• Title/Summary/Keyword: rule-based design

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An Ecological Psychology of Gameplay : Case Study of Smart Phone App Game (게임플레이의 생태학적 심리학 : 스마트폰 앱 게임을 중심으로)

  • Song, Seung-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.6
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    • pp.1502-1508
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    • 2013
  • In aspect of HCI(Human Computer Interaction) gameplay is the procedure to solve the problem that gamers encounter in order to generate or discover a new rule to achieve gamers' goal. The goal of this research is to investigate the structure and understand the gameplay in aspect of affordance from ecological psychology rather than the traditional problem solving theory. This research selects App. game based on smart phone. Expert gamers participated in this experiment. We record all gameplay using audio and video device. We conducted protocol analysis as qualitative method based on the verbal report and action protocol during game playing. As result, gameplay based on affordance includes selection and relation. We found that subjects selected one thing at once with attention. Moreover, we found that there were two behaviors : exploratory action and performatory action. We believe that exploration, action, and transformation for affordance appear. The result of this research imply to suggest design guideline for game design methodology when designers develop game.

A Study of Gameplay based on Affordance (행동유도성 기반의 게임플레이에 관한 연구)

  • Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.170-171
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    • 2013
  • In aspect of HCI(Human Computer Interaction) gameplay is the procedure to solve the problem that gamers encounter in order to generate or discover a new rule to achieve gamers' goal. The goal of this research is to investigate the structure and understand the gameplay in aspect of affordance from ecological psychology rather than the traditional problem solving theory. This research selects 'World of Warcraft' as MMORPG(Massively Multiplayer Online Role Playing Game). Five expert gamers participated in this experiment. We record all gameplay using audio and video device. We conducted protocol analysis as qualitative method based on the verbal report and action protocol during game playing. As result, gameplay based on affordance includes selection and relation. We found that subjects selected one thing at once with attention. Moreover, we found that there were two behaviors : exploratory action and performatory action. We believe that learning, utilization, and transformation for affordance appear. The result of this research imply to suggest design guideline for game design methodology when designers develop game.

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A Design of Metadata Registry Database based on Object-Relational Transformation Methodology (객체-관계 변환 방법론 기반 메타데이터 레지스트리 데이터베이스 설계)

  • Cha, Sooyoung;Lee, Sukhoon;Jeong, Dongwon;Baik, Doo-Kwon
    • Journal of KIISE
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    • v.42 no.9
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    • pp.1147-1161
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    • 2015
  • The ISO/IEC 11179 Metadata registry (MDR) is an international standard that was developed to register and share metadata. ISO/IEC 11179 represents an MDR as a metamodel that is an object model. However, it is difficult to develop an MDR based on ISO/IEC 11179 because the standard has no clear criteria to transform the metamodel into a database. In this paper, we suggest the design of an MDR data model that is based on object-relational transformation methodology (ORTM) for the MDR implementation. Hence, we classify the transformation methods of ORTM according to the corresponding relationships. After classification, we propose modeling rules by defining the standard use of the transformation. This paper builds the relational database tables as an implementation result of an MDR data model. Through experiments and evaluation, we verify the proposed modeling rules and evaluate the suitability of the created table structures. As the result, the proposed method shows that the table structures preserve classes and relationships of the standard metamodel well.

A Fault-Recovery Agent for Distance Education on Home Network Environment (홈 네트워크 환경에서 원격 교육을 위한 결함 복구 에이전트)

  • Ko, Eung-Nam
    • Journal of Advanced Navigation Technology
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    • v.11 no.4
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    • pp.479-484
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    • 2007
  • This paper explains the design and implementation of the FRA(Fault Recovery Agent). FRA is a system that is suitable for recovering software error for multimedia distance education based on home network environment. In terms of distributed multimedia systems, the most important catagories for quality of service are a timeless, volume, and reliability. In this paper, we discuss a method for increasing reliability through fault tolerance. This paper explains a performance analysis of an error recovery system running on distributed multimedia environment using rule-based DEVS modeling and simulation techniques. In DEVS, a system has a time base, inputs, states, outputs, and functions. The proposed method is more efficient than the other method in comparison with error ration and processing time.

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Long-term Loads based on Evaluation of Resistance and Seakeeping Performances for a Desalination Plant Ship (해상 이동형 해수담수화 플랜트 선박의 저항 및 내항 성능 평가에 따른 장기 하중 추정)

  • Lee, Jae-bin;Paik, Kwang-Jun;Choung, Joonmo
    • Journal of Ocean Engineering and Technology
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    • v.33 no.6
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    • pp.632-640
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    • 2019
  • Desalination plant ships have been recently regarded as one of the probable solutions for drought seasons in many countries. Because desalination plants should be mounted on the desalination ships and special purpose storages such as salty waste water tanks are necessary, onboard and compartment arrangements would be distinguished from those of other conventional commercial ships. This paper introduces some basic design procedure including resistance/propulsion and seakeeping performances. The ship lines were improved step by step after modification of the ship lines and verification of resistance/propulsion performances using computational fluid dynamics (CFD). After finalization of the ship lines, the seakeeping performance was also evaluated to check motion behaviors and drive wave-induced loads such as the wave shear force and bending moment. It was proved that the predicted long-term vertical wave shear force and bending moment were significantly less than the rule-based ones, thus it is expected that the deliverables of this study will reduce the construction cost of desalination plant ships.

Extensible Hierarchical Method of Detecting Interactive Actions for Video Understanding

  • Moon, Jinyoung;Jin, Junho;Kwon, Yongjin;Kang, Kyuchang;Park, Jongyoul;Park, Kyoung
    • ETRI Journal
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    • v.39 no.4
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    • pp.502-513
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    • 2017
  • For video understanding, namely analyzing who did what in a video, actions along with objects are primary elements. Most studies on actions have handled recognition problems for a well-trimmed video and focused on enhancing their classification performance. However, action detection, including localization as well as recognition, is required because, in general, actions intersect in time and space. In addition, most studies have not considered extensibility for a newly added action that has been previously trained. Therefore, proposed in this paper is an extensible hierarchical method for detecting generic actions, which combine object movements and spatial relations between two objects, and inherited actions, which are determined by the related objects through an ontology and rule based methodology. The hierarchical design of the method enables it to detect any interactive actions based on the spatial relations between two objects. The method using object information achieves an F-measure of 90.27%. Moreover, this paper describes the extensibility of the method for a new action contained in a video from a video domain that is different from the dataset used.

High Performance of Induction Motor Drive with HAI Controller (HAI 제어기에 의한 유도전동기 드라이브의 고성능 제어)

  • Nam, Su-Myeong;Ko, Jae-Sub;Choi, Jung-Sik;Chung, Dong-Hwa
    • The Transactions of the Korean Institute of Electrical Engineers D
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    • v.55 no.4
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    • pp.154-157
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    • 2006
  • This paper is proposed hybrid artificial intelligent(HAI) controller for high performance of induction motor drive. The design..of this algorithm based on fuzzy-neural network(FNN) controller that is implemented using fuzzy control and neural network. This controller uses fuzzy rule as training patterns of a neural network. Also, this controller uses the back-propagation method to adjust the weights between the neurons of neural network in order to minimize the error between the command output and actual output. A model reference adaptive scheme is proposed in which the adaptation mechanism is executed by fuzzy logic based on the error and change of error measured between the motor speed and output of a reference model. The control performance of the adaptive FNN controller is evaluated by analysis for various operating conditions. The results of experiment prove that the proposed control system has strong high performance and robustness to parameter variation, and steady-state accuracy and transient response.

Development of Expert System for Automatical Dimension Marking on Drawing (자동도면 치수표시 전문가시스템의 개발)

  • 서희석;이근호;김희완
    • Journal of the Korea Computer Industry Society
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    • v.4 no.12
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    • pp.943-952
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    • 2003
  • GDS(Grating automatic Drawing System), which is an automatic design system of metal products called grating, is a system that produces various detailed drawings on the basis of information within a Plan Drawing that represents layout of the gratings such as locations, shapes, directions, etc. However, automatically produced drawings by GDS do not fully satisfy the standard of the general dimension marking method used among the layout designers. The lack of this standard quality mainly results from the fact that overlapping among dimension markings appears frequently. To solve the overlapping problem we applied the rule-based expert system which uses the expert's knowledges and facts to solve the problems. The rules for the expert system are designed based on the expertise of skilled layout designers within the grating production lines.

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Design of Human Error Model Using SRK-Based Behavior (SRK 행동 모형을 이용한 인적오류 모델 설계 방안)

  • Yim, Jeong-Bin;Yang, Hyeong-Sun;Park, Deck-Jin
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2017.11a
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    • pp.259-261
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    • 2017
  • SRK-BB(Skill-, Rule-, Knowledge-Based Behavior)는 주어진 사건을 처리할 때 인간이 행하는 행동을 체계적으로 식별하기 위한 하나의 이론이다. 이러한 SRK-BB에 대한 결과는 주어진 임무에 대한 '성공'과 '실패'로 나타낼 수 있다. 만약, 어느 사건에 대한 SRK-BB를 식별할 수 있고, 이에 대한 '성공/실패'의 결과를 알 수 있다면, SRK-BB를 이용하여 이들 사이에 연계된 확률적인 관계를 정립할 수 있다. 한편, 해양사고의 결과를 분석한 해양안전심판원의 재결서 또는 재결요약서에는 다양한 사고(즉, 실패한 사건)에 대해서 해기사가 어떠한 행동을 취했는지 상세하게 기록되어 있다. 이러한 해양안전심판원의 자료를 분석하면 실패한 해양사고에 대한 방대한 해기사의 SRK 분포를 확보할 수 있다. 본 연구의 목적은 다양한 해양사고에 나타난 해기사들의 행동을 SRK-BB로 식별한 후 해기사들이 추후 야기할 수 있는 인적오류를 예측하기 위한 모델 구축에 있다. 인적오류 모델을 구축하기 위해서는 우선 해양사고에 포함된 SRK 분포 분석이 필요하고, 시스템적인 입출력 관계를 통해서 SRK에 의한 인적오류의 결과를 예측하기 위한 예측 모델이 필요하다. 본 연구에서는 해기사의 인적오류에 의한 사고를 어떻게 SRK 분포를 이용하여 예측할 수 있는지에 대한 개념을 설명하고, 해양사고 데이터에서 획득한 SRK 분포의 의미와, SRK 분포를 이용하여 어떻게 해기사가 야기할 사고를 예측할 수 있는지에 대한 연구접근 방법을 소개하고자 한다.

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Design of Speed Controller of an Induction Motor Based on Fuzzy-Neural Network (퍼지-신경회로망에 근거한 유도전동기 속도 제어기 설계)

  • Choi, Sung-Dae;Ban, Gi-Jong;Nam, Moon-Hyon;Kim, Lark-Kyo
    • Proceedings of the KIEE Conference
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    • 2006.10c
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    • pp.282-284
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    • 2006
  • Generally PI controller is used to control the speed of an induction motor. It has the good performance of speed control in case of adjusting the control parameters. But it occurred the problem to change the control parameters in the change of operation condition. In order to solve this problem, Fuzzy control or Artificial neural network is introduced in the speed control of an induction motor. However, Fuzzy control have the problems as the difficulties to change the membership function and fuzzy rule and the remaining error. Also Neural network has the problem as the difficulties to analyze the behavior of inner part. Therefore, the study on the combination of two controller is proceeded. In this paper, Speed controller of an induction motor based fuzzy-neural network is proposed and the speed control of an induction motor is performed using the proposed controller. Through the experiment, the fast response and good stability of the proposed speed controller is proved.

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