• Title/Summary/Keyword: Playing environment

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Design and Implementation of NUI-based Athletic Scene Generation System

  • Choi, Jong-In
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.1
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    • pp.115-120
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    • 2019
  • In this paper, we propose a system and an intuitive interface that can create an athletic scene among athletes. We allow you to enter motion as if you were playing a game, so that the user's action becomes the player's action. The user can take various actions in front of the motion sensor and control the object flying to him. When a user specifies an opponent to pass or attack, and takes appropriate action in front of the motion sensor, the movement trajectory of the object is automatically generated by the physical optimization technique in accordance with the motion. In this way, you can create scenes where multiple players play together in a virtual environment. The method of this paper will be very useful for rapid prototyping for cinematic trailers of based on athletics games or animations.

Book Review: Innovation and Public Policy in India

  • Sharma, Gautam
    • Asian Journal of Innovation and Policy
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    • v.10 no.3
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    • pp.404-408
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    • 2021
  • The role of innovation in economic growth and development is extensively recognized today. Innovations allow firms to stay ahead in a competitive environment while also playing a leading role in developing a nation or a region. The capacity to solve critical problems depends on the generation of innovations. Innovations are more important for a developing nation as only through them, they can find appropriate solutions to the issues unique to their context. A robust roadmap that fosters and nurtures innovations in a country has thus become an essential aspect of public policy. In this context, the book The Black Box: Innovation and Public Policy in India by Prof. Rakesh Basant provides an overview of the innovation landscape in India and the challenges it faces in building a robust entrepreneurial and innovation ecosystem in the country. The author provides an extensive analysis of different actors within India's innovation system and recommends policy initiatives to boost and foster innovation.

Implications of Mangrove Wetland in Socio-environmental Sector: Experiences from Southeast Coast of Chittagong, Bangladesh

  • Ullah, Md. Hadayet;Mondal, Md. Atiqul Islam;Uddin, Md. Riaz;Ferdous, Md. Azim
    • Journal of Forest and Environmental Science
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    • v.26 no.2
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    • pp.103-111
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    • 2010
  • Wetlands perform various functions of vital socio-ecological significance playing fundamental role in moderating monsoon tidal floods and coastal protection and generate goods and products such as fish and forest resources. The depletion of mangroves is a cause of serious environmental and economic concern to many developing countries. Problems of sustainability of mangrove ecosystems are not only technical but also socio-economic. Functions played by mangrove wetlands are of fundamental importance for society. The present study aims to identify the challenges of the mangrove wetlands of Southeast coast of Chittagong, their uses and socio-economic influence on local people, and the value of ecosystem services, and to suggest how to conserve this ecosystem in a more equitable way.

The implementation of Network Layer in Smart Factory

  • Park, Chun Kwan;Kang, Jeong-Jin
    • International journal of advanced smart convergence
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    • v.11 no.1
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    • pp.42-47
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    • 2022
  • As smart factory is the factory which produces the products according to the customer's diverse demand and the changing conditions in it, it can be characterized by flexible production, dynamic reconstruction, and optimized production environment. To implement these characteristics, many kind of configuration elements in the smart factory should be connected to and communicated with each other. So the network is responsible for playing this role in the smart factory. As SDN (Software Defined Network) is the technology that can dynamically cope with the explosive increasing data amount and the hourly changing network condition, it is one of network technologies that can be applied to the smart factory. In this paper, we address SDN function and operation, SDN model suitable for the smart factory, and then performs the simulation for measuring this model.

A Proposal for Developing a Situated Learning Support Systems-Based on an MMORPG

  • PIAO, Cheng Ri
    • Educational Technology International
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    • v.6 no.2
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    • pp.59-67
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    • 2005
  • The primary purposes of this study are to develop a Situated Learning Support System based on an MMORPG (Massively Multiplayer Online Role Playing Game) and to investigate applications of Situated Learning theory both hypothetically and practically. In Situated Leaning theory, cognition is interpreted as a dynamic system related to situation, context and activity. According to this theory, learning context, social interaction and personal direct experience are also emphasized. A virtual reality learning system based on an MMORPG provides context, social interaction and a learning environment able to provide direct experiences. However, such a system has been difficult for teachers to develop. This study aims to develop a support system facilitating the construction of a Situated Learning System based on an MMORPG. This study proposes new research and practical applications of Situated Learning theory using educational games.

Laser-recognizable Screen and Gun with Laser Source for Realistic Big Screen First Person Shooters Games (대화면 FPS 게임을 위한 레이저센서기반의 대형스크린과 레이저광원 권총의 설계와 구현)

  • Han, Ngoc-Son;Kim, Seong-Whan
    • Proceedings of the Korea Information Processing Society Conference
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    • 2008.05a
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    • pp.481-484
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    • 2008
  • In this paper, we present a new game interface design for First Person Shooters (FPS). Previously, FPS on computer is commonly played using keyboard/mouse or joystick along with PC display. We improve the communication environment between player and game world by means of new control system including large screen and laser gun, which create a real life-like space for players. Because traditional display for FPS uses CRT, it cannot support large screen display due to limitation of CRT technology. We designed and implemented a new input device using laser recognizable display. Results suggest that the combined interface creates a method which helps beginners to enjoy playing a FPS immediately and gives experienced players a new gaming experience.

A Consensus-Building Support System for Water Environment Governance Based on Multi-Criteria Decision Making (물환경 거버넌스를 위한 다기준의사결정 기반 합의형성 지원시스템)

  • Lee, Jin Hee;Yi, Choong Sung;Kim, Gil Ho
    • Journal of Korea Water Resources Association
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    • v.47 no.7
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    • pp.573-585
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    • 2014
  • In this study, we propose a consensus-building support system to engage various stakeholders, transparently disseminate information, ensure objective decision-making, and reflect the view of each stakeholder as a methodology or tool for resolving conflicts that may arise in the process of implementing water environment policies and plans. The system suggests ways to resolve issues by engaging all interested actors and not just a few influential groups of stakeholders imposing their solutions upon local users. The system provides an environment where stakeholders can find solutions to conflicts through their own efforts, mediating competing interests through the interactions such as negotiations and conciliation to reach a consensus. To verify the applicability of the proposed consensus-building support system, simulated role-playing albeit restricted was conducted on the case of the Hantangang Dam construction. The simulation validated that open discussions and negotiations with the local community or NGO by the government increased the efficacy of negotiations.

Media Scaling Technology for MPEG Video Service on Heterogeneous Network Environment (이질적인 네트워크 환경에서 MPEG 비디오 서비스를 위한 미디어 계층화 기법)

  • Yoo, Woo-Jong;Lee, Heung-Ki;Lee, Sung-In;Lee, Jung-In;Yoo, Kwan-Jong
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.12
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    • pp.3896-3909
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    • 2000
  • The MPEG Video Service of hilving il property of continuity and large cilPilcity needs lilrge network capilcity. Because most of users have a heterogeneous network environment, it's not efficient way that all users have same size of video data to provide them with real time video service. Therefore, for the pUl1Xlse of an efficient and appropriate utilization of network resources, it requires to develop and deploy a new scalable transmission technique in consideration of respective network environment and individual clients computing power. The purpose of this paper is to develop a technology that can adjust the amount of dilta transmitted as an M1'EG video stream according to its gi yen communication bandwidth, and a technique that can reflect dynamic bilndwidth while playing a video stream. For this purpose, we propose a TFS (Temporal-Fidelity Scaling) technique that splits the MPEG video stream into various substream according to picture type or resolution. Those methods proposed her can filcilitilte an effective use of network resources, and provide multimedia MPEG video services in real- time with respect to individual client computing environment

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Analysis of Path Loss Model and Channel Characteristics at 2.40Hz on Navy Warship's Internal Space (해군 함정 내부공간에 대한 2.4GHz 대역의 채널 특성과 경로손실모델 분석)

  • Choi, Dae-Geun;Lee, Jung-Kyu;Kim, Young-Hoon;Kim, Seong-Cheol
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.36 no.11B
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    • pp.1422-1432
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    • 2011
  • Recently, wireless network has been playing an important role in communication system and the applications have become wider with its big technological leap. In defence sector, there are some attempts to use wireless networks to go beyond the wire system. Especially, most internal space of the warships have the wired communication system, which are complicated and inefficient. In this paper, we measure and make a channel model about the internal parts of the warship which contain compartments and corridors including many differences from general indoor environment for establishing wireless networks in warship's internal space. In the unique environment made of metal, we measure 2.4GHz signals using continuous wave(CW) and analysis the environment to present indoor path-loss model for comparing with results from the ray-tracing tool. Moreover, we draw the conclusion that the environment of warships has a wide difference from conventional environments and put the results to practical use in warship's internal space.

Effects of Weaning and Spatial Enrichment on Behavior of Turkish Saanen Goat Kids

  • Tolu, Cemil;Gokturk, Semra;Savas, Turker
    • Asian-Australasian Journal of Animal Sciences
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    • v.29 no.6
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    • pp.879-886
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    • 2016
  • As is in all economic activities, the highest yield per unit area is the main goal in animal production, while addressing the temperamental needs of animals often is ignored. Animal welfare is not only an ethical fact; it also has an economic value. Spatial environmental enrichment contributes positively to animal welfare by addressing their behavioral and mental requirements. The present study was conducted to determine the effects of weaning and spatial environmental arrangements on behaviors of goat-kids. Experimental groups were arranged in structured and unstructured spatial environments. Roughage feeder, semi-automatic concentrate feeder, bunk, bridge, and wood block were placed in the structured environment. No equipment was placed in the unstructured environment and paddock sides were enclosed with an iron sheet to prevent bipedal stance and to provide environmental isolation. In the study 10 male and 10 female Turkish Saanen goat kids were used in each group. Spatial environmental arrangements did not have significant impacts on the growth performance of kids (p>0.05). All objects in the structured group were accepted by the kids. Average use ratios of roughage feeder, semi-automatic concentrate feeder, bunk, bridge and wood block were observed as 19.3%, 14.0%, 12.6%, 3.8%, and 0.7%, respectively. There were significant differences between before- and after-weaning in use of all objects except for underneath bridge ($p{\leq}0.05$). Concentrate feed consumption, locomotion, and resting behaviors in kids showed significant differences by structural group and growth period. Roughage consumption was similar between groups, while it differed by growth period ($p{\leq}0.05$). Interaction frequency was significantly higher in structured group (p = 0.0023). Playing behavior significantly differentiated based on the growth period rather than on groups ($p{\leq}0.05$). Playing behavior significantly decreased after weaning. Abnormal oral activity was significantly higher in the structured group before weaning ($p{\leq}0.05$). Despite there being no installations facilitating climbing and bipedal stance, the kids of the unstructured group were able to exhibit 1/3 as much bipedal stance behavior as the kids of the structured group through leaning over slippery paddock wall or over their groupmates. Bipedal stance behavior of unstructured group was similar before and after weaning, while bipedal stance behavior before weaning was about 2 times that of after weaning in structured group. It was concluded that unstructured environmental arrangement limited the behavior repertoire of the goat kids.