• Title/Summary/Keyword: Player

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A Study on the Development of 3D Manufacturing Simulation Using VRML (VRML을 이용한 3차원 가공 시뮬레이션 개발에 관한 연구)

  • 이창우;이성수
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2003.06a
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    • pp.1626-1629
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    • 2003
  • The study is expressed on the web browser using virtual reality of developer manufacturing process and method or manufactured goods conviction for designer and developer with visualized model. This study purpose of basic feature with VRML file and Java and VRML with AWT to get WC code was presented. The study process is equal to the real thing modeling on using Pro/Engineer and exports on the VRML1.0. The condition converts VRML1.0 to VRML2.0 on the CROSS ROADS. And then Cosmo World is coding and manufacturing simulation is expressed on the Cosmo Player.

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Design and Implementation of Multimedia Teaching Aids for the Effective English Learning (효과적인 영어학습을 위한 멀티미디어 학습 도구의 설계 및 구현)

  • Kim, Jee-Won;Lee, Jung-Sun;Ahn, Sung-Eun;Choi, Hwang-Kyu
    • Journal of Industrial Technology
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    • v.21 no.A
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    • pp.135-139
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    • 2001
  • There has been a study about the effective multimedia education using a computer following the appearance of a virtual space. Also, there has been an effort to connect the information & communication technology with education. The popular on-line lecture systems are mostly on English lecture sites. However, they just offer the VOD(Video On Demand) services ignoring students' convenience. To improve these week points, we design and implement the multimedia leaching system focusing on an efficient repeat-effect in order that students can control the Media Player by clicking a sentence on a web page. This paper presents the Editor and Player considering students' interest and the effective learning fruits. So users can easily make multimedia materials and use them to improve their English listening skill.

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A Study on the Serious Game for the Military Training (군사훈련용 기능성 게임에 관한 연구)

  • Ha, Soo-Cheol
    • Journal of National Security and Military Science
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    • s.7
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    • pp.233-270
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    • 2009
  • Serious game played with a computer in accordance with specific rules, that uses entertainment to further government or corporate training, education, health, public policy, and strategic communication objectives. The main goal of a serious game is usually to train or educate users while giving them an enjoyable experience. Serous games are video games with serious purposes such as teaching or training and whose principal aim is education. The major characteristics of serious games involve pedagogy which are all of the activities that educate, train, or instruct the player. Other characteristics of serious games are that they use entertainment principles, creativity and technology to build games that carry out serious purposes. This study is to introduce a serious game for the military training and to describe the elements of game design for developing it.

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Knowledge, Knowledge… Knowledge for My Economy

  • FREEMAN, RICHARD B.
    • KDI Journal of Economic Policy
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    • v.37 no.2
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    • pp.1-21
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    • 2015
  • The creation of S&T knowledge and development of S&T- based innovation has spread worldwide from traditionally advanced countries to traditionally developing countries, often under the direction of governments. Korea is an exemplar in this new locus. Korea's burst in Science and Technology during the last three decades has made Korea a substantive player in the global production of S&T knowledge and its application to business. Although Korea still trails the US and other top countries in the quality of research, it has leaped from its 1980s standing as bit player in the knowledge economy to being among the leaders in the early 21st Century. This paper shows that Korea's advance benefited from its active participation in the global market in higher education, in international research collaborations, and its close ties to the U.S. Korea's experience offers lessons for other countries who seek to advance by becoming knowledge economies. Korea proves that a developing country can gain comparative advantage in knowledge production and use; that government policy can stimulate such a development; and that openness to the world of higher education and research is the best way to move forward and overcome the middle income trap.

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Dynamic Adjustment of Noncooperative Games Where Informations are Given at Discrete Time Intervals

  • Oh, Hyungjae
    • Journal of the Korean Operations Research and Management Science Society
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    • v.15 no.2
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    • pp.71-83
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    • 1990
  • This paper concerns the analyses of dynamic adjustments in noncooperative games where the market informations are given at discrete time intervals. During the game period, the market informations are given at discrete time intervals. During the game period, the inventories initially stored by players are to be released one day based to the completely competitive market so as to maximize each player's revenue, where players' parameters are unknown one another. Game results have shown that the continuous dynamic adjustment does not necessarily assure the better revenue, and if a player thinks that his parameter is underestimated by hig opponent, then he is better overestimate his opponent's parameter.

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Design and Implementation of SMIL(Synchronized Multimedia Integration Language) Player for Electronic Commerce

  • Shin, Dong-Kyoo;Jang, Choul-Soo;Lee, Kyoung-Ho;Kim, Joong-Bae;Shin, Dong-Il
    • Proceedings of the CALSEC Conference
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    • 2001.08a
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    • pp.631-635
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    • 2001
  • The Synchronized Multimedia Integration Language (SMIL) is a declarative markup language based on the eXtensible Markup Language (XML) to define a set of markup tags for synchronizing the timing and positioning relationships between multimedia objects. SMIL makes authoring of TV-like multimedia presentations on the Web easier for applications such as electronic commerce. We present the design and implementation of a JAVA-based SMIL player, which processes different types of media objects using multiple threads. Moreover, its cache engine detects the media type and allocates the proper cache memory for the corresponding media object.

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A Study on Analysis of Initial Contents in MMORPG (MMORPG 의 초기콘텐츠 분석)

  • Jung, Jai-Min;Oh, Gyu-Hwan
    • Proceedings of the Korea Information Processing Society Conference
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    • 2005.11a
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    • pp.179-182
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    • 2005
  • 컴퓨터 게임 중 MMORPG(Massively Multi-player Online Role Playing Game)는 다른 장르(Genre)의 게임들과 비교하여 상대적으로 개발 기간이 매우 길고, 게임을 구성하는 콘텐츠(contents)도 매우 방대하다. 그러나, MMORPG 를 처음 접하는 플레이어(Player)는 대부분의 경우, 단지 몇 시간 정도의 게임을 해본 후에 게임을 계속할지를 결정한다. 따라서, 플레이어가 게임을 지속적으로 즐기도록 하기 위해서 MMORPG 의 초기에 어떤 콘텐츠를 어떻게 제공할 것인지에 대한 설계는 매우 중요하다. 본 논문에서는 현재 성공적으로 평가되는 MMORPG 들의 초기콘텐츠를 분석하고 이 분석을 기반으로 효과적인 초기콘텐츠 구성에 대해 기술한다. 이러한 연구는 개발되는 MMORPG 에서 초기 콘텐츠를 어떻게 효과적으로 구성할지에 대한 대안을 제시한다.

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Implementation of SimMusic Language on Lego Mindstorms NXT (Lego Mindstorms NXT 상에서 SimMusic Language 구현)

  • Shin, Suyong Christina;Heo, Yujeong;Kim, Hyunsoo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.10a
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    • pp.8-9
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    • 2016
  • 본 연구는 Lego Mindstorms NXT 상에서 음악을 재생할 수 있도록 하는 SimMusic language를 정의한다. 재생하고자 하는 악보는 SimMusic language로 작성되고, Lego Mindstorms NXT로 조립된 SimMusic player는 SimMusic 프로그램을 읽고 음악을 재생한다. SimMusic player를 통해 하나의 악보가 재생되는 일련의 과정은 컴퓨터 구조에서 프로그램이 수행되는 과정을 기반으로 구현되었기 때문에, 본 연구는 비전공자도 쉽게 컴퓨터 과학의 기초를 다질 수 있는 계기가 된다.

Optimum Strategies in Discrete Red & Black

  • Chul H. Ahn;Sok, Yong-U
    • Communications for Statistical Applications and Methods
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    • v.8 no.1
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    • pp.147-151
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    • 2001
  • In discrete red and black, you can stake any amount s in your possession, but the value of s takes positive integer value. Suppose your goal is N and your current fortune is f, with 0$\frac{1}{2}$ where the house has the advantage over the player, and with the value of p greater than $\frac{1}{2}$ where the player has the advantage over the house. The optimum strategy at any f when p<$\frac{1}{2}$ is to play boldly, which is to bet as much as you can. The optimum strategy when p>$\frac{1}{2}$ is to bet 1 all the time.

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The Thickness of a Sensitive Emulsion on the Double Layer Screen Plate (이중층 스크린 인쇄판에 도포된 감광유제의 두께)

  • Jung, Gi-Young;Kang, Young-Reep
    • Journal of the Korean Graphic Arts Communication Society
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    • v.29 no.3
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    • pp.125-132
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    • 2011
  • Is very simple in tension work of screen mesh for effective printing if worker uses screen mesh of player who desire at screen print process. General method is methods that use mesh of player who want on screen frame as screen plate because tensioned. The single layer screen plate was made from one sheet screen mesh and the double layer screen plate was made from two sheets screen mesh overlapped. The thickness of sensitive emulsion applied to double layer screen plate is more thicker than two time s of thickness of emulsion applied to single layer screen plate. It seems that the sensitive emulsion inserted between an upper layer and a lower layer of double layer screen mesh.