• Title/Summary/Keyword: 게임 요소

Search Result 1,394, Processing Time 0.028 seconds

Improvement Study abroad School Safety Analysis (국내외 학교안전 실태분석을 통한 개선방안 연구)

  • Kim, Teahwan
    • Journal of the Society of Disaster Information
    • /
    • v.11 no.3
    • /
    • pp.385-392
    • /
    • 2015
  • In hosting outdoor activities and school trips, safety issues are gaining serious attention lately. In addition to Sewol ferry tragedy and an incident at Kyungjoo Mauna Resort, there have been grown problems related to this crucial factor. This research analyzes negligent accidents occurred from domestic and foreign schools and aims to provide effective safety education and policy through comparative analysis between domestic and foreign cases. We mainly relied on documents such as newspapers, internet articles and legal papers to investigate cases and cooperated with relevant government departments for collecting references and setting agenda for safety supervision. The analysis on both domestic and foreign cases revealed that students abroad receive opportunities for first-hand experience regarding safety and systematic education, as safety maintenance is prioritized. Based on this culture, safety education should be habituated domestically, while participatory safety programs that students can actively involve must also be devised. Moreover, through preparation of entertaining contents such as SNS game programs, skits and activities employing multiple facilities and vehicles at school safety education, we must induce students to actively participate in the program with interests.

Direction Presentation of Development of Web-based Architectural Design Site (웹 기반의 건축설계 사이트 개발의 방향 제시)

  • Ahn, Seong-Hye;Choi, Jang-Myung
    • The Journal of the Korea Contents Association
    • /
    • v.8 no.2
    • /
    • pp.132-139
    • /
    • 2008
  • The aim on this thesis is to develop virtual construction designing experience web-site in order to help non-professional to predict the actual construction working result by self-construction design, provided by virtual reality program, sharing knowledge of architectural design and materials on internet to solve certain problems. The way of study is using case of virtual reality technology which is practically using in architecture era recently; in construction design, deducting realizable virtual reality technology of limitation and its solution; analyze case of construction designing program which is currently used by professionals; constitute required essential functions as UI(User Interface) when constructing. Followed by result of study, as a proposal, in service, technical, and UI sectors are the way to construct its objectives for internet based virtual construction experience web-site.

Implementation of Security Enforcement Engine for Active Nodes in Active Networks (액티브 네트워크 상에서 액티브 노드의 보안 강화를 위한 보안 엔진 구현)

  • Kim, Ok-Kyeung;Lim, Ji-Young;Na, Hyun-Jung;Na, Ga-Jin;Kim, Yeo-Jin;Chae, Ki-Joon;Kim, Dong-Young
    • The KIPS Transactions:PartC
    • /
    • v.10C no.4
    • /
    • pp.413-422
    • /
    • 2003
  • An active network is a new generation network based on a software-intensive network architecture in which applications are able to inject new strategies or code into the infrastructure for their immediate needs. Therefore, the secure active node architecture is needed to give the capability defending an active node against threats that may be more dynamic and powerful than those in traditional networks. In this paper, a security enforcement engine is proposed to secure active networks. We implemented an operating engine with security, authentication and a authorization modules. Using this engine, it is possible that active networks are protected from threats of the malicious active node.

Evaluation of Discomfort Glare Indices in Office Lighting (사무실 조명에서의 Discomfort Glare 계산법 적용 및 평가)

  • Hur, Nam-Don;Kim, Hoon
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
    • /
    • v.16 no.6
    • /
    • pp.13-21
    • /
    • 2002
  • In the interior lighting, usually we refer to TAL and general lighting. The last one is that we generally adopt it in the interior lighting conditions. Here, glare is most important factor of them, especially in working place using VDT. Reference or development of estimation on glare has been studied in CIE, IESNA etc. and these of glare regulations now are applied differently in the interior lighting design or estimation on glare. But we have no glare regulation in detail, of course except G classification, which has limit of itself, so in my case it is impossible to apply in the interior lighting. On this paper, with some of main glare regulations in the world and our conditions in the interior lighting which are selected carefully, in an actual state it has been estimated So, it intended to blow which one is most suitable or what factors are considered of them, also show glare index which are appropriate to our interior lighting.

A Study on the VR Simulation Program for the Sport of Realistic Trees (운동경기 VR Simulation을 위한 나무 사실감 연구 "가상현실 나무의 그림자와 거리감을 중심으로")

  • Shin, Hwa-Hyun;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2010.05a
    • /
    • pp.378-382
    • /
    • 2010
  • Horseback riding, shooting, golf and other sports that make up the visuals, the background graphics in the game is an important factor influencing the outcome. But they need to play directly from the site is limited, and sports simulation games and the realistic representation of real-time operation since the fall of the background. In this paper, to overcome the limitations in the field for the game by converting pictures 3d graphic modeling. z-depth by using a special technique for expressing the perspective of the analysis of the sport and VR (virtual reality) simulation to study the background to the development. In this study, background realistic VR implementation of sport Journal of Sports Science and will contribute to the development.

  • PDF

Eating Habit Management Application for Body Health (몸 건강을 위한 식습관 관리 어플리케이션)

  • Kim, Yoon-Na;Jung, Seul-Ki;Choi, Yeon-Hwa;Park, Jung Kyu;Park, Su e
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2017.10a
    • /
    • pp.216-218
    • /
    • 2017
  • Clothing, Eating, and Living are three basic factors in human living. Eating is main factor of human's life maintenance and delightment. We are mostly interested in 'what to eat', but we have relatively less interest in 'how to eat.' So we are focusing on a dietary habit about 'how to eat'. Dietary habit highly affects on our body, and depending on dietary habit, our body can be healthy or our health can be destroyed. Therefore, we started a project which is based on motto of 'healthy dietary habit makes healthy life. We defined 20-30's adults whom have remarkable irregular and fast dietary habit as our target. Furthermore, we are willing to help them to have slow, regular dietary habit. Ultimately we want to deliver the value of health.

  • PDF

Prediction of Precipitation deficiency and Intensification of Drought Condition in Zimbabwe using GCM for Mar.-Oct.,2016 (GCM을 이용한 2016년 3-10월 짐바브웨 강수 및 가뭄전망 예측)

  • Choi, Kyung Min;Oh, Jai Ho
    • Proceedings of the Korea Water Resources Association Conference
    • /
    • 2016.05a
    • /
    • pp.156-156
    • /
    • 2016
  • 2016년 2월 5일, 짐바브웨는 극심한 가뭄으로 인해 인구의 4분의 1이상이 식량난을 겪고 있다며 '국가 재난 사태'를 선포하였다. 한때 아프리카 곡창지대로 불리던 짐바브웨가 극심한 가뭄을 겪게 된 데에는 2015/16년 슈퍼엘니뇨의 영향이 크게 한 몫을 하였는데, 이는 남반구의 여름인 11월부터 이듬해 3월까지인 짐바브웨의 우기가 2015/16년 슈퍼엘니뇨 강도가 절정에 달했던 시기(10월에서 2월)와 겹쳐져 짐바브웨의 강수량이 슈퍼 엘니뇨의 영향을 받게 되었기 때문이다. 게다가 4월부터는 엘니뇨의 영향을 받은 우기가 끝나고 건기가 시작되기 때문에 앞으로 가뭄이 얼마나 더 악화될지 우려되는 상황이다. 짐바브웨의 기후를 살펴보면, 증발량이 강수량보다 많은 건조기후 중에서도 비교적 그 정도가 약한 기후인 반건조 지대에 속한다. 하지만 연강수량 변동에 따라서, 비가 내리는 해에는 토양 수분이 과잉되고 비가 적게 내리는 해에는 심한 물 부족 현상이 일어나게 되기 때문에, 건기가 시작되는 4월부터 짐바브웨 강수 예측은 가뭄이 얼마나 지속될지를 파악하는 데에 아주 중요한 요소가 될 수 있다. 따라서 본 연구에서는 강수 예측 결과를 중심으로 2016년 짐바브웨의 가뭄이 얼마나 지속되고, 또 가뭄의 강도는 어떻게 될지 알아보는 것에 목적을 두고, GCM을 이용하여 2016년 3월에서 10월까지 장기예측을 수행하였다. 경계 자료로는 ECMWF (European Centre for Medium Range Weather Forecasts)에서 제공하는 Sea Ice자료와, NOAA OI (National Oceanic and Atmospheric Administration Optimum Interpolation) Weekly SST자료를 사용하였고 엘니뇨의 영향을 고려하기 위해 IRI (International Research Institute)의 ENSO forecast를 참고하여 SST아노말리에 월별 가중치를 적용하였다. 초기 입력 자료로는 1월 21-30일 10일간의 ECMWF의 재분석 자료를 이용하여 총 10개 멤버의 앙상블 예측을 수행하였고, 8개월(3-10월) 기간에 대해 약 한 달간의 spin-up time을 주었다. 예측 자료를 모델 climatology와 비교하여 월 평균 강수 전망을 분석하였고, 기온과 해면기압의 월 평균자료도 추가 분석하였다. 또한 짐바브웨 지역의 강수 관측 자료와 모델 예측 자료를 이용하여 특정 도시들의 1년 누적강수를 예측 및 분석하였고, 최종적으로 이 결과를 통해 짐바브웨의 가뭄지속가능성을 살펴보았다.

  • PDF

A Experimental Study of Aerodynamic Interference on Quad-Tilt Propeller UAV Wings in Forward Flight Condition (전진 비행하는 Quad-Tilt Propeller 형상 무인기 날개에서 나타나는 공력간섭 현상에 대한 실험적 연구)

  • Kim, Taewoo;Chung, Jindeog;Kim, Yangwon;Park, Cheolwan;Cho, Taehwan
    • Journal of the Korean Society for Aeronautical & Space Sciences
    • /
    • v.47 no.2
    • /
    • pp.81-89
    • /
    • 2019
  • In this study, wind tunnel test on Quad-Tilt Propeller which has tandem wings is carried out to analyze the aerodynamic interference effect of front wing and propeller on rear wing during forward flight. Using 6-axis balance system, forces and moments of whole aircraft were measured and using strain gauge at wing root, bending moments were measured to observe change of aerodynamic force of each wings. A 12-hole probe was used to measure the flow field in the wing and propeller wake. Flow characteristics were observed qualitatively through flow visualization experiment using tuft and smoke. To measure the aerodynamic interference by elements, the influence of front wing and propeller on rear wing was analyzed by changing the wings and propellers mount combination.

Lie Puzzle Dressed up as the Real---Analysis of Reversal Narrative in Hong Kong Film "Project Gutenberg" (거짓으로 진실을 은폐한 거짓 미스터리 - 홍콩영화<무쌍>의 반전서사 분석)

  • Liu, Ruobing
    • Journal of Korea Entertainment Industry Association
    • /
    • v.14 no.1
    • /
    • pp.107-116
    • /
    • 2020
  • The Hong Kong film "Project Gutenberg" has obtained the great achievements at the box office and public reputation due to such multiple factors as realistic counterfeit banknote production process, breathtaking gunfight scenes, brain-burning plot, unexpected reversal ending, personal charm of Chow Yun-Fat and so on. In terms of film narrative, the director utilized the narrator, Li Wen, to guide the police and audience in the limited angle of perspective into the scheme, and make the symbolic meaning image of the actor Chow Yun-Fat stengthen the audience's confirmation for the imagination of "painter", with the introduction of multiple narratives and flashback of different characters and scenes, and then finally, used the narrative structure with multiple lines and layers to uncover the truth. There are three great reversals in the film, each of which is overthrow for the film plot, and every overthrow is a disavowal of the audience's cognition for the previous story; therefore it brings the greatly emotional tension, making the audience get complete release and relief in the process of the psychological game of cognition, identification and decision-making at the end.

A Case Study of University Convergence Classes on Learners' Creative Ideas : Focusing on the development journal of the indie game of 'Woody' (대학의 융복합 수업이 학습자의 창의적 발상에 미친 사례 연구 : '우디'의 인디게임 개발 일지를 중심으로)

  • Kim, Seong-Hee;Lee, Kyeong-Wook
    • Journal of Korea Entertainment Industry Association
    • /
    • v.15 no.1
    • /
    • pp.153-160
    • /
    • 2021
  • In recent universities, the new-normal era. There is a growing interest in nurturing creative thinking learners who have converged thinking necessary for the AI era based on big data. This study intends to propose the expansion of science liberal arts education necessary to meet the education needs of these universities. To this end, first the status of convergence education in universities and the elements necessary for the learners' creative ideas were examined. Second, learners who took a convergence lecture at a university will look at the development case of in which convergence thinking, creative thinking, and gaming are implemented. Based on this, we would like to propose an expanded organization and operation of science liberal arts education as a way to enhance the creative thinking of learners and their competencies through convergence classes at universities.