• 제목/요약/키워드: Playing environment

검색결과 317건 처리시간 0.03초

Design and Implementation of NUI-based Athletic Scene Generation System

  • Choi, Jong-In
    • 한국컴퓨터정보학회논문지
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    • 제24권1호
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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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    • 제10권3호
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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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    • 제26권2호
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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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    • 제11권1호
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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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    • 제6권2호
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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.

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

  • 한녹손;김성환
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2008년도 춘계학술발표대회
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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.

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

  • 이진희;이충성;김길호
    • 한국수자원학회논문집
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    • 제47권7호
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    • pp.573-585
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    • 2014
  • 본 연구에서는 물환경 정책 및 계획의 추진과정에서 발생할 수 있는 갈등을 풀어나갈 수 있도록 다양한 이해당사자들의 참여, 투명한 정보공개, 객관적 의사결정과정, 개별 이해당사자들의 의견 반영 등 합의형성을 위한방법론 또는 도구로서 합의형성 지원시스템을 제안하였다. 개발된 합의형성 지원시스템은 물환경 문제에 대하여 영향력을 가진 특정 집단이 해결안을 제시하여 강요하거나 설득하는 구조 대신에 다양한 이해당사자의 참여를 바탕으로 한 공동적 문제해결 방식을 기반으로 하였다. 즉, 합의에 도달하기 위해서 협상 및 조정과 같은 상호작용을 통해 이해관계를 조정하여 이해당사자들 스스로 갈등을 해결할 수 있는 환경을 제공한다는 것이다. 개발된 합의형성 지원시스템의 적용성을 검증하기 위하여 한탄강댐 건설 사례에 대한 제한적인 롤플레잉 모의실험을 수행하였다. 본 연구는 합의형성 지원시스템의 적용을 통해 정부가 지역사회나 NGO 등과 공론의 장을 마련하여 적극적으로 합의형성을 이룰 수 있도록 노력한다면 협상의 효과를 한층 높일 수 있음을 확인할 수 있었다.

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

  • 유우종;이흥기;이성인;이중인;유관종
    • 한국정보처리학회논문지
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    • 제7권12호
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    • pp.3896-3909
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    • 2000
  • 연속성과 대용량의 특징을 가지는 MPEG을 이용한 비디오 서비스에서는 대용량의 네트워크 대역폭을 필요로 하게 된다. 대부분의 사용자들은 이질적인 네트워크 환경을 가지고 있기 때문에 동일한 비디오 스트림을 이용하여 모든 사용자에게 서비스 한다는 것은 네트워크 자원의 효율성 측면에서 상당한 낭비가 있게 된다. 이를 해결하기 위해 비디오 서비스를 요청한 사용자의 환경을 고려하여 그에 적절한 용량의 비디오 데이터를 전송할 수 있는 기술이 비디오 서비스 시스템에 필요로 하게 되었다. 따라서, 본 논문에서는 불필요한 네트워크 자원의 낭비를 막으면서 사용자에게 적절한 MPEG 비디오 스트림을 서비스 해주기 위해, TFS기법을 이용하여 MPEG 비디오 스트림을 계층화 시킨 후 네트워크 QoS에 따라 선택적으로 전송하는 기법을 제안한다. 본 논문에서 제안하는 모델을 이질적인 환경을 갖는 망들이 서로 연동되는 인터넷에 적용하여 인터넷 VOD 나 인터넷 방송 등의 서비스에 응용한다면, 대역폭 변화를 동적으로 반영하며 실시간으로 비디오 서비스할 수 있는 환경을 구축할 수 있고, 불필요한 통신 자원의 낭비를 막음으로써 통신 자원의 효율성을 향상시킬 수 있을 것으로 기대한다.

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

  • 최대근;이정규;김영훈;김성철
    • 한국통신학회논문지
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    • 제36권11B호
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    • pp.1422-1432
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    • 2011
  • 무선 네트워크가 요즘 들어 기술적인 도약을 이루면서 그 적용범위나 역할이 중요해지고 있다. 국방 분야에서도 무선 네트워크를 도입하여 유선의 한계를 극복하고 개선하려는 움직임도 적지 않으며 특히 현재 해군 함정 내부에서의 대부분의 통신을 유선을 이용하기 때문에 복잡하고 비효율적이다. 본 논문에서는 함정 내 무선 네트워크 구축을 위해서 일반적인 실내 전파환경과는 많은 차이점을 가지는 함정 내 격실 및 복도에 대해 전파 환경 측정실험을 실시하고 모델링을 하였다. 함체 전체가 철 구조물로 이뤄진 특수 환경인 함정 내에서 2.4GHz 대역의 주파수에 대한 CW 측정을 통해 전파환경 특성을 분석하고 함정 내부공간에 대한 전파 경로 손실 모델을 제시하며, 전파 추적 시뮬레이션 기법을 통해 측정 결과와 비교 분석하였다. 더욱이, 기존에 연구되었던 실내 전파환경에 대한 전파 경로손실 모텔과 비교 분석하여 차이점을 도출하여 함정 내 무선 네트워크의 활용방안에 대해 고찰하였다.

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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    • 제29권6호
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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.