• Title/Summary/Keyword: Action pattern

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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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Implementation of Intelligent Characters adapting to Action Patterns of Opponent Characters (상대캐릭터의 행동패턴에 적응하는 지능캐릭터의 구현)

  • Lee, Myun-Sub;Cho, Byeong-Heon;Jung, Sung-Hoon;Seong, Yeong-Rak;Oh, Ha-Ryoung
    • Journal of the Institute of Electronics Engineers of Korea TE
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    • v.42 no.3
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    • pp.31-38
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    • 2005
  • This paper proposes an implementation method of intelligent characters that can properly adapt to action patterns of opponent characters in fighting games by using genetic algorithm. For this intelligent characters, past actions patterns of opponent characters should be included in the learning process. To verify the effectiveness of the proposed method, two types of experiments are performed and their results are compared. In first experiment(exp-1), intelligent characters consider current action and its step of an opponent character. In second experiment (exp-2), on the other hands, they take past actions of an opponent characters into account additionally. As a performance index, the ratio of score obtained by an intelligent character to that of an opponent character is adopted. Experimental results shows that even if the performance index of exp-1 is better than that of exp-2 at the beginning of stages, but the performance index of exp-2 outperforms that of exp-1 as stages go on. Moreover, optimum solutions are always found in all experimental cases in exp-2. Futhermore, intelligent characters in exp-2 could learn moving actions (forward and backward) and waiting actions for getting more scores through self evolution.

The Effect of Heat on the Spiking Patterns of the Cells in Aplysia (군소 세포의 발화 형태에 미치는 열자극 효과)

  • Hyun, Nam-Gyu
    • Progress in Medical Physics
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    • v.18 no.2
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    • pp.73-80
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    • 2007
  • Fruitful findings have been produced from five out of sixty cells which were obtained from each 63 individual Aplisia caught at the Jeju coast. Spiking patterns of three out of five cells, such as relaxation oscillator, bursting within a short time of the inter-burst interval, chaotic bursting, period doubling sequences, bursting with long trains of action potentials separated by short silent periods, regular repeated beating or elliptic bursting, and silent states had been changed in order as the temperature was lowered to $10^{\circ}C\;from\;32^{\circ}C$. In the intervals of every about 40 minutes repeated ups and downs of temperature produced similar firing patterns at the allowable temperature ranges. The other two cells showed difference from these. The amplitudes of the action potentials of the two cells will not be highly decreased in 24 hours. Average spike frequencies, the inter-burst interval, peak to peak spike amplitude of action potentials, minimum potential values are compared and analyzed by using the computer programme. The spike frequencies according to temperature show the distribution of bell type, with maximal spike frequencies at intermediate temperatures and minimal ones at either end. The most common pattern consist of high spike frequency during failing and low one during rising temperatures.

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A Development of Functional Motorcycle Jacket for Quick Service Transporter (퀵서비스 운송업자를 위한 기능적 모터사이클 재킷 개발)

  • Sohn, Jae Min;Oh, Song-Yun;Kim, Eun Kyong
    • Fashion & Textile Research Journal
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    • v.17 no.5
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    • pp.781-792
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    • 2015
  • This study aims to develop a spring/fall motorcycle jacket for quick service transporter. Depending on the results of the previous research, this study produced the tested jacket which was improved in material, pattern, and design. For the tested jacket, 100% polyester fabric excellent in strength, durability and abrasion-resistance was selected as a major material, and Cordura was used as a partial material to improve the strength and abrasion-resistance of the sleeve side lines, elbow and shoulder areas. The retro-reflection material was applied partially in order to improve visibility of the jacket in the night or in a dark place. A total of 7 pockets were composed in the jacket for the sufficient storage spaces. The functional design elements such as the 2-way zipper and the placket at the center front, the action pleats at the upper part of back armholes, the pit-zip at armpit were applied. In addition, the sleeve pattern was bent with the shape of elbow curvature in time of driving and the back length of the jacket was lengthened 4cm. As a result of the appearance assessment, there was a significant difference from the existing jacket in all items but chest size, shoulder width, cuffs circumference, and jacket hemline circumference. In motion adaptability and field activity appropriateness assessments, the assessment grade for all items was found to be commonly higher than that of the existing jacket, and thus, the tested jacket was assessed to be suitable for a motorcycle jacket design for the quick service transporters.

A Study on Clothes Purchase and Size Fit for Kindergarten Children (유치원 아동의 의복구매와 치수 맞음새에 관한 연구)

  • Zhang, Mei-Na;Lee, Young-Suk;Kim, Soon-Boon
    • Fashion & Textile Research Journal
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    • v.15 no.1
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    • pp.116-129
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    • 2013
  • This research analyzes the status of clothes purchase and the size fit of the clothes for kindergarten children in the Daegu city area. The total of 344 questionnaires were analyzed. The summary and the conclusion are as follows: First, the frequency of accompanying children when purchasing appeared mostly 'sometimes accompany'. Second, the parents appeared 'sometimes reflect children's opinions'. Third, the main information source was 'store display'. The main place of purchase was large discount stores, internet home-shopping, and department stores (respectively) with significant differences in the age of the parent(p<.05) and monthly incomes(p<.001). In the clothes size selection, 72.1% of the parents selected 'one size larger' at time purchase and showed asignificant difference by monthly income. Repair-experience after purchase appeared in 31.4% of the samples because of the inadequate length and width of the clothes. The unfit clothes parts were in the order of pant length, sleeve length, waist part, jacket length, pant width, hip part, and crotch, which showed a significant difference in children based on gender. The salient purchasing point for child clothing was in the order of 'size fit', 'color and pattern', 'design' and 'convenience in action'. It is important to consider that kindergarten children need adequate size for growing and convenient pattern designs (that include materials at stretching parts) for positive acting because they are in a period of frequent activity and growth.

A Study on the types of PDA Icons and their Communication Capacity (개인용 정보단말기(PDA)에 사용되는 아이콘의 직관적 의미전달능력에 관한 연구)

  • 신명희
    • Archives of design research
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    • v.17 no.2
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    • pp.269-278
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    • 2004
  • This research categorizes various icons that used in PDAs according to symbolization patterns, operating systems and support for color display. Since different icons vary in communication capacity I executed this research to verify it positively. In result, PDA loons were found to have different intuitive communication capacity according to its functions, symbolization pattern, operating system and use of color. \circled1 Icons which have similar object as ones that are used on desktop computer and icons with accurate, simple expression seems to have higher intuitive communication capacity among the icons categorized by functions. \circled2 Among the icons categorized by symbolization pattern, ones that express the action related to their functions have the highest recognition accuracy and longer delay before recognition. \circled3 Among the icons categorized by operating systems, ones that have concrete expression of object and a number of representation elements have higher recognition accuracy and longer delay before recognition. \circled4 Among the icons categorized by color and grayscale, ones with color have superior communication capacity due to additional stimulation although LCDs in most PDAs have limited color depth.

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Qualitative Study on Emotion Aspect Experiencing When Consumers are Purchasing Clothing Through T.V Home-Shopping (T.V홈쇼핑 의류제품(衣類製品) 구매(購買)시 경험(經驗)하는 감정적(感情的) 측면(側面)에 관(關)한 질적연구(質的硏究))

  • Cha, In-Suk;Lee, Kyoung-Hee
    • Journal of Fashion Business
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    • v.8 no.1
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    • pp.34-48
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    • 2004
  • The purpose of this study is to explore emotion aspects of consumers purchasing clothing through cable television home shopping. Qualitative research method is used to widely understand how emotion aspects of consumers have effected on their purchasing behavior. The results of depth interviews may be classified into 13 feelings factors satisfaction, pleasure/delight, respect, attraction, fresh, convenience, unburdened, emptiness, displeasure/temper, anxiety, tedious, distrust, regret. The content of information acquiring from the process of clothing purchase decision making is analysed. In the problem recognition stage, purchase motivation were physical space (around people) and imaginary space(by how clothing goods are introduced to consumers thorough TV monitor). In the information search stage, purchasing action patterns to search information were situational pattern and habitual pattern. In alternative evaluation stage, the considering best important factors to choice clothes were quality, price, design, and color. In purchase stage, consumers said they felt anxiety, because of characteristics of purchase way that they should pay first and then received the ordered goods a fews days later. In post-purchase behavior stage, if consumers satisfied goods purchased through TV home shopping, they recommended it to around others, but unsatisfied with ordered goods, they tried to refund, exchange with anther one, or write it on homepage of the home shopping company.

Symptom Pattern Classification using Neural Networks in the Ubiquitous Healthcare Environment with Missing Values (손실 값을 갖는 유비쿼터스 헬스케어 환경에서 신경망을 이용한 에이전트 기반 증상 패턴 분류)

  • Salvo, Michael Angelo G.;Lee, Jae-Wan;Lee, Mal-Rey
    • Journal of Internet Computing and Services
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    • v.11 no.2
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    • pp.129-142
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    • 2010
  • The ubiquitous healthcare environment is one of the systems that benefit from wireless sensor network. But one of the challenges with wireless sensor network is its high loss rates when transmitting data. Data from the biosensors may not reach the base stations which can result in missing values. This paper proposes the Health Monitor Agent (HMA) to gather data from the base stations, predict missing values, classify symptom patterns into medical conditions, and take appropriate action in case of emergency. This agent is applied in the Ubiquitous Healthcare Environment and uses data from the biosensors and from the patient’s medical history as symptom patterns to recognize medical conditions. In the event of missing data, the HMA uses a predictive algorithm to fill missing values in the symptom patterns before classification. Simulation results show that the predictive algorithm using the HMA makes classification of the symptom patterns more accurate than other methods.

A Study of Clothing Design in the Digital Age (디지털 시대의 의상 디자인 개발에 관한 연구)

  • 배리사;이인성
    • Journal of the Korean Society of Costume
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    • v.54 no.4
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    • pp.63-74
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    • 2004
  • This study shows that clothes to be just the same as the real thing can be Produced through the third dimension computer graphics, and then presents that not only the area of fashion design can be expanded in the virtual reality field by doing the simulation of the fashion show, but also the information can be made the real time public ownership and the communication can be fulfilled smoothly. In this study, analyzing the third dimension computer graphic programs to be used much at present, Alias Wavefront Company's Maya software which was the most effective in the clothes simulation and the clothes CAD SGS OptiTex 8.7 which went well substitutive for it were used of them. The conclusions of this study that got through the work manufacture are as follows: The first, if the file manufacturing in the clothes CAD by using the computer was stored, the pattern used 3D simulation was available because it could be summoned in 3D software. The second, if the data of DXF form in Maya program was summoned, they could not be applied by Maya Cloth supported in Nurbs only because they were recognized as the DXF_layer. So the curve along the outer lines of the pattern was drawn and Maya Cloth was applied to be possible to get the natural silhouette of clothes. The third, when the clothes were manufactured by 3D, if the draping character was applied according to the textile special quality, not only the control of textile's thickness, weight, quality feeling, and silhouette was available, but also the clothes were available to graft the special textile materials. The fourth, the natural motion of model was produced by capturing the actual model's walking action In order to produce the fashion show motion and also the dynamic fashion show was available by the angle of camera, the establishment of lighting, and etc. in the final rendering. The clothes manufactured by 3D are available to change the design by changing the materials, or by adding the details, or by utilizing the special materials on clothes. Therefore, the trial and error following at the clothes manufacture can be reduced. But the elevation of the rendering speed, the price down, the strengthening of personal security, and etc. are required.

A study on the influence of Self-Leadership to Technology Innovation: Mediate Effect of Emotional Intelligence (셀프리더십이 기술혁신에 미치는 영향에 관한 연구 - 감성지능의 매개효과 -)

  • Lee, Sun-Kyu;Lee, Da-Jung;Bae, Jung-Mi;Lee, Seung-Woo
    • Journal of Digital Convergence
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    • v.9 no.6
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    • pp.277-293
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    • 2011
  • This study aims to mediating effects of Emotional Intelligence on the relationships between Self-Leadership. Additionally, this study is to examine the impact of Self-leadership(behavior-focused strategies, natural reward strategies and constructive thought pattern strategies) to Technology Innovation. Hypotheses were tested by surveying 420 employees at Gumi Industrial Complex. The findings are as follows: First, all factors of Self-leadership had a significant positive effect on Technology Innovation. Second, four factors of Emotional Intelligence had a significant positive mediating effect on Technology Innovation except behavior- focused strategies of Self-Leadership. It is indicated a need for action in organization's self-leadership and it is also shown reliable criterion to effective organizational management of success in Technology Innovation.