• Title/Summary/Keyword: Line-interactive Method

Search Result 58, Processing Time 0.024 seconds

MMORPG Distributed Game Server using 2Layer-Virtual Cell (2Layer-Virtual Cell 방식을 이용한 분산 MMORPG게임서버)

  • Jang, Su-Min;Park, Yong-Hoon;Yoo, Jae-Soo
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2006.05a
    • /
    • pp.189-192
    • /
    • 2006
  • An important application domain for online services is an interactive, multiplayer game. in recent, many increase of users that use on-line services through networks have caused a heavy load to the server. In this paper, we propose a MMORPG distributed game server using 2Layer-Virtual Cell. Our method provides more effective solution of MMORPG distributed game server for large numbers of users.

  • PDF

Input Module for Levelling Data (수준측량자료 입력모듈)

  • 이석찬;이창경;최병길
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
    • /
    • v.7 no.2
    • /
    • pp.21-26
    • /
    • 1989
  • This module to input Korean Level Data has 4 capacities of inputing, deleting, referencing and saving. Data file of level line consists of sorted list of node on the basis of “ABSTRACT”. For easy work, interactive method was employed. As the result of removing the boring routine by applying the characteristics of level data, working efficiency was increased. This program was written in C-language and runs on a minimum hardware configuration of IBM PC/XT with 640KB memory, In the future, these unit modules combine to form Generalized Level Information System.

  • PDF

Analysis of Barrage Culture and User Analysis in New Media Content in the Chinese Market

  • Pan, Yang;Kim, KiHong;Li, SuoWen
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.14 no.3
    • /
    • pp.115-130
    • /
    • 2022
  • Barrage is an interactive method based on video, and the video itself is visualized from the viewer's point of view to play people's emotions, and it already has an advantage in communication by attracting people's attention using stories and plays. Advances in digital and mobile technology have enabled video viewing anytime, anywhere. Due to the nature of the barrage site that relies on the same video content or playback to participate in video sharing through computers or mobile clients, a barrage that can express users' feelings and thoughts will be added, breaking down the limit of content acceptance by a single user. Barrage satisfy users' entertainment needs, and their influence is growing. Gradually, they are heading to offline movie theaters and TV from barrage videos on the Internet. Attempts to function as offline ammunition facilitated technological innovation for media convergence by converging mobile media with PCs and screens. At the same time, the trend of media convergence shown by coal screens is also a trend of overall technological development. A barrage is an extension of human communication skills. The properties of the barrage fit well with the need for experiential marketing (via video). It can provide a visual experience and create an atmosphere of "surrounding and watching" and eliminate loneliness. Barrage itself provides a function to comment on videos, which is a trigger point for the reason, and donation adds to the amount of information in the video, adding to the fun of the video. Through the barrage, sarcastic, teasing, and expressing emotions can bring entertainment experiences, and users can produce and communicate their shooting text while consuming the satisfaction brought by the shooting. At the same time, Barrage attaches great importance to the needs of the masses, is more individual and diversified, and has commercial significance in line with the current development trend of the Internet. As a new interactive method, barrage contains huge potential value. However, the impact of the interactive way of barrage should also be viewed from a dialectical point of view, how to solve the difficulties in the development of barrage. The way to solve the difficulties in the development of barrage is worth studying. This research will analyze the reasons for the development of barrage and the analysis of Chinese barrage websites, the case analysis of barrage videos, the exploration of the characteristics and values of barrage, and the problems in the process of barrage communication. Provide reference for the development of industrial culture.

A Method to Enhance the Security of ZKIP with Weak Keys and Its Application (약한 키를 가지는 대화식 영지식 증명의 안전성 강화 방법과 그 응용)

  • 양대헌
    • Journal of the Korea Institute of Information Security & Cryptology
    • /
    • v.12 no.1
    • /
    • pp.33-42
    • /
    • 2002
  • We present a systematic way to armor a zero-knowledge interactive proof based identification scheme that has badly chosen keys. Keys are sometimes mistakenly chosen to be weak(neither random nor long), and a weak key is often preferred to a strong key so that it might be easy for human to remember. Weak keys severely degrade the security of ZKIP based identification schemes. We show using off-line guessing attack how the weak key threats the security of ZlKIP based identification schemes. For the proper usage of ZKIP, we introduce a specialized form of ZKIP, which has a secret coin-tossing stage. Using the secret coin tossing, a secure framework is proposed for ZKIP based identification schemes with weak key in the ideal cipher model. The framework is very useful in password based authentication and key exchange protocol

OLAP4R: A Top-K Recommendation System for OLAP Sessions

  • Yuan, Youwei;Chen, Weixin;Han, Guangjie;Jia, Gangyong
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.11 no.6
    • /
    • pp.2963-2978
    • /
    • 2017
  • The Top-K query is currently played a key role in a wide range of road network, decision making and quantitative financial research. In this paper, a Top-K recommendation algorithm is proposed to solve the cold-start problem and a tag generating method is put forward to enhance the semantic understanding of the OLAP session. In addition, a recommendation system for OLAP sessions called "OLAP4R" is designed using collaborative filtering technique aiming at guiding the user to find the ultimate goals by interactive queries. OLAP4R utilizes a mixed system architecture consisting of multiple functional modules, which have a high extension capability to support additional functions. This system structure allows the user to configure multi-dimensional hierarchies and desirable measures to analyze the specific requirement and gives recommendations with forthright responses. Experimental results show that our method has raised 20% recall of the recommendations comparing the traditional collaborative filtering and a visualization tag of the recommended sessions will be provided with modified changes for the user to understand.

A Study on Non-face-to-face Educational Methods which can be used in Practical Subject of Game Production (게임제작 실습 교과목에서 활용할 수 있는 비대면 교육방법 연구)

  • Park, Sunha
    • Journal of Korea Multimedia Society
    • /
    • v.24 no.1
    • /
    • pp.125-133
    • /
    • 2021
  • Due to Covid-19, the un-contact culture has affected society as a whole, and the methods of education conducted offline has been greatly affected. In the private education of preparing for university entrance, the public official examinations and certification acquisition, the method of online education has been shown to have positive effects. While private class and school class which have offered in off-line to cope with rapid changes caused various problems such as decline in quality for education. Due to the characteristic of design class, practical training is important. As interactive feedback between students and educators is more important than one-way of delivering knowledge while class is conducted in online, educators have a challenge when they prepare for class. This study handles the methods of online education for the purpose of practical education methods in university nowadays, Especially, the non-face-to-face education methods for game animation production. Based on this study, I propose an effective educational method with non-face-to-face class that allows students to be satisfied and increases their knowledge, beyond face-to-face class.

Development of Macro-Element for the Analysis of Elastically Supported Plates (탄성 지지된 판구조 해석을 위한 매크로 요소의 개발)

  • 강영종;박남회;앙기재;최진유
    • Journal of the Computational Structural Engineering Institute of Korea
    • /
    • v.13 no.1
    • /
    • pp.25-35
    • /
    • 2000
  • The superstructure of general bridge like slab bridge and slab on girder bridge is composed of elastically supported isotropic plate. The objective of this study is to develop the new analysis method for elastically supported plate with general edge beam or girder(boundaries) under arbitrary out of plane loading. The displacement solutions for the macro-element of plate and beam are obtained by solving for the unknown interactive forces and moments at the beam or nodal line locations after satisfying equilibrium equation along the nodal line. The displacement functions for macro-elements ate proposed in single Fourier series using harmonic analysis, and the equilibrium equations of nodal line are composed by using slope-deflection method. The proposed analysis method is programmed by MS-Fortran and can be applied to all types of isotropic decks with bridge-type boundaries. Numerical examples involving elastically supported plates with various aspect ratio, loading cases, and bridge-type boundary conditions are presented to demonstrate the accuracy of this program. The major advantage of this new analysis method is the development of a simple solution algorithm, leads to obtain rapidly responses of bridge deck system. This proposed method can be used in parametric study of behavior of bridge decks.

  • PDF

Killing Effects of Different Physical Factors on Extracorporeal HepG2 Human Hepatoma Cells

  • Zhang, Kun-Song;Zhou, Qi;Wang, Ya-Feng;Liang, Li-Jian
    • Asian Pacific Journal of Cancer Prevention
    • /
    • v.13 no.3
    • /
    • pp.1025-1029
    • /
    • 2012
  • Objective: To determine the killing effects on extracorporeal HepG2 cells under different temperatures, pressures of permeability and lengths of treatment time. Method: According to different temperatures, pressures of permeability and lengths of treating time, extracorporeal HepG2 cells of human hepatoma cell-line were grouped to 80 groups. Cell index (CI) as the measurement of killing effect were calculated by monotetrazolium (MTT) methods, i.e., CI =1- (the OD value in treated group - the OD value in blank control group) / (mean of untreated control group - mean of blank control group). According to the factorial design, data were fed into SPSS 10.0 and analyzed by three-way ANOVA (analysis of variance). Result: Temperature, pressure of permeability and length of treating time all had effects on the CI (cell index) level. Length of treating time was the most influential factor of the three. Additionally, any two of them all had statistically significant interactive effects on the CI level. When treated for 5-30 min, destilled water at $46^{\circ}C$ stably generated the highest CI. Conclusion: The "$46^{\circ}C$-destilled water-60 min" was considered as the optimal combination of conditions which lead to highest CI. We suggest exerting celiac lavage for 15 min with stilled water at $40^{\circ}C-43^{\circ}C$ in surgical practice as a hyperthermia treatment to achieve ideal killing effects on free cancer cells, which is feasible, practical, and clinically effective.

A Proposal on an Edu-Game Mechanism for Effectively Knowledge by using Hierarchical Configuration (계층적 지식전달을 위한 효과적인 에듀게임 체계제안)

  • Park, Eun-Young;Park, Young-Ho;Hwang, Sin-Hee
    • The Journal of the Korea Contents Association
    • /
    • v.8 no.2
    • /
    • pp.83-90
    • /
    • 2008
  • An on-line game is growing of very fast through characters of the interactive Computing and internet environment. In addition, an edu-game combing the advantages of the game and the education increase gradually. The paper proposes an edu-game system for providing knowledge through the hierarchical structure. The system differs from existing ones that combine a game and an on-line education. There are three different goals as follows. First, the paper proposes three-level of knowledge hierarchies. The method enables users to understand more easy and systematic and interesting education. Second, the graphic interface of a puzzle type is able to contact more conveniently and it provides beauties and functionalities. Third, Among them, specifically the knowledge hierarchy is not forced to users and the method also can study in detail and users can enjoy systematically e-education by using the general type of a puzzle game.

Proximity based Circular Visualization for similarity analysis of voting patterns between nations in UN General Assembly (UN 국가의 투표 성향 유사도 분석을 위한 Proximity based Circular 시각화 연구)

  • Choi, Han Min;Mun, Seong Min;Ha, Hyo Ji;Lee, Kyung Won
    • Design Convergence Study
    • /
    • v.14 no.4
    • /
    • pp.133-150
    • /
    • 2015
  • In this study, we proposed Interactive Visualization methods that can be analyzed relations between nations in various viewpoints such as period, issue using total 5211 of the UN General Assembly voting data.For this research, we devised a similarity matrix between nations and developed two visualization method based similarity matrix. The first one is Network Graph Visualization that can be showed relations between nations which participated in the vote of the UN General Assembly like Social Network Graph by year. and the second one is Proximity based Circular Visualization that can be analyzed relations between nations focus on one nation or Changes in voting patterns between nations according to time. This study have a great signification. that's because we proposed Proximity based Circular Visualization methods which merged Line and Circle Graph for network analysis that never tried from other cases of studies that utilize conventional voting data and made it. We also derived co-operatives of each visualization through conducting a comparative experiment for the two visualization. As a research result, we found that Proximity based Circular Visualization can be better analysis each node and Network Graph Visualization can be better analysis patterns for the nations.