• Title/Summary/Keyword: 코드화

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Gameplay Experience as A Problem Solving - Towards The New Rule Spaces - (문제해결로서의 게임플레이 경험 - 새로운 법칙공간을 중심으로 -)

  • Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.25-41
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    • 2009
  • The objective of this study is to develop an analytic framework to code systematically the gamer's behaviour in MMO(Massively Multi-player Online) gameplay experience, to explore their gameplay as a problem solving procedure empirically. Previous studies about model human processor, content based protocol, and procedure based protocol are reviewed in order to build the outline of the analytic framework related to MMO gameplay. The specific gameplay actions and contents were derived by using concurrent protocol analysis method through the empirical experiment executed in MMORPG gameplay. Consequently, gameplay are divided into six actions : kinematics, perception, function, representation, simulation, and rule (heuristics, following, and transcedence). The analytic framework suitable for MMO gameplay was built. As a result of this study, we found three rule spaces in the problem solving domain of gameplay that are an heuristics, a following of the rule, and a transcendence of the rule. 'Heuristics' denotes the rule action that discovers the rule of game through trial-and-error. 'Following' indicates the rule action that follows the rule of game embedded in game by game designers. 'Transcendence' presents the rule action that transcends that. The new discovered rule spaces where 'Following' and 'Transcendence' actions occur and the gameplay pattern in them is provided with the key basis to determine the level design elements of MMO game, such as terrain feature, monster attribute, item, and skill et cetera. Therefore, this study is concludes with key implications to support game design to improve the quality of MMO game product.

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The Software Complexity Estimation Method in Algorithm Level by Analysis of Source code (소스코드의 분석을 통한 알고리즘 레벨에서의 소프트웨어 복잡도 측정 방법)

  • Lim, Woong;Nam, Jung-Hak;Sim, Dong-Gyu;Cho, Dae-Sung;Choi, Woong-Il
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.47 no.5
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    • pp.153-164
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    • 2010
  • A program consumes energy by executing its instructions. The amount of cosumed power is mainly proportional to algorithm complexity and it can be calculated by using complexity information. Generally, the complexity of a S/W is estimated by the microprocessor simulator. But, the simulation takes long time why the simulator is a software modeled the hardware and it only provides the information about computational complexity quantitatively. In this paper, we propose a complexity estimation method of analysis of S/W on source code level and produce the complexity metric mathematically. The function-wise complexity metrics give the detailed information about the calculation-concentrated location in function. The performance of the proposed method is compared with the result of the gate-level microprocessor simulator 'SimpleScalar'. The used softwares for performance test are $4{\times}4$ integer transform, intra-prediction and motion estimation in the latest video codec, H.264/AVC. The number of executed instructions are used to estimate quantitatively and it appears about 11.6%, 9.6% and 3.5% of error respectively in contradistinction to the result of SimpleScalar.

Perceptions of Pre-service Early Childhood Teachers before Practicum on Teaching Practicum through Metaphor Analysis (은유 분석을 통해 본 실습 전 예비유아교사의 실습 전 학교현장실습에 대한 인식)

  • Jung, Hye young;Kim, Mi Jin
    • Korean Journal of Childcare and Education
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    • v.11 no.3
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    • pp.25-44
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    • 2015
  • The aim of this research is to provide more proper teaching practicum chances through getting practical implications by pre-service early childhood teachers' perception of teaching practicum through investigating pre-service early childhood teacher's perception of teaching practicum using metaphors. Participants were 121 pre-service early childhood teachers'. They were early childhood education freshmen and sophomores who did not experience teaching practicum. The opened survey expressing metaphors about teaching practicum was conducted. The results showed that participants suggested 114 metaphors and those were coded and divided. The results were categorized into 11 types including 'It is hard but also fruitful.', 'It is a new experience.', 'It is hard and difficult.', 'It is meaningful and important.', 'I am afraid and worried.', 'I learn a lot.', 'I have to go though it.', 'I have to make an effort.', 'It is pleasant.', 'I am evaluated.' and 'others'. We expect that this research will give a chance to review what the teaching practicum means to pre-service early childhood teachers and make plans for pre-service early childhood teachers to prepare the teaching practicum with proper perception.

Frame Transmission and Channel Changing Methods of IEEE 802.15.4 Nodes in WiFi Traffic Interference Environment (WiFi 트래픽의 간섭환경에서 IEEE 802.15.4 노드의 프레임 전송 및 채널변경 방법)

  • Song, Myong Lyol
    • Journal of Internet Computing and Services
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    • v.15 no.1
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    • pp.179-191
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    • 2014
  • In this paper, a frame transmission method to make IEEE 802.15.4 nodes run at a new channel and its characteristics are studied when they experience difficulties in transmission of frames due to WiFi traffic. The researches on evaluating the interference from WiFi traffic, searching for a new channel with little interference or not, and changing the operating channel are analyzed. In an wireless channel overlapped with IEEE 802.11 network, the transmission delay of IEEE 802.15.4 frames, the collision of frames in sending IEEE 802.15.4 frames without applying CSMA-CA algorithm, and the operation of IEEE 802.11 nodes are explained. A transmission method of frames including frame-formated code blocks in order to use the rest part of collided IEEE 802.15.4 frame is proposed. In the experiments of the proposed method, it is observed that frame-formated code blocks are synchronized and received by receivers in case of collision, and then the collided positions in IEEE 802.15.4 frame and the characteristics of frame reception rate are analyzed. The experimental results show that the performance of the proposed method is improved in comparison to an existing method when we measure the time taken to send a channel change command and get the response in order to avoid the interference from WiFi traffic.

A Conceptual Design of Maintenance Information System Interlace for Real-Time Diagnosis of Driverless EMU (무인전동차의 실시간 상태 진단을 위한 유지보수 정보시스템 인터페이스에 대한 개념설계)

  • Han, Jun-hee;Kim, Chul-Su
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.10
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    • pp.63-68
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    • 2017
  • Although automated metro subway systems have the advantage of operating a train without a train driver, it is difficult to detect an immediate fault condition and take countermeasures when an unusual situation occurs. Therefore, it is important to construct a maintenance information system (MIS) that detects the vehicle failure/status information in real time and maintains it efficiently in the depot of the railway's vehicles. This paper proposes a conceptual design method that realizes the interface between the train control system (TCS), the operation control center train control monitoring system (OCC-TCMS) console, and the MIS using wireless communication network in real-time. To transmit a large amount of information on 800,000 occurrences per day during operation, data was collected in a 56 byte data table using a data processing algorithm. This state information was classified into 4 hexadecimal codes and transmitted to the MIS by mapping the status and the fault information on the vehicle during the main line operation. Furthermore, the transmission and reception data were examined in real time between the TCS and MIS, and the implementation of the failure information screen was then displayed.

Analysis on designer's cognitive thinking process in 3D animation design (3D 애니메이션 제작을 위한 디자이너의 인지적 사고과정 분석)

  • Kim, Kie-Su
    • Cartoon and Animation Studies
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    • s.20
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    • pp.1-14
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    • 2010
  • The success of a three-dimensional blockbuster movie, AVARTA, brought an public attention on the expansion of three-dimensional computer applications, and it allows experts predict further hardware technology developments to support the such applications. Futhermore, an internet based infra structure and three-dimensional structure, third generation network community, advanced computer networks have influenced advancement in computer technology within the 3D game industry and the spread of 2D computer animation technologies. This advancement of computer technologies allow the industry to overcome a limitation of generating cultural design contexts existed within 2D network community. However, despite of the expansion of 2D and 3D computer technologies, a limitation of analysing designers' intentions on morphology of digital contents and user interface still exists. Therefore, the purpose of this study is to analyze (1) present conditions of the 3D industry and (2) protocols of designers' cognitive design processes based on their design communication, contents, and tools. Analysis was conducted based on literature reviews and case precedent analyses. For the analysis, a 2D Avarta sketch character was designed and then applied into a 3D game system. Observations how designers solve cultural problem within the structure via Avarta were conducted. Outcomes were then coded for further analysis.

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Safety Assessment for the self-disposal plan of clearance radioactive waste after nuclear power plant decommissioning (원전해체후 규제해제 콘크리트 방사성 폐기물의 자체처분을 위한 안전성 평가)

  • Choi, YoungHwan;Ko, JaeHun;Lee, DongGyu;Kim, HaeWoong;Park, KwangSoo;Sohn, HeeDong
    • Journal of Energy Engineering
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    • v.29 no.1
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    • pp.63-74
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    • 2020
  • The Kori-Unit 1 nuclear power plant, which is scheduled for decommissioning after permanent shutdown, is expected to generate a large amount of various types of radioactive waste during decommissioning process. For concrete radioactive waste, which is expected to occupy the most amount, it is important to analyze the current waste disposal status and legal limitations and to prepare an appropriate and efficient disposal method. Concrete radioactive waste is waste of various levels, of which the clearance level is bioshield concrete. In this paper, clearance radioactive waste safety evaluation was performed using the RESRAD code, which is a safety evaluation code, based on the activation evaluation results for the wastes with the clearance level. The clearance scenario of the target radioactive waste was selected and the individual's exposure dose was calculated at the time of clearance to determine whether the clearance criteria limit prescribed by the Nuclear Safety Act was satisfied. As a result of the evaluation, the results showed significantly lower results and satisfied the criteria value. Based on the results of this clearance safety assessment, the appropriate disposal method for bioshield concrete, which are the clearance wastes of subject of deregulation, was suggested.

Decomposition of Triclosan onto E-beam Process using a Design of Experiment(DOE) (전자빔을 이용한 triclosan 제거에 있어서 실험계획법의 이용)

  • Jang, Tae-Bum;Lee, Si-Jin
    • Journal of the Korean GEO-environmental Society
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    • v.13 no.6
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    • pp.51-57
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    • 2012
  • This study investigated on the photolytic degradation of Triclosan by E-beam process. The optimization of process was investigated during a series of batch experiments by design of experiments(DOEs). The DOE was one of the statistical application that was used for designed the response surface to determine the effects of each parameters. The responses were applied as removal rate of Triclosan(%, $Y_1$) and TOC removal rate(%, $Y_2$). Two independent variables were concentration of Triclosan and irradiation intensity that were designed as "$x_1$" and irradiation intensity was designed as "$x_2$". The regression equation in coded parameter between the Triclosan removal efficiencies(%) and TOC removal efficiencies(%) was $Y_1=63-12.4335x_1+15.1835x_2+5.8125x{_1}^2-5.6875x{_2}^2-0.75x_1x_2(R^2=95.1%,\;R^2(Adj)=91.7%)$ and $Y_2=46-8.8462x_1+11.7175x_2-0.75x{_1}^2-6.25x{_2}^2(R^2=98.7%,\;R^2(Adj)=97.7%)$, respectively. The model predictions agreed well with the experimentally observed results $R^2$ and $R^2(Adj)$ over 90% within both of $Y_1$ and $Y_2$. This result shows that the regression model express well about the effects of parameters on E-beam process and the statistical method was successfully applied.

Arrhythmia Classification based on Binary Coding using QRS Feature Variability (QRS 특징점 변화에 따른 바이너리 코딩 기반의 부정맥 분류)

  • Cho, Ik-Sung;Kwon, Hyeog-Soong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.8
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    • pp.1947-1954
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    • 2013
  • Previous works for detecting arrhythmia have mostly used nonlinear method such as artificial neural network, fuzzy theory, support vector machine to increase classification accuracy. Most methods require accurate detection of P-QRS-T point, higher computational cost and larger processing time. But it is difficult to detect the P and T wave signal because of person's individual difference. Therefore it is necessary to design efficient algorithm that classifies different arrhythmia in realtime and decreases computational cost by extrating minimal feature. In this paper, we propose arrhythmia detection based on binary coding using QRS feature varibility. For this purpose, we detected R wave, RR interval, QRS width from noise-free ECG signal through the preprocessing method. Also, we classified arrhythmia in realtime by converting threshold variability of feature to binary code. PVC, PAC, Normal, BBB, Paced beat classification is evaluated by using 39 record of MIT-BIH arrhythmia database. The achieved scores indicate the average of 97.18%, 94.14%, 99.83%, 92.77%, 97.48% in PVC, PAC, Normal, BBB, Paced beat classification.

A Comparative Analysis of Cognitive Thinking Process for Character Design Between Korea and China (한국과 중국의 캐릭터 디자인과정 인지적 사고특성 비교분석)

  • Zhang, Xiao Bo;Kim, KieSu
    • The Journal of the Korea Contents Association
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    • v.17 no.9
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    • pp.672-680
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    • 2017
  • Today the distribution of characters in the consumer market based on digital smart phones is expanding, and the characters themselves are sold with independent merchandise, also various application researches about character are being activated. However, depending on the style of worker 's work on the design process of Korea and China regarding characters, there are differences in design characteristics and the diversity of work. In this study, we attempted to investigate the implications of these designers on the development of creative character design through in-depth research and experiment. Therefore, previous researches of cognitive science were investigated and cognitive experiments were conducted on design process for experts. For this research experiment, the initial sketch stage in the character work of Korea and China was recorded by the method of the designer by the subject through the protocol analysis method which is the qualitative research method. We coded the collected language based on this recording experiment and analyzed the problem behavior. We examined how the cognitive acts are done by the designer to develop the characters. The behavior characteristics and the accidental characteristics. The differences of the behavioral characteristics and the accidental characteristics in each step of the character design process were identified. Through these cognitive experiments, we could examine the behavior analysis of the design thinking process in Korea and China. In the field of design practice, we can set the direction of the design work process of the two countries and help us to produce creative and individual results. I think. These studies are expected to contribute to practical application of product marketing and new cooperation development methods in terms of activation of character industry in the future.