• Title/Summary/Keyword: 퍼즐

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소환대전 큐이

  • Jeong, Dong-Jin
    • Digital Contents
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    • no.10 s.161
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    • pp.91-93
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    • 2006
  • 국내 온라인게임 시장의 흥행 키워드인 'FPs'가 진화하고 있다. 액션ㆍ퍼즐ㆍ소환ㆍ메카닉 등 소재가 다양해지면서 온라인게임 시장의 트랜드를 주도하고 있는 것. 이번에 소개하는 소환대전 <큐이>역시 진화하는 FPS의 새로운 전형을 보여주고 있다.

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Puzzles of Propositional Attitudes:Zalta's Eclectic Solution (명제 태도의 퍼즐들:Zalta 의 타협안)

  • WoosukPark
    • Korean Journal of Cognitive Science
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    • v.6 no.1
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    • pp.31-46
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    • 1995
  • According to the Fregean theory of meaning based on the distinction between sense and reference,the cognitive significance of coreferential names may be distinct or The so-called direct reference theorists. however,claim that unamhbiguous,coreferential names.which have the same denotation from context to context, must have the same cognitive significance.Thereby,Fregean senses,counted as intermediate entities that determine the denotation of a term,are altogether rejected.Once Fregean senses are rejected.however,it is hard to explain why the substitytivity of coreferential names fails in the contexts of propositional attitudes.Thus,the puzzles of propositional attitudes have been the stumbling block for direct reference theorists. Recently, Zalta claimed that by small amendation it is possible to reconcile the conflicting views of Fregeans and the direct reference theorists without losing their important insights.Indeed, he claimed that his suggestion admirably solves the propositional puzzles.In this article,we shall critically examine his eclectic solution only to highlight some of the more basic issues.

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2D Adjacency Matrix Generation using DCT for UWV Contents (DCT를 통한 UWV 콘텐츠의 2D 인접도 행렬 생성)

  • Xiaorui, Li;Kim, Kyuheon
    • Journal of Broadcast Engineering
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    • v.22 no.3
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    • pp.366-374
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    • 2017
  • Since a display device such as TV or digital signage is getting larger, the types of media is getting changed into wider view one such as UHD, panoramic and jigsaw-like media. Especially, panoramic and jigsaw-like media is realized by stitching video clips, which are captured by different camera or devices. However, a stitching process takes long time, and has difficulties in applying for a real-time process. Thus, this paper suggests to find out 2D Adjacency Matrix, which tells spatial relationships among those video clips in order to decrease a stitching processing time. Using the Discrete Cosine Transform (DCT), we convert the each frame of video source from the spatial domain (2D) into frequency domain. Based on the aforementioned features, 2D Adjacency Matrix of images could be found that we can efficiently make the spatial map of the images by using DCT. This paper proposes a new method of generating 2D adjacency matrix by using DCT for producing a panoramic and jigsaw-like media through various individual video clips.

A Study on the Quality Evaluation of Mobile Puzzle Game using AHP (AHP를 이용한 모바일퍼즐게임의 게임성 평가에 관한 연구)

  • Lee, Han-ho;Jung, In-Hoo;Lee, Jong-Wouk;Lee, Min-Seop;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.16 no.1
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    • pp.43-50
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    • 2016
  • This research tried to evaluate the competitiveness of a mobile game in the aspect of emotional value which was developed on the purpose of improving specific emotional features. An evaluation of emotional value of a game before its commercial service will provide an effective advice for its marketing and service. The target game to be evaluated on this research is a mobile puzzle game of match-3 genre. We compared the game with Candy crush saga and Poko pang, and the indicators used to evaluate emotional features were flow, challenge, and intention of use. The importance values of indicators were calculated using AHP. And the three games were evaluated by pair-wise comparison method. Finally, the importance values of each indicators were applied to the evaluated results to make overall game quality value.

Puzzle Model and Application for Flooding of Service Tolerance of Security Server System (보안서버시스템의 폭주서비스 감내를 위한 퍼즐 모델 및 응용)

  • Kim Young Soo;Suh Jung Seok
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.8 no.7
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    • pp.1493-1500
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    • 2004
  • Today's Commercial security server system which provide secrecy, integrity and availability may still be vulnerable to denial-of-service attacks. Authentication system whith use a public key cryptography and process RSA encryption is relatively slow and the slowness has become a major security threat specifically in service flooding attacks caused by authentication requests. The service flooding attacks render the server incapable of providing its service to legitimitive clients. Therefore the importance of implementing systems that prevent denial of service attacks and provide service to legitimitive users cannot be overemphasized. In this paper, we propose a puzzle protocol which applies to authentication model. our gradually strengthening authentication model improves the availability and continuity of services and prevent denial of service attacks and we implement flooding of service tolerance system to verify the efficiency of our model. This system is expected to be ensure in the promotion of reliability.

Design and Implementation of Reinforcement Learning Agent Using PPO Algorithim for Match 3 Gameplay (매치 3 게임 플레이를 위한 PPO 알고리즘을 이용한 강화학습 에이전트의 설계 및 구현)

  • Park, Dae-Geun;Lee, Wan-Bok
    • Journal of Convergence for Information Technology
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    • v.11 no.3
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    • pp.1-6
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    • 2021
  • Most of the match-3 puzzle games supports automatic play using the MCTS algorithm. However, implementing reinforcement learning agents is not an easy job because it requires both the knowledge of machine learning and the way of complex interactions within the development environment. This study proposes a method in which we can easily design reinforcement learning agents and implement game play agents by applying PPO(Proximal Policy Optimization) algorithms. And we could identify the performance was increased about 44% than the conventional method. The tools we used are the Unity 3D game engine and Unity ML SDK. The experimental result shows that agents became to learn game rules and make better strategic decisions as experiments go on. On average, the puzzle gameplay agents implemented in this study played puzzle games better than normal people. It is expected that the designed agent could be used to speed up the game level design process.

A Study on DRM System using Puzzle Authentication Protocol (퍼즐 인증 프로토콜을 이용한 DRM 시스템에 관한 연구)

  • Jung, Young-Hoon;Lee, Kwang-Hyoung;Yeon, Min-So;Jun, Moon-Seog
    • Proceedings of the KAIS Fall Conference
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    • 2007.05a
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    • pp.199-202
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    • 2007
  • In this paper, I suggest that as follow. First, it is the algorithm to transmit the encryption key which use ${\ast}$ N Puzzle method more safe than the existing One-path XOR method. Second, it does provide the high quality of security than the existing system because it does not save the generated puzzle to the setter side. Third, it does support the client decryption system which can decrypt the puzzle with OPT in decryption with client side. Fourth, it does adopt more of the safe tansmission method with the compound of ${\ast}$ N Puzzle method and OPT.

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A Development of Distinguishing Examination of Liberal Arts and Natural Sciences through using Puzzles (퍼즐을 활용한 문과.이과의 판별 검사지 개발)

  • Byun, Young-Gu;Choi, Jae-Hyuk
    • The Journal of Korean Association of Computer Education
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    • v.15 no.3
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    • pp.25-35
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    • 2012
  • This research has a purpose to help academic high school students to choose their own career by developing an examination that distinguishes between liberal arts and natural sciences. Besides an aptitude test, I identified the necessity of a tool for distinguishing liberal arts and natural sciences, using an examination tool that uses puzzles to distinguish liberal arts and natural sciences and conducted the first examination. On the basis of the result of the first examination I made the second examination test, and the algorithm. After conducting the second examination to a variety of target subjects, like academic high school students, university students, and graduate students through the second examination paper and algorithm for distinguishing liberal arts and natural sciences, competent results have been deducted.

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A Study of Mathematical Game and Puzzles With Learners (학습자와 함께 하는 수학게임 및 퍼즐 활용에 관한 연구)

  • Kim, Sang-Lyong
    • Journal of Elementary Mathematics Education in Korea
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    • v.14 no.3
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    • pp.567-581
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    • 2010
  • The basic direction of mathematical education for a 21st century is focused on helping student to understand mathematics and develop their problem solving abilities, mathematical dispositions and mathematical thinking. Elementary mathematics teachers should help students make sense of mathematics, confident of their ability, and make learning environment comfortable for students to participate in. The best way is to provide chances to play a game for students, considering educational value of game and new directions for mathematical education. Therefore I would like to develop an mathematical game to conform mathematical ideas, and apply it, as well as strengthen students' mathematical disposition such as confidence, flexibility, interest and curiosity to improve quality of mathematical education. If students are helped to be interested in mathematics through mathematical games, they regard mathematics as interesting and challengeable subject to let themselves think many ways.

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