,Han, I.C.,Park, J.K. 대한설비공학회 1992 설비공학 논문집 Vol.4 No.4
Numerical simulations are made of the refrigeration cycle in a domestic refrigerator/freezer. The main purpose of the present study is to predict the steady-state cycle performance with various specifications of cycle components and cabinet under the continuous running conditions. The detailed mathematical models are constructed for both the cycle components and cabinet, which are strongly coupled with each other. The simultaneous equations are solved by simple iteration method, and the results obtained are examined to assess the effect of the cycle components and cabinet modification on the system performance.
Unity ML Agents를 활용한 트랙 경로 탐색 시뮬레이션 설계
한인철,김진웅,김수균 한국컴퓨터정보학회 2024 한국컴퓨터정보학회논문지 Vol.29 No.2
This paper aims to design a simulation for path-finding of objects in a simulation or game environment using reinforcement learning techniques. The main feature of this study is that the objects in the simulation are trained to avoid obstacles at random locations generated on a given track and to automatically explore path to get items. To implement the simulation, ML Agents provided by Unity Game Engine were used, and a learning policy based on PPO (Proximal Policy Optimization) was established to form a reinforcement learning environment. Through the reinforcement learning-based simulation designed in this study, we were able to confirm that the object moves on the track by avoiding obstacles and exploring path to acquire items as it learns, by analyzing the simulation results and learning result graph.
한인철 한국대학선교학회 2005 대학과 선교 Vol.9 No.-
The purpose of this paper is to understand deism as a challenge to the basic belief of orthodox Christianity. Usually deism is understood as a new understanding of God that God made a watch and then let the watch move automatically according to its inner laws given by God at the first creation. There is nothing wrong with this understanding of deism. But that is not enough in talking about deism. At first, this paper will deal with the concept, background, time, place, and figures of deism generally, and then defines deism in a new way on the basis of the general reviews. In chapter III, I will review the challenge of natural science of Newton to the orthodox Christianity, and the interrelationship between natural science and natural religion. In this chapter, it will be revealed that Newton is a deist. In chapter IV, I will deal with four deists, two in England and two in Germany. In this chapter, it will be explored how they understood and criticized the orthodox Christianity in the light of natural religion. In the final analysis, I will evaluate the contributions and limits of deism as a challenge to orthodox Christianity.
한인철,이남용,박진호 한국IT정책경영학회 2020 한국IT정책경영학회 논문지 Vol.12 No.1
In this study, we classify VR services into CPNDs (contents, platforms, networks, and devices) to analyze the behaviors of consumers influencing the purchase and use of VR content. Presented. The model was composed of VR service, VR content, VR platform, VR device, service quality, service satisfaction, and the variables were derived for each factor. In the future, the model will be verified for each derived factor, and the validity of the proposed model will be verified by surveying the sample of IT experts.