• Title/Summary/Keyword: GAME

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Interactive content development of voice pattern recognition (음성패턴인식 인터랙티브 콘텐츠 개발)

  • Na, Jong-Won
    • Journal of Advanced Navigation Technology
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    • v.16 no.5
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    • pp.864-870
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    • 2012
  • Voice pattern recognition technology to solve the problems of the existing problems and common issues that you may have in language learning content analysis. This is the first problem of language-learning content, online learning posture. Game open another web page through the lesson, but the concentration of the students fell. Have not been able to determine the second issue according Speaking has made the learning process actually reads. Third got a problem with the mechanical process by a learning management system, as well by the teacher in the evaluation of students and students who are learning progress between the difference in the two. Finally, the biggest problem, while maintaining their existing content made to be able to solve the above problem. Speaking learning dedicated learning programs under this background, voice pattern recognition technology learning process for speech recognition and voice recognition capabilities for learning itself has been used in the recognition process the data of the learner's utterance as an audio file of the desired change to a transfer to a specific location of the server or SQL server may be easily inserted into any system or program, any and all applicable content that has already been created without damaging the entire component because the new features were available. Contributed to this paper, active participation in class more interactive teaching methods to change.

Analysis on the Characteristics of the IT Science tilted Students Toward Computer Learning (정보과학영재의 학습 특성 분석)

  • Kim, Eui-Jeong;Seo, Seong-Won;Baek, Soon-Heum
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.10a
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    • pp.491-495
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    • 2008
  • The purpose of this study is to analyze the characteristics of IT gifted middle school students. The researcher analyzed the observational assessments of 16 gifted noddle school students through 19 education programs conducted from During the latest 3 years at the Science Gifted Children Education Center. The researcher hypothesized that IT gifted children would be outstanding in computer skills and information processing abilities. But they were not much different from gifted children in the other areas. Therefore there are two suggestions resulted from the study. First, it might not be meaningful to sub-categorize the subjects because of their developmental stages. The tenth grade students observed in this study were in their formal operational period by Piaget. Therefore, it would be desirable to teach them integrated areas rather than separated areas. Second, gifted children could be excellent in most areas. Due to their curiosity, task tenacity, and intellectual abilities, they could show excellence in any areas. Therefore, it is important to elaborate the educational programs so that the gifted children can develop their abilities in each areas.

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A Study on Framework to offer the differentiated Optical QoS Service in the Next-Generation WDM Optical Internet Backbone Network (차세대 WDM 광 인터넷 백본망에서 차등화된 광 QoS 서비스 제공 프레임워크 연구)

  • Kim Yong-Seoug;Ryu Shi-Kook;Lee Jae-Dong;Kim Sung-Un
    • The KIPS Transactions:PartC
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    • v.12C no.6 s.102
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    • pp.881-890
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    • 2005
  • Over for the past 10 years, the increase in geometric progression for the internet traffic, has allowed the IP protocol framework to be the most important network technology. In addition, the internet service is being developed as a service mode differentiated, aiming to support the new-mode real-time multimedia services such as internet phone, video conference, cyber reality, and internet game, focusing on offering a latest service. These days, aiming to solve the need for broad bandwidth along with guaranteeing QoS, the WDM technology of offering multiple gigabit wavelengths is emerging as the core technology of next-generation optical internet backbone network. In the next-generation optical internet backbone network based on WDM, the QoS framework is one of fore subjects aiming to offer a service of guaranteeing QoS This study analyzes the requirements of performance related to QoS framework in IP Subnet and in WDM optical backbone network, and suggests optical QoS service framework differentiated. in order to guarantee end-to-end QoS through the next-generation optical internet backbone network, using GMPLS control protocol.

Media Literacy Education in the Australian Curriculum: Media Art (호주 국가교육과정 예술과목 'Media Art' 에 나타난 미디어 리터러시 교육)

  • Park, Yoo-Shin
    • Cartoon and Animation Studies
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    • s.48
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    • pp.271-310
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    • 2017
  • This paper examines the composition and the content of media art which is an art education subject in a national curriculum of Australia; and discusses implications for Korean education curriculums. Media covered by Media Art subject in Australia are the multi types of general media including TV, movie, video, newspaper, radio, video game, the internet, and mobile media; and their contents. The purpose of ACARA's media art education curriculum is to improve creative use, knowledge, understanding, and technology of communication techniques for multiple purposes and the audiences. Through the Media Art subject, both the students and the community are able to participate in the actual communications with the rich culture surrounding them and to develop the knowledge and understanding of the 5 core concepts of language, technology, system, audience and re-creation while testing the culture. The implication of this study is as the following. ACARA's media art education curriculum has been developed as an independent educational program and has a special significance within Australian education curriculums. Although ACARA's media art education curriculum is formed as an independent subject, it is suggested within the curriculum to instruct in close connection with other subjects upon execution. Its organization and elaborateness in curriculum composition are very effective in terms of the teacher's teaching-learning design and as well as the evaluation. This seems to show a good model of leading media literacy curriculum. ACARA's media art education curriculum can be a great reference in introducing media literacy to Korean national education curriculums.

Knee Injury In Soccer Play (축구경기시의 무릎손상)

  • Lee, Dong-Chul;Bae, Sang-Keun;Shon, Oog-Jin
    • Journal of Korean Orthopaedic Sports Medicine
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    • v.5 no.2
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    • pp.141-146
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    • 2006
  • Purpose: This study was performed to analyze the mechanism and type of knee injury during soccer game and to evaluate the functional recovery after treatment. Materials and Methods: From October 2002 to January 2005, 49 patients were treated surgically. Mean age was 28.8 (8-36) years old, mean follow-up duration was 14.9 (8-36) months. Injury was evaluated by physical examination, radiography, and arthroscopic finding. Clinical results were evaluated with Lysholm score and Tegner activity score. Results: According to classification of the ligament injury, the incidence of single ACL injury was the most frequent and 27 cases. Injuries took place, in 2nd half of the games, and in the winter. Among the mechanism of injury, turn & twisting was 20 cases and the most frequent. The preoperative Lysholm score, Tegner activity score were 45, 2 and those of last follow-up were 87.6, 6, respectively. Conclusion: The recovery of Lysholm and Tegner activity score were good, but the sports activity was clearly decreased alter injury. It was suggested that appropriate physical & psychological rehabilitation and education were inevitable.

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A Study on Creative Cognition of Language based concept Generation of Game Graphics (언어기반 게임그래픽 디자인 발상의 창의적 인지에 관한 연구)

  • Huh, Yoon-Jung
    • Journal of Internet Computing and Services
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    • v.12 no.5
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    • pp.171-179
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    • 2011
  • In this paper it is hypothesized that word stimuli that are presented by Google’s search word, would improve the quality of the design solution, so this research examines the effect of related search word stimuli in concept generation and analyzes the results through the processes of creative cognition. In the process of concept generation, words are given as stimuli which are generated through Google's related search and these search words are given by 5 levels. Google search is based on the collaboration philosophy. People's participation and contribution recreate knowledge and information, so these renewed and related search words update in real time by people are used as stimuli. Two problems are provided with related search words. After the design concept generation the results are analyzed by 3 bases: the usage of related search words and those of frequency, creativity, and Finke's 12 Geneplore model. These are the results of the research. Many levels of related search words are used in design concept generation but especially higher levels which are more related to search words are more used than lower levels. The usage of multi words and conjunction with higher levels and lower levels words are observed in creative results. On the creative cognitive processes, it is more creative when using association and mental transformation with the related search words than using the related search words simply. Creative outputs also use conceptual interpretation, functional inference, and contextual shifting of creative cognitive processes of Finke's 12 Geneplore model.

Manufacture Lenticular Map of Golf Courses Using Digital Orthophoto (수치정사영상을 이용한 렌티큘러 코스맵 제작)

  • Kim, Kam-Lae;Cheong, Hae-Jin;Cho, Won-Woo
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.25 no.5
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    • pp.475-482
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    • 2007
  • Most golfers believe that knowing yardages will improve their score. Certainly it helps with club selection. But, simple "Graphic" yardage guides being notorious for error and inaccuracies, which a serious golfer will pick immediately, only serve to erode the players enjoyment and ultimately, golf course satisfaction. Someone believes with low-level aerial photographic images, golfer will be impressed with the accuracy of the depiction, helping them play a more confident game. But, there are no mapping products in true 3-D available in the world that allows a golfer to determine shot distances in yards or meters. So, we suggest an lenticular technology for real 3-D display as a viable alternative to conventional image map solution. This technology is an image display method for the generation of multi-image effects like 3D visualization or animation. This methodology is cutting edge stereoscopic image which overcomes the limitation of conventional photo tech by recomposing and producing 3 dimensional images. A significant strength of this methods its versatility concerning display effects. The main use of the hardcopy 3-D lenticular displays is in the fields of science, education, planning, and representation. This paper gives a concise overview of the lenticular foil technology and describes the production of the true 3-D yardage book of golf courses. For this study, 3-D effects are achieved and evaluated with the lenticular display by incorporation multiple synthetic images based on digital topographic terrain model and by using the two images of the actual stereopair.

Shortest Path Problems of Military Vehicles Considering Traffic Flow Characteristics (교통류특성을 고려한 군화물차량군 경로선정)

  • 방현석;김건영;강경우
    • Journal of Korean Society of Transportation
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    • v.21 no.2
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    • pp.71-82
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    • 2003
  • The shortest path problems(SPP) are critical issues in the military logistics such as the simulation of the War-Game. However, the existing SPP has two major drawbacks, one is its accuracy of solution and the other is for only one solution with focused on just link cost in the military transportation planning models. In addition, very few previous studies have been examined for the multi-shortest path problems without considering link capacity reflecting the military characteristics. In order to overcome these drawbacks, it is necessary to apply the multi-shortest paths algorithm reflecting un-expected military incidents. This study examines the multi-shortest paths in the real networks using Shier algorithm. The network contains both military link capacity and time-based cost. Also, the modes are defined as a platoon(group) rather than unit which is used in most of previous studies in the military logistics. To verify the algorithm applied in this study. the comparative analysis was performed with various sizes and routes of network which compares with Dijkstra algorithm. The major findings of this study are as follows ; 1) Regarding the unique characteristics of the military transportation plan, Shier algorithm, which is applied to this study, is more realistic than Dijkstra algorithm. Also, the time based concept is more applicable than the distance based model in the military logistics. 2) Based on the results from the various simulations of this study the capacity-constraint sections appeared in each scenarios. As a consequence, the alternatives are necessary such as measures for vulnerable area, improvement of vehicle(mode), and reflection of separated-marching column in the military manuals. Finally. the limits and future research directions are discussed : 1) It is very hard to compare the results found in this study. which is used in the real network and the previous studies which is used in arbitrary network. 2) In order to reflect the real military situations such as heavy tanks and heavy equipment vehicles. the other constraints such as the safety load of bridges and/or the height of tunnels should be considered for the future studies.

Analysis of the Impact of Initial Carbon Emission Permits Allocation on Economic Growth (초기 탄소배출권 배분이 경제성장에 미치는 영향 분석)

  • Park, Sunyoung;Kim, Dong Koo
    • Environmental and Resource Economics Review
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    • v.20 no.2
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    • pp.167-198
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    • 2011
  • The Korean government recently announced greenhouse gases (GHG) emissions reduction target as 30% of 2020 business as usual (BAU) emission projection. As carbon emissions trading is widely used to achieve reductions in the emissions of pollutants, this study deals with the sectoral allocation of initial carbon emission permits in Korea. This research tests the effectiveness of a variety of allocation rules based on the bankruptcy problem in cooperative game theory and hybrid input-output tables which combines environmental statistics with input-output tables. The impact of initial emission permits allocation on economic growth is also analyzed through green growth accounting. According to the analysis result, annual GDP growth rate of Korea is expected to be 4.03%, 4.23%, and 3.67% under Proportional, Constrained Equal Awards, and Constrained Equal Losses rules, respectively. These rates are approximately from 0.69% points to 0.13% points lower than the growth rate of 4.36% without compulsory $CO_2$ reduction. Thus, CEA rule is the most favorable in terms of GDP growth. This study confirms the importance of industry level study on the carbon reduction plan and initial carbon emission permits should reflect the characteristic of each industry.

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A Study on Enhancing Brand Recognition in the Research Agency of Geoscience and Mineral Resources (지질자원 전문기관 브랜드인지도 제고방안 연구)

  • Kim, Chan-Souk;Kim, Seong-Yong;Park, Eun-Sook;Choi, Byung-Kwan
    • Economic and Environmental Geology
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    • v.44 no.5
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    • pp.443-449
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    • 2011
  • In this study, we carried out a survey on the degree of recognition for the brand of the Korea Institute of Geoscience and Mineral Resources (KIGAM) to contribute to reestablishing the status and role of KIGAM as an institution that people proud of by effectively delivering KIGAM's various research activities and achievements to people. About 49.9% of external publics recognized that there was relevance between research achievements of geo-technology and national brand. On the contribution of research achievements of geo-technology to promoting Korea's power of science and technology, 42.3% gave positive answers. On research achievements of mineral resources technology, just 14.4% replied they saw such results. As alternatives to promote the degree of recognition for brand, we suggested development of beneficial message, operation of brand management committee, promotion of involvement of research achievements of mineral resources technology about people-friendly subjects, development and distribution of "board game for education on mineral resources technology" for youths, activation of location PR, activation of online Q&A bulletin board, finding out star researchers, and president's PI activities.