• Title/Summary/Keyword: 액션스크립트

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Analysis and Adaptation of Strategy for Designing Web Interaction through Analyzing Cases of Interactive Website (웹 인터랙티비티의 사례분석을 통한 인터랙션 디자인 전략 분석 및 개발 사례)

  • Kim, Mi-Young;Kim, Hyun-Jeong
    • Archives of design research
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    • v.17 no.4
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    • pp.37-50
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    • 2004
  • As web-based programming tools(such as flash action script, javascript, java and etc.) has been improved and it has become more aware to take interactivity importantly as users' whole experience, web sites have evolved from the form of webzine to the form of interactive application that displays more interactive interface and gives instant feedbacks for the users' inputs. Web, rather than software, is used to execute relatively easy tasks by users of various levels, so that web sites could give more fun and less cognitive burden by supporting users' tasks in more interactive way. This paper examined design strategies to make more interactive web by figuring out definition of web interaction as users' experience and by analyzing web interaction design trends from cases of interactive web sites. The ultimate objective of this paper is show how design strategies can be adapted in the web interaction design process. Thus, case study of designing interactive bookshell in E-book site was done and is demonstrating one way of adapting strategies to design web interaction.

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Monitoring Environment Design for Web Connection Information (웹 클라이언트 연결 정보 모니터링 설계 및 구현)

  • Jo, A-Ra;Jeong, Chi-Yoon;Chang, Beom-Hwan;Na, Jung-Chan
    • Proceedings of the Korea Information Processing Society Conference
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    • 2009.04a
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    • pp.1466-1469
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    • 2009
  • 최근 웹 서비스 환경에서 공격자가 자신의 근원지를 은닉하기 위하여 여러 단계의 경유지를 거쳐 공격을 시도하는 사례가 증가하고 있으며, 이에 대한 법률적 증거 확보 및 능동적인 대처를 위하여 웹 어플리케이션에서의 역추적 기술이 필요하다. 현재 자바 애플릿이나 ActiveX, 플러그인, 웹 로그 등을 이용한 응용 계층의 추적 기술이 개발되고 있지만, 웹 클라이언트에 의하여 차단될 가능성이 높고, 플러그인 종류 및 호환되지 않는 운영 환경 등 제약조건으로 인하여 사용에 제한이 있다. 본 논문에서는 액션 스크립트를 이용한 웹 클라이언트 모니터링 시스템을 제안한다. 제안된 시스템은 웹 클라이언트가 실행을 인식하지 못하고 수행되어 웹 클라이언트에 의한 차단을 막을 수 있고, 다양한 운영 환경에서 사용이 가능하다.

Pedestrian Multi-Agent Model in College Town Streets (대학촌 가로의 보행환경 개선을 위한 보행자 멀티에이전트(Pedestrian Multi-Agent) 모델링)

  • Moon, Tae-Heon;Han, Soo-Chel;Sung, Han-Uk;Jeong, Kyeong-Seok
    • Journal of the Korean Association of Geographic Information Studies
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    • v.9 no.2
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    • pp.194-205
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    • 2006
  • The purpose of this study is to develop a pedestrian multi-agent model and simulation system using multi-agent theory, which may be utilized as a planning support system for building a comfort and safe environment of pedestrian street. Differing from existing pedestrian models, however, every single pedestrian was regarded as an individual agent in the model. Multiple agents like multiple pedestrians in the street then maintain their own characteristics and respond to surrounding environment. In addition their moving behavior are made by their own decision rules that they have or had acquired through the interactive communications or learning between agents like real world. After verifying the model validation, as the $R^2$ between the predicted value and observed value was up to 0.781, the developed model was applied to Gazwa district within Gyeongsang university village. The simulation system was developed by Flash MX action scripts and the physical environment of the streets was configured with the digital map and ArcGis within computer virtual space. The attribute data of buildings such as type and size of commercial business were collected through the field survey and combined with physical features. Then the effect of the variation of building attractiveness and the occurrence of street events to pedestrian environment were simulated. Through the experiments this study could make suggestions to improve pedestrian environment.

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Design and Effects of Science Simulation Applications Using Flash and ActionScript 3.0: In the Composition of Material Chapter in Middle School Science Textbooks (Flash와 Actionscript 3.0을 이용한 과학 시뮬레이션 앱의 디자인 및 효과 -중학교 과학 '물질의 구성' 단원을 중심으로-)

  • Lee, Chang Youn;Park, Chulkyu;Hong, Hun-Gi
    • Journal of The Korean Association For Science Education
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    • v.38 no.4
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    • pp.527-539
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    • 2018
  • Although a simulation is proposed as a candidate for alternative contents of inquiry activities, design cases focused on the characteristic of science education are rare. This study suggested the definition and requirements of science simulation to clarify science subject-specific design and set up the design guidelines to consider usability. Then the science simulation was developed in the form of an app for mobile devices, where 'Flash and Actionscript 3.0' was selected as a development tool for compatibility, functionality, ease of use and optimization for mobile devices with educational applicability in mind. In effect, six science simulation apps were prepared for seven classes of inquiry activity in 10 science classes on the chapter of 'composition of material' in middle school science 2 textbooks. In this regard, the main advantages of the simulation apps expected from each design characteristic are also suggested in this article. In the implementation of the science simulation apps, educational effects were investigated based on the statistical comparison, while 134 students in the second grade in a coeducational middle school, Gyeonggi-do participated as an intervention group and a control group. Our results showed that the scores of academic achievement and affective test in the intervention group were significantly higher than those of the control group (p <.05). In the questionnaire survey on usability, most students responded positively to the design of the science simulation apps. This study will contribute to expanding the horizon of design about science simulation as a design case in science education.

Development of Social Network Game Engine based on ActionScript (액션 스크립트 기반의 소셜 네트워크 게임엔진의 개발)

  • Woo, Chong-Woo;Kim, Dae-Ryung
    • Journal of Internet Computing and Services
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    • v.13 no.1
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    • pp.125-134
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    • 2012
  • As the social networking service (SNS), Facebook, and Cyworld, is developing, the social network game and social business commerce based on this service is activated. Especially, the Social Network Game (SNG) is getting explosive interests and it becomes popular, because it is small scale and user can enjoy the game among close friends. The market for this game is getting larger every year, but still it has some limitations in developing the game. Especially, the current game engine is aiming for developing online or console game, and there is no exclusive game engine for developing SNG. Therefore, it takes lots of time for developing SNG with this game engine. In this paper, we described a design and development of the game engine optimized for developing SNG, which not only adapts the main characteristics of the previous game engine, but also considers the specific characteristics of the SNG. The engine also supports map for the simulation game that is the most popular game in SNG, and also provides modules and tools for developing character animation easily. The evaluation standard for the performance of the game engine is the output generation speed of image, text and character. And the results showed reasonable output speed for developing the SNG in generation of image, text, and character.