• Title/Summary/Keyword: Card Playing

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Implementation of Trump Card Detection and Identification using Template Matching (템플릿 매칭을 이용한 트럼프 카드 검출 및 인식 구현)

  • Lee, Yong-Hwan;Kim, Youngseop
    • Journal of the Semiconductor & Display Technology
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    • v.19 no.4
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    • pp.112-115
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    • 2020
  • Trump cards are used in variable games in households such as poker and blackjack. In many cases, it is able to be helpful to algorithmically identify the playing cards from camera views. In this paper, we provide an approach that detects and identifies the playing card using template matching scheme, and evaluate the results of the provided implementation. For ideal cases, the implemented system provides a 100% success rate for card identification correct. However, non-ideal case of perspective distortion is estimated with 70% success ratio. This work aims to evaluate the effectiveness of augmented reality user interface for an entertainment application like playing card games.

Aesthetic Value Reflected to Digital Virtual 3D Card Game Animation -Focused on the (디지털 가상 3D 카드게임 애니메이션에 반영된 예술적 가치 - 작품 제작 중심으로-)

  • 이선주
    • Proceedings of the Korea Contents Association Conference
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    • 2004.05a
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    • pp.575-578
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    • 2004
  • This paper will intend to find the artistic value of playing card and 3D animation that is having much skill and entertaining points through digital virtual3D card animation . And this paper will consider the popularity and explore the creative cooperation relation of skill and art.

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Electronic Money and Payment System (전자화폐도입현황과 과제)

  • 박근수
    • The Journal of Information Technology
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    • v.4 no.2
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    • pp.155-174
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    • 2001
  • Dramatic changes are beginning to occur in payment system according to increase electronic commerce. and so electronic money as a new payment system are increase role in new and innovative systems. There are two type Electronic money as a IC card type and network-type. Advanced card technologies such as IC-card are playing an increasingly important role in new and Innovation system. The merit of IC-card are more capacity, more secure, more reliable, quick and easy to update, secure offline processing, enabling technology etc than magnetic stripe card. And so many countries began using experiment of IC- card and our country began October 13 in Cheju island. Then there are four types using-experiment (K-cash, VISA-cash, A-cash, MONDEX) in Korea. There are some problems such as standards, widely using, high cost, double investment etc. I think that important things in IC-card using is an international- standardizations and issuing corporation.

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Evaluation of a Parent Training Program for Promoting Filipino Young Children's Number Sense with Number Card Games

  • Cheung, Sum Kwing;McBride-Chang, Catherine
    • Child Studies in Asia-Pacific Contexts
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    • v.5 no.1
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    • pp.39-49
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    • 2015
  • Not all parents are skilled in scaffolding their young children's numeracy learning. The present study investigated the effectiveness of a parent training program in promoting Filipino young children's number sense via card game playing at home. Participants were 161 young children and their parents; families were of a relatively low socioeconomic status. During the 10-week intervention period, parents in the experimental group received training on how to use number game cards to help their children acquire various numeracy concepts; parents in the control group received no special instructions. Children in the experimental group showed greater improvements in their performance on six number sense tasks (namely numeral identification, object counting, rote counting, missing number, numerical magnitude comparison, and addition) over the intervention period than did children in the control group. Findings of the present study suggest that providing simple training to parents on strategies for fostering their young children's number sense at home is important for giving children a good early start in basic number knowledge.

IC-CARD TYPE ELECTRONIC MONEY AND IMPROVEMENT POLICY (IC카드헝 전자화폐 도입방안의 문제점과 개선책)

  • 박근수
    • The Journal of Information Technology
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    • v.3 no.1
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    • pp.73-88
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    • 2000
  • Dramatic changes are beginning to occur in plastic card technologies today in the fields of banking, health care, id-cards and more. Advanced card technologies such as IC-card are playing an increasingly important role in new and innovation system. The merit of IC-card are more capacity, more secure, more reliable, quick and easy to update, secure offline processing, enabling technology etc than magnetic stripe card. And so many countries began using experiment of IC- card and our country began October 13 in Cheju island. Then there are three types using-experiment (K-cash, VISA-cash, MONDEX) in Korea. There are some problems such as standards, widely using, high cost, double investment etc. I think that important things in IC-card using is an international- standardizations and issuing corporation.

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Effects of Board Game Therapy on Executive Function in Hospitalized Patients with Chronic Schizophrenia (보드게임요법이 만성 정신분열병 환자의 실행능력에 미치는 효과)

  • Jeong, An-Soon
    • Journal of Home Health Care Nursing
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    • v.18 no.1
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    • pp.40-47
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    • 2011
  • Purpose: This study investigated changes in neurocognitive function over a 2-month period of board game therapy in patients with schizophrenia. Method: Twenty-one schizophrenic patients treated with board game therapy and nineteen control schizophrenic patients were evaluated with neuropsychological and clinical tests, such as the Wisconsin Card Shorting Test (WCST). The same tests were re-administered after 2 months of board game therapy. Results: At the first series of neuropsychological tests, no difference was seen in performance, demographical aspects, or clinical severity among both patient groups. After 2 months, the group receiving board game therapy showed significant improvement of WCST performances compared to the controls. However, no difference was observed in clinical symptoms between the groups. Conclusion: The results of cognitive enhancement in patients playing board games indicates that board game play, easily used in an inpatient setting, is a promising tool for executive function improvement in chronic schizophrenic patients.

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A study on Multiple External Storage Configuration for the Android based Set-top Box System (안드로이드 기반 셋톱박스의 다중 외장 저장장치에 관한 연구)

  • Han, Kyung-Sik;Kim, In-Ki;Kim, Byung-Jun;Sonh, Seung-Il;Kang, Min-Goo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.653-655
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    • 2013
  • This paper is the study of Multiple External Storage Configuration for the Android based Set-top Box system. Because of Mobile OS, Android has limitation in media streaming, recording and playing for Set-top box function with only support external storage device Micro-SD card. In this paper, we research for the Multiple External Storage configuration for external disk drive, USB Memory, SD card. in Android System with Multi-Volume Management system implementation.

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A Research on the Digital Restoration of the Analog by Removing Hiss Noise (Using X-NOISE Based on Hiss-Noise Reduction) (히스 노이즈제거를 통한 아날로그의 디지털 복원에 대한 연구 - X-NOISE를 활용한 히스 노이즈리덕션을 중심으로 -)

  • Byun, Jung Min;Doo, Ill Chul
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.4
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    • pp.161-170
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    • 2014
  • Analog cassette tapes are easily changed due to environmental factors. To digitize is the best way to preserve a sound source. The way to digitize is to deal with the original sound to be enhanced to a variety of sources by playing through the audio card after recording. In this process to occur, it's the most important to remove various noise and equalizing sound in a method for preserving. It's studied about how to remove noise by using one of softwares, Cubase 5. 5, to remove hiss noise, which happens changing analog tape into digitalization. A amount of hiss noise is reduced to use X-Noise software of Wave which uses in Cubase 5.0, one of PLUG-IN. The noise is removed changing value of threshold and reduction every 10 times in no change of origin sound. To keep regular condition, the experiment to remove the hiss noise is conducted based on sound meondle, which is one of sound Nonmaegi. The noise is removed easily when the value of threshold is getting high in spite of giving a little value of reduction. However, as it gives a amount of reduction high, the damage rate of the sound source gets high.

Research of popular success factors of game content

  • Liu, Miaoyihai;Chung, Jeanhun
    • International journal of advanced smart convergence
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    • v.11 no.2
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    • pp.83-87
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    • 2022
  • Genshin Impact is an open-world action role-playing game launched by miHoYo in 2020 and has been released on multiple platforms. Due to the excellent character design, it has received widespread attention once it was released, and it has been ranked in the top 10 best-selling lists in several countries after a few weeks of launch. This article will first analyze the map design of the game's open world, and what elements are used on the game map to allow players to immerse themselves in it. Then, in the gameplay of the game, a rich and varied combat system is formed by using the relationship between the elements to restrain each other.There is also a card drawing system added to it, which makes the acquisition of characters full of randomness and allows more players to participate in it. It is concluded that the novel design and rich and varied play methods have made the game Genshin Impact high in popularity, occupying the forefront of the app download list for a long time.

An Exploratory Study on the Effects of Relational Benefits and Brand Identity : mediating effect of brand identity (관계혜택과 브랜드 동일시의 역할에 관한 탐색적 연구: 브랜드 동일시의 매개역할을 중심으로)

  • Bang, Jounghae;Jung, Jiyeon;Lee, Eunhyung;Kang, Hyunmo
    • Asia Marketing Journal
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    • v.12 no.2
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    • pp.155-175
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    • 2010
  • Most of the service industries including finance and telecommunications have become matured and saturated. The competitions have become severe while the differences among brands become smaller. Therefore maintaining good relationships with customers has been critical for the service providers. In case of credit card and debit card, the similar patterns are shown. It is important for them to maintain good relationships with customers, and therefore, they have used marketing program which provides customized services to customers and utilizes the membership programs. Not only do they build and maintain good relationships, but also highlight their brands from the emotional aspects. For example, KB Card or Hyundai Card uses well-known designers' works for their credit card design. As well, they differentiate the designs of credit cards to stress on their brand personalities. BC Card introduced the credit card with perfume that a customer would like. Even though the credit card is small and not shown to public easily, it becomes more important for those companies to touch the customers' feelings with the brand personalities and their images. This is partly because of changes in consumers' lifestyles. Y-generations becomes highly likely to express themselves in many different ways and more emotional than X-generations. For the Y-generations, therefore, even credit cards in the wallet should be personalized and well-designed. In line with it, credit cards with good design can be seen as an example of brand identity, where different design for each customer can be used to recognize the membership groups that customers want to belong. On the other hand, these credit card companies offer the special treatment benefits for those customers who are heavy users for the cards. For example, those customers who love sports will receive some special discounts when they use their credit cards for sports related products. Therefore this study attempted to explore the relationships between relational benefits, brand identification and loyalty. It has been well known that relational benefits and brand identification lead to loyalty independently from many other studies, but there has been few study to review all the three variables all together in a research model. Furthermore, as reviewed above, in the card industry, many companies attempt to associate the brand image with their products to fit their customers' lifestyles while relational benefits are still playing an important role for their business. Therefore in our research model, relational benefits, brand identification, and loyalty are all included. We focus on the mediating effect of brand identification. From the relational benefits perspective, only special treatment benefit and confidence benefit are included. Social benefit is not applicable for this credit card industry because not many cases of face-to-face interaction can be found. From the brand identification perspective, personal brand identity and social brand identity are reviewed and included in the model. Overall, the research model emphasizes that the relationships between relational benefits and loyalty will be mediated by the effect of brand identification. The effects of relational benefits which are confidence benefit and special treatment benefits on loyalty will be realized when they fit to the personal brand identity and social brand identity. In the research model, therefore, the relationships between confidence benefit and social brand identity, and between confidence benefit and personal identity are hypothesized while the effects of special treatment benefit on social brand identity and personal brand identity are hypothesized. Loyalty, then, is hypothesized to have positive relationships with personal brand identity and social brand identity. In addition, confidence benefit among the relational benefits is expected to have a direct, positive relationship with loyalty because confidence benefit has been recognized as a critical factor for good relationships and satisfaction. Data were collected from college students who have been using either credit cards or debit cards. College students were regarded good subjects because they are in Y-generation cohorts and have tendency to express themselves more. Total sample size was two hundred three at the beginning, but after deleting those data with many missing values, one hundred ninety-seven data points were remained and used for the model testing. Measurement items were brought from the previous literatures and modified for this research. To test the reliability, using SPSS 14, chronbach's α was examined and all the values were from .874 to .928 exceeding over .7. Using AMOS 7.0, confirmatory factor analysis was conducted to investigate the measurement model. The measurement model was found good fit with χ2(67)=188.388 (p= .000), GFI=.886, AGFI=.821, CFI=.941, RMSEA=.096. Using AMOS 7.0, structural equation modeling has been used to analyze the research model. Overall, the research model fit were χ2(68)=188.670 (p= .000), GFI=.886, AGFI=,824 CFI=.942, RMSEA=.095 indicating good fit. In details, all the paths hypothesized in the research model were found significant except for the path from social brand identity to loyalty. Personal brand identity leads to loyalty while both confidence benefit and special treatment benefit have a positive relationships with personal and social identities. As well, confidence benefit has a direct positive effect on loyalty. The results indicates the followings. First, personal brand identity plays an important role for credit/debit card usage. Therefore even for the products which are not shown to public easy, design and emotional aspect can be important to fit the customers' lifestyles. Second, confidence benefit and special treatment benefit have a positive effects on personal brand identity. Therefore it will be needed for marketers to associate the special treatment and trust and confidence benefits with personal image, personality and personal identity. Third, this study found again the importance of confidence and trust. However interestingly enough, social brand identity was not found to be significantly related to loyalty. It can be explained that the main sample of this study consists of college students. Those strategies to facilitate social brand identity are focused on high social status groups while college students have not been established their status yet.

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