• Title/Summary/Keyword: Game Structure

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A Study on the Web Application for Sailing Ship Location Information interface based by RIA (RIA기반의 선박항해정보를 위한 웹 애플리케이션 구축 "평택항 원양어선 항해정보현황 사례를 중심으로")

  • Jung, Hoe-Jun;Park, Dea-Woo;Han, Kyung-Don
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.613-616
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    • 2009
  • Information present condition is using situation board by manual processing that is consisted of ship arrangement plan and letterpress and magnet etc. in Pyeongtaekhang's deep-sea fishing vessel company. Study that mark open sea far from land ship information of underway 37 ships that is accepted in every time in internet web application environment that is based on Ubiquitous Network in PC that is linked to internet. 3 through practical use of RIA of Flash technology base compose Digital Dash-Board in width grid structure only and do ship sailing addition that is operating in 6 oceans and latitude, hardness indication as well as various informations to do visual display do. Emphasized in dynamic Web Application construction because can heighten the convenience to operator and user, and take advantage of real time data.

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Implementation of an Algorithm that Generates Minimal Spanning Ladders and Exploration on its relevance with Computational Thinking (최소생성사다리를 생성하는 알고리즘 구현 및 컴퓨팅 사고력과의 관련성 탐구)

  • Jun, Youngcook
    • The Journal of Korean Association of Computer Education
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    • v.21 no.6
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    • pp.39-47
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    • 2018
  • This paper dealt with investigating the number of minimal spanning ladders originated from ladder game and their properties as well as the related computational thinking aspects. The author modified the filtering techniques to enhance Mathematica project where a new type of graph was generated based on the algorithm using a generator of firstly found minimal spanning graph by repeatedly applying independent ladder operator to a subsequence of ladder sequence. The newly produced YC graphs had recursive and hierarchical graph structures and showed the properties of edge-symmetric. As the computational complexity increased the author divided the whole search space into the each floor of the newly generated minimal spanning graphs for the (5, 10) YC graph and the higher (6, 15) YC graph. It turned out that the computational thinking capabilities such as data visualization, abstraction, and parallel computing with Mathematica contributed to enumerating the new YC graphs in order to investigate their structures and properties.

A Study on The Classification of Target-objects with The Deep-learning Model in The Vision-images (딥러닝 모델을 이용한 비전이미지 내의 대상체 분류에 관한 연구)

  • Cho, Youngjoon;Kim, Jongwon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.2
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    • pp.20-25
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    • 2021
  • The target-object classification method was implemented using a deep-learning-based detection model in real-time images. The object detection model was a deep-learning-based detection model that allowed extensive data collection and machine learning processes to classify similar target-objects. The recognition model was implemented by changing the processing structure of the detection model and combining developed the vision-processing module. To classify the target-objects, the identity and similarity were defined and applied to the detection model. The use of the recognition model in industry was also considered by verifying the effectiveness of the recognition model using the real-time images of an actual soccer game. The detection model and the newly constructed recognition model were compared and verified using real-time images. Furthermore, research was conducted to optimize the recognition model in a real-time environment.

An Efficient Hand Gesture Recognition Method using Two-Stream 3D Convolutional Neural Network Structure (이중흐름 3차원 합성곱 신경망 구조를 이용한 효율적인 손 제스처 인식 방법)

  • Choi, Hyeon-Jong;Noh, Dae-Cheol;Kim, Tae-Young
    • The Journal of Korean Institute of Next Generation Computing
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    • v.14 no.6
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    • pp.66-74
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    • 2018
  • Recently, there has been active studies on hand gesture recognition to increase immersion and provide user-friendly interaction in a virtual reality environment. However, most studies require specialized sensors or equipment, or show low recognition rates. This paper proposes a hand gesture recognition method using Deep Learning technology without separate sensors or equipment other than camera to recognize static and dynamic hand gestures. First, a series of hand gesture input images are converted into high-frequency images, then each of the hand gestures RGB images and their high-frequency images is learned through the DenseNet three-dimensional Convolutional Neural Network. Experimental results on 6 static hand gestures and 9 dynamic hand gestures showed an average of 92.6% recognition rate and increased 4.6% compared to previous DenseNet. The 3D defense game was implemented to verify the results of our study, and an average speed of 30 ms of gesture recognition was found to be available as a real-time user interface for virtual reality applications.

Lie Puzzle Dressed up as the Real---Analysis of Reversal Narrative in Hong Kong Film "Project Gutenberg" (거짓으로 진실을 은폐한 거짓 미스터리 - 홍콩영화<무쌍>의 반전서사 분석)

  • Liu, Ruobing
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.1
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    • pp.107-116
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    • 2020
  • The Hong Kong film "Project Gutenberg" has obtained the great achievements at the box office and public reputation due to such multiple factors as realistic counterfeit banknote production process, breathtaking gunfight scenes, brain-burning plot, unexpected reversal ending, personal charm of Chow Yun-Fat and so on. In terms of film narrative, the director utilized the narrator, Li Wen, to guide the police and audience in the limited angle of perspective into the scheme, and make the symbolic meaning image of the actor Chow Yun-Fat stengthen the audience's confirmation for the imagination of "painter", with the introduction of multiple narratives and flashback of different characters and scenes, and then finally, used the narrative structure with multiple lines and layers to uncover the truth. There are three great reversals in the film, each of which is overthrow for the film plot, and every overthrow is a disavowal of the audience's cognition for the previous story; therefore it brings the greatly emotional tension, making the audience get complete release and relief in the process of the psychological game of cognition, identification and decision-making at the end.

SVM-based Energy-Efficient scheduling on Heterogeneous Multi-Core Mobile Devices (비대칭 멀티코어 모바일 단말에서 SVM 기반 저전력 스케줄링 기법)

  • Min-Ho, Han;Young-Bae, Ko;Sung-Hwa, Lim
    • Journal of Korea Society of Industrial Information Systems
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    • v.27 no.6
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    • pp.69-75
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    • 2022
  • We propose energy-efficient scheduling considering real-time constraints and energy efficiency in smart mobile with heterogeneous multi-core structure. Recently, high-performance applications such as VR, AR, and 3D game require real-time and high-level processings. The big.LITTLE architecture is applied to smart mobiles devices for high performance and high energy efficiency. However, there is a problem that the energy saving effect is reduced because LITTLE cores are not properly utilized. This paper proposes a heterogeneous multi-core assignment technique that improves real-time performance and high energy efficiency with big.LITTLE architecture. Our proposed method optimizes the energy consumption and the execution time by predicting the actual task execution time using SVM (Support Vector Machine). Experiments on an off-the-shelf smartphone show that the proposed method reduces energy consumption while ensuring the similar execution time to legacy schemes.

Improvement of Electroforming Process System Based on Double Hidden Layer Network (이중 비밀 다층구조 네트워크에 기반한 전기주조 공정 시스템의 개선)

  • Byung-Won Min
    • Journal of Internet of Things and Convergence
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    • v.9 no.3
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    • pp.61-67
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    • 2023
  • In order to optimize the pulse electroforming copper process, a double hidden layer BP (Back Propagation) neural network is constructed. Through sample training, the mapping relationship between electroforming copper process conditions and target properties is accurately established, and the prediction of microhardness and tensile strength of the electroforming layer in the pulse electroforming copper process is realized. The predicted results are verified by electrodeposition copper test in copper pyrophosphate solution system with pulse power supply. The results show that the microhardness and tensile strength of copper layer predicted by "3-4-3-2" structure double hidden layer neural network are very close to the experimental values, and the relative error is less than 2.32%. In the parameter range, the microhardness of copper layer is between 100.3~205.6MPa and the tensile strength is between 112~485MPa.When the microhardness and tensile strength are optimal,the corresponding process conditions are as follows: current density is 2A-dm-2, pulse frequency is 2KHz and pulse duty cycle is 10%.

Dilemma and Its Institutional Solutions in the Port ODA of Korea (항만분야 공적개발원조(ODA)의 딜레마 해소를 위한 제도 개선방안)

  • Kim, Bo Young;Kang, Yunho
    • Journal of Navigation and Port Research
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    • v.38 no.4
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    • pp.409-419
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    • 2014
  • In accordance with the global age, countries in the world try to dedicate to collaboration among them through ODA (Official Development Assistance), in order to solve the-rich-get-richer and the poor-get-poorer problems among countries, to develop the developing countries' economies, and to improve their level of social welfare. Also, Korea is so active in ODA as a member of OECD, even if it is in the initial process. Nowadays, in Korea, the importance of ODA in the field of port has been brought into relief. Accordingly, the paper intends to analyze the dilemma structure of port ODA from the perspectives both of new institutionalism and Samaritan's dilemma game, and it tries to seek the improvements of ODA institutions to create effective outcomes based on the analysis. Through the analysis, dilemma structure was identified regarding the institutions of port ODA. And the results of the analysis suggested the improvements of port ODA institutions including strengthening of on-the-spot aid system, establishment of payoffs system for inducing recipient countries' efforts, and institutionalization of reliable threat. It would contribute to develop the theoretical model of ODA analysis and create effective outcomes of ODA in the field of ports.

A Study on the Methodology for Combat Experimental Testing of Future Infantry Units using Simulation (시뮬레이션을 활용한 미래 보병부대 전투실험)

  • Lim, Jong-Won;Choi, Bong-Wan;Yim, Dong-Soon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.3
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    • pp.429-438
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    • 2021
  • Owing to the development of science technology, particularly the smart concept and defense policy factors of the 4th industry, military weapon systems are advanced, and the scientific and operational force is reduced dramatically. The aspect of the future war is characterized by the operation of troops with reduced forces from advanced and scientific weapon systems in an operational area that has expanded more than four times compared to the present. Reflecting on these situational factors, it is necessary to improve combat methods based on the changes in the battlefield environment and advanced weapon systems. In this study, to find a more efficient future combat method in a changing war pattern, this study applied the battle experiment methodology using Vision21 war game model, which is an analytical model used by the army. Finally, this study aimed to verify the future combat method and unit structure. Therefore, the scenario composition and experiment method that reflect the change in the ground operational environment and weapon system was first composed. Subsequently, an analysis method based on the combat effectiveness was applied to verify the effective combat performance method and unit structure of future infantry units.

Storyboard of Immortal Land in Gugok-Wonlim - A Special Reference to Goisan - (구곡원림(九曲園林)에서 찾는 신선경(神仙境)의 경관 스토리보드 - 괴산 갈은구곡(葛隱九曲)을 대상으로 -)

  • Rho, Jae-Hyun;Park, Joo-Sung;Sim, Woo-Kyung
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.29 no.1
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    • pp.90-104
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    • 2011
  • This study identified the scenic characteristics in Gugok and symbolism reflected in titles of the scenery of the season in Gugok from a perspective of Sundoism concentrated on Galeun Gugok in Goisan which is influenced most greatly by Sundoism hermit ideas in Korea, along with Seonyudong-Gugok. In addition, it suggested a measure for arrangement and narrative Storyboard of Galeun Gugok structure corresponding with promotion and propagation of Gugok cultural scenes and educational goals. According to analysis and interpretation of the various Gugoks forming Galeun Gugok in terms of their titles, names engraved in surrounding elements and the coherent symbolic meanings of its scenery and place through comparison with secenery of near Seonyudong-Gugok, the result shows that Galeun Gugok comprises wishes for eternal life in the forms of Taoist hermit-related scenery of the season within the range of stream and old stories based on environmental affordance. In figurative way, it ultimately presents the Wonyung(圓融) idea which seeks a harmonious combination of God and humankind. In particular, consciousness of longevity without problems is deeply inherent in the background of eternalness of plants, divinity of animals and natural homeostasis. Also, 9 Gok Seongukam set up at visual terminal reflect noticeably that a game Go is the amusement of the immortals, which describe 9 ranks of GO figuratively. Galeun Gugok is formed in a unity structure, which is hermit-oriented Sundoism and motif, such as longevity and immortality, divinity and enjoyment of Sundoism hermit rather than used as a method to achieve taste for the arts or ethics. Given the fact, it presents eternal longevity and atmosphere of seclusion in very strong way. Development of spatial Storyboard structure based on this is interpreted as 'Entering the world of hermits(Introduction)'-'Looking the world(Development)'-'Living with hermits(Turn)'-'Becoming hermit(Conclusion).' Finally, the scenery image of Galeun Gugok presented in surface structure is based on beauty of the immortal land scenery as well as beauty of pre-achieved space in Gugokdongcheon and arranged the vertical narrative structure as divine space of 9 ranks of GO. Taking those into account, scenery story board of Galeun Gugok was suggested in accordance with a theme of 6 cuts; Gnagsun(降仙)-Sungyeong(仙境)- Sunyak(仙藥)-Sunhak(仙鶴)-Sunyu(仙遊)-Eunsun(隱仙). It is obvious that hermit which live an eternal life as a representative of Sundoism, should be the main motif of scenery planning in a filed of modem landscaping. Therefore, the most valuable component in designing Korean landscape must be the homeostasis of surrounding landscape which supports the characteristics of invariability and divinity of nature.