• Title/Summary/Keyword: Game Text

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Effectiveness of "Village Image Construction Tool Kit" in the Residents Workshop of a Housing Improvement Area (주거지 정비지역 주민 워크샵을 통한 마을이미지 맵 제작도구의 효용성 연구)

  • Lee, Yeun-Sook;Kim, Ju-Suck;Jung, Eun-Jung
    • Journal of the Korean housing association
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    • v.21 no.1
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    • pp.67-77
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    • 2010
  • Citizen participation in local redevelopment has recently been regarded as essential, since progress in democracy and diversified public interests have contributed to more importance being placed on citizen participation in the implementation of public policies. While the importance of resident participation has been increasingly emphasized in principle, in reality more effort is still required in its application. We need to develop practical strategies of collecting community opinion in order to reflect it in public policy, if we are to achieve a resident and citizen-centered society. The purpose of this study is to develop an image map construction tool that can be applied to the "Maul-Mandulgi" projects as a visualized method to facilitate the exchange of opinions and work toward agreements. The tool is intended to assist public discussion by visualizing policies and plans and reducing the possibility of misunderstanding, so that residents can properly respond to the plans. Second, this study will verify the effectiveness of the tool in the application to local community workshops. The main research method is participant observation method and field study. Major findings are as follows, First, every resident who had participated in previous workshops gathered together, used the tool and represented their opinions unusually more than once. Each resident tried to make sure that other participants appropriately understood his or her opinion. The workshop finished when all participants agreed and produced a consensus. The workshop took much less time, which is in stark contrast to previous workshops in which it took significantly more time to collect opinions. Second, it proved that residents in the redevelopment area can strike a broad agreement by themselves on a method and direction for residential improvement. In previous workshops, conflicts between residents developed over the choice between the two methods, of local improvement and total demolition prior to multi-housing construction. In this study, opinions of residents were not limited to the two methods by finding a winwin solution. Third, the use of the tool kit for image map became efficient for inactive residents to develop their own opinions in regard to the direction and orientations of the residential improvement process. In addition, for those who have either no or a slight understanding of the residential improvement projects, the tool can provide access to information and knowledge. This study concludes that the developed tool for imaging of the redevelopment projection like a design game, rather than using forms of text and speech, can be a useful tool in collecting opinions and forming an agreed opinion for forthcoming residential improvement plans.

An Analysis System for Whole Genomic Sequence Using String B-Tree (스트링 B-트리를 이용한 게놈 서열 분석 시스템)

  • Choe, Jeong-Hyeon;Jo, Hwan-Gyu
    • The KIPS Transactions:PartA
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    • v.8A no.4
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    • pp.509-516
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    • 2001
  • As results of many genome projects, genomic sequences of many organisms are revealed. Various methods such as global alignment, local alignment are used to analyze the sequences of the organisms, and k -mer analysis is one of the methods for analyzing the genomic sequences. The k -mer analysis explores the frequencies of all k-mers or the symmetry of them where the k -mer is the sequenced base with the length of k. However, existing on-memory algorithms are not applicable to the k -mer analysis because a whole genomic sequence is usually a large text. Therefore, efficient data structures and algorithms are needed. String B-tree is a good data structure that supports external memory and fits into pattern matching. In this paper, we improve the string B-tree in order to efficiently apply the data structure to k -mer analysis, and the results of k -mer analysis for C. elegans and other 30 genomic sequences are shown. We present a visualization system which enables users to investigate the distribution and symmetry of the frequencies of all k -mers using CGR (Chaotic Game Representation). We also describe the method to find the signature which is the part of the sequence that is similar to the whole genomic sequence.

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A Study of the Similarities between Comic Subtitles on Korean Television and Visual Codes in Comics (커뮤니케이션 메시지의 생산과 수용에 대한 매체기호학적 연구를 위한 제언 : 한국 텔레비전의 자막 사용이 갖는 특성을 중심으로)

  • Ju, Hyeong-Il
    • Korean journal of communication and information
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    • v.15
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    • pp.75-115
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    • 2000
  • In Korea, since the mid 1990s, the subtitles are largely employed on television programs especially on diverting programs like talk shows and game shows. The functions of these subtitles are different from those of the traditional subtitles. The traditional subtitles are used to give credits, explain an action, or represent dialogue, to be brief they are used to give informations. But the new type of subtitles are used to amuse the public. Not only the new subtitles represent words of the guests but also they present opinions or judgements of the program producer. They show also what to give attention to, what the guest feels and finally what to laugh at. These subtitles are very well received by the public. So they are employed more and more frequently by lots of programs. These subtitles will be ratted comic subtitles because their principal function Is to raise a laughter and to make fun. The purpose of this study is to attempt to find some particularities concerning the uses of the comic subtitles on Korean television. The study suggests that the comic subtitles call for the very known social codes because they should be understood clearly by the public. The forms and styles of the codes employed in the comic subtitles are very similar to those used in the comics. Some graphic codes especially developed in the comics are employed with success in the comic subtitles. The comic subtitles are aiming to amuse and provoke a laughter by written text and visual codes usually employed in the comics. But why does the program producer use the comic titles for make the public laugh? Laugh is not a emotional reaction but a act caused by the intellectual judgement. Written text and visual codes employed in the comic subtitles permit to judge the situation intellectually because they give to the public a moment for think about what they treat. They permit the public to see more clearly the situational relations which can provoke a laughter. The comic subtitles constitute now one of the main elements on Korean television. It means that the insertion of writing in the audiovisual media is popular in Korea. The study suggests that there is something in Korean culture which can favours this insertion : in Korea, writing has never been separated from painting. It seems that in Korea, there has been no clear separation between written culture and visual culture. But this point must be approached more carefully and needs profound researches.

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Integrating AI Generative Art and Gamification in an Art Education Model to Enhance Creative Thinking (AI 생성예술과 게임화 요소가 통합된 미술 교육 모델 개발 : 창의적 사고 향상)

  • Li Jun;Kim Yoojin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.425-433
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    • 2023
  • In this study, we developed a virtual artist play lesson model using gamification concepts and AI-generated art programs to foster creative thinking in freshman art majors. Targeting first-year students in the Digital Media Art Department at Sichuan Film & Television University in China, this course aims to alleviate fear of artistic creation and enhance problem-solving abilities. The educational model consists of four stages: persona creation, creative writing, text visualization, and virtual exhibitions. Through persona creation, students established their artist identities, and by introducing game-like elements into writing experiences, they discovered their latent creativity. Using AI-generated art programs for text visualization, students gained confidence in their creations, and in the virtual exhibitions, they were able to enhance their self-esteem as artists by appreciating and evaluating each other's works. This educational model offers a new approach to promoting creative thinking and problem-solving skills while increasing learner engagement and interest. Based on these research findings, we expect that by developing and implementing educational strategies that cultivate creative thinking, more students will grow their artistic capacities and creativity, benefiting not only art majors but also students from various fields.

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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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.

Rule-based Speech Recognition Error Correction for Mobile Environment (모바일 환경을 고려한 규칙기반 음성인식 오류교정)

  • Kim, Jin-Hyung;Park, So-Young
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.10
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    • pp.25-33
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    • 2012
  • In this paper, we propose a rule-based model to correct errors in a speech recognition result in the mobile device environment. The proposed model considers the mobile device environment with limited resources such as processing time and memory, as follows. In order to minimize the error correction processing time, the proposed model removes some processing steps such as morphological analysis and the composition and decomposition of syllable. Also, the proposed model utilizes the longest match rule selection method to generate one error correction candidate per point, assumed that an error occurs. For the purpose of deploying memory resource, the proposed model uses neither the Eojeol dictionary nor the morphological analyzer, and stores a combined rule list without any classification. Considering the modification and maintenance of the proposed model, the error correction rules are automatically extracted from a training corpus. Experimental results show that the proposed model improves 5.27% on the precision and 5.60% on the recall based on Eojoel unit for the speech recognition result.

Web contents deformation detection method by BHO (BHO 이용한 웹 컨텐츠 변조 탐지 방법)

  • Mo, Jeong-Hoon;Chung, Man-Hyun;Cho, Jae-Ik;Moon, Jong-Sub
    • Journal of Advanced Navigation Technology
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    • v.15 no.4
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    • pp.655-663
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    • 2011
  • Recently, with improvement of internet service technology, web service has been affecting the environment for computing user. Not only current events, economics, game, entertainment, but also personal financial system is processed by web pages through internet. When data transmission is implemented on the internet, webpage acquire text form code and transform them to DOM information, and then shows processed display to user by web browser. However, those information are not only easily accessed by diversified route, but also easily deformed by intentional purpose. Furthermore, it is also possible to acquire logon information of users and certification information by detouring security mechanism. Therefore, this dissertation propose the method to verify integrity of web contents by using BHO which is one of the Add-On program based on MS Internet Explorer platform which is one of major web browser program designed by MicroSoft to detect any action of webpage deformation.

Valence of Social Emotions' Sense and Expression in SNS (SNS내 사회감성의 어휘적 의미와 표현에 대한 유의성)

  • Hyun, Hye-Jung;Whang, Min-Cheol
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.6
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    • pp.37-48
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    • 2014
  • Social emotion is being highlighted as an important factor of human life in terms of quality of communication as a variety of social networks are commonly used. To understand such social emotion, this study verifies and analyzes the significance of lexical meaning and expression of emotion basically for understanding of complex meaning of social emotion. The emotional expressions represented in SNS text messages, one of the major channel of communication, are examined in this study to create scales of meaning and expression and to understand the differences deeply. As a result of the analysis, it turned out that negative assessment factors were more than positive ones among social emotional factors while positive ones were outstandingly many in the case of social emotional expression. Social emotional factors were classified by basic emotional elements and valences while emotional expression included complex meaning and especially positive elements were dominant in general.

Method for 3D Visualization of Sound Data (사운드 데이터의 3D 시각화 방법)

  • Ko, Jae-Hyuk
    • Journal of Digital Convergence
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    • v.14 no.7
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    • pp.331-337
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    • 2016
  • The purpose of this study is to provide a method to visualize the sound data to the three-dimensional image. The visualization of the sound data is performed according to the algorithm set after production of the text-based script that form the channel range of the sound data. The algorithm consists of a total of five levels, including setting sound channel range, setting picture frame for sound visualization, setting 3D image unit's property, extracting channel range of sound data and sound visualization, 3D visualization is performed with at least an operation signal input by the input device such as a mouse. With the sound files with the amount an animator can not finish in the normal way, 3D visualization method proposed in this study was highlighted that the low-cost, highly efficient way to produce creative artistic image by comparing the working time the animator with a study presented method and time for work. Future research will be the real-time visualization method of the sound data in a way that is going through a rendering process in the game engine.