• Title/Summary/Keyword: Digital candle

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Development on the Digital Candle Using LED (발광다이오드를 이용한 디지틀 캔들 개발)

  • So, Byung-Moon;Kang, Sung-Jun;Oh, Sung-Hoon;Lee, Dong-Whee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.11
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    • pp.4291-4295
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    • 2010
  • This paper presents a LED lighting decoration system with a LED candle color control that can independently change its color. The proposed processing was applied to the control of a LED candle that is composed of red, green, blue(RGB) LEDs. In order to go our of use switching device, we developed the LED candle drived luminescence and we will comercialize the result.

A design of automatic trading system by dynamic symbol using global variables (전역 변수를 이용한 유동 심볼 자동 주문 시스템의 설계)

  • Ko, Young Hoon;Kim, Yoon Sang
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.3
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    • pp.211-219
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    • 2010
  • This paper designs the dynamic symbol automatic trading system in Korean option market. This system is based on Multichart program which is convenient and efficient system trading tool. But the Multichart has an important restriction which has only one constant symbol per chart. This restriction causes very useful strategies impossible. The proposed design uses global variables, signal chart selection and position order exchange. So an automatic trading system with dynamic symbol works on Multichart program. To verify the proposed system, BS(Buythensell)-SB(Sellthenbuy) strategies are tested which uses the change of open-interest of stock index futures within a day. These strategies buy both call and put option in ATM at start candle and liquidate all at 12 o'clock and then sell both call and put option in ATM at 12 o'clock and also liquidate all at 14:40. From 23 March 2009 to 31 May 2010, 301-trading days, is adopted for experiment. As a result, the average daily profit rate of this simple strategies riches 1.09%. This profit rate is up to eight times of commision price which is 0.15 % per option trade. If the method which raises the profitable rate of wining trade or lower commission than 0.15% is found, these strategies make fascinated lossless trading system which is based on the proposed dynamic symbol automatic trading system.

Playing Trauma -A Study on the Representation of History in Taiwan Horror Game Detention (플레잉 트라우마 -대만 호러게임 <반교>의 역사 재현 연구)

  • Bae, Ju-Yeon
    • Journal of Popular Narrative
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    • v.26 no.2
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    • pp.87-122
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    • 2020
  • This study explores the method of representation of traumatic history in 2D horror game Detention developed by Taiwan game production company Red Candle through an analysis of its method of storytelling. Unlike conventional public media, video/digital games are based on interactivity, in which game players engage in the narratives. Thus, the relationship between players and the history in the game world may also change. This research investigates how the players build their way of remembering and recognizing the past in a different relationship. Detention, which was well received, not only in Taiwan but also around the world upon its launch in 2017, is set in a middle school during the martial law era in Taiwan in the 1960s. In the game, the main character encounters her lost memories in the process of following clues and game rules, and finally realizes she is implicated in the 1960s' event. Detention was cinematized after the success of the game. The film achieved enormous popularity both in terms of box office success and criticism. In this paper, the strategy of the game's storytelling is introduced in comparison to the film's approach in the representation of historical events. In particular, the paper explores elements such as the interactivity of the game medium, narrative fragmentation, quests, hints and cues, and the horror genre, that asks users to understand history beyond the game world differently from the point of view of other media. Though this study, it can be considered that the digital game is a medium exploring history in a serious manner. In particular, Detention invokes the matter of game-mnemonics as well as cine-mnemonics. Compared to plentiful research in cine-mnemonics, game-mnemonics has not been extensively studied to date. Therefore, through the analysis of Detention, this paper explores the relationship between digital games, history and memory.