• Title/Summary/Keyword: Game program

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A Study on Quality Improvement in Internet Media Portal Company Applying 6 Sigma Methodology (6시그마를 적용한 인터넷 미디어 포털 기업의 품질개선에 관한 연구)

  • Sung, Ki-Wook;Kim, Bong-Sun
    • Journal of the Korea Safety Management & Science
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    • v.10 no.4
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    • pp.219-227
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    • 2008
  • Since six sigma program was first introduced in late 1990's, it has been evolved in Korea. The number of six sigma adopting company are getting increased and diversify manufacturing, service, government. In these days, the rapid innovation of internet technology change the media industry's game rule. This paper is concerned with a six sigma applications to internet media portal service company. The main focus of this study is to introduce an empirical study on the implementation of DMAIC procedures for internet media portal service company.

Video Summarization Using Hidden Markov Model (은닉 마르코브 모델을 이용한 비디오 요약 시스템)

  • 박호식;배철수
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.8 no.6
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    • pp.1175-1181
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    • 2004
  • This paper proposes a system to analyze and summarize the video shots of baseball game TV program into fifteen categories. Our System consists of three modules: feature extraction, Hidden Markov Model (HMM) training, and video shot categorization. Video Shots belongs to the same class are not necessarily similar, so we require that the training set is large enough to include video shot with all possible variations to create a robust Hidden Markov Model. In the experiments, we have illustrated that our system can recognize the 15 different shot classes with a success ratio of 84.72%.

Development of English word learning contents using touch sensor based on S4A (S4A 기반의 터치센서를 이용한 영어단어 학습용 콘텐츠 개발)

  • Wi, Ji-Yeon;Lee, Jun-Hyeong;Lee, Hyeong-Ok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.317-320
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    • 2017
  • S4A (Scratch For Arduino) is a program that controls to Arduino with scratch. In this paper, We developed a simple game form for learning contents and using touch sensor that composed of scratch language based on S4A. We used background music and scores to motivate and interest that beginning to learn English for students.

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Design and Implementation of the Network Turn Game for API Using Behavioral Patterns (행위 패턴을 사용한 네트웨크 턴 게임 API 설계 및 구현)

  • 김종수;김태석;김성우
    • Proceedings of the Korea Multimedia Society Conference
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    • 2004.05a
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    • pp.661-666
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    • 2004
  • 네트워크 게임 제작과 관련된 설계 기술은 기업의 보안 사항에 해당되므로 기술 공유가 어려운 실정이다. 인력과 시간이 많이 드는 네트워크 게임제작에서 기존에 작성된 코드를 재사용이 가능하도록 설계하는 것은 중요한 일인데, 코드의 재사용을 극대화하기 위해서 지금까지 사용되고 있는 여러 가지 디자인 패턴들을 사용하는 것은 소프트웨어 설계에 많은 도움을 준다. 본 논문에서는 네트워크 게임 서버에 로그온한 사용자가 차례를 기다려서 게임하는 턴게임 설계와 구현을 통해서, GoF(Gang of Four)가 제안한 행위 패턴들이 어떻게 적용될 수 있는지를 연구하고 자바언어를 이용한 네트워크 게임 개발에 사용될 수 있는 효율적인 API(Application Program Interface)를 제안한다.

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A Study on Retrival Using Educational Visual C++ (교육용 Visual C++를 이용한 검색에 관한 연구)

  • 전근형;김광휘
    • Journal of the Korea Computer Industry Society
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    • v.3 no.1
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    • pp.1-8
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    • 2002
  • This study is discussed research on management of items in PC's GUI(Graphical User Interface) environment. A items are general knowledge data like books, musical CD, English CD, and game CD, which are the time when we don't seek the right items in the case of re-reading and re-listening the items. In this paper, We propose an example designed to be used in the management of a items. The proposed example is implemented by educational VC++(Visual C++) programming language. This program and discussions for management of a items will understand the development procedure of searching and storing data, which will provide some basics into designing large database systems.

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The Six Sigma Project Case Study of Internet Media Portal Service Company (인터넷 미디어 포털 서비스 업체의 6시그마 적용)

  • Sung, Ki-Wook;Kim, Bong-Sun
    • Proceedings of the Safety Management and Science Conference
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    • 2008.11a
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    • pp.57-68
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    • 2008
  • Since six sigma program was first introduced in late 1990's, it has been evolved in Korea. The number of six sigma adopting company are getting increased and diversify manufacturing, service, government. In these days, the rapid innovation of internet technology change the media industry's game rule. This paper is concerned with a six sigma applications to internet media portal service company. The main focus of this study is to introduce an empirical case study on the implementation of DMAIC procedures for internet media portal service company.

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Education Content Development Utilizing Variable resistor sound sensor (가변저항 및 소리센서를 이용한 교육용 콘텐츠 개발)

  • kim, Hye-Sung;Lee, Hyeong-Ok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.688-692
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    • 2016
  • S4A means a program that controls the Arduino to the scratch. In this paper, development for gmae education content that using S4A language and combination the Arduino sensors. It this content developed by game moving images and sound to enhance the interest of students.

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Convergence Education Content Development Utilizing S4A (S4A를 이용한 융합형 교육용 콘텐츠 개발)

  • kim, Hye-Sung;Lee, Hyeong-Ok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.693-697
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    • 2016
  • Recent Software education topic is GUI programing language 'Scratch' and the open source computing platform plus microcontroller boards 'Arduino'. S4A means a program that controls the Arduino to the scratch. In this paper, development for education content that using S4A and combination the Arduino sensors. and we developed the game in the form of training content by using a variety of tools.

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Muscle Function and Cognitive Enhancement Program for Parkinson's Patients (파킨슨 환자를 위한 근 기능 및 인지능력 통합 향상 프로그램)

  • Jeung, ye-chan;Choi, Hyun-hee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.145-146
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    • 2019
  • 본 논문에서는 파킨슨병이 우리 사회에서 증가하고 있고 노인들 만이 아니라 젊은 사람들에게도 나타날 수 있기 때문에 환자들을 위해 근 기능 및 인지능력을 향상 시키는게 목표이다. 파킨슨병은 현재까지 원인이 알려지지 않았지만 도파민 세포가 손상되는 것으로 알려져 있기 때문에 아직은 약물치료와 식이요법 치료를 통해 질환의 증상을 중지시키거나 느리게 할 수 없다. 파킨슨병의 증강 중 가장 중심이 되는 근 기능 문제와 인지능력을 동시에 향상 시킬 수 있는 기대를 할 수 있으며 이것을 통해 다른 증상들도 느려 질 수 있도록 하는 기대를 할 수 있다. 프로그램을 통한 근 기능 능력이나 인지능력을 동시에 향상하고 대상자 개개인의 능력에 맞게 운동을 할 수 있는 프로그램을 개발하는데 목적이 있는 연구이다.

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Effect of Potential Model Pruning on Official-Sized Board in Monte-Carlo GO

  • Oshima-So, Makoto
    • International Journal of Computer Science & Network Security
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    • v.21 no.6
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    • pp.54-60
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    • 2021
  • Monte-Carlo GO is a computer GO program that is sufficiently competent without using knowledge expressions of IGO. Although it is computationally intensive, the computational complexity can be reduced by properly pruning the IGO game tree. Here, I achieve this by using a potential model based on the knowledge expressions of IGO. The potential model treats GO stones as potentials. A specific potential distribution on the GO board results from a unique arrangement of stones on the board. Pruning using the potential model categorizes legal moves into effective and ineffective moves in accordance with the potential threshold. Here, certain pruning strategies based on potentials and potential gradients are experimentally evaluated. For different-sized boards, including an official-sized board, the effects of pruning strategies are evaluated in terms of their robustness. I successfully demonstrate pruning using a potential model to reduce the computational complexity of GO as well as the robustness of this effect across different-sized boards.