• Title/Summary/Keyword: ADVENTURE

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Development of Pre- and Post-processing System for Supercomputing-based Large-scale Structural Analysis (슈퍼컴퓨팅 기반의 대규모 구조해석을 위한 전/후처리 시스템 개발)

  • Kim, Jae-Sung;Lee, Sang-Min;Lee, Jae-Yeol;Jeong, Hee-Seok;Lee, Seung-Min
    • Korean Journal of Computational Design and Engineering
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    • v.17 no.2
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    • pp.123-131
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    • 2012
  • The requirements for computational resources to perform the structural analysis are increasing rapidly. The size of the current analysis problems that are required from practical industry is typically large-scale with more than millions degrees of freedom (DOFs). These large-scale analysis problems result in the requirements of high-performance analysis codes as well as hardware systems such as supercomputer systems or cluster systems. In this paper, the pre- and post-processing system for supercomputing based large-scale structural analysis is presented. The proposed system has 3-tier architecture and three main components; geometry viewer, pre-/post-processor and supercomputing manager. To analyze large-scale problems, the ADVENTURE solid solver was adopted as a general-purpose finite element solver and the supercomputer named 'tachyon' was adopted as a parallel computational platform. The problem solving performance and scalability of this structural analysis system is demonstrated by illustrative examples with different sizes of degrees of freedom.

The manipulability of games in aspect of the button controlling complexity and fun : focusing on the adventure game (버튼 조작의 복잡성과 재미 측면에서의 게임 조작성 : 어드벤처 게임을 중심으로)

  • Son, Yeong-Lim;Ryoo, Han Young
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.51-62
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    • 2017
  • Game is an activity for the tension, joy and fun. Playing the manipulative button for the game, gamers have unique experience for various ways to use the button. In this study, separating the manipulability of game into the complexity and the fun of button controlling, we tried to discuss the implication about the manipulability of game for the manipulability type to use the objects in adventure game. Namely, either complicated or simple, game has fun feature and needs to design the button controlling in consideration of action characteristics.

Design of the Dasan Children's Park (다산 어린이 공원설계)

  • 김성균
    • Journal of the Korean Institute of Landscape Architecture
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    • v.29 no.5
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    • pp.51-59
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    • 2001
  • This paper presents a design of the Dasan Children\`s Park which is located Shindang- dong, lung-gu, Seoul which has an area of about 3,678$m^2$. Objectives for the design were to make nature-friendly space, learning space, interesting play space, space for every child, adventure play space, traditional play space, sense of place, and recycle space. For the space compositions a children\`s garden, a traditional play space, and a science play space were located around the S shaped main route. Facilities relating nature, science, culture. environment and adventure play were arranged in the 3 main spaces. The Children\`s Garden is a green space for learning and playing with natural elements. It is composed of a ecological learning space, a children\`s story garden, a children\`s song road, an environmental labyrinth, and a pall space leer handicap children. The Science Play Place is a place space for learning scientific theories through plays to which scientific theories were applied. It is composed of a total play structure, a math experience playground, a \"Keojunggi\" play space, a sound reflecting experience space, arid an infant playground. The Traditional Play Madang(space) is a space for traditional plays. It is composed of a traditional play pattern, a sun dial, and a floor fountain. The Recycle Road is a dragon shaped road fort learning about resource recycling and conservation. It is composed of a dragon head, body, tail space and a dragon bead(cint mani).int mani).

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Female Adolescents' Clothing Behavior as Related to Self-Efficacy and Sensation Seeking (여고생의 의복행동과 자기효능감 및 감각추구성향과의 관련 연구)

  • 고애란;이수경
    • Journal of the Korean Society of Clothing and Textiles
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    • v.22 no.7
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    • pp.931-941
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    • 1998
  • The purpose of this study were 1) to identify the effects of the self-efficacy, sensation seeking and delinquency on female adolescents' clothing behavior, and 2) to identify the differences in self-efficacy, sensation seeking, deliquency and clothing behavior in relation to the demographic variables. The data were collected from 435 high school girls living in Seoul, via a self-administered questionnaires, and were analyzed by factor analysis, Peason's correlation, multiple regression, one-way ANOVA and SNK test. The result of this study were as follows: As the result of analyzing the effects of self-efficacy, efficacy, sensating seeking and delinquency on each of clothing behavior variables, fashion leadership was explained by the factors such as social self-efficacy, delinquency and boredom susceptibility, and psychological clothing dependence by boredom susceptibility, social self-efficacy, and thrill and adventure, clothing exhibition by boredom susceptibility, delinquency, and general self-efficacy, social approval by boredom susceptibility, and general self-efficacy, preference for up-to-data style by delinquency, boredom susceptibility by delinquency, boredom susceptibility. There were significant differences between the two types of school in general self-efficacy, thrill and adventure, experience seeking, delinquency, preference for up-to-data style, and appearance related delinquency. Location of school had the effects on experience seeking, delinquency, fashion leadership, and appearance related delinquency, and socioeconomic status on fashion leadership.

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Case Study : Translation Techniques for Puns in Game Localization Processes (게임 현지화 작업에서의 언어유희 표현 번역 사례)

  • Park, Taejung
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.571-578
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    • 2013
  • It is a necessity to localize various elements when one tries to introduce any games developed from foreign cultures and languages. This whole process is called "localization (l10n)" which inevitably includes translation tasks. In this process, one should convert multiple unique elements into the required cultural and linguistic environments. This paper provides actual localization cases of "puns" appear in an adventure game, which is especially difficult; also it presents several typical types of translations for the puns that professional translators try. By this observation, this paper discusses some characteristics of game, as a medium, which are different from those of traditional media and proper approaches to translate "puns."

User Review Analysis of Microtransactions in Freemium Massively Multiplayer Online Role-Playing Games Using Structural Topic Modeling (구조적 토픽모델링을 활용한 무료형 대규모 다중이용자 온라인 롤플레잉 게임의 소액결제에 대한 이용자 리뷰 분석)

  • Cheol Lee;Jae-Eun Chung
    • Human Ecology Research
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    • v.61 no.3
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    • pp.475-492
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    • 2023
  • This study investigated player responses to microtransactions in freemium Massively multiplayer online roleplaying games (MMORPG), specifically focusing on the game LostArk using English language review data. To this end, structural topic modeling was employed and the following six microtransaction-relevant topics were identified: microtransactions, developer issues, real money trade (RMT), random number generator (RNG) upgrade system, game content, and collectibles & adventure. The first four topics were classified as being "not recommended". However, the proportions of microtransaction-related topics were relatively lower than the other topics. Additionally, this study did not extract keywords related to unfairness and unethical issues in previous microtransaction research. The last two topics, game content, and collectibles & adventure were "recommended" topics, indicating positive functions of microtransactions such as enhancing the game experience by purchasing virtual items. Moreover, it was found that players who do not engage in microtransactions can still be satisfied through continuous game content updates. Additionally, an examination of the interaction effect between time and recommendation status revealed that while the frequency with which the six microtransaction-related topics were mentioned increased over time in the reviews, the ratio of recommendations to non-recommendations varied differently. This study contributes to game-related research by revealing players' authentic opinions on microtransactions in freemium MMORPGs, thereby providing practical implications for game companies.

The Effect of Scuba Diving Resort Service Quality on Customer Satisfaction and Revisit Intention: Focusing on the Moderating Effect of Perceived Risk Attributes (스쿠버다이빙 리조트의 서비스 품질이 고객만족 및 재방문 의도에 미치는 영향: 위험지각속성의 조절효과를 중심으로)

  • Sung, Yun Bom;Noh, Yonghwi
    • Journal of Korean Society for Quality Management
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    • v.51 no.4
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    • pp.589-606
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    • 2023
  • Purpose: This study investigates the effects of scuba diving resort service quality on customer satisfaction and revisit intention, considering the moderating effects of perceived risk by scuba divers such as individual, social, and physical risks. Methods: This study surveyed scuba divers using scuba diving resorts in South Korea. The data were analyzed using multi-regression and hierarchical regression analysis. Results: The results of this study are as follows; all five service quality dimensions (tangibles, reliability, responsiveness, assurance, and empathy) significantly affected customer satisfaction and customer satisfaction also affected revisit intention. However, no moderating effect by perceived risk were observed between customer satisfaction and revisit intention. The cause of these results is believed to be the nature of scuba diving as a adventure sport. Conclusion: These results implies that scuba divers' purchase action can be different from the general service users from the perspective of perceived risk. Considering the uniqueness of adventure sports of scuba diving, the managers of scuba diving resorts need to act actively paying attention to all dimensions of service quality, and customer satisfaction.

A Study on the variation of music according to the journey of adventure in the movie "Alice in Wonderland" (영화 <이상한 나라의 앨리스>에 나타난 모험 여정에 따른 음악의 변화)

  • Seo, Yaerin;Lee, Seungyon-seny
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.217-218
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    • 2017
  • 서사적 영화에서 음악의 주요 기능은 영화의 이야기를 효과적으로 전달하는 것이다. 본 논문에서는 팀 버튼의 영화 <이상한 나라의 앨리스>에 나타난 모험 여정에 따른 테마 음악의 변화를 살펴보고 내용 전개를 돕기 위해 테마 음악을 어떻게 활용하였는지 연구한다. <이상한 나라의 앨리스>에서는 테마의 선율을 일부 변형하거나 빠르기, 악기 편성, 음악의 크기 등을 변화시켜 이야기 전개를 보조한다.

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A Study on the Development of Design Guidelines for the Outdoor Play Settings in Child Care Center (아동보육시설의 실외놀이 환경 디자인지침 개발 연구)

  • Choi, Mock-Wha;Byun, Hea-Ryung
    • Korean Journal of Human Ecology
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    • v.16 no.4
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    • pp.855-875
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    • 2007
  • The purpose of this study is to suggest a guideline for outdoor play settings in child care centers. From March to July, 2005, data were collected from 223 directors at child care centers through a structured questionnaire, field measurement survey and non-participatory observation in seventeen child care centers in Seoul and Daejeon. The statistical methods for analysing data were frequency, percentage, mean, $X^2$ and F-test. The results showed as follows: 1)the existing outdoor playground area in child care centers should be expanded more than $4\;m^2$ per child. 2) Outdoor play facilities should be equipped with two structured play sets, a play facility for unstructured play and an adventure facility to make child's various activities possible and to promote child development. 3)flooring materials for outdoor playground should be required to use more than three kinds such as solid coverings (cf. asphalt, standard concrete), wood, lawn, soil or sands. 4)to let children enjoy various activities, outdoor playground area should be composed of various play facilities like indoor play gyms and should be independent but have good connections between play facilities depending on characteristics of play activities. 5)Play spaces of outdoor playground should be composed of physical play space, unstructured and dramatized play space, rest space, space for nature and adventure space. In addition, appropriate play equipments should be provided in respective play space.

A Study on the Positive Effects of Horror Adventure Game "White Day" (호러어드벤처게임 <화이트데이>의 순기능성에 관한 연구)

  • Lee, Jae-Hong
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.37-48
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    • 2012
  • "White Day", a horror adventure game that has gone down in the history of the Korean gaming industry, is not a cruel horror game with hideous monsters and spooky mood, but a Korean-style horror game with auditory effects of ghastly sound. This paper aims at identifying the positive story-telling structure through the components of the game. This study found that the game is based on a well-organized scenario by the background, events and characters. In addition, its design and story-telling structure turned out to reinforce the positive effects of the game, by not imitating the western-style splatter games. As it provides players with playful components that bear mimicry and ilinx to maximize interactive fun, White Day is a prime example of positive games that are strongly needed in this era.