• Title/Summary/Keyword: Play Time

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A Study on Improvement of Electronic Library Services Using User Review Data in Mobile App Market

  • Noh, Younghee;Ro, Ji Yoon
    • International Journal of Knowledge Content Development & Technology
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    • v.11 no.1
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    • pp.85-111
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    • 2021
  • This study aims to analyze users' assessment of electronic libraries in the mobile app market and promote service improvement based on this. To this end, the basic background and purpose of the research, research method, and research scope were first set, and the relevant literature and empirical prior studies were analyzed. Next, users' evaluations of electronic libraries were collected and analyzed from Google Play Store. Based on the results analyzed, measures to improve the quality of electronic libraries were discussed. Based on the results of the study, the following improvement measures are proposed. Need for systemic improvement and stabilization. Provision of applications suitable for multi-device environments. Resumption of services after systematic inspection after updating. Simplification of sign up, log in, and authentication procedures. User support through real-time chat. Introduction of a detailed assessment of reviews. Provision of guidance and user manual for electronic libraries. Improvements to expand user convenience, and Securing differentiation from other similar services.

Research on Efficient Game Production Methods using Digimon Series IP

  • Lee Jong Ho
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.423-428
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    • 2023
  • Currently , the growth of various platforms is remarkable , both at home and abroad . With the growth of various platforms such as PC, console, and VR as well as mobile, the global gaming industry market size has grown to reach KRW 151 trillion . However , in order to revitalize the domestic game market , which is growing at a slower pace, improve the concentration phenomenon that is concentrated on mobile and PC platforms , and select one of the games using IP that is being discussed as a new breakthrough , and determine what form the game will take. Through this study, we would like to suggest whether multi-platform is appropriate. The Digimon series generally attracts many fans through animation , and the Digimon story Cyber Sleuth, which utilizes new scenarios to satisfy them and arouse interest at the same time , can be seen as a representative success example We believe that through this interaction, users can continue to play the main content on their PC, and create synergy by being able to play and enjoy minimal content through mobile anytime , anywhere while doing other things.

Development of Realtime Multimedia Streaming Service using Mobile Smart Devices (모바일 스마트 단말을 활용한 실시간 멀티미디어 스트리밍 서비스 개발)

  • Park, Mi-Ryong;Sim, Han-Eug
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.51-56
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    • 2014
  • Thesedays, there are many smart device applications developed, especially on the using various sensors included in the smart device. Smart devices have several sensors which are camera, GPS, mike, and communication module for collecting ubiquitous environment, and many applications are developed by using such sensors. In this paper, we developed the multimedia stream architecture and examined the smart device applications based on open source with front and back-end server clouds for developing the conceptual architecture. Also, we examined the back-end distributed servers, realtime multimedia stream transferring, multi-media store, and media relay for other server and smart devices. We test the examined architecture on the real target environment to collect the SIP initial setup time, media stream delay, and end-to-end play time. The test results show that there have good network operation environment to provide realtime multimedia services, and we need to improve the end-to-end play time by minimizing the initial setup time.

Cloud-Based Gaming Service Platform Supporting Multiple Devices

  • Kim, Kyoung Ill;Bae, Su Young;Lee, Dong Chun;Cho, Chang Sik;Lee, Hun Joo;Lee, Kyu Chul
    • ETRI Journal
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    • v.35 no.6
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    • pp.960-968
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    • 2013
  • To implement a cloud game service platform supporting multiple users and devices based on real-time streaming, there are many technical needs, including game screen and sound capturing, audio/video encoding in real time created by a high-performance server-generated game screen, and real-time streaming to client devices, such as low-cost PCs, smart devices, and set-top boxes. We therefore present a game service platform for the running and management of the game screen, as well as running the sound on the server, in which the captured and encoded game screen and sound separately provide client devices through real-time streaming. The proposed platform offers Web-based services that allow game play on smaller end devices without requiring the games to be installed locally.

Implementation of real time VJing responding to user's motion

  • Jung, Haehyun;Kim, Hyunggi
    • International Journal of Internet, Broadcasting and Communication
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    • v.7 no.2
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    • pp.41-50
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    • 2015
  • As various media have developed in modern society, frequency of use of interactive media has increased which makes interactive function that uses and handles projection mapping and LED screen in set design of broadcasting, concert, play, musical and EDM(Electronic dance music) in real time possible. Development of various media led today's viewers to have higher cultural desire and the need of various interactive performance contents to receive more attention.[1]. This thesis implemented real time VJing that responds to user's motion based on existing H/W by utilizing real time interactive elements.

Subjective Timbre Space of 45 Modified Violin Tones

  • Ahn, Chul-Yong;Pang, Hee-Suk;Sung, Koeng-Mo
    • The Journal of the Acoustical Society of Korea
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    • v.19 no.1E
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    • pp.38-42
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    • 2000
  • In this paper we studied the reduced subjective timbre space of time-varying tones as well as steady state tones. 45 modified test tones were constructed from the original violin tone in consideration of 4 physical factors: spectrum envelope, inharmonicity, time-varying spectrum and time reversal. The semantic differential (SD) method was used in the listening test. According to the factor analysis, the adjectives can be factorized into 4 groups. The first factor is characterized by the adjectives, 'free', 'broad', 'deep', 'rich', 'strong' and 'reverberant', the second by 'tenor', 'clear', 'bright', 'light' and 'sharp', the third by 'easy', 'smooth', and 'solid', the fourth by 'warm' and 'full'. The first factor, 'richness', seems to be dependent upon the time-varying characteristic of a tone. The second factor, 'sharpness', is shown to play an important role in a time-varying tone as well as in a steady state tone.

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Anticoagulant Activity of Sulfoakyl Derivatives of Curdlan

  • Lee, Kyung-Bok;Bae, Jong-Hwan;Kim, Jong-Seung;Yoo, Yung-Choon;Kim, Beom-Soo;Kwak, Sang-Tae;Kim, Yeong-Shik
    • Archives of Pharmacal Research
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    • v.24 no.2
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    • pp.109-113
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    • 2001
  • Curdlan is a natural $\beta$-1,3-glucan produced by Agrobacterium biovar 1. In this study, the anticoagulant activity of sulfoalkyl derivatives of curdlan was investigated by carrying out activated partial thromboplastin time (APTT) assay and compared with that of o-sulfonated curdlan. Approximately 100-fold higher concentration of o-sulfonated curdlan than heparin was required to obtain the same level of the clotting time. Anticoagulant activity of curdlan derivatives was dependent on the degree of sulfation in prolonging the clotting time. However, the chain length of the substituent did not play a role in prolonging the clotting time. The curdlan derivatives enhanced thrombin inhibition by mediating through antithrombin III. The inhibition of thrombin by o-sulfonated curdlan was found to be approximately 10-fold weaker than that by heparin.

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A Study on the Estimation of Light Weight Distribution on Ship by Statistical Data (통계적 자료에 의한 선박의 경하분포추정법에 관한 연구)

  • 박명규
    • Journal of the Korean Institute of Navigation
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    • v.10 no.1
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    • pp.51-79
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    • 1986
  • From time to time the light weight distribution has been discussed, It play an important part in the preliminary design state because of its influence on the available deadweight. Up to the past, the Light weight distribution acting on the ship has been estimated graphically by means of integraph or approximately by the simplified calculations. Recent development has made it possible to use Lloyd's coffin method or Robb's coffin method for Bulk Carrier, Tanker, Cargo ship where the hull weight is distributed based upon the $C_B$ The hull weight distribution is then super-composed by number of fixed weights(i.e. machinery , equipment, etc.) The authors built up the method by which the Light weight distribution is calculated using a computer. In the usual calculations, the higher accuracy is aimed at, the longer time would be taken, therefore the accuracy would not be so good as to be expected if the time is restricted. The method using a computer can dissolve these and calculated accurately in shorter time the Light weight distribution with less data.

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The Regional Distribution of Ssireum(Traditional Wrestling) in South and North Korea (남북한 씨름의 지역적 분포)

  • Kwak, Nak-hyun
    • (The)Study of the Eastern Classic
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    • no.72
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    • pp.299-327
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    • 2018
  • The objective of this study is to examine the regional distribution of Ssireum(Traditional Wrestling) of South and North Korea in the Japanese colonial era. The conclusions of this study are as follows. First, the "Joseon ui hyangto orak(Folk play in Joseon)" showed the record of performing 272 times of Ssireum in 226 regions of the whole nation. Second, the Ssireum of South Korea could be divided into five regions. Seoul/Gyeonggi-do performed Ssireum the most in Dano, Baekjung, and Chuseok while Chungcheong-do performed Ssireum in Baekjung and Chuseok. Jeolla-do and Gyeongsang-do performed Ssireum in Chuseok while Gangwon-do performed Ssireum in Dano and Chuseok. Third, the Ssireum of North Korea could be divided into three regions. All the Hwanghae-do, Pyeongan-do, and Hamgyeong-do performed Ssireum the most in Dano. Fourth, as the period when Ssireum was held the most in the whole nation, Dano, Baekjung, and Chuseok could be pointed out. Ssireum has the characteristics of large-scale play between village communities or regions, instead of individual game. Thus, the Ssireum that was played as a sport event under certain rules for a long time was settled down as a folk play of regional festivals such as Dano, Baekjung, and Chuseok. Fifth, as a folk play and a representative play of seasonal customs, Ssireum was distributed in the whole nation and handed down till today under the regional deviation of South and North Korea. Sixth, the unidentified regions of South Korea that did not perform Ssireum were six places including five dos such as Gapyeong Gyeonggi-do, Boseong Jeollanam-do, Jeju-do, Gunwi and Cheongsong Gyeongsanbuk-do, and Inje Gangwon-do. The regions of North Korea were six places including three dos such as Pyeongyang, Yangdeok, Gangdong, and Gaecheon of Pyeongannam-do, Bakcheon Pyeonganbuk-do, and Dancheon Hamgyeongnam-do. Total 12 places in eight regions were included. Seventh, the number of total items of play names presented in the "Joseon ui hyangto orak(Folk play in Joseon)" was about 6,400 types. Out of them, about 1,300 types were the items including how to play while about 5,100 types were the items presenting the play names only without explanations. Especially, in case of Ssireum, the periods of the lunar calendar were only specified in each region. Unfortunately, it was not possible to check the contents about the actual performance methods and types of Ssireum as they were omitted.

The design of communication protocol for controlling efficiently modular medical instruments (모듈화된 의료장비들의 효율적 제어를 위한 통신 프로토콜 설계)

  • 신창민;김영길
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2000.10a
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    • pp.284-287
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    • 2000
  • Recently, developing medical devices have a tendency becoming the module for satisfying user's mutual complex needs. Because the most effective method for the observation of patients condition a diagnosis and a treatment is collecting data from various devices and controling operation following it. Module tendency is more popular due to manage easily totally many individual systems. This study implemented communication protocol to control by one control system connecting modular medical devices. Implemented system consist of one master module controlling all module and managing communication and many Slave modules. Communication between each modules introduced SPI(Serial Peripheral Interface) among many synchronous serial communication methods for the exact transmission and receipt of data. All communication executes by packet format. This can detect error. And, this protocol introduced PNP(Plug And Play) function that auto-detect connecting or removing module during running. This protocol exactly transmitted and received in faster speed more than 1Mbps. And in practical application to the ventilator this confirmed to give and take real-time data. And various functions by th central control system is implemented in this protocol.

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