This research aimed to analyze the way of how flying movement system and background graphic in MMORPG, which provides movement system, influences on users' psychological behavior in order to enhance user's participation and the completion level of 3D game. This research also analyzed the difference between the user's response to the flying movement and other movement structure in game such as things to board, summons, portal, chase, and etc. With this comparative analysis, this study could clarify the characteristics of the user's desire to fly according to the virtual world' topography in game, the necessity of flying movement for fast movement, the dependence of user on flying system, the immersion according to behavior in process of flying, and expression level of virtual world, and etc. The survey through the case research of MMORPG Aion selected for this research showed flying movement system can have suitable quality by applying users' playing time and absorption in flight process, users' impulse following game level, and users' need to fly as a convenience of flying properly.
Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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v.8
no.4
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pp.183-196
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2018
Studies that approach from the point of view that human thoughts or minds are dominated by behavior as well as that human behavior is dominated by thoughts or minds, have begun to attract attention from the late 2000s. The physical experience is reminiscent of a metaphorically connected abstract concept, which ultimately affects the judgment or evaluation of a particular object. However, studies that have been carried out so far have been limited to studies on the difference in perception and judgment depending on the objects to be viewed, the objects to be touched, and the objects to which they are carried. In this study, we tried to find out that the physical movement of the body in the upward or downward direction affects the psychological judgment differently. In the first experiment, a pair of words that were considered to be connected metaphorically was tested. In the second experiment, the subjects tried to solve the complicated calculation problem in a short time, and then they watched the video related to the upward movement or downward movement, and then proceeded to measure the psychological judgment. As a result, it was found that 'downward movement' of the body has a metaphorical connection with 'closure', while 'upward movement' is related to 'progress'. In the case of downward-experienced group compared to upward-experienced group, the reverse intentions of their own decision were low, and the confidences in their own decision and the expectations for performance were high.
In order to examine the influence of Anti-form in contemporary fashion focusing on 'signs of time', which illustrates the zeitgeist effects art and fashion, this study investigates both Anti-form movement in art of 1960s and 1970s and the fashion designs since 1970s when the signs of the influence of Anti-form in fashion began to appear. This was done by conducting literary survey as well as case analysis. Anti-form values the process and signs of time in that it visualizes the time and the process of making artworks. The emphasis on signs of time in Anti-form is observed in postmodernism fashion. Visualization of manufacturing process, visualization of signs of wearing, and continuation of wearing experience are all influences of the Anti-form in fashion. Visualization of manufacturing process exposes the techniques and the materials involved in garment construction such as linings, inside-out seams, interlinings, and unraveled hems, as well as the use of muslin, which is used in making garment prototypes. Signs of wearing is articulated in wrinkles caused by wearing, sings of alteration, reappeared designs of the past collections, reuse of vintage fabrics or garments, and the fabrics which assumes aged appearance. Continuous experience of a wearer is indicated in that the garment shape is not predetermined but changes continuously by the wearer's body shape and movement, which generates new and relative silhouettes continuously.
Kim, Hyo Seong;Son, Ji Hwan;Chung, Jee Hyeok;Kim, Kyung Sik;Choi, Joon;Yang, Jeong Yeol
Archives of Plastic Surgery
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v.47
no.5
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pp.411-418
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2020
Background Excessive bleeding is one of the most severe complications of orthognathic surgery (OGS). This study investigated the associations of intraoperative blood loss and surgical time with the direction of maxillary movement. Methods This retrospective study involved patients who underwent OGS from October 2017 to February 2020. They were classified based on whether maxillary setback was performed into groups A1 and B1, respectively. Relative blood loss (RBL, %) was used as an indicator to compare intraoperative blood loss between the two groups. The surgical time of the two groups was also measured. Subsequently, the patients were reclassified based on whether posterior impaction of the maxilla was performed into groups A2 and B2, respectively. RBL and surgical time were measured in the two groups. Simple linear and multiple regression analyses were performed. P-values <0.05 were considered to indicate statistical significance. Results Eighteen patients were included. The RBL and surgical time for the groups were: A1, 13.15%±5.99% and 194.37±42.04 minutes; B1, 12.41%±1.89% and 196.50±46.07 minutes; A2, 13.94%±3.82% and 201.00±39.70 minutes; and B2, 9.61%±3.27% and 188.84±38.63 minutes, respectively. Only RBL showed a statistically significant difference between the two groups (A2 and B2, P=0.04). Conclusions Unlike maxillary setback, posterior impaction of the maxilla showed a significant association with RBL during surgery. When performing posterior impaction of the maxilla, clinicians need to pay particular attention to surgery and postoperative care.
Journal of the Institute of Electronics Engineers of Korea TC
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v.44
no.1
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pp.113-122
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2007
In this paper, we propose a multi-state based hybrid location update scheme, which integrates the time-based and the movement-based methods. In the proposed scheme, a mobile terminal updates its location after n cell boundary crossing and a time interval of T[sec]. We derive an analytical solution for the performance of the hybrid scheme with exponential cell resident time and evaluate it numerically with time-varying random walk mobility model, which we model as multi-states Markov chain. Furthermore, we also evaluate the scheme for arbitrary cell resident times by simulation. From the numerical analysis and the simulation results, we prove that the proposed scheme significantly outperforms the time-based and the movement-based methods, when implemented alone, more accurately adapting to the time-varying user mobility.
Purpose: We studied the changes in motor response time and stop signal response time following visuomotor skill learning of a stop signal task in young healthy subjects. This study also was designed to determine what an effective practice is for different stop signals in the stop signal task (SST). Methods: Forty-five right-handed normal volunteers without a history of neurological dysfunction were recruited. They all gave written informed consent. In all subjects, motor reaction time (RT) and stop signal reaction time (SSRT) were measured for the stop signal task. Tasks were classified into three categories: predictable-stop signal task (P-SST) practice group random-stop signal task (R-SST) practice group control group. Results: Motor reaction time in the P-SST was significantly reduced when comparing pre- and post-tests (p<0.05). Stop signal reaction times in the P-SST and the R-SST were significantly reduced following motor skill learning (p<0.05). Also, the reaction time of the R-SST was shorter than that of the P-SST. Conclusion: These findings indicate that practice of an SST improves motor performance and stop function for some stop signals in the SST. P-SST practice was effective in the stop function of regular movement because of faster of the motor prediction and preparation but the R-SST was effective in the stop function of movements because of faster motor selection.
Journal of the Korea Society of Computer and Information
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v.14
no.5
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pp.19-28
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2009
Prediction problem of the time-series data has been a research issue for a long time among many researchers and a number of methods have been proposed in the literatures. In this paper, a method is proposed that similarities among time-series data are examined by use of Hidden Markov Model and Likelihood and future direction of the data movement is determined. Query sequence is modeled by Hidden Markov Modeling and then the model is examined over the pre-recorded time-series to find the subsequence which has the greatest similarity between the model and the extracted subsequence. The similarity is evaluated by likelihood. When the best subsequence is chosen, the next portion of the subsequence is used to predict the next phase of the data movement. A number of experiments with different parameters have been conducted to confirm the validity of the method. We used KOSPI to verify suggested method.
Journal of the Korea Institute of Information and Communication Engineering
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v.6
no.6
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pp.856-862
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2002
The object-oriented(00) distributed real-time(RT) programming movement started in1990's and is growing rapidly at this turn of the century. Distributed real-time simulation is a field in its infancy but it is bounded to receive steadily growing recognition for its importance and wide applicability. The scheme is called the distributed time-triggered simulation scheme which is conceptually simple and easy to use but widely applicable. A new generation object oriented(00) RT programming scheme is called the time-triggered message triggered object(TMO)programming scheme and it is used to make specific illustrations of the issues. The TMO structuring scheme is a general-style components structuring scheme and supports design of all types of component including hard real time objects and non real time objects within one general structure.
The purpose of this thesis is to analyze characteristics of everyday movement showed in performances of Steve Paxton. A work of art has been realized as a special object enjoyed by high class people as high culture for a long time. Therefore, a gap between everyday life and art has been greatly existed, and the emergence of everyday elements in a work of art means that public awareness involving social change is changed. The postmodernism as the period when a boundary between art and everyday life is uncertain was a postwar society after the Second World War and a social situation that rapidly changes into a capitalistic society. Changes in this time made scholars gain access academically concepts related to everyday life, and affected artists as the spirit of the times of pluralistic postmodernism refusing totality. At the same period of the time, modern dance also faced a turning point as post-modern dance. After the Second World War, modern dance started to be evaluated as it reaches the limit, and at this juncture, headed by dancers including the Judson Dance Theatre. Acting as a dancer in a dance company of Merce Cunningham, Steve Paxton, one of founders of the Judson Dance Theatre, had a critical mind of the conditions of dance company with the social structure and the process that movement is made. This thinking is showed in early performances as an at tempt to realize everyday motion it self in performances. His early activity represented by a walking motion attracted attention as a simple motion that excludes all artful elements of existing dance performances and is possible to conduct by a person who is not a dancer. Although starting the use of everyday movement is regarded as an open characteristic of post-modern dance, advanced researches on this were rare, so this study started. In addition, studies related to Steve Paxton are skewed towards Contact Improvisation that he rose as an active practician. As the use of ordinary movement before he focused on Contact Improvisation, this study examines other attempts including Contact Improvisation as attempts after the beginning of his performances. Therefore, the study analyzes Satisfyin' Lover, Contact at 10th & 2nd and Bound that are performances of Steve Paxton, and based on this, draws everyday characteristics. In addition, related books, academic essays, dance articles and reviews are consulted to consider a concept related to everyday life and understand dance historical movement of post-modern dance. Paxton attracted attention because of his activity starting at critical approach of movement of existing modern dance. As walking of performers who are not dancers, a walking motion showed in Satisfyin' Lover gave esthetic meaning to everyday movement. After that, he was affected by Eastern ideas, so developed Contact Improvisation making a motion through energy of the natural laws. In addition, he had everyday things on his performances, and used a method to deliver various images by using mundane movement and impromptu gestures originating from relaxed body. Everyday movement of his performances represents change in awareness of performances of the art of dancing that are traditionally maintained including change of dance genre of an area. His activity with unprecedented attempt and experimentation should be highly evaluated as efforts to overcome the limit of modern dance.
A Digilog Book is an augmented reality (AR) based next generation publication supporting both sentimental analog emotions and digitized multi-sensory feedbacks by combining a conventional printed book and digital contents. As a Digilog Book authoring software, ARtalet provides an intuitive authoring environment through 3D user interface in AR environment. In this paper, we suggest ARtalet authoring environment based trajectory editing method to generate and manipulate a movement path of an augmented 3D object on the Digilog Book. Specifically, the translation points of the 3D manipulation prop is examined to determine that the point is a proper control point of a trajectory. Then the interpolation using splines is conducted to reconstruct the trajectory with smoothed form. The dynamic score based selection method is also exploited to effectively select small and dense control points of the trajectory. In an experimental evaluation our method took the same time and generated a similar amount of errors as the usual approach, but reduced the number of control points needed by over 90%. The reduced number of control points can properly reconstruct a movement path and drastically decrease the number of control point selections required for movement path modification. For control manipulation, the task completion time was reduced and there was less hand movement needed than with conventional method. Our method can be applicable to drawing or curve editing method in immersive In-Situ AR based education, game, design, animation, simulation application domains.
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