• Title/Summary/Keyword: 액션

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Online Partial Evaluation of Actions (액션의 온라인 부분계산)

  • Gang, Hyeon-Gu;Do, Gyeong-Gu
    • Journal of KIISE:Software and Applications
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    • v.26 no.12
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    • pp.1531-1541
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    • 1999
  • 프로그래밍 언어의 의미를 정형적으로 표기하는 기법인 액션의미론을 기반으로 한 컴파일러 생성기는 프로그래밍언어의 액션의미구조가 주어지면 그 언어의 컴파일러를 자동으로 생성한다. 생성된 컴파일러는 먼저 원시 프로그램을 그에 상응하는 액션 프로그램으로 확장한 후, 목적 프로그램으로 컴파일 한다. 여기서 액션 프로그램은 일종의 중간코드로 쓰이므로, 효율적인 목적코드를 생성하기 위해서 중간코드의 성능향상이 필요하다. 본 논문에서는 액션 프로그램을 부분계산을 통해 효율적인 코드로 자동 변환해 주는 온라인 액션 부분계산기를 설계하고 구현한다. 선행 연구된 오프라인 방식에서 전역분석을 하지 않고는 불가능했던 요약캡슐의 몸통, 펼치기의 몸통에 대한 부분계산이 온라인 방법을 사용하면 가능함을 보이고, 명령형 액션의 부분계산도 추가적으로 수행할 수 있도록 확장한다. Abstract Action Semantics is a framework for formally defining the semantics of programming languages. Action semantics-directed compiler generators take an action semantics definition of a programming language and automatically generate a compiler of the language. The generated compiler first expands a source program into an action denotation of the program, and then compiles it to a target code. In these compiler-generation systems, it is important to statically process the expanded action denotation - used as an intermediate code - as much as possible so that the generated compiler can produce better target code. In this paper, we develop an automatic action-transformation method based on online partial evaluation. The previous off-line method was rather weak because it could not partially evaluate actions inside the body of abstraction and unfolding-action without performing separate global analysis. The proposed online method remedies the problem, thus naturally improves the quality of residual actions. Moreover, we also extend the method to partially evaluate imperative actions.

유쾌!상쾌!통쾌! 격투슈팅게임

  • Jeong, Dong-Jin
    • Digital Contents
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    • no.1 s.152
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    • pp.91-93
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    • 2006
  • 20대 여성층을 주 타깃으로 한 <빅샷 : 카스카 토너먼트(이하 빅샷)>는 넥슨이 개발, 서비스하는 액션슈팅 온라인게임이다. 흔히 액션슈팅을 소재로 한 게임은 건슈팅을 떠올린다. 빅샷은 건슈팅 뿐만 아니라 액션을 적절히 조합하여 다양한 캐릭터와 맵별로 공략이 필요한 전략까지 겸비한 게임이다. 지난해 10월 14일 오픈베타 테스트를 시작한 이후 겨울방학을 맞아 유저들에게 인기를 얻고 있는 빅샷에 대해서 살펴보도록 하자.

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Analyzing the Status of Female Characters in Fighting Action Games: Focus on EVO 2016 (대전액션게임에서 나타나는 여성 캐릭터들의 지위 분석: EVO 2016을 중심으로)

  • Han, Sukhee
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.79-88
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    • 2016
  • This study analyzes the status of female characters in several fighting action games. From July 15 to 17, 2016, the world-famous fighting action game tournament EVO 2016 was held in Las Vegas, Nevada. In this tournament, nine fighting action games were selected for competition, and this study examines the status of female characters on the basis of 1) Appearance 2) Ability in these fighting actions games. After doing comparison between female characters and male characters in the fighting action game, it reflects on the status and right of female characters in the virtual world.

The Effect of the Cultural Competence in Multicultural Nursing Education by Action Learning (액션러닝 기반의 다문화 간호교육이 문화적 역량 증진에 미치는 효과)

  • Kim, Yeon-Soon;Kim, Jin-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.11
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    • pp.6527-6535
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    • 2014
  • This research aims is to confirm the effects of cultural competence of an action learning based teaching method in multicultural nursing education. Cultural competence was composed of cultural knowledge, cultural awareness and cultural acceptance. A total of 118 college students were enrolled in this study. Both before and after learning, the students were guided to fill out a questionnaire regarding culture competence. The students from each group studied multicultural nursing by different teaching types: the Traditional Lecture-based Teaching method (TLT) and Action Learning based Teaching method (ALT). Data analysis was carried out by SPSS 21.0. A pre-post comparison within the group was performed using a paired t-test and the comparison between groups was performed using ANCOVA. The results showed that there was a significant difference in the culture competence in both teaching methods. In addition, ALT showed higher cultural acceptance results than TLT; however, there was no difference in cultural knowledge and cultural awareness between the two groups Therefore, ALT should be considered as a teaching method to enhance cultural competence in multicultural nursing education for Nursing students. Further studies on instructional design according to the task types, nursing performance, and the validity of ALT will be needed.

A Study on the Value and Long-term Development of 『Chungbuk International Martial Arts and Action Film Festival』 (『충북국제무예액션영화제』의 가치와 장기적 발전방안에 관한 연구)

  • Kim, Kyung-Sik;Kwak, Sang-Won
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.303-311
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    • 2019
  • is a film festival in conjunction with that shows about 50 works from 25 countries. It has become the only martial arts action film festival going on in Korea, with 32 feature films and 24 short films for a total of six days during the event from August 30 to September 6. has the slogan 'Muye, change the history of movies!' Through the movie, it sheds light on the value of life pursued by the martial arts spirit around Samjae, the core value of martial arts, and explores the aesthetic value of the most beautiful gesture that humans can make through the movement of martial arts centered on the space of dots, good and cotton. And through this film festival, I saw the potential to grow into a festival with the world. With this film festival, the identity of is established as a sustainable film festival, not as a single film festival, and image of martial arts action movies, which are part of genre movies, through the certainty of this image, differentiates itself from domestic and international film festivals, and does not stay in Northeast Asia or in Southeast Asia. Then, let's study the value of the future through the results of this film festival. In addition, we will study ways to increase the probability of growth as the best cultural and arts festival held along with the world's only international martial arts competition.

The Social Capital Improvement at Nuclear Education for Foreigners with Action Learning (액션러닝을 이용한 원자력 교육의 사회적 자본 증가에 관한 고찰: 외국인 교육생 중심)

  • Kim, Hyeon-Jin
    • Journal of Radiation Protection and Research
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    • v.38 no.1
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    • pp.10-21
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    • 2013
  • Action Learning is a teaching-learning method to solve a problem through which members in a team discuss the problem and a facilitator supports the members in the team. The Action Learning makes learners develop human-relationship skills, which are connected to the value of social capital in the modern society. The purpose of this study is to clarify the relationship between action learning and social capital with 17 participants who joined in a nuclear education course opened in the Korea Atomic Energy Research Institute. The result showed that the action learning positively influenced the social capital among members in the team. Consequently, it is easily recognized that action learning is one of positive teaching-learning methods to achieve educational purposes of a organization and should be more developed in the future.

Action Game Development Emphasized Skill System and Realistic Action (스킬 시스템과 사실적인 액션을 강조한 액션게임 개발)

  • Ko, Yong-Wi;Nam, Yeong-Jun;Seong, Gwi-Jung;Baek, Cheol;Kim, Beon-Yeong;Park, Gwang-Hu;Kim, Hun-Su;Bang, Gyeong-Seop;Kang, Myung-Ju;Park, Chan-Il;Oh, Hyoun-Ju;Kim, Sang-Jung;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.495-498
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    • 2014
  • 본 논문에서는 2014년도 청강문화산업대학교 게임 전공의 졸업 작품 프로젝트 중 "Majesty on Sword:위대함이 깃든 검"이라는 액션 게임 개발을 정리한 것이다. 이 게임은 기본 게임이 가지고 있는 단점인 수많은 적들을 한꺼번에 사냥하는 과장된 액션의 지루하고 단순한 패턴에서 벗어나 스킬 시스템의 구현과 캐릭터의 사실적인 액션을 강조하여 기존 액션게임과 어떤 차별점을 두고 개발하였는지 기술한 논문이다.

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A study on action cam user experience design for leisure activities (레저활동을 위한 액션캠 사용자 경험 디자인 연구)

  • Lee, Yong-Joon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.373-378
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    • 2021
  • The study is a user experience design study on the function of action cams used for leisure activities that have been on the rise recently. Along with the video platforms that are developing in a user-friendly way, the size of the action cam market is also growing. However, there is a lack of research on the quality of a function that enhances the user experience. Thus, this study classified action cam functions according to user experience elements by using Kano Model's analysis method and in-depth interview, and analyzed how the quality of action cam functions affects the user experience by conducting a satisfaction survey by function. The results of the study have shown which functions should be improved first and which functions should be continuously researched and invested. I hope this study will contribute useful information to developing user-centered action cams.

A Case Study on application of Action Learning in Basic Nursing Science: by Contents Analysis of the Reflection Journals (기초간호과학 수업에서 액션러닝 적용 사례연구 : 성찰일지 내용분석 중심으로)

  • Joo, Eun-Kyung
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.397-404
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    • 2021
  • The aim of this study is to explore the educational experience of nursing students after designing an action learning class suitable for basic nursing science class and applying it. A total 100 freshmen nursing students taking a basic nursing science class of K university in S city participated in this study. Data was collected from May 2019 to June 2020. The action learning class consisted of 5-6 people per team, a total of 9 teams, reflection diaries were collected and analyzed using the qualitative content analysis method of Krippendorff (2004). The analysis produced 45 significant statements in total, 8 themes and 4 categries for the experience of basic nursing science class based on action learning. The 4 categories were 'confidence in anatomy', 'growing teamwork', 'learned how to study', 'difficulties in the process'. The action learning applied class was found to be effective in problem-solving ability, teamwork, and self-directed learning. Therefore, it is proposed to evaluate the effect of action learning in other nursing subjects as well.

Outcome and Implication of Establishment and Practice of Action Plan for the Elderly Care Facility in Establishing Risk Management System (노인요양시설의 위험관리시스템 구축활동에서 액션 플랜의 수립과 실행에 따른 성과와 시사점)

  • Youn, Ki-Hyok;Park, Kyung-Il;Kwon, Jin-A
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.308-320
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    • 2016
  • This research is an empirical case study that suggests the practical practice and output of action plan, the actual performing activity of risk management system established to prevent and respond to risk of the elderly care facility. For this, this research analyzed the action plan practice process and outcome upon 2 years' practice (2014~2015) by A Elderly care facility which has conducted performance activity by establishing risk management system to prevent and respond to danger for the first time in Korea. As the research result, first, risk management system action plan was established in the choice and performance stage of risk prevention and response handling method, the 3rd among 4 staged process of risk management system establishment. Second, as the outcome along with risk management system action plan performance, as the result of comprehending the investigation on risk change for 2 years(2014~2015), risk decreased by 28% in 2015 compared to 2014, displaying effect in risk management activity along with performing action plan. Based on this result, it was determined that action plan for the effective action plan establishment and practice in the elderly care facility should be established with systematic promotion schedule to be well connected with its strategy, achievement goal, and achievement project, etc. based on vision and strategy, instead of being established individually, based on clear matter of responsibility, utilizing such technique as Gantt chart, etc., composing concretely by schematizing in order to view all contents to be practiced clearly.