• Title/Summary/Keyword: 액션

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Game review- 온라인에서 즐기는 3D 액션 대전게임 '겟앰프드'

  • Sin, Jong-Hun
    • Digital Contents
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    • no.5 s.132
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    • pp.110-112
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    • 2004
  • 갯앰프드는 흔히 일컫어지는 캐주얼 게임으로 2.5등신의 귀여운 3D캐릭터들이 허둥지둥 액션을 펼치는 네트워크 대전게임이다. 얼핏보면 그저 머리 큰 캐릭터들이 우왕좌왕 좌충우돌로 뛰어 다니며 서로 치고 박는 단순한 액션게임으로 볼수 있으나 게임 내에 들어 있는 코믹한 요소들과 게임 안의 게임들이 얽혀 있어 다양한 재미를 제공한다. 최대 8명까지 참가 가능한 이 게임은 쉬운 조작법으로 누구나 쉽게 즐길 수 있고 격투가, 스파이, 초인 등 8가지 캐릭터 가운데 하나를 선택해 유저개성에 맞게 캐릭터의 얼굴, 헤어스타일, 체형 등을 자유롭게 만들 수도 있다. 유저가 만들 캐릭터로 겟앰프드 대전에 참가하는 것 또한 다른 게임에서는 볼수 없었던 재미로 게임 중 깃발 뺏기, 농구, 축구, 풍선터뜨리기 게임등 토너먼트 게임도 즐길수 있어며, 다양한 무기 아이템등을 활용해 대전하면 게임을 더욱 박진감 있게 즐길 수 있다.

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2D Action game using Window API (Window API 를 이용한 2D 액션 게임개발)

  • Yun, Shin Young;An, Syungog;Kim, Soo Kyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.83-84
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    • 2019
  • 제안 방법은 Visual Studio 2017 API 와 C++을 사용하여 2D 액션 게임은 스피드 와 3개의 스킬을 추가하여 게임 내에서 더 화려하게 싸울 수 있도록 하였으며 1 : 1 대전으로 인하여 게임의 몰 입도가 높다는게 특징이다. 제안 게임은 1 : 1 대전에 알맞은 분위기를 위해 어두운 배경 및 울퉁불퉁한 2D지형을 사용하여 C++ 의 코드를 이용하여 2D 애니매이션을 사용한다.

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A Unified Model of Action Learning and Design Thinking for Social Innovation (사회 혁신을 위한 디자인 씽킹과 액션러닝의 통합모형)

  • Park, Sang Hyeok;Oh, Seung Hee;Park, Jeong Seon;Lee, Myoung Kwan
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.11 no.2
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    • pp.89-100
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    • 2016
  • This article analyzes two different strategies that both aim at creating innovative design or problem solving: design thinking and action learning. User-driven innovation strategy that has become more and more popular during the last decades is "design thinking". Based on designerly methods and principles, this strategy was developed by the design consultancy IDEO in the late 90s. Action learning is a pragmatic and moral philosophy based on a deeply humanistic view of human potential that commits us, via experiential learning, to address the intractable problems of organizations and societies. This paper provides a structured analysis and comparison of the two innovation strategies-design thinking and action learning-with the goal to identify potentials to enrich either of the two by merging or adapting specific parts or aspects. Although there are significant differences in both strategies, there are also several similarities in methodology and process design. This article compares process models for action learning and design thinking and highlights the specific differences and similarities. As a result, we suggested a union model of action learning and design thinking, and verified a this model through a case study. We complemented the process of team building and reflection of action learning for union model. Also, we statistically verified through a case study to validate the superiority of the design thinking model which complemented action learning. This article contributes to a better understanding of both-design thinking and action learning, and it may help to improve either of the two strategies to foster social innovation.

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Case Study Using Action Learning on Parent Education Program for Prospective Early Childhood Teachers (액션러닝 교수법을 적용한 예비유아교사의 부모교육 수업 사례연구)

  • Kim, Sook Ryung;Park, Jungwon
    • The Journal of the Korea Contents Association
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    • v.17 no.12
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    • pp.148-157
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    • 2017
  • This study provided an overview of how action learning runs in parents' education classes by analyzing the case of parent education program for prospective early childhood teachers. The subjects of this study were 32 pre - service teachers (30 students in early childhood education, 2 double major students) who were enrolled in the department of early childhood education at P university in Daejeon. The research was conducted theoretical and practical action learning program for 12 weeks. The data collection was organized by students preparing weekly diaries, group assignments, in-depth interview materials, colleagues and self-assessment, and analysed with the qualitative case study approach. The results of the qualitative analysis are as follows: Action learning teaching method provided opportunities to encounter diverse cases through student led and group activities. Students could experience a specific problem solving method between parents-children relationships as prospective parents. Students could have a chance to solve real-life situations that are difficult to experience in theoretical classroom situations between teachers-parents relationship as prospective teachers. Although the realization of practical knowledge of real-world conflict has been challenging, it has become a chance to have confidence with the role of parents and the role of teachers in the future.

Visual Verb and ActionNet Database for Semantic Visual Understanding (동영상 시맨틱 이해를 위한 시각 동사 도출 및 액션넷 데이터베이스 구축)

  • Bae, Changseok;Kim, Bo Kyeong
    • The Journal of Korean Institute of Next Generation Computing
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    • v.14 no.5
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    • pp.19-30
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    • 2018
  • Visual information understanding is known as one of the most difficult and challenging problems in the realization of machine intelligence. This paper proposes deriving visual verb and construction of ActionNet database as a video database for video semantic understanding. Even though development AI (artificial intelligence) algorithms have contributed to the large part of modern advances in AI technologies, huge amount of database for algorithm development and test plays a great role as well. As the performance of object recognition algorithms in still images are surpassing human's ability, research interests shifting to semantic understanding of video contents. This paper proposes candidates of visual verb requiring in the construction of ActionNet as a learning and test database for video understanding. In order to this, we first investigate verb taxonomy in linguistics, and then propose candidates of visual verb from video description database and frequency of verbs. Based on the derived visual verb candidates, we have defined and constructed ActionNet schema and database. According to expanding usability of ActionNet database on open environment, we expect to contribute in the development of video understanding technologies.

Satisfaction Factor Analysis for Action Learning-based Class Operation - Focused on Students of the Department of Public Health Convergence Major - (액션러닝기반 수업운영에 대한 만족도 요인분석 - 보건학부 융합전공 학생을 중심으로 -)

  • Jeong, Dae-Keun;Yang, Sang-Hoon
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.247-254
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    • 2021
  • The purpose of this study is to investigate the effects of action learning on the satisfaction of majors by cultivating task-solving ability through self-reflection in the form of team learning for a certain period of time in the form of team learning by using action learning for students taking convergence curriculum in universities. The subjects of the study were 40 students from the Department of Sports Rehabilitation, a convergence of the Department of Sports and Health Management and the Department of Physical Therapy located in Jeollanam-do. This was conducted to confirm the difference in the effect of satisfaction. Comparison of changes in groups of experimental groups with action learning teaching methods showed significant differences in self-directed learning skills, problem-solving skills, and major satisfaction(p<.001)(p<.05). A significant difference in self-directed learning ability, problem-solving ability, and major satisfaction was also shown in the comparison of changes in control groups that applied traditional teaching methods(p<.05). Comparison of changes between groups showed significant differences in self-directed learning skills, problem-solving skills and major satisfaction(p<.05). Applying the action learning teaching method to the level of students in the convergence course will improve self-directed learning skills, problem-solving skills, and major satisfaction, and further research will be needed to expand the target and add variables to combine qualitative research.

Effects of Online Practicum Based on Action Learning on Self-directed Learning Ability, Academic Self-efficacy, and Cooperation Ability of Nursing Students (액션러닝 기반 온라인 실습이 간호대학생의 자기주도적 학습능력, 학업적 자기효능감과 협업능력에 미치는효과)

  • Lee, Jihye;Han, Mira
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.463-470
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    • 2022
  • The purpose of this study was to identify the effects of online practicum based on action learning on self-directed learning ability, academic self-efficacy, and cooperation ability of nursing students. Similar experimental study of single group pre-post test design was used to investigate the effects of this online class. A total of 47 nursing students who were junior grade from one college participated in this study and self-administered questionnaire was used for data collection. Data were analyzed by frequencies, paired t test using the SPSS/Window 21.0 program. The result of this study showed that the improvement after online practicum based on action learning was significant in self-directed learning ability(t=3.832, p<.001), academic self-efficacy(t=4.258, p<.001), and cooperation ability(t=3.853, p<.001). These findings imply the value of online practicum based on action learning to enhance competency of nursing students. In the future, more studies should be conducted in the same group including control group and blended learning method using action learning to validate the effectiveness.

Syntax Analysis of Korean Using Pattern-Action Rules (패턴-액션 규칙을 이용한 한국어 구문 분석)

  • Ra, Dong-Yul
    • Annual Conference on Human and Language Technology
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    • 1992.10a
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    • pp.131-140
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    • 1992
  • 전문가 시스템은 인공지능 분야에서 가장 성공적인 사례로 꼽히고 있다. 본 논문에서는 전문가 시스템에서 채용하고 있는 핵심기술인 패턴-액션 규칙이 자연어 구문 분석 작업에도 성공적으로 적용될 수 있음을 보이고자 한다. 자연어의 문법 규칙을 전문가 시스템의 생성 규칙 형태로 표현하고, 전문가 시스템의 추론 엔진에서 이용하는 알고리즘(특히 전향 추론 방식)을 이용하여 구문 분석을 진행하도록 한다. 이 방법이 부분 자유 어순과 중심어 후행과 같은 특징을 가진 한국어의 분석에도 적용될 수 있음을 보였다.

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A Component Testing Technique based on Component Contract (컴포넌트 계약을 기반으로 하는 컴포넌트 테스팅 기법)

  • Park, Se-Hui;Lee, Byung-Sun;Jin, Young-Taek
    • Proceedings of the Korea Information Processing Society Conference
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    • 2003.05c
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    • pp.1821-1824
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    • 2003
  • 컴포넌트를 이용하여 작성된 소프트웨어의 테스팅은 컴포넌트의 다양한 특성 때문에 기존의 화잇박스 테스팅 기법을 적용하기 어렵다. 또한 컴포넌트의 통합으로 발생하는 인터액션 테스팅에 더 많은 비중을 둔다. 본 논문에서는 컴포넌트의 기본 및 행위 명세를 나타낸 컴포넌트 계약을 토대로 컴포넌트 테스팅을 수행하기 위한 방법을 제시한다. 컴포넌트 계약은 사전/사후 조건 및 불변 조건을 명시하는 OCL로 작성되며 테스트 케이스 생성과 인터액션 테스팅을 위해 이용된다.

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A Game-Framework Design based on HTML5 using Design Patterns (디자인패턴을 적용한 HTML5 기반의 게임프레임워크 설계)

  • Kang, MyungJu
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.07a
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    • pp.244-245
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    • 2015
  • 본 논문에서는 디자인패턴을 적용하여 액션게임 개발을 위한 HTML5 기반의 게임프레임워크 설계 방법을 제안하였다. 적용된 디자인패턴으로는 싱글톤디자인 패턴과 전략디자인 패턴으로, 전체 게임을 관리하는 Game Manager 클래스에는 싱글톤패턴을, 공격 형태에 따른 캐릭터 객체 생성을 위한 클래스에는 전략디자인 패턴을 적용하였다. 본 연구에서 제안한 프레임워크는 액션게임 개발뿐만 아니라 다양한 장르의 게임개발에도 적용할 수 있다.

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