• Title/Summary/Keyword: Game Structure

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Tree-Based Conversational Interface Supporting Efficient Presentation of Turn Relations (응답 관계의 효율적인 프레젠테이션을 지원하는 트리 기반 대화 인터페이스)

  • 김경덕
    • Journal of Korea Multimedia Society
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    • v.7 no.3
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    • pp.377-387
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    • 2004
  • This paper describes a tree-based conversational interface supporting efficient presentation of turn relations on online conversation. Most of conventional conversational interfaces are difficult to make use of formal conversation such as group meeting, decision-making, etc. due to very simplicity of a con versational interface and restriction of data structure of conversational messages. And a tree-based conversational interface supports formal conversation, but they are difficult to present turn relations because of jumpy display by locations of replied turns and distance between replied turns, etc. So this paper suggests a tree-based conversational interface to present efficiently turn relations using XML-based messages with merits of a text-based interface. The suggested conversational interface was implemented by using XML-, DOM, and JDK. And this paper showed that the conversational interface could be applied to conversation system using client- server architecture. Applications for the conversational interface are as follows: collaboration, distance teaming, online game, etc.

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Disinfection Effects of Chlorine and Monochloramine on Campylobacter jejuni (Campylobacter jejuni에 대한 염소 및 Monochloramine의 살균효과)

  • 윤만석;오학식;김치경
    • Microbiology and Biotechnology Letters
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    • v.17 no.6
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    • pp.539-544
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    • 1989
  • Campylobacter jejuni, bacterial agent causing human diarrhea, were studied for their disinfection effects with chlorine and monochloramine. The cells treated with the chemical agents were observed by scanning electron microscopy to know their morphological and structural changes. The proteins and DNA in the chemical-treated cells were also examined by gel electrophoresis for structural changes. When C. jejuni were chlorinated at concentrations of 0.5 and 1.0 mg/l for 15 minutes, the organisms were disinfected by 4 and 6 log, respectively. Those disinfection effects were higher at acidic pH, while lowered at neutral and alkaline values of pH. The effects of monochloramine were lower than those of chlorine at the game concentration for the same period of reaction time. The shapes of C. jejuni cells treated with the agents appeared to be deformed from spiral rod into spherical forms, showing some destruction in surface structure of the cells. Some of the proteins and DNA of the chlorinated cells did not appear in the gel electrophoresis when the chlorination was at concentration of 10 mg/l or higher.

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User-oriented Adaptive English Typing Program Implementation using Python (파이썬을 이용한 사용자 중심의 적응적 영문 타이핑 프로그램 구현)

  • Kim, Hye-Suk;Lee, Ho-Jun;Tak, Dong-Kil
    • Journal of Digital Contents Society
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    • v.19 no.8
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    • pp.1575-1584
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    • 2018
  • In this paper, we implemented a user - oriented adaptive English typing program using class and function structure provided by Python to get English learning effect while effectively typing English on PC. The user of the implemented English typing program creates a text file of required English example sentences and links them to use it for direct English typing exercise. In addition, based on the English sentence used in the English typing exercise, it is possible to obtain the English learning effect by providing the ability to perform the memorization test. The interface of the program is structured in the form of a game so that it can be accessed interestingly, and the ranking among the users is disclosed to provide a positive function. We expect that the implemented program will improve the user's English typing speed and improve the English learning effect.

A study on the Premarital Sexual Education Program(PSEP) (결혼준비자를 위한 성교육 프로그램 연구)

  • Jeoung, Min-Ja
    • Korean Journal of Human Ecology
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    • v.5 no.2
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    • pp.17-35
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    • 1996
  • The purpose of this study was to develope Premarial Sexual Education Program. This program was based on survey(466 data used) for the need of PSEP. The result were as followings: 1. The need of sex education was higher(92.9%) and the participation of this PSEP was 80.4%, so this program was systemic structure. 2. Their premarital sexual values were more permissive(52.2%) than the past. But women thought tha female would be vergin(27.1%) their inter course experience rate was 33.4% and Age of experience was under 23 year olds. 3. The unmarried persns wanted that PSEP was consisted of 10 sub themes : (1) pregnancy and child-birth(mean=4.4/5) (2) contraception and family planning(m=4.3) (3) sexual morality and sexual value(m=4.2) (4) sexual healthy family (m=4.1) (5) sexual open communication(m=4.1) (6) venereal disease and coping stratiges(m=4.0) (7) sex role learning(m=3.9) (8) sexual physiology(m=3.8) (9) premarital sex and unwed mother(m=3.7) (10) adultery and society(m=3.6) 4. They want that group meeting would be every Wensday or Friday evening and the required time is two hours. The instruction methods are expected lecture, discussion or seminar and viewing video tapes. 5. So PSEP was consist of 10 sub-themes: (1) orientation and self-disclosure(test, lecture, game) (2) sexual physiology(video tape, lecture) (3) pregnancy and child birth(lecture, video tape) (4) contraceptive methods and family planning(lecture, video tape, test, discussion) (5) sex role learning(test, lecture, role-play) (6) venereal disease and coping stratiges(lecture, video tape) (7) premarital sex and incest(cause study, lecture) (8) sex morality and sex value(seminars, lecture) (9) sexual open communication(seminars) (10) sexual healthy family(lecture, seminars)

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An Empirical Study on the Competition Factor Electronic Logistics Information and International Logistics Management (국제물류관리와 전자적물류정보의 경쟁요인에 관한 실증연구)

  • Kwak, Hyun
    • International Commerce and Information Review
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    • v.9 no.2
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    • pp.257-283
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    • 2007
  • As Global industrial structure is diversified, multinational corporations accomplished fast internationalization to introduction of new management policy by development of an IT technology. Enterprise' business environment is changing transcending border. To overcome raging waves of change accident and to be secured enterprise's future, the logistics is recognized the third profit source joining in curtailment of sale enlargement, production cost. To seek cost saving or reform in logistics class that is last area of pursuit of profits within ancient city life in the fast lane from these viewpoint, importance of study that integrates and manages international logistics bases supply neck walk is emphasized. Specially, to meet on in terms of competitive power security regarding curtailment of logistics cost is available through link between logistics bases, various consumer's request, merchandise and service logistics management that supply fixed quantity as is reliable in right place at good season was embossed by point game plan of business management, and SCM efficiency anger of mortification international logistics activity importance of study that see at that dominate competitive advantage point bring. This study analyzes interrelation and presents model for integration of international logistics bases supply network with supply network habit at factor and supply chain, and supply network activity in integration of supply chain process and production. Also, it establishes following method of study to achieve study purpose for actual proof analysis for integration sequence of international logistics bases supply network. Specially, immersion of network and supply network, very high interrelation appeared by thing which is with international logistics base supply network integration. The integration of international logistics base supply network means that the enterprises which give trust and sincerity deal with market environment change positively and can decide proceeding of various cooperative work. Also, it means the possibility by necessity of cooperative relation and interdependence to continuous immersion and normative immersion, for the maintain of long business relations.

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Multiresolution 3D Facial Model Compression (다해상도 3D 얼굴 모델의 압축)

  • 박동희;이종석;이영식;배철수
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2002.05a
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    • pp.602-607
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    • 2002
  • In this paper, we proposed an approach to efficiently compress and transmit multiresoltion 3D lariat models for multimedia and very low bit rate applications. A personal facial model is obtained by a 3D laser digitizer, and further re-quantized at several resolutions according to different scope of applications, such as animation, video game, and video conference. By deforming 2D templates to match and re-quantize a 3D digitized facial model, we obtain its compressed model. In the present study, we create hierarchical 2D lariat wireframe templates are adapted according to facial feature points and the proposed piecewise chainlet affined transformation(PACT) method. The 3D digitized model after requantization are reduced significantly without perceptual loss. Moreover the proposed multiresoulation lariat models possessed of hierarchial data structure are apt to be progressively transmitted and displayed across internet.

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BlockSim++: A Lightweight Block-oriented Hierarchical Modeling and Simulation Framework for Continuous Systems (BlockSim++: 연속시스템의 계층적 모델링 및 시뮬레이션을 위한 블록기반 경량 프레임워크)

  • Song, Hae-Sang;Se, Jeong-Man
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.12
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    • pp.11-22
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    • 2012
  • This paper proposes for practical engineers a lightweight modeling and simulation environment for continuous system models specified in ordinary differential equations, which are time-domain specification of such systems. We propose a block-oriented specification formalism that has two levels: one for atomic behavior and the other the structure of models. Also we provide with a simulation framework, called BlockSim++, which make models specified in the block-oriented formalism be easily translated in object-oriented program that runs with the proposed simulation framework. The proposed formalism and framework has advantage of reuse such that it can be easily integrated into application programs and heterogeneous simulators. We illustrates the usefulness of the proposed framework by a simple hybrid modeling simulation example.

Optical Resonance-based Three Dimensional Sensing Device and its Signal Processing (광공진 현상을 이용한 입체 영상센서 및 신호처리 기법)

  • Park, Yong-Hwa;You, Jang-Woo;Park, Chang-Young;Yoon, Heesun
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2013.10a
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    • pp.763-764
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    • 2013
  • A three-dimensional image capturing device and its signal processing algorithm and apparatus are presented. Three dimensional information is one of emerging differentiators that provides consumers with more realistic and immersive experiences in user interface, game, 3D-virtual reality, and 3D display. It has the depth information of a scene together with conventional color image so that full-information of real life that human eyes experience can be captured, recorded and reproduced. 20 Mega-Hertz-switching high speed image shutter device for 3D image capturing and its application to system prototype are presented[1,2]. For 3D image capturing, the system utilizes Time-of-Flight (TOF) principle by means of 20MHz high-speed micro-optical image modulator, so called 'optical resonator'. The high speed image modulation is obtained using the electro-optic operation of the multi-layer stacked structure having diffractive mirrors and optical resonance cavity which maximizes the magnitude of optical modulation[3,4]. The optical resonator is specially designed and fabricated realizing low resistance-capacitance cell structures having small RC-time constant. The optical shutter is positioned in front of a standard high resolution CMOS image sensor and modulates the IR image reflected from the object to capture a depth image (Figure 1). Suggested novel optical resonator enables capturing of a full HD depth image with depth accuracy of mm-scale, which is the largest depth image resolution among the-state-of-the-arts, which have been limited up to VGA. The 3D camera prototype realizes color/depth concurrent sensing optical architecture to capture 14Mp color and full HD depth images, simultaneously (Figure 2,3). The resulting high definition color/depth image and its capturing device have crucial impact on 3D business eco-system in IT industry especially as 3D image sensing means in the fields of 3D camera, gesture recognition, user interface, and 3D display. This paper presents MEMS-based optical resonator design, fabrication, 3D camera system prototype and signal processing algorithms.

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A Situation Evaluation System based on the Strength and the Influence Distribution of Stones in Computer Go (컴퓨터 바둑에서 돌의 세기와 영향력 분포에 기반한 형세 평가 시스템)

  • 김영상
    • Journal of the Korea Computer Industry Society
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    • v.3 no.3
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    • pp.259-270
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    • 2002
  • In computer Go, the method evaluating the situation of a face is not generalized. To evaluate the situations all the faces accurately, computer Go must judge owners of 361 positions according the changes of the faces. In this paper, we apply the structure of graph as a method analyzing the rules and characters of Go. The Situation Evaluation System(SES) which can evaluate the situation of a face without DB information oかy using strength of stone(SS), influence power(IP), safety(S), position value(PV), and position-value matrix(PM) is proposed. This system is very effective to evaluate the whole situations of Go because it can show the owner of 361 positions between Black and White. As a result, SES can well compute the situations in the opening game of Go. It makes 70.9% hit-ratio as compared with the practical Go games of professional players. According to the results compared with Nemesis, the commercial program which has the joseki(established stones: hewn sequences of moves near the corner which result in near-equal positions for White and Black), SES is superior to Nemesis by 10% higher in the hit-ratio of situation evaluations of professional players.

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A Study on the Interactive Storytelling Structures of Digital Comics (디지털 만화의 인터랙티브 스토리텔링 구조에 관한 연구)

  • Kim Young-Geun;Ahn Seong-Hye
    • Journal of Game and Entertainment
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    • v.2 no.2
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    • pp.35-44
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    • 2006
  • Whereas comics were printed on a paper in the past, it is now possible to produce digital comics thanks to the development of computer technology. However, it only came to be implemented on a monitor instead of paper and did not fully utilize a digital environment. That is because most digital comics have been made to be transferred in 'one-way' which means that contents of authors are transferred only to readers not vice versa. Recently, the notion of the 'interactive' in the digital contents takes its own shape even at the 'interactive way' of the communications change through the author and the reader's interactivity using the digital technology. As such, the study put more importance on the digital comics in a proper interactive story-telling structure and one of its category through the suggestion of the above and the soil where to develop the following study.

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