• Title/Summary/Keyword: Function Game

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Simple Anterior Dislocation of the Elbow - Case Report (주관절의 전방 단순 탈구 - 증례보고)

  • Lee Bong-Jin;Lee Sung-Rak;Kim Seong-Tae
    • Clinics in Shoulder and Elbow
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    • v.8 no.2
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    • pp.181-186
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    • 2005
  • An anterior dislocation of the elbow without a fracture of the olecranon is an extremely rare injury. This paper reports a 36-year-old male who stumbled and fell on his outstretched hand during a soccer game. The anteroposterior and lateral radiographs indicated a simple anterior dislocation of the elbow, which was reduced using a closed method. The elbow joint was stable in the range of motion, but the sensation of the two ulnar digits was still reduced. MRI was useful for the identification of the pathoanatomy. At the follow-up examination three months after the initial trauma, the hypesthesia has fully recovered and the patient regained the full range of the elbow and forearm motion without pain and instability. After 18 months, the patient had a normal elbow function, and could play various sports. If an anterior elbow dislocation is detected early, a closed reduction with careful pathoanatomical considerations would be successful.

Developing Avatar Converter by using existing Contents in Mobile Contents Development (모바일 컨텐츠 개발에서 기존의 컨텐츠를 최대한 이용하기 위한 아바타 변환기 개발 연구)

  • Park, Dae-Hyuck;Kang, Eui-Sun;Hong, Maria;Lee, Keun-Soo;Lim, Young-Hwan
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.1 s.39
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    • pp.243-250
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    • 2006
  • Mobile device has the same service as PC with the development of mobile technology, such as game, internet, economic service. This paper we play the games in Mobile Device which were popular in Pentium 1 PC, and then develop Avatar Converter by summarizing Automating Elements. In other words, we propose a method that can accelerate developing speed of Mobile Contents by recycling existing resource. The main function of Avatar Converter is that transform existing architecture with dividing logic and resource which can play in mobile by considering restriction items. It can accelerate developing speed by transforming common logic and resource in various contents development for kinds of mobile company.

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Design of A Group Cooperating Model Based on Intention Hierarchy (의도계층을 이용한 그룹간 상호 협력 모델의 설계)

  • Jang, Young-Cheol;Lee, Chang-Hoon
    • The Transactions of the Korea Information Processing Society
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    • v.5 no.6
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    • pp.1575-1582
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    • 1998
  • In this paper. we design and evaluate a cooperating model that increase problem solving ability by selecting proper cooperating partners under changing situation. In this model, to decide cooperation direction and extent, we have used a payoff function and then divided the group into two parts, cooperation part and non-cooperation part. To control these reconfigured groups at group level, group intention is used as a control media instead of existing data and goal. Group intention is abstractive and comprehensive and represents collection of strategies. Group intention is changed based on resources, information, and cooperation situation on group intention hierarchy. Two layered control is possible : first constraint with group intentions(group level) and then select a strategy under the constraint. These approaches are tested and evaluated on pursuit game testbed.

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Content Adaptive Watermarkding Using a Stochastic Visual Model Based on Multiwavelet Transform

  • Kwon, Ki-Ryong;Kang, Kyun-Ho;Kwon, Seong-Geun;Moon, Kwang-Seok;Lee, Joon-Jae
    • Proceedings of the IEEK Conference
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    • 2002.07c
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    • pp.1511-1514
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    • 2002
  • This paper presents content adaptive image watermark embedding using stochastic visual model based on multiwavelet transform. To embedding watermark, the original image is decomposed into 4 levels using a discrete multiwavelet transform, then a watermark is embedded into the JND(just noticeable differences) of the image each subband. The perceptual model is applied with a stochastic approach fer watermark embedding. This is based on the computation of a NVF(noise visibility function) that have local image properties. The perceptual model with content adaptive watermarking algorithm embed at the texture and edge region for more strongly embedded watermark by the JND. This method uses stationary Generalized Gaussian model characteristic because watermark has noise properties. The experiment results of simulation of the proposed watermark embedding method using stochastic visual model based on multiwavelet transform techniques was found to be excellent invisibility and robustness.

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A Distributed Decision-Making Mechanism for Wireless P2P Networks

  • Wu, Xu;He, Jingsha;Xu, Fei;Zhang, Xi
    • Journal of Communications and Networks
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    • v.11 no.4
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    • pp.359-367
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    • 2009
  • Trust-based solutions provide some form of payment to peers to encourage good behavior. The problem with trust management systems is that they require prior knowledge to work. In other words, peers are vulnerable to attack if they do not have knowledge or correct knowledge of other peers in a trust management system. Therefore, considering only trust is inadequate when a decision is made to identify the best set of peers to utilize. In order to solve the problem, we propose a distributed decision-making mechanism for wireless peer-to-peer (P2P) networks based on game theory and relevant trust mechanisms in which we incorporate the element of trust and risk into a single model. The main idea of our mechanism is to use utility function to express the relationship between benefits and costs of peers, and then make the decision based on expected utility as well as risk attitude in a fully distributed fashion. The unique feature of our mechanism is that it not only helps a peer to select its partners, but also mitigates vulnerabilities in trust-based mechanisms. Through analysis and experiments, we believe our approach is useful for peers to make the decision regarding who to interact with. In addition, it is also a good starting point for exploring tradeoffs among risk, trust and utility.

Molecular Simulations and Conformational Studies of Fucoseα1-3)Gal(β1-X)GlcNAc where X=3, 4, or 6 Oligosaccharides

  • Yoo, Eun-Sun;Yoon, In-Mo
    • Bulletin of the Korean Chemical Society
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    • v.29 no.9
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    • pp.1755-1760
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    • 2008
  • Energy minimization and conformational studies of molecular ions generated by ESI (electrospray ionization) tandem mass spectrometry (MS/MS) can be used for the discrimination of stereoisomeric permethylated and sodium cationized trisaccharides. Sets of fucose-containing trisaccharides having different internal and terminal linkages have been synthesized to analyze the reducing terminal linkage positions using BT and IT fusion approaches. A detailed investigation has been undertaken on the conformational behaviors of four trisaccharide fragments from human milk and blood group determinants of Type 1 and Type 2, namely Fuc($\alpha$1- 3)Gal($\beta$1-3)GalNAc and Fuc($\alpha$1-3)Gal($\beta$1-X)GlcNAc where X = 3, 4 and 6 using molecular modeling methods. Three dimensional rigid and adiabatic phi-psi-energy maps (Surfer program) describing the energy as a function of rotation around corresponding glycosidic linkages were calculated by SYBYL molecular modeling and MM4 force field programs conjunction with cleavage energies of ESI MS/MS for the side group orientations. This approach predicted conformational behaviors exhibited by isomer saccharides for future applications on biologically active glycoconjugates and to exploit a faster method of synthesizing a series of structural isomeric oligosaccharides.

Extracting Graphics Information for Better Video Compression

  • Hong, Kang Woon;Ryu, Won;Choi, Jun Kyun;Lim, Choong-Gyoo
    • ETRI Journal
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    • v.37 no.4
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    • pp.743-751
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    • 2015
  • Cloud gaming services are heavily dependent on the efficiency of real-time video streaming technology owing to the limited bandwidths of wire or wireless networks through which consecutive frame images are delivered to gamers. Video compression algorithms typically take advantage of similarities among video frame images or in a single video frame image. This paper presents a method for computing and extracting both graphics information and an object's boundary from consecutive frame images of a game application. The method will allow video compression algorithms to determine the positions and sizes of similar image blocks, which in turn, will help achieve better video compression ratios. The proposed method can be easily implemented using function call interception, a programmable graphics pipeline, and off-screen rendering. It is implemented using the most widely used Direct3D API and applied to a well-known sample application to verify its feasibility and analyze its performance. The proposed method computes various kinds of graphics information with minimal overhead.

A Monitoring Method for Supporting QoS in Next Generation Mobile Communication Networks (차세대 이동통신망의 QoS를 보장하기 위한 모니터링 방법)

  • Lee, Gi-Sung;Lee, Jong-Chan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.8
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    • pp.3680-3686
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    • 2012
  • This research suggests a monitoring method to support QoS of mobile multimedia services effectively based on information gathering. It means a method in which a subscriber's terminal collects information about its current condition and its surrounding base stations, and a base station, through the data collected by monitoring inner or adjacent base station, shares related data and converges, controlling QoS on its own. In other words, as context information of mobile terminal and base station changes, set-up of related functions and QoS mapping is adapted; each function fits into the change, exchanges the process of reorganization, and interacts; these actions go toward to satisfy service continuity.

Characteristics of Hanfu Street Snaps on TikTok (틱톡에 나타난 한푸 스트리트 스냅의 특성)

  • Zhang, Luyue;Yim, Eun-Hyuk
    • Fashion & Textile Research Journal
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    • v.24 no.5
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    • pp.519-529
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    • 2022
  • This research analyzed the characteristics of Hanfu street snaps in the Chinese version of TikTok to determine the development and meaning of Hanfu. Based on grounded theory, this study selected 102 representative cases by sorting Hanfu street snaps on TikTok according to popularity. Subsequently, through open coding, the cases were organized and summarized into five main categories. The findings are as follows: 1) The national cultural pride has enabled a greater number of Hanfu fans and groups to upload short videos promoting the Hanfu movement on TikTok to expand the influence of the activities and popularize cultural knowledge. 2) The users attempted cross-cultural communication by participating in cultural festivals in Western countries wearing Hanfu. 3) The 'See now buy now' function of TikTok enables numerous Hanfu merchants to upload short videos about Hanfu products to promote their products and boost sales. 4) As 'gamification' affects everyday life, computer game enthusiasts among them wear Hanfu in the form of role-playing. 5)As a unique "meme" phenomenon on TikTok, wearing Hanfu to make interesting videos has also become a form of entertainment. Thus, although the characteristics of Hanfu street snaps on TikTok originated from the transmission of Hanfu culture, the culture has now been transformed through social media into symbolic consumption and play culture.

Research on Airport Public Art Design Elements and Preferences Based on Big Data Sentiment Analysis (빅데이터 감성분석에 따른 공항 공공예술 디자인 요소 및 선호도 연구)

  • Zhang, Yun;Zou, ChangYun;Kim, CheeYong
    • Journal of Korea Multimedia Society
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    • v.25 no.10
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    • pp.1499-1511
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    • 2022
  • In the context of globalization, circulation between cities has become more frequent. The airport is no longer just a place for boarding, disembarking, and transportation, but a public place that serves as the communication function of the "aviation city". The intervention of public art in the airport space not only gives users a sense of space experience, but also becomes a unique carrier for city and country image shaping. The purpose of this paper is to study the emotional value brought by airport public art to users, and to investigate the correlation analysis of public art design elements and user preferences based on this premise. The research methods are machine learning method and SPSS 21.0. The user's emotional value is introduced in the big data evaluation, and the preference and inclination of airport users to various elements of public art are analyzed by questionnaire. Through the research conclusion, the preference and main contradiction of users in the airport for the four dimensions of public art design elements are obtained. Opinions and optimization methods to provide reference data and theoretical support for public art design.