• Title/Summary/Keyword: playing

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A Small Humanoid Robot that can Play Golf (소형 인간형 로봇의 골프하기)

  • Kim, Jong-Woo;Cha, Chul;Cho, Dong-Kwon;Sung, Young-Whee
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.56 no.2
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    • pp.374-382
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    • 2007
  • Robot mobility and intelligence become more important for robots to be used in various fields other than automation. The main purpose of providing mobility to a robot is to extend the robot's manipulability. In this paper, we introduce a small humanoid robot that can autonomously play golf as an example of incorporating robot intelligence, mobility, and manipulability. The robot has 12 degrees of freedom for legs and has various basic walking patterns. It can move to a desired position and change orientation by combining the basic waking patterns. The robot has a color CCD camera and can extract coordinates of the objects in the environments. The small humanoid robot has 8 degrees of freedom for arms and can play golf autonomously with two kinds of dexterous swing motions. Kinematic analysis of the robot arms, vision data processing for the recognition of the environments, algorithm for playing robotic golf have been performed or proposed. The experimental results show that the robot can play golf autonomously.

Development of Piano Playing Robot (피아노 연주 로봇의 개발)

  • Park, Kwang-Hyun;Jung, Seong-Hoon;Pelczar, Christopher;Hoang, Thai V.;Bien, Zeung-Nam
    • Proceedings of the KIEE Conference
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    • 2007.04a
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    • pp.334-336
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    • 2007
  • This paper presents a beat gesture recognition method to synchronize the tempo of a robot playing a piano with the desired tempo of the user. To detect an unstructured beat gesture expressed by any part of a body, we apply an optical flow method, and obtain the trajectories of the center of gravity and normalized central moments of moving objects in images. The period of a beat gesture is estimated from the results of the fast Fourier transform. In addition, we also apply a motion control method by which robotic fingers are trained to follow a set of trajectories, Since the ability to track the trajectories influences the sound a piano generates, we adopt an iterative learning control method to reduce the tracking error.

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Review on Targeted Treatment of Patients with Advanced-Stage Renal Cell Carcinoma: A Medical Oncologist's Perspective

  • Tanriverdi, Ozgur
    • Asian Pacific Journal of Cancer Prevention
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    • v.14 no.2
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    • pp.609-617
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    • 2013
  • Renal cell carcinomas make up 3% of all cancers and one in four patients is metastatic at time of diagnosis. This cancer is one of the most resistant to cytotoxic chemotherapy. Studies have shown that the efficiency of interferon-alpha and/or interleukin-2 based immune therapies is limited in patients with metastatic renal cell carcinoma but latest advances in molecular biology and genetic science have resulted in better understanding of its biology. Tumor angiogenesis, tumor proliferation and metastasis develop by the activation of signal message pathways playing a role in the development of renal cell carcinomas. Better definition of these pathways has caused an increase in preclinic and clinical studies into target directed treatment of renal cell carcinoma. Many recent studies have shown that numerous anti-angiogenic agents have marked clinical activity. In this article, the focus is on general characteristics of molecular pathways playing a major role in renal cell carcinoma, reviewing clinical information onagents used in the target directed treatment of metastatic lesions.

A Game Computing Environment and a Guideline for Developing 3-Dimensional Racing Games (3차원 레이싱 게임의 컴퓨팅 환경과 개발 방법)

  • Jang, Hyun-Duk;Kim, Seong-Hoon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.9 no.6
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    • pp.1226-1233
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    • 2005
  • The purpose of this paper is to overview the recently changed environments of developing a computer game software and propose an appropriate developemnt methodology to these environments. For the speed of playing 3-dimensional games in window-based environments of personal computer, we investigated DirectX as a game development library and suggested a guideline for developing 3-dimensional computer games which is compatible with various hardware platforms and keep up a fitting speed of game-playing.

Development of a Rhythm Editing and Playing System Based on XML (XML 기반 리듬 편집 및 재생 시스템 개발)

  • Son, Won-Seong;Lee, Yong-Gyu
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.5
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    • pp.1341-1350
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    • 2000
  • Much research has been performed to represent music information on computers. However, one problem of the previous approaches is that music information cannot be hared with other music systems since they have used their own representation schemes. In order to resolve this problem, we have developed a new scheme for representing, editing, and playing rhythms among music information based on XML which is a web standard language. We present a RDML (Rhythm Description Markup Language) to exactly describe rhythm information such as beats, musical instruments, and performance information, which is much simpler thant previous representation schemes. Moreover, the RDML representation can be played by converting it into SMIL representation. Because our approach is based on the web standard, the music information can be shared on the web.

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Highly Stretchable, Transparent Ionic Touch Panel

  • Sun, Jeong-Yun
    • Proceedings of the Korean Institute of Surface Engineering Conference
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    • 2017.05a
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    • pp.51-63
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    • 2017
  • The touch panel was developed decades ago and has become a popular input device in daily life. Because human-computer interaction is becoming more important, the next generation of touch panels require stretchability and bio-compatibility to allow integration with the human body. However, because most touch panels were developed based on stiff, brittle electrodes, electronic touch panels face difficulties to achieve such requirements. In this paper, for the first time, we demonstrate an ionic touch panel based on polyacrylamide hydrogel containing LiCl ions. The panel is soft and stretchable and thus, can sustain a large deformation. The panel can freely transmit light information through it because the hydrogel is transparent, with 99 % transmittance for visible light. A 1-dimensional touch strip was investigated to reveal the basic mechanism of sensing, and a 2-dimensional touch panel was developed to demonstrate its functionalities. The ionic touch panel was operated under high deformation with more than 1000% areal strain without sacrificing its functionalities. Furthermore, an epidermal touch panel on the skin was developed to demonstrate the mechanical and optical invisibility of the ionic touch panel through writing words, playing the piano and playing games.

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Representation Systems of Building Blocks in Logo-based Microworld

  • Lee, Ji-Yoon;Cho, Han-Hyuk;Song, Min-Ho;Kim, Hwa-Kyung
    • Research in Mathematical Education
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    • v.15 no.1
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    • pp.1-14
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    • 2011
  • Logo has influenced many researchers and learners for the past decades as a 20 turtle geometry environment in the perspective of constructionism. Logo uses the metaphor of 'playing turtle' that is intrinsic, local and procedural. We, then, design an environment in which the metaphor of 'playing turtle' is applied to construct 3D objects, and we figure out ways to represent 3D objects in terms action symbols and 3D building blocks. For this purpose, design three kinds of representation systems, and asked students make various 3D artifacts using various representation systems. We briefly introduce the results of our investigation into students' cognitive burden when they use those representation systems, and discuss the future application measures and the design principles of Logo-based 3D microworld.

An Exploratory Study of Product Design Strategy in Console Games: Comparison of Emotional Design between Nintendo & Sony (게임기의 제품디자인 전략에 관한 탐색적 연구 -감성경험을 중심으로)

  • Ahn, Ho-Sung;Kim, Jai-Beom;Seo, Heung-Kyo;Oh, Hye-Won
    • Proceedings of the Korea Database Society Conference
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    • 2008.05a
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    • pp.467-476
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    • 2008
  • The success of Nintendo's Wii has changed the paradigm of console game. Existing games and consoles set up the game-playing system of complicated commands, narratives, and significantly advanced the degree of difficulty by the device's excellent capacity and the superiority of graphic in order to draw so called "Game Manias", while Nintendo established the easy game-playing system for not only game manias but women and elderly people. Such an innovation has carried out the most important role for Nintendo to dominate the market all over the world by 47.4% market share of consoles. In addition, it provided the users with unique interaction and emotional experience. In this study, we analyze the case above in terms of product design strategy, particularly emotional design strategy between Nintendo & Sony.

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A Case Study on the Teaching Method of the "Noise" Unit (소음 단원의 교수-학습 모형 개발 및 적용에 관한 현장 연구)

  • 송호열
    • Hwankyungkyoyuk
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    • v.15 no.2
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    • pp.14-29
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    • 2002
  • The environment of the world becomes deteriorated rapidly as the result of the development of technology, the increase of the standard of living, and the growth of population. These circumstances called for environmental education in Korea, creating an environment course in the middle and high school in 1995. Despite the increasing importance of environmental education, however, the situation has not developed in its favor because of the current system of the university entrance examination. The school has failed to develop the curriculum of environmental education in the secondary education. This paper solves this problem internally in terms of the improvement of the contents, organization, teaching method (role-playing game), and teaching materials of environmental education, with a case study of the “noise” unit in 10th grade. This case study expects to change the attitude toward noise, increase the interest and knowledge in environment, and lead to responsible environmental behavior.

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Communication type of online game by gender (성별에 따른 온라인 게임의 커뮤니케이션 유형)

  • Hong, Gi-ju;Oh, Hyoun-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.93-94
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    • 2017
  • Game players showed differences in their favorite genres according to gender and fun factors in games. Women prefer RPG, while men prefer RPG, FPS, and simulation. In addition, there was a difference in the type of communication in the game according to gender. Women showed SNS chat, and men preferred party play. People who chat regularly tend to communicate with others while playing games. The smaller the age, the more tendency to communicate with others. Also, 54% of the respondents said they do not chat while playing games. The reason for this is that they have experienced insult or discomfort through chats during the game.

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