• Title/Summary/Keyword: 창의 배치

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Analysis of User Interface and Usability Evaluation for Mobile RPG Games based on Battlefield Display (전투창 화면 디스플레이를 중심으로 본 모바일 RPG 게임의 사용자 인터페이스의 특징과 인터페이스 만족도 평가)

  • Kim, Jinsu;Lee, Junhyung;Song, Doo Heon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.433-436
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    • 2017
  • 조작해야 할 정보와 사물이 가장 많은 게임 장르인 RPG 장르에서 모바일 환경의 제약은 자연스럽게 사용자 인터페이스 패턴의 제약으로 연결된다. 다만 기기 환경도 스마트폰 디스플레이 화면이 예전보다 커지고 자동 전투 기능의 활용으로 조작의 대상과 적시성을 감소시키면서 최근에는 그 제약이 개선되었다는 평가가 있다. 이 논문에서 우리는 지난 3년간 연도별로 가장 많이 플레이 된 모바일 RPG 게임 5개씩을 골라 주요 구성 요소의 전투 창에서의 배치 패턴을 분석하고 그러한 패턴이 실제로 사용자들에게 어떻게 인식되고 있는지 조작 편의성을 중심으로 만족도 평가를 실시하였다. 4점 척도로 적극적 평가를 요구한 9개의 설문에서 이 장르 사용자들은 대체로 70% 이상의 만족도를 보이고 있었으며 일부 설문에서만 게임 간 차이가 발견되었다.

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A Design and Implementation of Matching Card Game Based on Kinect Sensor (Kinect 센서 기반의 카드 매칭 게임 설계 및 구현)

  • Park, Jin Yang;Heo, Min Yeoung;Jo, Tae Woong;Hyun, Gun Soo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.49-50
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    • 2016
  • 본 논문에서는 Kinect 센서 기반의 카드 매칭 게임을 설계하고 구현한다. 이 게임은 유아용 카드 매칭 게임으로 카드 뒷면을 화면에 배치시키고 무작위로 앞면의 그림을 보여준다. 플레이어는 앞면의 그림을 위치별로 기억하여 같은 짝의 그림을 선택하여 맞춘다. 다른 짝을 매칭 할 경우 다시 뒷면으로 뒤집히고 같은 짝을 매칭 할 경우는 해당 그림의 영어 단어를 팝업시킨다. 예를 들어 토끼 그림의 짝을 매칭 할 경우 RABBIT이란 단어를 팝업 시킨다. 그리고 플레이어는 RABBIT이란 단어를 발음하면 Kinect는 음성을 인식하여 팝업된 창을 종료하고, 게임을 계속 진행한다. 게임은 화면에 배치시키는 카드를 $2{\times}2$부터 시작하여 난이도 별로 증가 시키고 스테이지 별로 콘텐츠를 나눠 영유아들이 재미있게 게임을 즐기면서 영어 단어를 학습할 수 있는 게임이다.

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Windows placement system development for efficient use monitor (효율적인 모니터 사용을 위한 화면 배치 시스템 구현 -와이드 모니터 사용자를 위한 화면 구성 시스템 SquareSpace-)

  • Cho, Yun-Jeong;An, Dong-Un
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.428-431
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    • 2009
  • Recently, uses of a large, wide screen monitors are general, so people that efficiently use work area of monitor is encreasing. Use pattern of monitor is being changed just using one window to many windows at a time. In this paper, I will explain develop windows placement system for efficient use monitor. It is different from other general utility about windows placement system because users can easily change windows placement to use preview window. The future, a large, wide screen monitors to keep pace with the demand to take advantage of the window to satisfy the needs of the user to manually adjust the window to the inconvenience that will be resolved.

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Creative Classes and the Production of Contested Places in Hannam-dong (Yongsan, Seoul): Another Cultural-Economic Communities of Strangers (한남동의 창의계급들과 경합하는 장소들의 생산: 세 가지 길의 상이한 행위자들과 젠트리피케이션의 상이한 유형들)

  • Shin, Hyunjoon
    • Journal of the Economic Geographical Society of Korea
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    • v.19 no.1
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    • pp.33-50
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    • 2016
  • Hannam-dong, which lies at the eastern part of Yongsan-gu in metropolitan Seoul has been known as one of the affluent area, but actually it is divided into different sub-areas including poor ones. Although it used to be a quiet residential neighborhood, be they rich or poor, some streets (gil) have become the places of creative economy since the late 2000s. The place-making of Hannam-dong is accompanied by taking-place of different creative classes in different sub-areas, and there have emerged contestation, negotiation and clash among them at the contact zone. While the big companies such as Samsung explores their own version of cultural/creative entrepreneurialism in one sub-area, the actors that can be dubbed as 'creative small producer' and/or 'creative underlass' produce Hangangjin-gil and Usadan-gil as artistic-cum-economic communities by deploying cultural capital. All in all, Hannam-dong is an interesting case that different types of gentrifications are produced by different actors in different sub-areas, which results in producing another kind of 'community of strangers' where different (creative) classes share a physical location, but do not have lasting social interactions and communicative networks.

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A comparative study on creativity according to major of college students: focusing on pre-service early childhood teachers, pre-designers and pre-engineers (대학생의 전공에 따른 창의성 비교 연구 : 예비유아교사, 예비디자이너, 예비공학자를 중심으로)

  • Kim, Hyoung Jai;Lee, Jun Yeon;Eom, Se Jin
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.19-27
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    • 2017
  • The purpose of this study was to analyze the differences of creativity according to major of college students focusing on pre-service early childhood teachers, pre-designers and pre-engineers. The subjects were 132 four grade of university students attending K and T university in Busan, Korea. Data were analyzed with one-way MANOVA to find out the differences of creativity according to their major. Results of this study as follows: first, overall creativity was significantly higher in preliminary designers than pre-service early childhood teachers and pre-engineers. Second, the fluency of pre-service early childhood teachers and pre-designers was significantly higher than that of pre-service engineers. The abstraction was significantly higher in pre-service early childhood teachers than pre-engineers. The elaboration of pre-designers was significantly higher than that of pre-service teachers and pre-engineers. Openness was significantly higher in pre-designers than pre-engineers, and pre-engineers were significantly higher than pre-service early childhood teachers. Therefore, this study suggests that the major in creativity curriculum and program development for college students should be considered, and the results of this study will be used as basic data of the creativity education program.

A Study on a Creative Design Development Using a Traditional Pattern - Focusing on the Arrangement and Color-scheme of the Pattern - (전통 물고기문양을 모티브로 한 창의적 디자인 개발 연구 - 문양의 배치 및 색채 배색 과정을 중심으로 -)

  • Mok, So-Ri;Cho, Jean-Suk
    • Journal of the Korea Fashion and Costume Design Association
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    • v.16 no.2
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    • pp.81-100
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    • 2014
  • The purpose of this study is to link traditional patterns to mordern clothing. Of all the traditional patterns, the fish pattern was chosen for use during the development of a creative one-piece design for woman and shirts design for man. This study is based upon document searches, including research papers. Through these searches, it investigates the symbolic meaning, formation of the fish pattern and the creative design process. Based on this investigation, the study attempts to modernize the fish pattern and apply the fish patterns to the design of a one-piece dress and shirts. The design procedure includes three sub-processes: selection, arrangement and color-scheme. The selection process, the form of the pattern was edited using Adobe Photoshop. The arrangement of the pattern was made through the checklist conception method, containing the following functions: expand, reset, repeat, omission and dismantling. For the color-scheme of the pattern, Paul Klee(1879-1940)work was selected, and the colors in his work were adopted when dyeing the rest of the one-piece dress and shirts as well as fish features. In conclusion, six designs of the one-pieces dress and shirts were created by using one of Korea's traditional patterns-the fish pattern. This kind of study not only let the world know about the unique beauty of nations but also helps to inspire people who has a profession in design, by suggesting design development process based on design competitiveness improvement factor from fusion of tradition and modern.

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Analysis on Immersion of Digital Animation -Focused on complex analysis on the concept and story- (디지털 애니메이션의 몰입감 분석 연구 - 콘셉트와 스토리의 복합적 분석을 중심으로 -)

  • Kim, Ki Bum;Kim, Kyoung Soo
    • Korea Science and Art Forum
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    • v.24
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    • pp.1-13
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    • 2016
  • The aim of this study is to find the reasons of success and failure of digital animations in terms of 'immersion.' For the purpose, the causes of immersion were analyzed through complex comparison about concepts and stories of two animation films with similar size of budget: 'Shrek 2' which ranked number 1 in the box-office of animation and 'Mars Needs Moms' which ranked number 172 in the same category. The complex results showed that immersion becomes bigger with creativity and popularity of the characters' outer concept, diversity and organic of the characters' inner concept, and diversity and consistency of the background. Moreover, gradual arrangement of characters' appearance in the story and increasing number of the characters, and visual changes around the plot heightening with a well-organized passage increase immersion. After all, immersion of digital animation requires developing creative, diverse, and popular concept and arranging and strengthening strategic well-organized plot of parts and the whole. This is the key to convergence it.

Rule-based Hybrid Discretization of Discrete Particle Swarm Optimization for Optimal PV System Allocation (PV 시스템의 최적 배치 문제를 위한 이산 PSO에서의 규칙 기반 하이브리드 이산화)

  • Song, Hwa-Chang;Ko, Jae-Hwan;Choi, Byoung-Wook
    • Journal of the Korean Institute of Intelligent Systems
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    • v.21 no.6
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    • pp.792-797
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    • 2011
  • This paper discusses the application of a hybrid discretiziation method for the discretization procedure that needs to be included in discrete particle swarm optimization (DPSO) for the problem of allocating PV (photovoltaic) systems onto distribution power systems. For this purpose, this paper proposes a rule-based expert system considering the objective function value and its optimizing speed as the input parameters and applied it to the PV allocation problem including discrete decision variables. For multi-level discretization, this paper adopts a hybrid method combined with a simple rounding and sigmoid funtion based 3-step and 5-step quantization methods, and the application of the rule based expert system proposing the adequate discretization method at each PSO iteration so that the DPSO with the hybrid discretization can provide better performance than the previous DPSO.

The Image of Changgyeongwon and Culture of Pleasure Grounds during the Japanese Colonial Period (일제강점기 창경원의 이미지와 유원지 문화)

  • Kim, Jeoung-Eun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.43 no.6
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    • pp.1-15
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    • 2015
  • Changgyeongwon emerged as pleasure grounds following the creation of a museum, zoo and botanical garden in Changgyeonggung Palace during the Japanese colonial period. Pleasure grounds offer space for entertainment and have maintained the image of a paradise apart from reality. This study examined the creation process of pleasure grounds within a royal palace and the following spatial changes. By analyzing the image of Changgyeongwon as an artificial paradise, this study explored its landscape and cultural aspects. Literature reviews on the intention and process showed that the Changgyeongwon pleasure grounds were created as a 'royal garden' for the amusement of Sunjong, as well as 'public pleasure grounds' in the process of colonization. It was one of the first public spaces open to everyone who could afford the entrance fee. The layout of Changgyeongwon was studied by a comparison and analyzation of modern plans and photographs. It was composed of the central museum zone, northern botanical garden zone, and southern zoological garden zone. A conservatory and greenhouse to exhibit and maintain tropical plants were intensively built in the botanical garden zone while an aviary was created on the zoo pond. In the vicinity of the aviary a vivarium was constructed. Museum exhibition facilities included a main building as well as existing buildings, and a western flower garden was created between the buildings. Space for children including a playground and horse-riding course were created in the 1930's. The paradisiacal image and pleasure grounds culture of Changgyeongwon were studied as follows. Firstly, it shows that Changgyeongwon's paradisiacal image where rare animals and exotic plants were open to the public was promoted by the zoo and botanical garden. This led to the creation of new popular leisure activities such as flower appreciation and animal watching. Secondly, Changgyeongwon offered an urban leisure space, symbolizing the 'non-urban nature within the city' where the urban residents could escape from the daily routine. Thirdly, Changgyeongwon was known for its 'fantastic night landscape' by its night opening during the cherry blossom season. This cherry blossom viewing at night sadly degenerated by various shows and drinking, and as a result, an image of a deviant paradise was given to Changgyeongwon. Changgyeongwon contributed to creating a new space with its diverse facilities, and the public embraced the urban culture through experiences of pleasure and entertainment.