• Title/Summary/Keyword: Game Research

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About Korean Precious Metal Industrial Activation Plan Research (With a Focus on Synthetic Gem) (한국 귀금속산업 활성화 방안분석(CAD/CAM을 중심으로))

  • Park, Seung-Chul
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.613-621
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    • 2009
  • Except for traditional industrial art and history of design development, Korea jewelry industry before 1980's, had little meaning in the aspect of marketing and business. Domestic jewelry market which have changed from the value of goods to value of ornaments, faced important transition point for jewelry industry by the chance of in Asian Game held in 1986, and money of overseas traveler after 1980s. The rapidly-grown Jewelry field by the introduction of detail casting method to make it possible mass-production of the products before 1990's, began to change into new system, with introducing CAD/CAM after 1990's. Jewelry industry has changed from manual work called handmade to the detail casting industry based on master for mass-production. For this, the development of master, with the design development, have been suggested as important task to jewelry industry firms, and by the introduction of CAD/CAM, the diversification of design and master development has been made up. In this study, we would try to find out current status of domestic jewelry field and to understand CAD/CAM, and advantage of CAD/CAM, and through this, suggest good solution to precipitate domestic jewelry market.

Legal Improvement for Safety Promotion of Sports Equipment (스포츠시설 안전증진을 위한 법제도적 개선방안)

  • Kim, Joung-Gyu;Oh, Jae-Whan
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.410-417
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    • 2009
  • South Korea had experienced the great of sports since entered in advanced country group. International sports game such as Olympic developed nation. Sports is intermediate that improve Korean public information level in community of nations. It's difficult to find another contents. Also, sports is important means between south and north Korea in branch situation. Sports is expected to practical improvement of country more than ever. In this way, sports had become real means of nation development. Therefore, social effort about promotion of sports need to be engaged in continuous and various form. This research proposed legal improvement for safety promotion of sports equipment. Sports facilities utilization activation may be ended by country sports competitive power.

Infrared LED Pointer for Interactions in Collaborative Environments (협업 환경에서의 인터랙션을 위한 적외선 LED 포인터)

  • Jin, Yoon-Suk;Lee, Kyu-Hwa;Park, Jun
    • Journal of the HCI Society of Korea
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    • v.2 no.1
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    • pp.57-63
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    • 2007
  • Our research was performed in order to implement a new pointing device for human-computer interactions in a collaborative environments based on Tiled Display system. We mainly focused on tracking the position of an infrared light source and applying our system to various areas. More than simple functionality of mouse clicking and pointing, we developed a device that could be used to help people communicate better with the computer. The strong point of our system is that it could be implemented in any place where a camera can be installed. Due to the fact that this system processes only infrared light, computational overhead for LED recognition was very low. Furthermore, by analyzing user's movement, various actions are expected to be performed with more convenience. This system was tested for presentation and game control.

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An Improvement of the Decision-Making of Categorical Data in Rough Set Analysis (범주형 데이터의 러프집합 분석을 통한 의사결정 향상기법)

  • Park, In-Kyu
    • Journal of Digital Convergence
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    • v.13 no.6
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    • pp.157-164
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    • 2015
  • An efficient retrieval of useful information is a prerequisite of an optimal decision making system. Hence, A research of data mining techniques finding useful patterns from the various forms of data has been progressed with the increase of the application of Big Data for convergence and integration with other industries. Each technique is more likely to have its drawback so that the generalization of retrieving useful information is weak. Another integrated technique is essential for retrieving useful information. In this paper, a uncertainty measure of information is calculated such that algebraic probability is measured by Bayesian theory and then information entropy of the probability is measured. The proposed measure generates the effective reduct set (i.e., reduced set of necessary attributes) and formulating the core of the attribute set. Hence, the optimal decision rules are induced. Through simulation deciding contact lenses, the proposed approach is compared with the equivalence and value-reduct theories. As the result, the proposed is more general than the previous theories in useful decision-making.

A Study on the Optimal Size of Dum in Professional (프로바둑에서 덤의 크기 관한 연구)

  • Kim, Jin-Ho
    • The Korean Journal of Applied Statistics
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    • v.20 no.2
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    • pp.245-255
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    • 2007
  • In playing Baduk, Black plays first and, thus, can control the pace of a game. Usually a player with black stones plays conservatively to maintain the advantage of playing first. The purpose of dum is to compensate for Black having the first move. Currently, 6.5-point dum is applied in Korea and Japan, while 8-point dum is applied in Taiwan and China. In this study we investigated whether the current size of dum(6.5 points) is optimal, by statistically analyzing and comparing the advantage of taking Black across two data sets with different dun rules. Under the 5.5-point handicap, Blacks won significantly more games than Whites, revealing the advantage of playing first. However, with 6.5-point dum, Black's advantage of playing first was not significant. In Conclusion, implications and future research areas are discussed.

Kinematical Analysis of Ropez Motion in Horse Vault (도마 Ropez동작의 운동학적 분석)

  • Back, Jin-Ho;Lee, Soon-Ho;Choi, Kyu-Jung;Moon, Young-Jin;Kim, Dong-Min;Park, Jong-Hoon
    • Korean Journal of Applied Biomechanics
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    • v.15 no.2
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    • pp.119-127
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    • 2005
  • The purpose of this research helps to make full use for perfect performance by grasping the defects of Ropez motion performed by athlete CSM who was under the training for the 28th 2004 Athene Olympic Garnes, and by presenting complementary methods. For the better Ropez motion which had been performed by CSM for the 1st dispatch selection test and the final for the 28th Athene Olympic Game was analyzed with 3-dimensional cinematographic method. Here are the conclusions: 1. During the board contact phase, powerful kicking and rapid forward flexion motion of upper body make increasing vertical velocity of C. O. G and enlarging body angle. 2. It was indicated that rapid forward flexion motion of upper body during the board contact phase get a large body angle in horse take-off. 3. rapid forward flexion motion of upper body during the board contact phase makes a longer time at horse contacting phase. It showed that this result increased velocity of horse take-off causing by powerful blocking motion. 4. Increasing of air-borne height during pre- flight phase, makes a higher C. O. G; and larger angle of hip, angle of knee and body angle in the landing phase. And it revealed that these results have a stable landing.

A Study on Effective Facial Expression of 3D Character through Variation of Emotions (Model using Facial Anatomy) (감정변화에 따른 3D캐릭터의 표정연출에 관한 연구 (해부학적 구조 중심으로))

  • Kim, Ji-Ae
    • Journal of Korea Multimedia Society
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    • v.9 no.7
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    • pp.894-903
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    • 2006
  • Rapid technology growth of hardware have brought about development and expansion of various digital motion pictured information including 3-Dimension. 3D digital techniques can be used to be diversity in Animation, Virtual-Reality, Movie, Advertisement, Game and so on. 3D characters in digital motion picture take charge of the core as to communicate emotions and information to users through sounds, facial expression and characteristic motions. Concerns about 3D motion and facial expression is getting higher with extension of frequency in use and range about 3D character design. In this study, the facial expression can be used as a effective method about implicit emotions will be studied and research 3D character's facial expressions and muscles movement which are based on human anatomy and then try to find effective method of facial expression. Finally, also, study the difference and distinguishing between 2D and 3D character through the preceding study what I have researched before.

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Relationship of Internet Addiction and Mental Health of 5-6th year Students in Elementary Schools (초등학교 5.6학년 학생의 인터넷 중독과 정신건강과의 관계)

  • Kim, Hye-Jung;Cho, Bok-Hee
    • Journal of the Korean Society of School Health
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    • v.16 no.2
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    • pp.97-110
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    • 2003
  • The purpose of this study is to find out the relationship between internet addiction and mental health of 5-6th grade students in elementary schools and to provide some basic data to develop a program for prevention and treatment of internet addiction. The study is the research of the descriptive correlation and the subjects of the study were 643 students from 5th and 6th year children of four elementary schools in four districts which are located in G city. The data were analyzed by SAS program with frequency, percentage, means, standard deviation, x2-test, ANOVA and Pearson's Correlation Coefficient. The results were as follows: 1. In the demographic characteristics of the subjects, the boys were 50.5%, girls 49.5% and 5th grade students were 48.4%, 6th grade 51.6%. The purposes of the internet using were e-mail 40.3%, game 37.5%. 2. In the degree of the internet addiction were 4.5% of addiction, 38.7% of addiction tendency and 56.8% of non-addiction. 3. The score range of the degree of the mental health index of the subjects' were 26-28, mean 47.8. 4. There were significant differences in mental health index(F=34.01, p= .000) to the degree of the internet addiction. 5. There were significant negative correlation between the degree of internet addiction and the mertal health index(r=0.342, p= .000). The result of the study showed the students who are in high-grade in elementary school have already addicted to using of the internet as much as the youth and the more they addicted to the internet, the lower mental health index they have. According to increasing of the using internet among the elementary school students, the internet addiction of them have increased. Therefore, it is necessary to develope a program for prevention and treatment of the internet addiction.

Design of Traffic Generator Based on Modeling of Characteristic of Multimedia Data (멀티미디어 데이터 특성 모델링에 기반한 네트워크 트래픽 생성기의 구현)

  • Kim, Jin-Hyuk;Shin, Kwang-Sik;Yoon, Wan-Oh;Lee, Chang-Ho;Choi, Sang-Bang
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.47 no.6
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    • pp.103-112
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    • 2010
  • A study on network traffic analysis and modeling has been exclusively done due to its importance. However, conventional studies on network traffic analysis and modeling only focus on transmitting simple packet stream or traffic features of specific application, such as HTTP. In this paper, we propose a network traffic generator, which reflects the characteristics of multimedia data. To analyze the traffics of online game, which is one of the most popular multimedia contents, we modeled the distribution according to the time between packets and packet size random variable and designed the traffic generator which has the model for input. We generated the traffics of L4D(Left4Dead), WoW(World of Warcraft) with proposed network traffic generator and we found that the generated traffics have similar distributions with real data.

Behavior Generation System of Context-aware Augmented Reality Agent for Realistic Activation of agent's behavior (사실적 행동 활성화를 위한 컨텍스트 인식 증강현실 에이전트의 행동생성 시스템)

  • Shin, Hun-Yong;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.579-582
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    • 2009
  • With the aid of the increasing interests of Context-aware Augmented Reality Agent (AR Agent), various researches of AR Agent have been performed to explore the possibility of the agent as novel interface and the entity responding autonomously by user's input. However, in previous works, AR Agents are lack of specific method for using various contextual information. To revolve around those problems, we propose the Behavior Generation System for Context-aware AR Agent using layered architecture. Based on Belief-Desire-Intention (BDI) model and Hierarchical Task Network (HTN) searching, the sequence of agent behavior has been selected in behavior planning layer. Then, the agent evaluates appropriateness of behaviors using previous behavior and the type of input before activation. This behavior generation system can be applied for edutainment, game, and assistant agent, which need intuitive and effective behaviors to convey information. Through this research, we expect that the Context-aware AR Agent could support for not only information delivery, but also the capability of effective communication for user.

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