• Title/Summary/Keyword: GoGo Board

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A Way of PC Mother Board Ethernet Test using P2P (P2P를 활용한 PC Mother Board Ethernet Test 방법 개선)

  • Lee, Young-Ho;Kim, In-Soo;Min, Hyoung-Bok;Kim, Young-Shil
    • Proceedings of the KIEE Conference
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    • 2008.07a
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    • pp.1961-1962
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    • 2008
  • Hybrid Peer-to-Peer structure is sharing resource in each peer, but various resource that is with go peer indexing and segment that search from attained in server who function is solidified that is not attained in peer itself be. Basis algorithm was based on Ethernet protocol and administration of each peer enabled in center server and peer does as can confirm breakdown existence and nonexistence through communication with center server and the internet through this directly expensive test expense and a lot of test times of existing test method of access method necessary problem effectively improve.

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1vs1 Online-Based Mobile Board Game (1vs1 온라인 기반 모바일 보드게임)

  • Hur, Tai-Sung;Cho, Hyeon-Seon;Go, Bo-Ram
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.07a
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    • pp.149-150
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    • 2015
  • 게임 앱은 현재 앱 시장에서도 상위를 차지하는 분류 중에 하나이다. 게임을 앱 사용자에게 널리 이용하게 하기 위해서는 게임이 재미있고, 쉽게 접근할 수 있어야한다. 본 프로젝트에서는 인기리에 방영한 TV프로그램인 '더 지니어스'에 나온 보드게임들 중 1vs1(데스매치) 게임중 레이저장기, 결합, 인디언홀덤, 십이장기, 기억의 미로, 혹과 백을 온라인 안드로이드 모바일 게임으로 구현하였다. 게임을 만들기 위한 툴로는 세계적인 게임 개발 엔진으로 사용되고 있는 유니티(Unity)를 사용하였다. 유니티는 멀티플랫폼 3D/2D 게임 및 인터랙팁브(interactive) 콘텐츠를 말들 수 있는 개발 엔진이다. 본 프로젝트는 오목, 체스 등과같이 누구나 가볍게 즐길 수 있는 2인 실시간 보드게임으로 '더 지니어스'를 통해 게임을 접한 사람들의 흥미를 이용하여 쉽게 다가갈 수 있을 것이다.

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A Study on the Usage Pattern Based on Genres and Socio-demographic Characteristics in Online Games (Hendry 모형을 이용한 한국 온라인 게임 시장의 장르별 경쟁 강도 분석)

  • Ryu, Sung-Il;Park, Sun-Ju
    • Journal of Korea Game Society
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    • v.11 no.5
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    • pp.43-52
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    • 2011
  • This study assumed the competitive structure based on genre classification for Korean online game market, and carried out the analysis on the degree and characteristics of the competition that appear differently in each sub market classified according to the genre. Analysis result can be summarized as follows. (1) In the view of the total play time, the proportions of the online games in each genre were appeared in the order of "RPG > FPS/RTS > Sports > Arcade/Poker > Go-stop > Board/Racing". (2) In the view of the shares in the play time, the degree of competition between games in the sub market structure of the online games according to the genre was found in the order of "RTS > Racing > FPS/Sports > Go-stop > Poker > Arcade/Board > RPG". The evaluation and interpretation of the high and low of the competition degree are as follows. As the degree of competition is higher, (RTS > Racing > ${\cdots}$) the royalty and the ratio of reusing of the users for the game is lower, and on the other hand, the tendency of replacing and using appeared higher, so the market entry barrier for a new game can be evaluated to be low. Reversely, as the degree of competition is lower, (${\cdots}$ > Arcade/Board > RPG) the royalty and the ratio of reusing of the users for the game is higher, and on the other hand, the tendency of replacing and using appeared lower, so the market entry barrier for a new game can be evaluated to be high.

Gradient Waveform Synthesizer in Magnetic Resonance Imaging System using Digital Signal Processors (DSP를 이용한 자기공명영상시스템의 경사자계 파형 발생기)

  • Go, Gwang-Hyeok;Gwon, Ui-Seok;Kim, Chi-Yeong;Kim, Hyu-Jeong;Kim, Sang-Muk;An, Chang-Beom
    • The Transactions of the Korean Institute of Electrical Engineers D
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    • v.49 no.1
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    • pp.48-53
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    • 2000
  • In this paper, we develop a TMS320C31 (60MHz) digital signal processor (DSP) board to synthesize gradient waveforms for Spiral Scan Imaging (SSI), which is one of the ultra fast magnetic resonance imaging (MRI) methods widely used. In SSI, accurate gradient waveforms are very essential to high quality magnetic resonance images. For this purpose, sampling rate for synthesizing the gradient waveforms is set twice as high as the data sampling rate. With the developed DSP boards accurate gradient waveforms are obtained. Ultra fast spiral scan imaging with the developed with the developed DSP board is currently under development.

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A study on the change of material width by forging processing in fine pitch connector of C5210-H(HP) and NKT322-EH materials (C5210-H(HP)와 NKT322-EH 소재의 협피치 커텍터에서 단조 가공에 의한 소재 폭 변화에 관한 연구)

  • Shin, Mi-Kyung;Lee, Chun-Kyu
    • Design & Manufacturing
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    • v.14 no.3
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    • pp.17-22
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    • 2020
  • As devices such as smartphones, tablet PC, and wearable devices have been miniaturized, the connectors that go into the devices are also designed to be very small. The connector combines the plug and the receptacle to transfer electricity. As devices are miniaturized, the contact shape is formed by partially thinning the thickness of the raw material of the terminal in order to lower the coupling height of the plug and receptacle. The product used in this study is a receptacle terminal used for 0.4mm pitch board to board connector among fine pitch connectors. When the material thickness is reduced by forging the receptacle terminal, the width change of the pin is checked. To reduce the thickness of the material by forging, pre-notching is applied in the first step, forging in the second step, and notching in the third step. After forming the width dimension of the pin to 0.28 mm in the pre-notching process, in the forging process, the material thickness 0.08 mm and 0.02 mm (25%) were forged and the thickness was changed to 0.06 mm and the width change amount of the pin was measured. The facility produced 10,000 pieces at 400 SPM using a Yamada Dobby (MXM-40L) press, and thirty pins were measured and the average value was shown. After forging by using C5210-H (HP) and NKT322-EH, which are frequently used in connectors, analyze the amount of change in each material. The effect of punching oil on forging is investigated by appling FM-200M, which is highly viscous, and FL-212, fast drying oil. This study aims to minimize mold modification by predicting the amount of material change after forging.

Design of Air Vehicle Test Equipment for Inspecting On-board Equipment in UAV (무인항공기 탑재장비 점검을 위한 통합 점검 장치 설계)

  • Go, Eun-kyoung;Kwon, Sang-Eun;Song, Yong-Ha
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.1
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    • pp.108-114
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    • 2021
  • AVTE(Air Vehicle Test Equipment) is a device to check status of on-board aircraft equipment before and after flight for performing successful UAV(Unmanned Aerial Vehicle) missions. This paper describes software design and test sequence of the AVTE for enabling easy-manual check by the operator and convenient automatic check of on-board electric equipment respectively. The proposed AVTE inspects BIT(Built-In Test) results of on-board LRUs(Line Replacement Units) including avionics and sensor sub-system devices. Also, it monitors all the LRU status and check the normality of aircraft equipment by means of setting specific values of the LRUs and confirming the expected test results. The AVTE prints the test results as a form of report to easily check the normal conditions of the aircraft equipment and operates automatically without operator interaction, thus being thought to effectively reduce workload of the operator.

Analysis of Vocational Training Needs Using Big Data Technique (빅데이터 기법을 활용한 직업훈련 요구분석)

  • Sung, Bo-Kyoung;You, Yen-Yoo
    • Journal of the Korea Convergence Society
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    • v.9 no.5
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    • pp.21-26
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    • 2018
  • In this study, HRD-NET (http://hrd.go.kr), a vocational and training integrated computer network operated by the Ministry of Employment and Labor, is used to confirm whether job training information required by job seekers is being provided smoothly The question bulletin board was extracted using 'R' program which is optimized for big data technique. Therefore, the effectiveness, appropriateness, visualization, frequency analysis and association analysis of the vocational training system were conducted through this, The results of the study are as follows. First, the issue of vocational training card, video viewing, certificate issue, registration error, Second, management and processing procedures of learning cards for tomorrow 's learning cards are complicated and difficult. In addition, it was analyzed that the training cost system and the refund structure differentiated according to the training occupation, the process, and the training institution in the course of the training. Based on this paper, we will study not only the training system of the Ministry of Employment and Labor but also the improvement of the various training computer system of the government department through the analysis of big data.

Content analysis of mother's child rearing on PC communication (PC 통신에 나타난 어머니의 유아 양육에 관한 내용분석)

  • 김영주
    • Journal of the Korean Home Economics Association
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    • v.41 no.2
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    • pp.187-198
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    • 2003
  • The purpose of this study was to explore the ideas about childrearing represented on the cyber space. The method used for this study is the content analysis and the data are articles about child rearing on the Hitel bulletin board during 1 year. It was found that then articles dealt with problems of practices in the teaching, nurturing, interfacing between home and social institutions, and disciplining. Especially these articles put great emphasis on teaching. For example, there are many articles about children's cognitive development. And there are many articles about nurturing. Especially child's emotional care. Many articles about interfacing between home and social institutions are appeared. In early childhood, many child go to nursery center. So from these results, we might conclude that many mothers gave their children emotional care. And they didn't teach their children directly. Instead they bought many educational instrument.

Prediction of Camera Intrinsic Parameter using Go Board Image (바둑판 촬영 영상을 이용한 카메라 내부 파라미터 예측 방법)

  • Rhee, Kwang Jin;Lee, Yun Gu
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2017.06a
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    • pp.237-240
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    • 2017
  • 최근 바둑에 대한 관심이 급증함에 따라 바둑에 관련된 연구가 많이 진행되고 있다. 바둑에 관련된 연구가 진행 되기 위해서는 많은 양의 바둑 데이터를 취득할 필요가 있다. 바둑 데이터 중 아직도 사람의 도움없이 취득하기 어려운 데이터로는 대표적으로 기보 데이터가 있다. 따라서 기보를 자동으로 저장하는 연구가 활발하게 진행 되고 있다. 기보를 자동으로 저장하는 연구 중 바둑돌이 착수될 위치를 예측하여 기보를 저장하는 시스템은 카메라의 정보를 취득하는 것으로부터 시작된다. 많은 양의 데이터를 수집하기 위해서는 일반 사용자가 사용할 수 있는 어플리케이션의 역할이 중요하다. 하지만 카메라의 정보를 취득하는 것은 어플리케이션의 환경을 구축하는데 어려움을 야기한다. 따라서 본 논문은 어플리케이션의 환경 구축 문제점인 카메라의 정보를 바둑판 최 외각 네 끝점과 비교적 간단한 방법으로 예측하는 방법을 제안한다.

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Algorithm of detecting Go board corners (바둑판 최외각 네 점 검출 알고리즘)

  • Yoon, Yeo Kyung;Lee, Yun Gu
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2017.06a
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    • pp.233-236
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    • 2017
  • 본 논문에서는 바둑판을 촬영한 정지 영상에서 격자무늬의 특징을 이용하여 바둑판의 최외각 네 점을 검출하는 방법을 제시한다. 바둑판은 수평 및 수직 방향으로 각각 19 개의 선이 격자무늬를 이룬다. 영상에는 일반적으로 노이즈가 포함되어 있기 때문에 허프(Hough) 변환의 임계값(threshold)을 이용한 선 패턴 추출 방식으로는 모든 선에 대한 정보를 얻을 수 없다. 따라서, 제안하는 알고리즘은 허프(Hough) 변환을 수행한 뒤에 추출된 선들이 이루는 교차점의 정보를 이용하여 바둑판의 최외각 네 점을 예측한다. 실험 결과는 실제 바둑판의 최외각 네 점과 비교하여 예측된 최외각 네 점의 에러 값을 제시한다. 이는 제안된 알고리즘이 바둑판의 최외각 네 점을 성공적으로 검출한다는 것을 입증한다.

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