• Title/Summary/Keyword: RealTime Play

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The Study on Using Spreadsheet in Probability and Statistics Area of High School (고등학교 확률 통계 영역에서 스프레드시트 활용에 대한 연구)

  • Lee, Jong-Hak
    • School Mathematics
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    • v.13 no.3
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    • pp.363-384
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    • 2011
  • This study is based on the recognition that the school mathematics education should reinforce the heuristic and constructional aspects related with discoveries of mathematical rules and understanding of mathematical concepts from real world situations as well as the deductive and formal aspects emphasizing on mathematical contents precisely. The 11th grade students of one class from a city high school with average were chosen. They were given time to learn various functions of Excel in regular classes of "Information Society and Computer" subject. They don't have difficulty using cells, mathematical functions and statistical functions in spreadsheet. Experiment was performed for six weeks and there were two hours of classes in a week. Considering the results of this research, teaching materials using spreadsheets play an important role in helping students to experience probabilistic and statistical reasoning and construct mathematical thinking. This implies that teaching materials using spreadsheet provide students with an opportunity to interact with probabilistic and statistical situations by adopting engineering which can encourage students to observe and experience various aspects of real world in authentic situations.

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Image Encryption using the chaos function and elementary matrix operations (혼돈함수와 기본 행렬 연산을 이용한 영상의 암호화)

  • Kim Tae-Sik
    • Journal of Korea Society of Industrial Information Systems
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    • v.11 no.1
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    • pp.29-37
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    • 2006
  • Due to the spread of mobile communication with the development of computer network, nowadays various types of multimedia data play an important role in many areas such as entertainments, culture contents, e-commerce or medical science. But for the real application of these data, the security in the course of saving or transferring them through the public network should be assured. In this sense, many encryption algorithm have been developed and utilized. Nonetheless, most of them have focused on the text data. So they may not be suitable to the multimedia application because of their large size and real time constraint. In this paper, a chaotic map has been employed to create a symmetric stream type of encryption scheme which may be applied to the digital images with a large amounts of data. Then an efficient algebraic encryption algorithm based on the elementary operations of the Boolean matrix and image data characteristics.

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Development of a Serious Game using EEG Monitor and Kinect (뇌파측정기와 키넥트를 이용한 기능성 게임 개발)

  • Jung, Sang-Hyub;Han, Seung-Wan;Kim, Hyo-Chan;Kim, Ki-Nam;Song, Min-Sun;Lee, Kang-Hee
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.189-198
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    • 2015
  • This paper is about a serious game controlled by EEG and motion capture. We developed our game for 2 users competitive and its method is as follows. One player uses a controlling interface using EEG signals based on the premise that the player's facial movements are a depiction of the player's emotion and intensity throughout the game play. The other player uses a controlling interface using kinect's motion capture technology which captures the player's vertical and lateral movements as well as state of running. The game shows the first player's EEG as a real-time graphic along the map on the game screen. The player will then be able to pace himself based on these visualization graphics of his brain activities. This results in higher concentration for the player throughout the game for a better score in the game. In addition, the second player will be able to improve his physical abilities since the game action is based on real movements from the player.

Development of Coupon based Earnings Model in Smart Phone Game Market (스마트 폰 게임시장에서 쿠폰을 기반으로 한 수익 창출 프레임워크 개발)

  • Bae, Gook Jea;Lee, Jun Young;Kim, Soo Kyun;Kang, Shin Jin
    • Journal of Korea Game Society
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    • v.14 no.2
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    • pp.19-28
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    • 2014
  • This paper studies current market of smart phone game and suggests the new earning model. In paper, it is not just for spending free time but seeking profits to play game. Making profits is operated in mutual beneficial way. First, a partnership company cooperates with a game company. And then the partnership company issues coupons about its product which game players can get in game and can use in real. by this way, the partnership company can expect the advertising effect. Besides, game company can spare some burden about earning by cooperation. Eventually It is respected that users spend their money and purchase products with coupon they get in game on offline shop. In this paper, the earning model is integrated in real platform and explain the process.

A Study on the Seoul Apartment Jeonse Price after the Global Financial Crisis in 2008 in the Frame of Vecter Auto Regressive Model(VAR) (VAR분석을 활용한 금융위기 이후 서울 아파트 전세가격 변화)

  • Kim, Hyun-woo;Lee, Du-Heon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.9
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    • pp.6315-6324
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    • 2015
  • This study analyses the effects of household finances on rental price of apartment in Seoul which play a major role in real estate policy. We estimate VAR models using time series data. Economy variables such as sales price of apartment in Seoul, consumer price index, hiring rate, real GNI and loan amount of housing mortgage, which relate to household finances and influence the rental price of apartment, are used for estimation. The main findings are as follows. In the short term, the rental price of apartment is impacted by economy variables. Specifically, Relative contributions of variation in rental price of apartment through structural shock of economy variables are most influenced by their own. However, in the long term, household variables are more influential to the rental price of apartment. These results are expected to contribute to establish housing price stabilization policies through understanding the relationship between economy variables and rental price of apartment.

Determination of the Pallet Quantity Using Simulation in the FMS for Aircraft Parts (시뮬레이션 기법을 이용한 항공기 부품 가공 유연생산시스템의 팔레트 수량 결정)

  • Kim, Deok Hyun;Lee, In Su;Cha, Chun Nam
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.41 no.4
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    • pp.59-69
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    • 2018
  • This study deals with the case study on the pallet quantity determination problem for the flexible manufacturing system producing 32 different types of aircraft wing ribs which are major structures of an aircraft wings. A Korean company has constructed the WFMS (wing rib flexible manufacturing system) that is composed of several automated equipments such as the 5-axis machining centers, the RGV (rail guided vehicles)s, the AS/RS (automated storage and retrieval system), the loading/unloading stations, and so on. Pallets play a critical role in the WFMS to maintain high system utilization and continuous work flow between 5-axis machining machines and automated material handling devices. The discrete event simulation method is used to evaluate the performance of the WFMS under various pallet mix alternatives for wing rib manufacturing processes. Four performance measures including system utilization, throughput, lead-time and work in process inventory level are investigated to determine the best pallet mix alternative. The best pallet mix identified by the simulation study is adopted in setting up and operating a real Korean aircraft parts manufacturing shop. By comparing the real WFMS's performances with those of the simulation study, we discussed the cause of performance difference observed and the necessity of developing the CPS (cyber physical system).

Migration Agent for Seamless Virtual Environment System in Cloud Computing Network (클라우드 컴퓨팅 네트워크에서 Seamless 가상 환경 시스템 구축을 위한 마이그레이션 에이전트)

  • Won, Dong Hyun;An, Dong Un
    • Smart Media Journal
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    • v.8 no.3
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    • pp.41-46
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    • 2019
  • In a MMORPG, a typical application of virtual environment systems, it is a common desire to play in a more realistic environment. However, it is very difficult to provide a latency-free virtual environment to a large user base, mainly due to the fact that the real environment must be configured on multiple servers rather than on single server and that data must be shared on the real server when users move from one region to another. Experiencing response delays continuously in the process of information synchronization between servers greatly deteriorates the degree of immersion. In order to solve this problem, it is necessary to minimize the response delay occurring in the information synchronization process between the servers. In this paper, we propose Migration Agent for efficient information synchronization between field servers providing information of virtual environment and minimizing response delay between Field Server and PC(Player Character) and implement it in cloud computing network. In the proposed system, CPU utilization of field server increased by 6 ~ 13%, and response time decreased by 5 ~ 10 seconds over the existing system in 70,000 ~ 90,000 PCs

Design and Implementation of Computer Architecture's Web based Learning System for Self-directed Learning (자기 주도 학습을 위한 컴퓨터 구조론의 웹 기반 학습시스템 설계 및 구현)

  • Kim, Kyung-Tae;Lim, Dong-Kyun;Shin, Seung-Jung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.10 no.6
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    • pp.287-292
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    • 2010
  • The flow gradually into the Information age to the Information age has changed, leading to the development of computer and communication technology was very important for the value. Of these the most used in computer communication using the Internet, and this proportion accounts for the development of the Internet, the information was established as a means of interaction. In this paper, to improve these problems without the constraints of time and space to allow two-way interactions using web based learning system to enable Computer Architecture were learning. Learn how Computer Architecture using Camtasia the learner, without limitation of time and place of the browser through the Internet to enable real-time learning and assessment appropriate to individual learners and teaching - learning process in conjunction with individual learners can be self-directed learning will play a role in that.

Upregulation of Connexin43 Expression in Mitral Valves in a Rabbit Model of Hypercholesterolemia (고콜레스테롤혈증을 유발한 토끼의 승모판막에서 Connexin43 발현의 증가)

  • Kwon, Jong-Bum;Park, Chan-Beom;Sa, Young-Jo;Kim, Young-Du;Moon, Seok-Whan;Kim, Chi-Kyung
    • Journal of Chest Surgery
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    • v.43 no.4
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    • pp.356-363
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    • 2010
  • Background: Connexin 43-mediated gap junctional communication plays an important role in atherosclerosis. Numerous studies have demonstrated a correlation between mitral valve annular calcification and atherosclerotic disease. However, the relevance of connexin 43 to mitral valve disease remains unclear. We hypothesized that the mechanism contributing to mitral valve disease is associated with alterations in cell-to-cell communication mediated by changes in Connexin 43 expression. Material and Method: Twenty male New Zealand rabbits were divided into two groups: animals in group 1 (n=10) were fed a normal chow diet, whilst those in group 2 (n=10) received a diet containing 1% cholesterol for 12 weeks. After sacrificing the animals, the mitral valves were excised and analyzed with immunohistochemical staining and Real-time Reverse Transcriptase polymerase chain reaction (real time RT-PCR). Result: Myofibroblasts and macrophages were found concentrated within the endothelial layer on the ventricular side of the leaflet in the cholesterol diet group. Immunohistochemial staining showed elevated expression of connexin43 in the cholesterol diet group. Real-time RT-PCR revealed increased connexin43 mRNA levels in mitral valves from hypercholesterolemic animals. Conclusion: Our finding that connexin43 expression is increased in mitral valves of hypercholesterolemic rabbits suggests that alterations in cell-to-cell communication via connexin43 containing gap junctions play a role in the development of mitral valve disease in hypercholesterolemia.

Long-Term Arrival Time Estimation Model Based on Service Time (버스의 정차시간을 고려한 장기 도착시간 예측 모델)

  • Park, Chul Young;Kim, Hong Geun;Shin, Chang Sun;Cho, Yong Yun;Park, Jang Woo
    • KIPS Transactions on Computer and Communication Systems
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    • v.6 no.7
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    • pp.297-306
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    • 2017
  • Citizens want more accurate forecast information using Bus Information System. However, most bus information systems that use an average based short-term prediction algorithm include many errors because they do not consider the effects of the traffic flow, signal period, and halting time. In this paper, we try to improve the precision of forecast information by analyzing the influencing factors of the error, thereby making the convenience of the citizens. We analyzed the influence factors of the error using BIS data. It is shown in the analyzed data that the effects of the time characteristics and geographical conditions are mixed, and that effects on halting time and passes speed is different. Therefore, the halt time is constructed using Generalized Additive Model with explanatory variable such as hour, GPS coordinate and number of routes, and we used Hidden Markov Model to construct a pattern considering the influence of traffic flow on the unit section. As a result of the pattern construction, accurate real-time forecasting and long-term prediction of route travel time were possible. Finally, it is shown that this model is suitable for travel time prediction through statistical test between observed data and predicted data. As a result of this paper, we can provide more precise forecast information to the citizens, and we think that long-term forecasting can play an important role in decision making such as route scheduling.