• Title/Summary/Keyword: QUEST

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Spacecraft Precision Attitude Determination using UVF Measurements

  • Lee, Hun-Gu;Yoon, Jae-Cheol;Shin, Dong-Seok
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.1881-1886
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    • 2005
  • This paper proposes a novel approach of a precision attitude determination algorithm using UVF (Unit Vector Filter) measurements. The proposed method is superior to the conventional QUEST measurements based approaches because the estimation performance can be greatly enhanced by selecting brighter stars having better noise characteristics. The performance comparison with QUEST measurements is made to verify the usefulness of the proposed algorithm.

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Design of 3D Virtual Experience software on Environment Education Base on Quest (Quest기반의 환경교육용 3D 가상체험 소프트웨어 설계)

  • Lee, Keun-Wang;Park, Jong-Chun
    • Proceedings of the KAIS Fall Conference
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    • 2009.05a
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    • pp.44-46
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    • 2009
  • 본 논문에서는 도시화, 국토개발 등을 통해 빠르게 변하고 있는 거주 공간 및 자연환경의 원형을 사이버공간에 친환경적으로 표현하고 Quest기반의 환경교육용 3D 가상체험 소프트웨어 설계하여 환경교육 학습자료로 활용하기 위한 콘텐츠로 조선시대 마을의 거주 공간 및 자연환경을 3D 기술을 이용한 환경교육용 가상체험 프로그램을 개발하는데 그 목적이 있다.

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Design of 3D Virtual Experience software on Environment Education Base on Quest (Quest기반의 환경교육용 3D 가상체험 소프트웨어 설계)

  • Lee, Min-Gyu
    • Proceedings of the KAIS Fall Conference
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    • 2010.05a
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    • pp.559-561
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    • 2010
  • 본 논문에서는 도시화, 국토개발 등을 통해 빠르게 변하고 있는 거주 공간 및 자연환경의 원형을 사이버공간에 친환경적으로 표현하고 Quest기반의 환경교육용 3D 가상체험 소프트웨어 설계하여 환경 교육 학습자료로 활용하기 위한 콘텐츠로 조선시대 마을의 거주 공간 및 자연환경을 3D 기술을 이용한 환경교육용 가상체험 프로그램을 개발하는데 그 목적이 있다.

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A Study on Split Variable Selection Using Transformation of Variables in Decision Trees

  • Chung, Sung-S.;Lee, Ki-H.;Lee, Seung-S.
    • Journal of the Korean Data and Information Science Society
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    • v.16 no.2
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    • pp.195-205
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    • 2005
  • In decision tree analysis, C4.5 and CART algorithm have some problems of computational complexity and bias on variable selection. But QUEST algorithm solves these problems by dividing the step of variable selection and split point selection. When input variables are continuous, QUEST algorithm uses ANOVA F-test under the assumption of normality and homogeneity of variances. In this paper, we investigate the influence of violation of normality assumption and effect of the transformation of variables in the QUEST algorithm. In the simulation study, we obtained the empirical powers of variable selection and the empirical bias of variable selection after transformation of variables having various type of underlying distributions.

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Play Motive Augmentation Research Method through Quest Understanding of MMORPG and Pluralistic Understanding of a Player (MMORPG의 퀘스트 이해와 플레이어의 다원주의적 이해를 통한 플레이 동기 증강 방안 모색)

  • Park, Yong-Hyun;Kyung, Byung-Pyo;Lee, Dong-Lyeor
    • The Journal of the Korea Contents Association
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    • v.9 no.10
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    • pp.122-129
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    • 2009
  • MMORPG Quest plays a strong role of motivation through compensation related with Avatar such as items and experience points rather than a role of story transfer. This situation finally made MMORPG become a difficult game that players should study the compensation of Quest for growth of a character, so it causes fixation of the user class. As a solving method of the fixation of the users, the possibility of Quest capable of strengthening play motive of various users through clarification of motivation structure of the Quest play and pluralistic understanding about players was investigated. This is a direct response to the user within the game system or how to use the player log information. The pluralistic understanding method of players will have values as a tool that can guarantee the objectivity and actual production of the data collected utilizing.

Narrative Structural Analysis of Quest in MMORPGs : Focused on <World of Warcraft> (구조주의 서사이론에 기반한 MMORPG 퀘스트 분석 : <월드 오브 워크래프트>를 중심으로)

  • Han, Hye-Won;Cho, Sung-Hee
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.143-150
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    • 2009
  • A quest in MMORPG functions as a unit of game narrative. It is an essential part to progress game narrative and to construct player's own storyline. In addition, it makes player to expand her territory and helps with character growth by giving reward. A quest consists of four essential elements : the quest giver, the background story, the objective and the reward. A quest shows a blanch structure with two nodes which is same as Claude Bremond's elementary sequence. The sequence of each functions cannot be changed, therefore, it can be explained through a syntagma model. On the other hand, spatial disposition of quests follows a paradigm model. In order to construct a MMORPG narrative, a player connects quests into a single narrative by carrying out them.

Failing the Game Quests in James Joyce's "Araby"

  • Jang, Sungjin
    • Journal of English Language & Literature
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    • v.64 no.3
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    • pp.403-414
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    • 2018
  • This paper suggests a different reading of James Joyce's "Araby" by offering the video game as a lens through which we can reimagine the story. Understanding the unnamed boy's journey to the Araby bazaar as a fetch quest, this paper focuses on the boy's failure to complete this quest. As soon as the boy promises Mangan's sister something from Araby, his fetch quest begins. In order to complete the quest, the boy must successfully perform three sub-quests: get money from his uncle as early as he can, get on the train for the Araby bazaar on time, and pass through the sixpenny entrance at the bazaar. However, because his uncle comes home late, the boy fails to get the money early, and that sets off the subsequent failures. The boy then takes the train late and arrives at the bazaar so late that he feels he must go through any entrance. So he walks through the adult entrance by mistake. As a result, he does not have enough money to buy a gift, failing the larger quest. But, regardless of this failure, the boy can try these quests as many as he wants until he finally succeeds in completing them. But no matter how the boy tries to accomplish these subquests, he is doomed to fail them because he cannot make his uncle come home early. The more he tries his quest, the more bitterly he realizes that he will ultimately fail. In this respect, the boy's "anguish and anger" should be understood as his epiphany: the re-playability of the game is possible, but all the replays lead to the same failure: losing the game. In this regard, reading Joyce's "Araby" is much like playing a video game.

Intelligent & Predictive Security Deployment in IOT Environments

  • Abdul ghani, ansari;Irfana, Memon;Fayyaz, Ahmed;Majid Hussain, Memon;Kelash, Kanwar;fareed, Jokhio
    • International Journal of Computer Science & Network Security
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    • v.22 no.12
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    • pp.185-196
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    • 2022
  • The Internet of Things (IoT) has become more and more widespread in recent years, thus attackers are placing greater emphasis on IoT environments. The IoT connects a large number of smart devices via wired and wireless networks that incorporate sensors or actuators in order to produce and share meaningful information. Attackers employed IoT devices as bots to assault the target server; however, because of their resource limitations, these devices are easily infected with IoT malware. The Distributed Denial of Service (DDoS) is one of the many security problems that might arise in an IoT context. DDOS attempt involves flooding a target server with irrelevant requests in an effort to disrupt it fully or partially. This worst practice blocks the legitimate user requests from being processed. We explored an intelligent intrusion detection system (IIDS) using a particular sort of machine learning, such as Artificial Neural Networks, (ANN) in order to handle and mitigate this type of cyber-attacks. In this research paper Feed-Forward Neural Network (FNN) is tested for detecting the DDOS attacks using a modified version of the KDD Cup 99 dataset. The aim of this paper is to determine the performance of the most effective and efficient Back-propagation algorithms among several algorithms and check the potential capability of ANN- based network model as a classifier to counteract the cyber-attacks in IoT environments. We have found that except Gradient Descent with Momentum Algorithm, the success rate obtained by the other three optimized and effective Back- Propagation algorithms is above 99.00%. The experimental findings showed that the accuracy rate of the proposed method using ANN is satisfactory.

Development of Torpedo Target Detection Section Interface Simulation System based on DEVS Integrated Development Environment (DEVS 통합개발환경 기반 모의 어뢰 표적탐지부 연동장비 개발)

  • Lee, Min Kyu;Hwang, Kun Chul;Lee, Dong Hoon;Nah, Young In;Kim, Woo Shik
    • Journal of the Korea Society for Simulation
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    • v.24 no.1
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    • pp.25-34
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    • 2015
  • It is necessary for us to undergo trial and error for eliciting the rational requirement of the acquisition of weapon systems, but the M&S is general approach due to costs and risk of the development. In addition to the acquisition of weapon systems, M&S is extensively employed in the analysis and the training of developed weapon systems. The ADD (Agency for Defense Development) has developed DEVS integrated development environment (QUEST) that provides M&S general ground technique composed of simulation model implementation services, simulation result analysis services, and simulation interface services. This paper describes the interface architecture and the implementation of torpedo target detection section interface simulation system using QUEST. The torpedo target detection section interface simulation system is composed of torpedo target detection section which calculates a result of target detection and the QUEST scenario generator which provides simulation scenario for performance test of the torpedo target detection section. The interface architecture of torpedo target detection section interface simulation system is designed to verify the interface and performance of the torpedo target detection section by linking with the QUEST scenario generator.

Development of Underwater Warfare Models on the Naval Weapon Systems (해군무기체계 수중교전 모델 라이브러리 개발)

  • Han, Seungjin;Lee, Minkyu
    • Journal of the Korea Society for Simulation
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    • v.22 no.4
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    • pp.1-9
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    • 2013
  • ADD (Agency for Defense Development) has developed the naval warfare simulation environment (QUEST), this paper describes the model library of naval weapon systems for the application of underwater warfare simulation included in the QUEST. Models are basically developed in order to measure the effectiveness and tactical development of underwater engagement between ships and weapons. Analyzing the mission space of underwater engagement and the functionality of the legacy models, we define standards of the model structure and developed the model components. Each components are the well-defined environment, system, subsystem, algorithm models, and the interfaces are defined between them. Users can construct a model in an efficient way to various warfare scenarios using the re-usable model components and co-work with the common model library.