• 제목/요약/키워드: Adventure

검색결과 176건 처리시간 0.022초

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

  • 김재성;이상민;이재열;정희석;이승민
    • 한국CDE학회논문집
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    • 제17권2호
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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.

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

  • 손영림;류한영
    • 한국게임학회 논문지
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    • 제17권1호
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    • pp.51-62
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    • 2017
  • 게임은 긴장, 즐거움, 재미를 위한 움직임이다. 게임 사용자는 게임을 위한 조작 장치인 버튼을 가지고 놀며, 버튼을 움직이는 다양한 방식에 대한 독특한 경험을 한다. 본 연구에서는 게임의 조작성을 버튼 조작의 복잡성과 버튼 조작의 재미로 분해해 어드벤처 게임에서 사물을 사용하는 조작 방식을 대상으로 게임의 조작성에 대한 함의를 논의했다. 즉, 게임은 복잡해도 재미있고, 단순해도 재미있는 특성이 있으며, 행동 특성을 고려해 버튼 조작을 디자인 할 필요가 있다.

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

  • 김성균
    • 한국조경학회지
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    • 제29권5호
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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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여고생의 의복행동과 자기효능감 및 감각추구성향과의 관련 연구 (Female Adolescents' Clothing Behavior as Related to Self-Efficacy and Sensation Seeking)

  • 고애란;이수경
    • 한국의류학회지
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    • 제22권7호
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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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게임 현지화 작업에서의 언어유희 표현 번역 사례 (Case Study : Translation Techniques for Puns in Game Localization Processes)

  • 박태정
    • 한국콘텐츠학회논문지
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    • 제13권11호
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    • pp.571-578
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    • 2013
  • 해외에서 개발된 게임을 국내에 도입할 경우 국내 상황에 맞게 여러 요소들을 변경하는 작업이 필수적이다. 이 과정에는 번역도 포함되며 전체적으로는 현지화(localization, l10n)이라고 한다. 이 현지화 작업은 게임이 제작된 언어 및 문화권의 독특한 요소들을 게임을 도입하려는 환경에 맞게 변환하는 작업이 필수적이다. 본 논문에서는 게임 현지화 작업에서 특히 어려운 언어유희 번역 문제를 실제 어드벤처 게임 현지화 사례를 통해 제시하고 현장의 전문 번역사들이 일반적으로 시도하는 몇 가지 번역 유형을 살펴본다. 이러한 논의를 통해서 다른 매체와는 다른 게임 환경에서 적합한 언어유희 현지화 방식을 고찰한다.

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

  • 이철;정재은
    • Human Ecology Research
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    • 제61권3호
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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.

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

  • 성윤범;노용휘
    • 품질경영학회지
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    • 제51권4호
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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.

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

  • 서예린;이승연
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2017년도 춘계 종합학술대회 논문집
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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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아동보육시설의 실외놀이 환경 디자인지침 개발 연구 (A Study on the Development of Design Guidelines for the Outdoor Play Settings in Child Care Center)

  • 최목화;변혜령
    • 한국생활과학회지
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    • 제16권4호
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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.

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

  • 이재홍
    • 한국게임학회 논문지
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    • 제12권3호
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    • pp.37-48
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    • 2012
  • 우리 게임사에 큰 족적을 남기고 있는 호러어드벤처게임인 <화이트데이>는 흉측한 몬스터들과 음산한 분위기의 스테이지를 디자인하고 있는 잔혹한 호러가 아니라, 귀신 소리를 효과음으로 나타내는 청각적인 공포를 활용하여 한국적인 공포를 디자인해내고 있다. 본고는 <화이트데이>의 구성요소들을 통해 순기능적인 스토리텔링의 구조를 파악해 보는 것이 연구 목적이다. 연구 결과, <화이트데이>는 배경, 사건, 인물이 매우 탄탄한 시나리오를 지니고 있다는 사실을 파악할 수 있었다. 또한 모든 설계구조와 스토리텔링구조는 서구형 호러게임이 지닌 스플레터적인 호러를 모방하지 않고 순기능적인 요소를 강화시키고 있다는 사실을 확인하였다. 플레이어에게 미미크리와 일링크스가 내재된 놀이요소를 제공하여 인터랙티브한 재미성을 확대시켜주고 있는 <화이트데이>는 이 시대에 가장 필요성을 느끼는 순기능적인 게임의 표본이다.