• Title/Summary/Keyword: WOW

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Empty Time, Empty Space, and Non(非)-Place in World of Warcraft: The Accumulated Experience and the Recovery in Reality (<월드 오브 워크레프트>(World of Warcraft)의 빈 시간, 빈 공간, 비(非) 장소: 축적된 체험과 실감의 회복)

  • Song, Kyong-Won
    • Cartoon and Animation Studies
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    • s.19
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    • pp.127-143
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    • 2010
  • The purpose of this study is to aesthetically approach a game, which was popular at home, through microscopic analysis on World of Warcraft. World of Warcraft(hereunder called WOW), which improved a game method of MMORPG that had been popular conventionally at home, from several angles, is suggesting new paradigm of MMORPG game. This study aims to propose new vision on game analysis by approaching this new method from the perspective of player. For this, it divided WOW into shift method, instruction implementation method, and communication configuration method, and analyzed this, respectively, by introducing a concept of empty time, empty space, and non-place, which was borrowed from Zygmunt Bauman's "Liquid Modernity". WOW's shifting method rather extends empty time, that is, the waiting time, contrary to the conventional MMORPG, which used a method of removing. Instead of maximally reducing boring, which becomes disturbance of a game, it is what overwhelmingly enlarges time that needs to be waited, thereby being what induces a sense of time, which a player experiences daily life, to the inside of a game. WOW's instruction implementation method offers one of hugely single map instead of zone-system necessary for map loading in the discontinued form. This minutely implements even a greatly insignificant place in playing a game, thereby stirring up a sense of travel, which explores there in reality. Finally, WOW's community configuration method makes a hunting-targeted group clear, which added a concept of hunting called the raid to the existing gild system. The raid, which is a large party of being bound to the inside of Instant Dungeon, clearly gives a performance role to each of party members, thereby allowing the identity in character to be connected directly to the identity of player. Through this, the player filled the suggested 'space' with experience, thereby being able to change it into 'place' that is significant to an individual.

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AUIDO DECK 정밀부품의 강도 및 변형해석 CAE 적용

  • 윤정호;안상훈
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2001.10a
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    • pp.26-30
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    • 2001
  • Audio deck의 160여개의 부품이 정확한 위치 및 정밀도를 유지하는 것은 Deck구동에 있어 매우중요하다. 최근 선진 Audio Deck와이 경쟁 우의를 위하여 치수정 밀도를 유지하면서 Deck Mechamism에 대한 VE(Value Engineering)를 실시하여 기존의 Press 또는 Die Casting으로 제작하던 부품 등을 Plastic부품으로의 변경을 실시하고 있다. 그러나 부품의 재질변경은 Deck의 오작동 및 구동부의 WOW/FLLTTER 수치중가등의 악영향 을 수반하고 있다. 본 연구는 부품의 재질을 Plastic으로 변경함에 의하여 발생하는 구조적 약화 및 Creep 변형 등을 유한요소 해석(FEM)하였으며, 이 해석결과에 근거하여 Audio Deck의 설계강성에 만족되는 부품설계형상 및 WOW/FLUTTTER 불량 등에 대한 대처방안을 제시하였다.

Partial turbulence simulation and aerodynamic pressures validation for an open-jet testing facility

  • Fu, Tuan-Chun;Chowdhury, Arindam Gan;Bitsuamlak, Girma;Baheru, Thomas
    • Wind and Structures
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    • v.19 no.1
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    • pp.15-33
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    • 2014
  • This paper describes partial turbulence simulation and validation of the aerodynamic pressures on building models for an open-jet small-scale 12-Fan Wall of Wind (WOW) facility against their counterparts in a boundary-layer wind tunnel. The wind characteristics pertained to the Atmospheric Boundary Layer (ABL) mean wind speed profile and turbulent fluctuations simulated in the facility. Both in the wind tunnel and the small-scale 12-Fan WOW these wind characteristics were produced by using spires and roughness elements. It is emphasized in the paper that proper spectral density parameterization is required to simulate turbulent fluctuations correctly. Partial turbulence considering only high frequency part of the turbulent fluctuations spectrum was simulated in the small-scale 12-Fan WOW. For the validation of aerodynamic pressures a series of tests were conducted in both wind tunnel and the small-scale 12-fan WOW facilities on low-rise buildings including two gable roof and two hip roof buildings with two different slopes. Testing was performed to investigate the mean and peak pressure coefficients at various locations on the roofs including near the corners, edges, ridge and hip lines. The pressure coefficients comparisons showed that open-jet testing facility flows with partial simulations of ABL spectrum are capable of inducing pressures on low-rise buildings that reasonably agree with their boundary-layer wind tunnel counterparts.

A Case Study on World of Warcraft Storytelling's Positive Emotion-inducing Effects (World of Warcraft의 정서유발스토리텔링 사례연구)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.97-106
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    • 2015
  • Game is the latest type of Gesamtkunstwerk encompassing humanistic and engineering creativity. Nevertheless, Korea's game industry faces a crisis. The purpose of this study is to consider positive emotion-inducing effects as a way to deal with it. Among others, storytelling of , one of the most representative MMORPG games in the world, was selected for the study on various positive emotion-inducing effects. In the story of , the view of the world, characters and incidents are vital to the game and the study is focused on their emotion-inducing effects among the users based on actual examples. As a result, it was confirmed that the positive emotion-inducing storytelling would provide a possibility to reduce negative sentiment towards games, address crisis Korea's game industry faces, and interact with gamers in a positive direction.

3D Integration using Bumpless Wafer-on-Wafer (WOW) Technology (Bumpless 접속 기술을 이용한 웨이퍼 레벨 3차원 적층 기술)

  • Kim, Young Suk
    • Journal of the Microelectronics and Packaging Society
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    • v.19 no.4
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    • pp.71-78
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    • 2012
  • This paper describes trends in conventional scaling compared with advanced technologies such as 3D integration (3DI) and bumpless through-silicon via (TSV) processes, as well as the characteristics of CMOS (Complementary Metal Oxide Semiconductor) Logic device after thinning the wafers to less than $10{\mu}m$. Each module process including thinning, stacking, and TSV, is optimized for 3D Wafer-on-Wafer (WOW) application. Optimization results are discussed with valuable data in detail. Since vertical wiring of bumpless TSV can be connected directly to the upper and lower substrates by self-alignment, bumps are not necessary when TSV interconnects are used.

Analysis of Coating Flow Characteristics in Wet-on-Wet Optical Fiber Liquid Coating Process (광섬유 WOW 액상코팅 공정의 코팅액 유동특성 해석연구)

  • Kim, Kyoungjin;Park, Joong-Youn
    • Journal of the Semiconductor & Display Technology
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    • v.16 no.4
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    • pp.91-96
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    • 2017
  • In this computational study of optical fiber manufacturing, WOW (wet-on-wet) double coating process on freshly drawn glass fiber has been numerical modelled and simulated using a simplified geometry of typical optical fiber coating apparatus. The numerical domain includes primary and secondary coating dies along with secondary coating cup and the interface between primary and secondary coating liquids are investigated using level set method. Coating liquid viscosity is an important parameter and its dependence on temperature is also considered. Since there would be possibility for pressure and temperature of primary coating liquid to be increased substantially at high fiber drawing speed, the effects of increased pressure and temperature of primary coating liquid are examined on flow patterns of coating liquids in secondary coating cup. In case that both pressure and temperature of primary coating liquid are high enough, liquid interface becomes noticeably unstable and this flow instability could adversely affect the uniform coatings and final quality of produced optical fiber.

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Contents Analysis Frame of MMORPG (MMORPG 콘텐츠 분석틀)

  • Kim, Seo-Young;Park, Tae-Soon
    • The Journal of the Korea Contents Association
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    • v.6 no.10
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    • pp.80-88
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    • 2006
  • This paper suggests frame of analysis about MMORPG and analyzes three representative games. That frame has seven categories and more divisional analysing items. The 7 categories are community orientation, PK orientation, convenient usability of item, variety of character, balance, convenience of interface, aesthetics of graphic and sound. As a result, We found that Lineage and WOW have many different characters and Ragnarok has the characters in-between Lineage and WOW.

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작아져 더욱 매력적인 Z3

  • Lee, Eun-Gyu
    • Digital Contents
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    • no.7 s.146
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    • pp.80-84
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    • 2005
  • ‘보여주고 싶은 MP3’라는 인상적인 슬로건을 내세우며 젊은층을 공략하고 있는 아이옵스가 올해 초에 선보였던 MP3플레이어 X5의 미니버전‘아이옵스 Z3’를 내놓으며 소비자를 유혹하고 있다. 컬러 5배줌 이미지 뷰, 25가지 이퀄라이져 지원, SRS 와우(WOW) 3D 사운드, 리얼 TTS 기능 등 사양은 훨씬 좋아지고 가격은 10만원대로 대폭 낮춰 크기와 가격 모두 거품을 뺀 제품으로 MP3플레이어 시장에 도전장을 내밀고 있다.

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Bumpless Interconnect System for Fine-pitch Devices (Fine-pitch 소자 적용을 위한 bumpless 배선 시스템)

  • Kim, Sarah Eunkyung
    • Journal of the Microelectronics and Packaging Society
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    • v.21 no.3
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    • pp.1-6
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    • 2014
  • The demand for fine-pitch devices is increasing due to an increase in I/O pin count, a reduction in power consumption, and a miniaturization of chip and package. In addition non-scalability of Cu pillar/Sn cap or Pb-free solder structure for fine-pitch interconnection leads to the development of bumpless interconnection system. Few bumpless interconnect systems such as BBUL technology, SAB technology, SAM technology, Cu-toCu thermocompression technology, and WOW's bumpless technology using an adhesive have been reviewed in this paper: The key requirements for Cu bumpless technology are the planarization, contamination-free surface, and surface activation.