• Title/Summary/Keyword: 진화적 게임

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A Study about the analysis of Interactive art in the Oriental philosophy (동양철학적 관점에서 바라본 인터렉티브 아트의 해석에 관한 연구)

  • Kim, Jae-Young;Yu, Hui-Beom;Kim, Seon-Ju;Kim, You-Suk;Sung, Jung-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.121-125
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    • 2008
  • Media art is developing the art of 'interaction' that get meaning through communicating an audience. Now, media art got the title named interactive media art, but its concept is not clear In this study we divided into two classes - passive and active interactive art. Passive interactive art had the interaction 'participation of communication' and had flat and limited features. Active interactive art meant that an audience played with works actively and found significances between artworks and themselves. Through analysis of case study, we verified a propriety about own interactive art's division. Especially, the active interactive art was very important. The western classical metaphysics seemed to be not perfect in analysis of active interactive art. We tried to analyze active interactive art more perfectly by using the oriental philosophy.

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Study of the Ecosystem Model of Magazine on Special Genre Focusing on Collaboration System within Magazine Firm, Community and Creative User (전문잡지의 생태계 모델 분석 - 잡지사·커뮤니티·사용자의 협업체계를 중심으로)

  • Chang, Yong Ho;Kong, Byoung-Hun;Jin Jeon, Eun-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.8
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    • pp.4831-4843
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    • 2014
  • Magazines on specific genres have been operating collaborative, co-working and collective production systems for value maximization using an adaptation strategy on the dynamic, complex and uncertain value network of the magazine industry. The study used a case study method, and data collection was performed by observational research, depth interviews and survey research. The subjects of the study were 'magazine industry', 'magazine firm and community', and 'collaboration system within creative users'. According to the research results, the ecosystem of magazines on a specific genre has been evolving into an innovative value network system, which is combined with the magazine firm, community users and magazine platform. Second, the rapid introduction of smart device environment changes the way of the collaborating system, in which an action and interaction came out within the community, creative users and magazine firms. Third, the production agency shows strong action and interaction, which fits the magazine platform within the ecosystem of a magazine on a specific genre well. This model has a similar fractal structure to the game, publishing, drama, movie, comic, and animation contents industry, converging to an innovative technology-based-creative-industry.

A DDoS Attack Detection of private mobile network using Time Series Analysis (시계열 분석을 적용한 사설 모바일 네트워크의 DDoS 공격 탐지)

  • Kim, Dae Hwan;Lee, Soo Jin;Pyo, Sang Ho
    • Convergence Security Journal
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    • v.16 no.4
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    • pp.17-24
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    • 2016
  • Many companies and organizations are building a mobile office environment using the LTE network, the national disaster network and Air Force LTE network are built for public safety and national defense. However the recent threats on information security have been evolving from information leakage to DDoS attacks to neutralize the service. Especially, the type of device such as Smart phones, smart pad, tablet PC, and the numbers are growing exponentially and As performance of mobile device and speed of line develop rapidly, DDoS attacks in the mobile environment is becoming a threat. So far, universal countermeasure to DDoS attacks has been interception the network and server step, Yet problem regarding DDoS attack traffic on mobile network and expenditure of network resources still remains. Therefore, this paper analyzes the traffic type distributed in the private mobile network such as the National Disaster Network, and Air Force LTE network in order to preemptively detect DDoS attacks on terminal step. However, as direct analysis on traffic distributed in the National Disaster Network, and Air Force LTE network is restricted, transmission traffics in Minecraft and uploading video file upload which exhibit similar traffic information are analyzed in time series, thereby verifing its effectiveness through establishment of DDoS attacks standard in mobile network and application that detects and protects DDoS attacks

Rediscovery of haploid breeding in the genomics era (유전체 시대에 반수체 육종의 재발견)

  • Lee, Seulki;Kim, Jung Sun;Kang, Sang-Ho;Sohn, Seong-Han;Won, So Youn
    • Journal of Plant Biotechnology
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    • v.43 no.1
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    • pp.12-20
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    • 2016
  • Advances in DNA sequencing technologies have contributed to revolutionary understanding of many fundamental biological processes. With unprecedented cost-effective and high-throughput sequencing, a single laboratory can afford to de novo sequence the whole genome for species of interest. In addition, population genetic studies have been remarkably accelerated by numerous molecular markers identified from unbiased genome-wide sequences of population samples. As sequencing technologies have evolved very rapidly, acquiring appropriate individual plants or populations is a major bottleneck in plant research considering the complex nature of plant genome, such as heterozygosity, repetitiveness, and polyploidy. This challenge could be overcome by the old but effective method known as haploid induction. Haploid plants containing half of their sporophytic chromosomes can be rapidly generated mainly by culturing gametophytic cells such as ovules or pollens. Subsequent chromosome doubling in haploid plants can generate stable doubled haploid (DH) with perfect homozygosity. Here, classical methodology to generate and identify haploid plants or DH are summarized. In addition, haploid induction by epigenetic regulation of centromeric histone is explained. Furthermore, the utilization of haploid plant in the genomics era is discussed in the aspect of genome sequencing project and population genetic studies.

Analysis of Directing Super Hero Action Thriller (슈퍼 히어로 액션 스릴러 <다크 나이트>의 연출 분석)

  • Lee, Jeong-Gook
    • The Journal of the Korea Contents Association
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    • v.11 no.4
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    • pp.140-154
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    • 2011
  • Through this thesis, I intended to analyze superhero action thriller through that achieved in art and box office after the film release. I would to access about it centering around directing viewpoint. of Christoper Nolan is evaluate as 'upgraded excellent action thriller'that have remarkable theme and excellent visual. Analysis of directing'll classify both contents and form. See about contents... theme of existential dilemma about the good and the evel, characters who is grew more powerful, and deeper than Batman series in old times. the fifth plot, especially dramatic plot by Joker's game, and various irony and motif. About form... efficient use of IMAX camera, prominence of action directing about car chase and fighting... better editing and music and art than former super hero series. The most important merit of is it's a philosophical theme. It is dipicted very seriously and successfully. First of all, the film has more advanced technique power and new directing style.

Influences of the User's Experienced Space Perception on the Flow at Digital Interactive Contents (디지털 상호작용 콘텐츠에서 체험적 공간감이 몰입에 미치는 영향)

  • Yun, Han-Kyung;Song, Bok-Hee
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.5 no.4
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    • pp.198-205
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    • 2012
  • This study deals with development of an evaluating tool for flow experience and presence to evaluate interactive digital contents. The tool is able to measure the grade of flow and presence by surveying with their factors which are known to affect flow experience and presence. One of reasons for reducing flow experience and presence in 3D digital contents is that the experience in the virtual world is different from user's prerequisite learning in the real life. The recent interactive contents using physical movement of users as an input is possible to provide unsafe situation to users due to the different experience. The suggested flow measurement tool is able to evaluate presence and flow experience of an interactive 3D contents as well as flow and presence factors are possible to use as a general guideline for all stages of producing interactive 3D digital contents.

Battery Pack of Elastically Adhering Protection Circuit Module (보호회로가 탄성적으로 부착된 전지 팩)

  • Cho, Kyeung-Ho;Yang, Hae-Sool
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.7
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    • pp.1740-1749
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    • 2009
  • As mobile devices evolve and digital convergence trend is here to stay, mobile phones are built with multiple functions including cameras, MP3s, TVs and game consoles. As a consequence, such multi-functional mobile phones come to spend more power, facilitating development of next-generation ultra-capacity lithium ion battery. In addition, environmental regulations and rising oil prices cause demand for hybrid cars to keep rising. Accordingly, more and more attention is being paid to medium and large batteries and more efforts are being made to realize lower battery prices, higher outputs and stability. This study presented a patent technology related to the lithium ion battery packing that allows reducing processes related, increasing productivity and recycling parts other than the body. The lithium ion battery pack to which protection circuits are elastically attached provides short circuit protection for the circuit and the body and makes electric connection of the circuit and the body easier.

An Empirical Study Applying the Self-Determination Factors to Flow and Satisfaction of SmartPhone (자기결정성 요인이 스마트폰 몰입과 만족에 미치는 영향)

  • Kwon, Do-Soon;Kim, Jin-Hwa;Yu, Cheol-Ha;Kim, Say-June
    • The Journal of Society for e-Business Studies
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    • v.16 no.4
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    • pp.197-220
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    • 2011
  • The smartphone is simply beyond the means of communication equipment, to line up the turning point of mobile convergence, is recognized as a service tool of new concept the camera, game, multimedia function, digital multimedia broadcasting, mobile internet etc, that use of smartphone is working toward developed a variety and new business models. The study is empirically studied casualties that self-determination influences flow and satisfaction which is intrinsic motivation of smartphone. There are many studies on flow, is intrinsic motivation, influencing satisfaction and Loyalty, but there are little studies which variables influences flow. this study is explore causality of autonomy, competence, relatedness which are major variables of self-determination theory that studied factors effecting intrinsic motivation influencing flow and satisfaction. This study developed a research model to explain the use of smartphone, and collected 670 survey responses from the office workers of seoul S company who had experiences with such smartphone. To prove the validity of the proposed research model, SEM analysis is applied with valid 670 questionnaires. The results, firstly, autonomy positively influences flow. secondly, competence significantly influences flow. thirdly, relatedness significantly influenced flow. also, upper above results shows that flow influences satisfaction.

Study on Development of Digital Ocean Information Contents for Climate Change and Environmental Education : Focusing on the 3D Simulator Experiencing Sea Level Rise (기후변화 환경교육을 위한 디지털 해양정보 콘텐츠 개발 방안 연구 - 해수면 상승 체험 3D 시뮬레이터를 중심으로 -)

  • Jin-Hwa Doo;Hong-Joo Yoon;Cheol-Young Lee
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.5
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    • pp.953-964
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    • 2023
  • Climate change is undeniably the most urgent challenge that humanity faces today. Despite this, the level of public awareness and understanding of climate change remains insufficient, indicating a need for more proactive education and the development of supportive content. In particular, it is crucial to intensify climate change education during elementary and secondary schooling when values and ethical consciousness begin to form. However, there is a significant lack of age-appropriate, experiential educational content. To address this, our study has developed an innovative 3D simulator, enabling learners to indirectly experience the effects of climate change, specifically sea-level rise. This simulator considers not only sea-level rise caused by climate change but also storm surges, which is a design based on the analysis of long-term wave observation big data. To make the simulator accessible and engaging for students, we utilized the 'Unity' game engine. We further propose using this simulator as a part of a comprehensive educational program on climate change.

An Ecosystem Model and Content Research of the Satellite Information Utilization Business (위성정보 활용 사업의 생태계 모델과 콘텐츠 연구)

  • Seungkuk Baik ;Jinhwa Roh;Hyounjoo Shim;Xuanning Zhu
    • Korean Journal of Remote Sensing
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    • v.39 no.5_4
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    • pp.1075-1084
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    • 2023
  • Satellite-derived data is collected by observing the Earth and is used in various fields such as national defense, natural disasters, location-based services, infrastructure, environment, energy, marine, and insurance. This study aims to present the virtuous cycle structure of the satellite information data industry and the business ecosystem model of the industry. As a research method, cases were collected and categorized from the following areas: literature, online, application, and content. The results show that the ecosystem model of the satellite information data industry provides an approach to content services in public and commercial areas, and develops various algorithmic technologies to facilitate content production and services at the level of complex general-purpose technologies. Second, in terms of content typology, satellite information data can be subdivided into monitoring content, urban space monitoring content, and satellite information content. Third, the consumption value of satellite content could be subdivided into informational value, environmental, social and governance (ESG) value, educational value, and content value. In order to expand the global content market, Korea will need to focus on creating an ecosystem for the satellite information industry and discovering differentiated content. It will also need to increase the popularization and accessibility of data to the general public and promote the Korean K-Satellite Information Data Industry ecosystem through government support, policy efforts, and policies such as establishing legal systems, increasing investment, and training human resources.