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Fatigue Durability Evaluation of Refraction Expansion Joints (굴절형 신축이음장치의 피로내구성 평가)

  • Na, Jun-Su;Lee, Ta;Han, Eui-Seok;Sung, Won-Kyu;Lee, Jong-Suk
    • Journal of the Korea institute for structural maintenance and inspection
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    • v.21 no.6
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    • pp.10-15
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    • 2017
  • The refraction expansion joints have been newly developed by complementing the problems of shock, noise, replaceability, displacement in the direction perpendicular to bridge, vertical difference, which are problems of existing expansion joints. The Refraction expansion joints are characterized by continuous surfaces with small impact and low noise. The behavior of the Refraction expansion joints performs the bridge expansion behavior by rotation of the link. In the rotational behavior of the link, the bolt is the central axis of the behavior. Therefore, it can be said that the durability of the bolt is very important. However, the theoretical and experimental verification of the bolt durability of the Refraction expansion joint is lacking. In this paper, to verify the fatigue durability of the bolt, test specimens with a 300 mm Refraction expansion joint were fabricated. A strain gauge dedicated to the bolt was installed inside the manufactured test specimen bolt. The test method was applied in accordance with KS F 4425. The fatigue durability of the bolts assembled inside the diaphragm expansion joint was confirmed by the repeated fatigue test of 2,000,000 cycles.

Design of In-Wheel Motor for Automobiles Using Parameter Map (파라미터 맵을 이용한 차량용 인휠 전동기의 설계)

  • Kim, Hae-Joong;Lee, Choong-Sung;Hong, Jung-Pyo
    • Journal of the Korean Magnetics Society
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    • v.25 no.3
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    • pp.92-100
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    • 2015
  • Electric Vehicle (EV) can be categorized by the driving method into in-wheel and in-line types. In-wheel type EV does not have transmission shaft, differential gear and other parts that are used in conventional cars, which simplifies and lightens the structure resulting in higher efficiency. In this paper, design method for in-wheel motor for automobiles using Parameter Map is proposed, and motor with continuous power of 5 kW is designed, built and its performance is verified. To decide the capacity of the in-wheel motor that meets the automobile's requirement, Vehicle Dynamic Simulation considering the total mass of vehicle, gear efficiency, effective radius of tire, slope ratio and others is performed. Through this step, the motor's capacity is decided and initial design to determine the motor shape and size is performed. Next, the motor parameters that meet the requirement is determined using parametric design that uses parametric map. After the motor parameters are decided using parametric map, optimal design to improve THD of back EMF, cogging torque, torque ripple and other factors is performed. The final design was built, and performance analysis and verification of the proposed method is conducted by performing load test.

The development of a bluetooth based portable wireless EEG measurement device (블루투스 기반 휴대용 무선 EEG 측정시스템의 개발)

  • Lee, Dong-Hoon;Lee, Chung-Heon
    • Journal of IKEEE
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    • v.14 no.2
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    • pp.16-23
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    • 2010
  • Since the interest of a brain science research is increased recently, various devices using brain waves have been developed in the field of brain training game, education application and brain computer interface. In this paper, we have developed a portable EEG measurement and a bluetooth based wireless transmission device measuring brain waves from the frontal lob simply and conveniently. The low brain signals about 10~100${\mu}V$ was amplified into several volts and low pass, high pass and notch filter were designed for eliminating unwanted noise and 60Hz power noise. Also, PIC24F192 microcontroller has been used to convert analog brain signal into digital signal and transmit the signal into personal computer wirelessly. The sampling rate of 1KHz and bluetooth based wireless transmission with 38,400bps were used. The LabVIEW programing was used to receive and monitor the brain signals. The power spectrum of commercial biopac MP100 and that of a developed EEG system was compared for performance verification after the simulation signals of sine waves of $1{\mu}V$, 0~200Hz was inputed and processed by FFT transformation. As a result of comparison, the developed system showed good performance because frequency response of a developed system was similar to that of a commercial biopac MP100 inside the range of 30Hz specially.

A Study on Evaluation of the Reading Culture Promotion Project and Develpment Direction of Smart Era at the National Library for Children and Young Adults (국립어린이청소년도서관의 독서문화진흥사업 평가와 스마트 시대 발전방향에 대한 연구)

  • Kang, Ji Hei;Cha, Sung-Jong
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.31 no.2
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    • pp.203-221
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    • 2020
  • This study closely analyzed changes in the educational environment and changes in the needs of children's and young people's reading culture programs, which are directly beneficiaries of the promotion of reading culture as they enter the fourth industrial revolution. It also comprehensively evaluated the reading culture promotion project for children and adolescents promoted by the National Children and Youth Library and proposed a reading culture promotion project that meets the needs of the smart era. This study investigated the cases of various domestic and foreign reading culture promotion projects to divulge trends. The authors invited experts from public libraries and school libraries with experience of the reading culture promotion projects and performed Focus Group Interviews (FGI). The authors evaluated individual reading culture program based on the PDCA method (Plan, Do, Check, Act). Based on the data obtained through case studies and expert evaluations, the development plan of reading culture promotion project and the strategy of promoting new projects to be pursued in the National Children and Youth Library were presented. By gathering the results of the research, 'Interactive e-book making platform production / distribution business', 'Game-type reading program production / distribution business', 'Habruta reading culture dissemination project using backward learning method', 'Youth coding branding "Teen-Start -Up"' were proposed as new services.

Character Motion Control by Using Limited Sensors and Animation Data (제한된 모션 센서와 애니메이션 데이터를 이용한 캐릭터 동작 제어)

  • Bae, Tae Sung;Lee, Eun Ji;Kim, Ha Eun;Park, Minji;Choi, Myung Geol
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.3
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    • pp.85-92
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    • 2019
  • A 3D virtual character playing a role in a digital story-telling has a unique style in its appearance and motion. Because the style reflects the unique personality of the character, it is very important to preserve the style and keep its consistency. However, when the character's motion is directly controlled by a user's motion who is wearing motion sensors, the unique style can be discarded. We present a novel character motion control method that uses only a small amount of animation data created only for the character to preserve the style of the character motion. Instead of machine learning approaches requiring a large amount of training data, we suggest a search-based method, which directly searches the most similar character pose from the animation data to the current user's pose. To show the usability of our method, we conducted our experiments with a character model and its animation data created by an expert designer for a virtual reality game. To prove that our method preserves well the original motion style of the character, we compared our result with the result obtained by using general human motion capture data. In addition, to show the scalability of our method, we presented experimental results with different numbers of motion sensors.

New Perspectives on the Xiongnu Iron Works based on Archaeological Study (고고학 자료로 본 흉노의 철기문화 -중국 중원계 철기와의 비교를 중심으로-)

  • Moon, Jea-beom
    • Korean Journal of Heritage: History & Science
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    • v.46 no.4
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    • pp.64-77
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    • 2013
  • In China, archaeological research on Xiongnu started later than in foreign countries. In the late $19^{th}$ century, several Russian archaeologists started to study Xiongnu's archaeological culture. However, since the late $20^{th}$ century, archaeological research of the Xiongnu in China quickly gained speed. The Xiongnu culture has been reported in Mongolia, northern steppe of China and eastern part of Eurasian steppe. Mainly, Xiongnu sites, dated from the late 2nd century B.C. to the 1st century A.D., are reported on the west side of Baikal Lake(Zabaikal), Mongolia and the Inner Mongolia of China. Based on the historical records and the archaeological remains, the North Xiongnu culture is defined to be the remains of Zabaikal, and the South Xiongnu culture the archaeological remains of Northern China. The expelled North Xiongnu, while fleeing to the western part of Eurasia, left traces of their own archaeological remains in southern Kazakhstan, Xinjiang of China, Altai, and finally appeared in the Europe as Huns. In order to adapt to the environment of northern steppe of China, Xiongnu used a nomadic economic system, giving uniqueness to its iron works. The most characteristic iron works of the Xiongnu is the highly-sophisticated iron weapons. Compared with the iron works of agricultural economic society, Xiongnu iron-works are short of production tools and various vessels. The "Nomadic type" iron works found in Xiongnu area date back to the Warring Country period or slightly later. Further research need to be conducted on "Nomadic type" Xiongnu iron works.

An Analysis of Hydrophobic Characteristics of Concrete Surfaces by Antifouling Coating Agent using Cellulose Nonofiber and Alkyl Ketene Dimer (셀룰로오스 나노 섬유와 AKD를 활용한 방오 코팅제에 의한 콘크리트 표면의 소수 특성 분석)

  • Nag-Seop Jang;Chi-Hoon Noh;Hongseob Oh
    • Journal of the Korean Recycled Construction Resources Institute
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    • v.11 no.2
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    • pp.120-129
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    • 2023
  • Marine structures are subject to damage not only from sea salt but also from the adhesion of marine microorganisms and suspended particles, which cause additional damages. In order to prevent this, periodic coating is employed in the case of vessels to maintain the necessary performance. However, it is true that periodic coating is difficult for concrete or steel support structures, and there is a risk of marine environmental pollution. In this study, authors developed an anti-fouling coating agent using eco-friendly materials that possess hydrophilic cellulose nanofibers and AKD(alkyl ketene dimer). To achieve a homogeneous mixture, the content of cellulose nanofibers was fixed at 1 %, and AKD, distilled water, and waste glass were mixed using a digital mixer and homogenizer. The contact angle of the prepared coated surface was observed to be over 130°, indicating sufficient performance even in a water droplet flow test with a 15° slope, suggesting self-cleaning capability. Furthermore, through the analysis of viscosity characteristics at different temperatures, it was confirmed that the application is feasible at room temperature. Microstructure analysis also verified that the coating agent is uniformly applied to the concrete surface.

Exploring Pre-Service Earth Science Teachers' Understandings of Computational Thinking (지구과학 예비교사들의 컴퓨팅 사고에 대한 인식 탐색)

  • Young Shin Park;Ki Rak Park
    • Journal of the Korean earth science society
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    • v.45 no.3
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    • pp.260-276
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    • 2024
  • The purpose of this study is to explore whether pre-service teachers majoring in earth science improve their perception of computational thinking through STEAM classes focused on engineering-based wave power plants. The STEAM class involved designing the most efficient wave power plant model. The survey on computational thinking practices, developed from previous research, was administered to 15 Earth science pre-service teachers to gauge their understanding of computational thinking. Each group developed an efficient wave power plant model based on the scientific principal of turbine operation using waves. The activities included problem recognition (problem solving), coding (coding and programming), creating a wave power plant model using a 3D printer (design and create model), and evaluating the output to correct errors (debugging). The pre-service teachers showed a high level of recognition of computational thinking practices, particularly in "logical thinking," with the top five practices out of 14 averaging five points each. However, participants lacked a clear understanding of certain computational thinking practices such as abstraction, problem decomposition, and using bid data, with their comprehension of these decreasing after the STEAM lesson. Although there was a significant reduction in the misconception that computational thinking is "playing online games" (from 4.06 to 0.86), some participants still equated it with "thinking like a computer" and "using a computer to do calculations". The study found slight improvements in "problem solving" (3.73 to 4.33), "pattern recognition" (3.53 to 3.66), and "best tool selection" (4.26 to 4.66). To enhance computational thinking skills, a practice-oriented curriculum should be offered. Additional STEAM classes on diverse topics could lead to a significant improvement in computational thinking practices. Therefore, establishing an educational curriculum for multisituational learning is essential.

A Study on the Interactive Narrative - Focusing on the analysis of VR animation <Wolves in the Walls> (인터랙티브 내러티브에 관한 연구 - VR 애니메이션 <Wolves in the Walls>의 분석을 중심으로)

  • Zhuang Sheng
    • Trans-
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    • v.15
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    • pp.25-56
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    • 2023
  • VR is a dynamic image simulation technology with very high information density. Among them, spatial depth, temporality, and realism bring an unprecedented sense of immersion to the experience. However, due to its high information density, the information contained in it is very easy to be manipulated, creating an illusion of objectivity. Users need guidance to help them interpret the high density of dynamic image information. Just like setting up navigation interfaces and interactivity in games, interactivity in virtual reality is a way to interpret virtual content. At present, domestic research on VR content is mainly focused on technology exploration and visual aesthetic experience. However, there is still a lack of research on interactive storytelling design, which is an important part of VR content creation. In order to explore a better interactive storytelling model in virtual reality content, this paper analyzes the interactive storytelling features of the VR animated version of <Wolves in the walls> through the methods of literature review and case study. We find that the following rules can be followed when creating VR content: 1. the VR environment should fully utilize the advantages of free movement for users, and users should not be viewed as mere observers. The user's sense of presence should be fully considered when designing interaction modules. Break down the "fourth wall" to encourage audience interaction in the virtual reality environment, and make the hot media of VR "cool". 2.Provide developer-driven narrative in the early stages of the work so that users are not confused about the ambiguous world situation when they first enter a virtual environment with a high degree of freedom. 1.Unlike some games that guide users through text, you can guide them through a more natural interactive approach that adds natural dialog between the user and story characters (NPC). Also, since gaze guidance is an important part of story progression, you should set up spatial scene user gaze guidance elements within it. For example, you can provide eye-following cues, motion cues, language cues, and more. By analyzing the interactive storytelling features and innovations of the VR animation <Wolves in the walls>, I hope to summarize the main elements of interactive storytelling from its content. Based on this, I hope to explore how to better showcase interactive storytelling in virtual reality content and provide thoughts on future VR content creation.

Doherty Amplifier Using Load Modulation and Phase Compensation DGS Micro-Strip Line (부하 변조 및 위상 보상 DGS 마이크로스트립 선로를 이용한 도허티 증폭기)

  • Choi Heung-Jae;Lim Jong-Sik;Jeong Yong-Chae
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.16 no.8 s.99
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    • pp.815-824
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    • 2005
  • In this paper, we proposed a new DGS(Defected Ground Structure) Doherty amplifier for IMT-2000 band. Originally, active load-pull analysis of a Doherty amplifier assumes ideal harmonic termination condition. However, there have been no papers considering this ideal harmonic termination condition. We obtained excellent improvements of efficiency, gain, maximum output power as well as superior size reduction of a Doherly amplifier by satisfying the overlooked assumption of ideal harmonic termination through the adaptation of DGS at the output transmission line of carrier and peaking amplifier that is essential for Doherty operation. The amount of both the 2nd and the 3rd harmonic rejection of the proposed DGS Doherty amplifier over the conventional one are 44.92 dB and over 23.77 dB, respectively. The acquired improvement in Pl dB, gain, drain efficiency, and ACPR to WCDMA 1FA signal were 0.42 dB, 0.33 dB, $6.4\%$ and 5.4 dBc, respectively. Moreover, electrical length of $90{\circ}$ is reduced at each of the DGS carrier amplifier path and DGS peaking amplifier path, therefore the whole amplifier circuit size is considerably reduced.