• Title/Summary/Keyword: flying object

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A Study on the Advance Effect of Hitting Sense in Shooting Game -Center for 'the Beetlewing' and '1945 Plus'- (슈팅게임에서의 타격감 향상 효과에 관한 연구 -'비틀윙'과 '1945플러스'를 중심으로-)

  • 김남훈;김태완
    • Journal of Korea Multimedia Society
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    • v.7 no.2
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    • pp.223-230
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    • 2004
  • A shooting game is all game genres that hit targets through shooting. It include a lot of genres from a flying shot of game room to a personal shooting action game. In this point, a shooting game was regarded it as the origin of all game and it was developed from the early days of game. At present we can meet it in an electronic game room or personal computer, and mobile phone etc.. The popularity of shooting game caused to take aim by simple system, interface, and speedy play. Also it was enticed everyone to enjoy it easily. A shooting games is worked from old like ways until recently and a process of playing game is intuitive than another game. Therefore it popular with a PC player as well as persons of all levels. Beginners can train this game easily through direction such as control way of object, advent way of enemy aircraft and scroll way of background. But as an usability of working and controlling game, beginners of game development can pass over a shooting sense that shout and hit basically. And after design, they will feel that cannot convey realistic effect and thrill etc.. At a result, hitting sense happens to graphic elements and sound. Therefore a measure of effect on these elements is started from analysis of good shooting game. This study was to focus on the advance effect of hitting sense in shooting game through analysis centered for 'the Beetlewing' and '1945 Plus'.

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A Suggestion of the Direction of Construction Disaster Document Management through Text Data Classification Model based on Deep Learning (딥러닝 기반 분류 모델의 성능 분석을 통한 건설 재해사례 텍스트 데이터의 효율적 관리방향 제안)

  • Kim, Hayoung;Jang, YeEun;Kang, HyunBin;Son, JeongWook;Yi, June-Seong
    • Korean Journal of Construction Engineering and Management
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    • v.22 no.5
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    • pp.73-85
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    • 2021
  • This study proposes an efficient management direction for Korean construction accident cases through a deep learning-based text data classification model. A deep learning model was developed, which categorizes five categories of construction accidents: fall, electric shock, flying object, collapse, and narrowness, which are representative accident types of KOSHA. After initial model tests, the classification accuracy of fall disasters was relatively high, while other types were classified as fall disasters. Through these results, it was analyzed that 1) specific accident-causing behavior, 2) similar sentence structure, and 3) complex accidents corresponding to multiple types affect the results. Two accuracy improvement experiments were then conducted: 1) reclassification, 2) elimination. As a result, the classification performance improved with 185.7% when eliminating complex accidents. Through this, the multicollinearity of complex accidents, including the contents of multiple accident types, was resolved. In conclusion, this study suggests the necessity to independently manage complex accidents while preparing a system to describe the situation of future accidents in detail.

From the Shintong of the Buddha to the Shini of Eminent Monks (붓다의 신통에서 고승의 신이로)

  • Jung, Chun-koo
    • Journal of the Daesoon Academy of Sciences
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    • v.39
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    • pp.215-247
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    • 2021
  • In Buddhism, there are specific terms related to miracles and miraculous acts such as the Sanskrit term, abhijñā, which was translated as into Chinese characters as shintong (神通). This term implies the six supranormal powers. It originally meant 'direct knowledge,' 'high knowledge,' or 'knowledge beyond the common senses,' which was understood as a superhuman and transcendental ability possessed by Buddhas, Bodhisattvas, and noblemen. However, this took on different meanings and morphed into different terms later in India and China. This article analyzes the subject, object, type, and purpose of these shintong, focusing on the Sutra for the Householder Kaivarti (堅固經, Gyeonggo-gyeong, Kaivarti-sūtra) from the Longer Discourses (長阿含經, Jang-Ahamgyeong, Dīrghâgama) and exemplary Buddhist texts such as the Sanskrit, In Praise of the Acts of the Buddha (佛所行讚, Bulsohaengchan, Buddhacaritam) and the Chinese Records of Eminent Monks (高僧傳, goseungjeon) and Continued Records of Eminent Monks (續高僧傳, Sok-goseungjeon). The historical evolution and changes to the meaning of Shintong in Indian and Chinese contexts can be observed through these texts. In the Sutra for the Householder Kaivarti, the Buddha said that there are three kinds of Shintong: supranormal footedness (神足, shinjok, ṛddhi-pāda), mindreading (觀察他心, gwanchaltashim, anya-mano-jñāna), and education (敎誡, gyogye, anuśāsana). Among them, supranormal footedness (multiplying one's body, teleportation, flying, walking on water, etc.) and mindreading were denied because, at that time, claims of this nature were used to appeal to people's emotions and inspire sincerity, but this was of no use in conveying the Buddha's teaching. On the other hand, education, acquired only with through enlightenment, was sanctioned as a shintong unique to Buddhism. However, in In Praise of the Acts of the Buddha, supranormal footedness and mindreading were described as important ways to lead people to enlightenment, while education pertained to the whole of spiritual work. In China, Buddhism was a foreign religion at first, and it urgently sought to be accepted. After the increase of its religious influence, introspection on discipline and practice was meant to firmly deepen its roots. In line with this, shintong and miracles were transformed and expanded to suit the Chinese cultural context. Such changes in Buddhist history are well illustrated by the shini (神異, miraculous powers) described in Records of Eminent Monks and the gamtong (感通, penetration of sensitivity) detailed in Continued Records of Eminent Monks. In Records of Eminent Monks, the subject of shini was that of eminent monks and its objects were those who did not know of Buddhism or believe in it. In Continued Records of Eminent Monks, however, the monks themselves could be objects of shini. The change of object suggests that the purpose had shifted from edification to awareness and self-reflection. Shini focused on edification, whereas gamtong re-emphasized the importance of the pure discipline and practice of monks during the 6th and 7th centuries when China became predominantly Buddhist.

Helicopter Pilot Metaphor for 3D Space Navigation and its implementation using a Joystick (3차원 공간 탐색을 위한 헬리콥터 조종사 메타포어와 그 구현)

  • Kim, Young-Kyoung;Jung, Moon-Ryul;Paik, Doowon;Kim, Dong-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.3 no.1
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    • pp.57-67
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    • 1997
  • The navigation of virtual space comes down to the manipulation of the virtual camera. The movement of the virtual cameras has 6 degrees of freedom. However, input devices such as mouses and joysticks are 2D. So, the movement of the camera that corresponds to the input device is 2D movement at the given moment. Therefore, the 3D movement of the camera can be implemented by means of the combination of 2D and 1D movements of the camera. Many of the virtual space navigation browser use several navigation modes to solve this problem. But, the criteria for distinguishing different modes are not clear, somed of the manipulations in each mode are repeated in other modes, and the kinesthetic correspondence of the input devices is often confusing. Hence the user has difficulty in making correct decisions when navigating the virtual space. To solve this problem, we use a single navigation metaphore in which different modes are organically integrated. In this paper we propose a helicopter pilot metaphor. Using the helicopter pilot metaphore means that the user navigates the virtual space like a pilot of a helicopter flying in space. In this paper, we distinguished six 2D movement spaces of the helicopter: (1) the movement on the horizontal plane, (2) the movement on the vertical plane,k (3) the pitch and yaw rotations about the current position, (4) the roll and pitch rotations about the current position, (5) the horizontal and vertical turning, and (6) the rotation about the target object. The six 3D movement spaces are visualized and displayed as a sequence of auxiliary windows. The user can select the desired movement space simply by jumping from one window to another. The user can select the desired movement by looking at the displaced 2D movement spaces. The movement of the camera in each movement space is controlled by the usual movements of the joystick.

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