• Title/Summary/Keyword: Play Environment

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The Implementation of a 3D Game Engine based on DirectX 9

  • Kang, Hyun-Myung;Rhee, Woo-Seop
    • International Journal of Contents
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    • v.4 no.3
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    • pp.35-40
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    • 2008
  • Recently, almost games are using the 3D environment. Therefore, it required strongly that well-structured 3D engine or tools for development of some complicate 3D applications efficiently. In this paper, we design and implement a 3D engine (PLay engine) using the DirectX 9 SDK of the Microsoft corporation. The PLay engine has independent module structure, which has object oriented characteristics. and has not only 3D rendering functions but efficient algorithms. Moreover, we implement some tools what has compatibility with our engine for convenience. Therefore, it helps development of a 3D application easily and efficiently. We also describe each module with 2-layer structure, and each tool with compatible module, and make a simple game using PLay engine for testify.

Night lighting design of Sky 72GC (SKY 72골프클럽 야간조명시설 공사)

  • Ki, Yoo-Kyung;Lee, Won-Seo;Choi, An-Seop
    • Proceedings of the Korean Institute of IIIuminating and Electrical Installation Engineers Conference
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    • 2007.05a
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    • pp.79-84
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    • 2007
  • Recently, there are rapid increases in golf population. People are enjoying play golf not only during the day but also at night as well. Although there are not many golf courses that offer night play, people inquire place where they can play night games due to their busy daily lives. To supply the demand in national golf courses night-lighting has been pushed ahead competitively, however there are few standards of lighting design in golf course. Because it is not clear that the standards of lighting in the world yet, this study aimed at presentation of standard of lighting design for planning golf course. Investigating the cases of golf course, this study suggested illumination standard of golf course to support comfortable visual-environment and measures to prevention glare for visitors.

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Synchronization Scheme on Handoff Control in Mobile Multimedia Environment (모바일 멀티미디어 환경에서 핸드오프 동기화기법)

  • Lee, Gi-Sung;Lee, Kuen-Wang
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2010.07a
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    • pp.241-244
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    • 2010
  • 본 논문은 모바일 환경에서 Handoff 상에서 부드러운 스트림(stream) 재생(presentation)을 위한 멀티미디어 동기화 기법을 제안한다. 모바일 환경에서 자주 발생되는 Handoff는 베이스스테이션이 변경되므로 해서 베이스스테이션에 저장되어 있는 멀티미디어 스트림을 잃어버리게 된다. 이러한 단점은 스트림의 재생시 끊기게 되어 멀티미디어 스트림이 낮은 QoS를 갖게 된다. 본 논문에서는 멀티미디어 동기화 기법으로 핸드오프를 제어하는 방법을 제안하였다. 분석결과, 제안된 기법은 기존의 기법보다 미디어 스트림의 끊김없는 재생(stream of continuous play-out)을 제공하는 것뿐만 아니라 패킷의 높은 재생률(play-out rate)과 낮은 손실률(loss rate)을 보였다.

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Design of Bluetooth based MMORPG Game in MANETs (모바일 애드-혹 망에서 Bluetooth 기반 MMORPG의 설계)

  • Oh, Sun-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.4
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    • pp.39-45
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    • 2009
  • With the rapid growth of recent wireless mobile computing application technology and handheld mobile terminal device development technology, one of the big issue in these fields is to design online games in wireless mobile ad hoc network environment. Online games in mobile computing environment have lots of constraints for developing online games because mobile terminals have many limitations such as low performance of processor, limited memory space, small bandwidth of wireless communication, and confined life of battery power. Therefore, most of mobile games are restrictive in the function of online and multi-play up to date. In this paper, the online MMORPG game, capable of multi-play with many other mobile users using mobile terminals in wireless mobile computing environment, is designed and implemented. Proposed mobile online game uses bluetooth to construct temporary wireless mobile ad hoc network with other mobile clients, and designed to carry out online MMORPG game with these clients. It also supports multi-play among them.

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English Zone Education Methodology Utilizing the Wireless Internet (무선인터넷을 활용한 English Zone 영어 학습 방법 연구)

  • Lee, Il Seok
    • Journal of Digital Contents Society
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    • v.16 no.3
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    • pp.407-415
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    • 2015
  • Offline English Zone refers to a physical environment in which the learners can check the results while they practice speaking and listening in English, and look up the vocabulary and information on their own. However, offline English zone is inevitably dependent on limited and artificial environment and its operation is greatly limited in having to provide an environment in which the students can spontaneously experience role play in an artificial space set in a small-scale English village consisting of shopping, restaurant, and hospital zones. The purpose of this study is to analyze the problems of the environmental restrictions in educational methodology utilizing offline English zone programs. Moreover, based on the ubiquitous concept. It is to provide a strategy for utilizing online English zone programs which utilize multimedia tools, wireless internet, and SNS.

Design of Wi-Fi based Mobile Game App for a Smart Phone (스마트 폰을 위한 Wi-Fi 기반 모바일 게임 앱의 설계)

  • Oh, Sun-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.1
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    • pp.67-73
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    • 2011
  • With the rapid growth of recent smart phone technology, the interests for the design of online game in mobile computing environment are highly focussed on with great attention. Smart phone as a mobile terminal device, however, has many restrictions for implementing online mobile game since the limitation of relatively low performance of a processor, low resolution of GUI, small memory spaces, and short battery power. Therefore, most of games are very restricted on online and multi-play functions. In this paper, we design and implement mobile online game app in component based smart phone environment in order to take over these restrictions in mobile environment. Especially, the implemented mobile game is able to play online game among Wi-Fi based game server and another smart phone.

Exploration of related variables to teacher strategy and child strategy of teacher-child interaction about play rules in kindergarten (유치원 놀이 규칙에 대한 교사-유아 상호작용에서 교사 전략과 유아 전략에 영향을 미치는 변인 탐색)

  • Wee, Su-Kyeng;Park, Eun-Hye
    • Korean Journal of Human Ecology
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    • v.16 no.6
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    • pp.1169-1183
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    • 2007
  • The purpose of this research is to explore the strategy of teacher and the strategy of child in teacher-child interaction according to related variables. The participants of this research are 2 classroom teachers and their 54 5-year-old kindergarten children(27 boys and 27 girls). To collect the data, child's classroom activities were observed and videotaped using event sampling 90 times(30 times per beginning, middle, and end). Repeated test, two-way ANOVA, Scheffe test used for data analysis. The results of this research were as followed; First, over time there were differences between strategies of teacher and strategies of child during teacher-child interaction. Second, in child variables there were differences in strategies of teacher and strategies of child during teacher-child interaction according to child's gender. Third, in environment variables there were differences between strategies of teacher and strategies of child according to play rules and play areas.

A Study on Spatial Concepts and Expressions shown in Common Areas of Domestic Offices - Focused on Concepts of Non-territoriality, Eco-Friendly, and Play - (국내 오피스 공용공간에 나타난 공간특성 및 표현방법에 관한 연구 - 탈경계성, 자연친화성, 유희성을 중심으로 -)

  • Kim, Jee-Ie;Shim, Eun-Ju
    • Korean Institute of Interior Design Journal
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    • v.18 no.3
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    • pp.84-92
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    • 2009
  • Sociological, technical, and organizational changes have affected the culture of business in many ways. These changes are now encouraging new concepts in the workplace environment such as emotional approaches for a more creative and humanistic workplace let alone enhancing image of the company. The aim of this study is to understand current situations of common office areas and serve as a stepping stone for designing more creative and stimulating work environments. The study first examines concepts of new office designs in our modem society, then defines categories such as territorial fuzziness, eco-friendly, fun and play. Secondly, by using content analysis as research tool the researchers have investigated how the conceptual categories and detailed design presentation methods are shown in workplace designs in Korea. Scope of study is limited to 39 office design projects from 2002-2008 presented in the Korean monthly magazine 'Interiors'. As results. territorial fuzziness was found to be most popular method while play the least. For application wise, meeting rooms, rest area and hallways were places where these concepts appear the most. Even though, these new approaches in office designs can be found in our domestic offices, still more experimental and active approach seems to be needed.

Analysis of a Causal Model about the Relationship of Environmental Variables to Children's Intellectual Ability (아동의 지적능력과 환경변인 간의 인과 모형 분석)

  • Jang, Young Ae
    • Korean Journal of Child Studies
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    • v.8 no.1
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    • pp.83-112
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    • 1987
  • This study examined the characteristics of the relationship of home environment variables and children's intellectual ability. Two studies were conducted: Study I examined the predictability of home environment variables for children's intellectual ability by children's age and the correlations between environment variables and children's intellectual ability. Study II investigated causal relationships among the variables which are supposed to affect children's intellectual ability. The subjects of this study were 240 children at age four, six and eight attending nursery schools, kindergartens and elementary schools and their mothers. Instruments included the Inventory of Home Stimulation (HOME), inventory of sociodemographic variables, and the K-Binet scale. The results obtained from this study were as follows: 1) Home environment variables had a significant positive correlation (.36 ~ .78) with children's intellectual ability. 2) The home environmental variables that significantly predicted children's intellectual ability differed according to children's age. That is, play materials, breadth of experience, and quality of language environment were predictive of children's intellectual ability at age four, while parent's education, developmental stimulation, and play materials were predictive at age six. Economic status of the home, need gratification, avoidance of restriction, and emotional climate were predictive at age eight. 3) The causal model of home environment affecting children's intellectual ability was formulated by exogenous variables (parent education and economic status of the home) and by endogenous variables (direct stimulation, indirect stimulation and the emotional climate of the home). 4) The results of the analysis of the causal model showed that the kind of variables that affected children's intellectual ability directly differed according to children's age. That is, direct stimulation and parent's education affected children's intellectual ability directly at age four and six, while the economic status of the home and indirect stimulation affected intellectual ability directly at age eight. The amount of variance that explained children's intellectual ability increased with increase in children's age.

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The Relationship of Home Environments to Children's Social Development : Analysis of a Causal Model (가정환경변인과 아동의 사회적 능력간의 관계 : 인과 모형 분석)

  • Jang, Young Ae
    • Korean Journal of Child Studies
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    • v.8 no.2
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    • pp.17-44
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    • 1987
  • The study examined the characteristics of the relationship of home environment variables and children's social development. Two studies were conducted ; Study I examined (1) the correlation of home environment variables and children's social ability and (2) the predictability of home environment variables for children's social ability by children's age. Study II investigated the causal relationship among the variables which are supposed to affect children's social ability. The subjects of this study were 240 children at age four, six and eight attending nursery schools, kindergartens and elementary schools and their mothers. Instruments included the Inventory of Home Stimulation (HOME), the Inventory of Sociodemographic Variables, social maturation scale, and the social-emotional developmental rating scale. The results obtained from this study were as follows : 1) Home environment variables had a positive correlation with children's social development at age four and six, but at age eight, only HOME variables had a significant positive correlation with children's social development. 2) The home environmental variables that significantly predicted children's social development differed according to children's age. That is, play materials, economic status of the home, and parent education were predictive of children's social development at age four, while parent's education, fostering maturity and independence, and play materials were predictive at age six. Fostering maturity and independence, aspects of physical environment, and economic status of the home were predictive at age eight. 3) The causal model of home environment effect on children's social development was formulated by exogenous variables (parent education and economic status of the home) and endogenous variables (direct stimulation, indirect stimulation and the emotional climate of the home). 4) The results of the analysis of the causal model showed that the variables that have a direct effect on children's social development differed according to children's age. That is, direct stimulation had more effect on children's social development at earlier ages, and indirect stimulation had more effect on children's social development at later ages. Among socio-demographic variables, parent's education was most closely related to children's social development. The amount of variance that explained children's social development decreased with increase in children's age.

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