• Title/Summary/Keyword: 2D game

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Implementation of Conversion Solution for Interoperability of Applications Developed on Different Mobile Platforms (이기종 모바일 플랫폼 간 어플리케이션의 상호 호환을 위한 변환 솔루션 구현)

  • Kang, Kyung-Bo;Kang, Dong-Hyun;Ryu, Jong-Min;Hong, Chang-Pyo;Lee, Joong-Hoon;Yoon, Jung-Han;Jwa, Jeong-Woo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.65-69
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    • 2006
  • Cellular network evolution and development of multi-function cellular phones introduce new mobile business mode. Cellular operators provide mobile internet services using the mobile browser such as ME and WAP and the mobile multimedia platform such as WIPI, J2ME, and BREW. New mobile applications are developed using mobile platforms provided by cellular operators as cellular phones having multimedia solutions such as camera, MP3, MPEG, 3D game engine, DMB, PAN such as bluetooth, IrDA, W-LAN, and location information using GPS are developed. Content providers have problems of redevelopment of a mobile application for different mobile platforms. In this paper, we propose a conversion solution for interoperability of applications developed on different mobile platforms of WIPI and BREW. We analyze APIs of WIPI and BREW and develop conversion solutions.

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A Study on Typology of Virtual World and its Development in Metaverse (메타버스 내 가상세계의 유형 및 발전방향 연구)

  • Han, Hye-Won
    • Journal of Digital Contents Society
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    • v.9 no.2
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    • pp.317-323
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    • 2008
  • The purpose of this study is to show typology of virtual world and to look out how virtual world develops especially in Korea. As paradigm changes, the scientific virtual reality and world wide web are absorbed into 3-D virtual world in Metaverse. The metaverse is the convergence of virtually enhanced physical reality and physically persistent virtual space. There are two categories of virtual world, the Ludic Virtual World which is oriented from games like MMORPGs and the Social Virtual World which is oriented from network communication system. Compared to North America and Europe, the Ludic Virtual World and game society grow and develop quickly in Korea. It's because Korean users prefer the online environment where millions of people live out a collective fantasy existence.

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The Characteristics of Color on Korean Costume by Basic Culture (기층문화를 통한 한국복식의 색채 특성 연구)

  • Kim Ji-Young;Kim Young-In
    • Journal of the Korean Society of Costume
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    • v.56 no.5 s.104
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    • pp.29-43
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    • 2006
  • The purpose of this study is to examine a unique characteristic of the colors of the costumes in Korean basic culture in the aim of seeking the characteristics and the conceptual meanings of colors found in the majority’s culture. The scope of the basic culture was divided into folk belief, folk game and folk play. Within these limits, the colors of the dress, accessories, instruments were extracted by comparing with the naked eye in NCS Color System. For the analysis of hue and tone, the secondary dimensional analysis using NCS color system and the three-dimensional analysis using the software, COLOR 3D Version 2.0, were done. The result of this investigation is that the colors of the costume in the Korean basic culture are white, gray and black of achromatic color and yellow, yellowish red and purplish blue. This confirms that the colors based on Five-elements color are becoming the basis too basic culture. And Arche-pattern, which is a characteristic commonly found in the Korean traditional society, was shown as a characteristic of color. The colors of the costumes in Korean basic culture are uniquely adopted by the Korean civilians according to their religious and philosophical living standard. This study is meaningful in seeking a root for the formation of their unique color culture.

Cluster Analysis of 12 Chinese Native Chicken Populations Using Microsatellite Markers

  • Chen, G.H.;Wu, X.S.;Wang, D.Q.;Qin, J.;Wu, S.L.;Zhou, Q.L.;Xie, F.;Cheng, R.;Xu, Q.;Liu, B.;Zhang, X.Y.;Olowofeso, O.
    • Asian-Australasian Journal of Animal Sciences
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    • v.17 no.8
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    • pp.1047-1052
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    • 2004
  • The genomes of Chinese native chicken populations were screened using microsatellites as molecular markers. A total of, 528 individuals comprisede12 Chinese native chicken populations were typed for 7 microsatellite markers covering 5 linkage groups and genetic variations and genetic distances were also determined. In the 7 microsatellite loci, the number of alleles ranged from 2 to 7 per locus and the mean number of alleles was 4.6 per locus. By using fuzzy cluster, 12 Chinese native chicken populations were divided into three clusters. The first cluster comprised Taihe Silkies, Henan Game Chicken, Langshan Chicken, Dagu Chicken, Xiaoshan Chicken, Beijing Fatty Chicken and Luyuan Chicken. The second cluster included Chahua Chicken, Tibetan Chicken, Xianju Chicken and Baier Chicken. Gushi Chicken formed a separate cluster and demonstrated a long distance when comparing with other chicken populations.

A Case Study on Kakao's Resilience: Based on Five Levers of Resilience Theory

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.9 no.3
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    • pp.44-58
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    • 2017
  • The purpose of this study is to prove the Korean Internet company, Kakao's resilience capacity. For it, this paper reviews the previous literatures regarding Kakao's business models and discusses 'resilience' theory. Then, it organizes the research questions based on the theoretical background and explains the research methodology. It investigates the case of Kakao's business and organization. The case analysis shows that five levers of resilience are a good indicator for a successful platform business evolution. The five levers are composed of coordination, cooperation, clout, capability, and connection: First lever, coordination that makes the company to restructure its silo governance in order to respond to actual business flow starting from the basic asset like game and music content; second lever, cooperation where the firm provides creative people with playground for startups such as KakaoPage; third lever, clout where the company shares its data by opening its API of AI and chatbot to $3^{rd}$ party developers; fourth lever, capability where the firm establishes AI R&D center, KakaoBrain as the function of multi-domain generalist for developing diverse platforms tackling customer needs; and the last fifth lever, connection where the firm continues to expand its platform business to the peripheries, O2O businesses such as KakaoTaxi, KakaoOrder, KakaoPay, and KakaoBank. In conclusion, this study proposes Internet companies to be a resilient platform utilizing those five levers of resilience in order to form successful platform. This study contributes to the agile innovation of Internet platform with ecological sense.

An Implementation of a VR Horror Game using Video Converter (동영상 변환기를 이용한 VR 공포 게임)

  • Kim, Mincheol;Jang, Eunsik;Lee, Doyeop;Jeon, Sugon;Kim, Hangkon;Byun, Taeyoung;Kim, Byeongchang;Seo, Dongmahn
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.10a
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    • pp.514-517
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    • 2016
  • 동영상이나 게임에서 2차원적인 시야를 제공해주는 물건(컴퓨터,TV,스크린 등)이나 입체감을 주기위한 3D기술을 사용하여 보는 것에 만족하던 시대가 가고 VR(Virtual Reality)이 등장함으로 인해서 사람들이 점점 가상현실에 대한 환상을 가지고 있다. 본 연구에서는 많은 관심을 받는 VR과 동영상 Converter기술을 합쳐 공포 게임을 만들어 보며, 일반적인 공포 영상이 VR과 접목되면서 가져올 감정변화가 사람들의 관심을 끌 수 있음을 보이고자 한다.

A Study on the Combustion Characteristics of Diffusion Flame Formed in the Wake of Cylindrical Bluff Body (원통형 보염기 후류에 형성되는 확산화염의 연소특성에 관한 연구)

  • An, J.G.;Lim, D.J.;Ro, T.S.;Song, K.K.
    • 한국연소학회:학술대회논문집
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    • 1998.10a
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    • pp.23-30
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    • 1998
  • The stabilization characteristics of diffusion flame formed in the wake of a cylindrical flame holder were investigated. Distribution of turbulence intensity, concentration distribution of combustion gas, and ion currents were measured. The turbulence intensity in the wake of cylindrical- game holder is increased with increase of diameter or blockage ratio of grid. If the auxiliary fuel is injected into recirculation zone, the concentration of $C_3H_8$ is high, but the concentration of $CO_2$ is low at the boundary of recirculation zone. The region with highest average value of ion currents in the middle of flame is moved to the upstream side by the turbulent components of main stream. The flame mass with partially active reaction is moved fast for uniform flow and turbulence generator G3, but the flame mass with relatively slow reaction is moved slowly for turbulence generator G1.

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Optimal user selection and power allocation for revenue maximization in non-orthogonal multiple access systems

  • Pazhayakandathil, Sindhu;Sukumaran, Deepak Kayiparambil;Koodamannu, Abdul Hameed
    • ETRI Journal
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    • v.41 no.5
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    • pp.626-636
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    • 2019
  • A novel algorithm for joint user selection and optimal power allocation for Stackelberg game-based revenue maximization in a downlink non-orthogonal multiple access (NOMA) network is proposed in this study. The condition for the existence of optimal solution is derived by assuming perfect channel state information (CSI) at the transmitter. The Lagrange multiplier method is used to convert the revenue maximization problem into a set of quadratic equations that are reduced to a regular chain of expressions. The optimal solution is obtained via a univariate iterative procedure. A simple algorithm for joint optimal user selection and power calculation is presented and exhibits extremely low complexity. Furthermore, an outage analysis is presented to evaluate the performance degradation when perfect CSI is not available. The simulation results indicate that at 5-dB signal-to-noise ratio (SNR), revenue of the base station improves by at least 15.2% for the proposed algorithm when compared to suboptimal schemes. Other performance metrics of NOMA, such as individual user-rates, fairness index, and outage probability, approach near-optimal values at moderate to high SNRs.

Effects of leucine-enriched essential amino acid supplementation on muscular fatigue and inflammatory cytokines in wheelchair basketball players

  • An, Young Hwan;Kim, Jisu;Kim, Hee-Jae;Lim, Kiwon
    • Korean Journal of Exercise Nutrition
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    • v.24 no.2
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    • pp.38-46
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    • 2020
  • [Purpose] This study aimed to investigate the effects of leucine-enriched essential amino acid (LEAA) supplementation on muscle fatigue and the level of inflammatory cytokines in wheelchair basketball players after a basketball game and interval training. [Methods] Of the ten recruited wheelchair basketball players (aged 34.5±8.9 years; lean body mass of 34.3±10.0 kg) who had spinal cord injury (SCI) and had undergone amputation, nine participated in the final test. These nine athletes received LEAA supplements (3 times 4.0 g/day) or placebo treatment in a double-blind, randomized, crossover study. We measured variables related to muscular fatigue and inflammatory response before the intense exercise and 4 days after recovery. [Results] The significant effect of LEAA supplementation was inhibition of circulating IL-6 levels in the LEAA-treated group compared with the placebo group (P < .05). However, no changes were observed in the TNF-α and creatinine kinase levels. Moreover, analysis of variance analysis showed no significant difference in the relative values of muscle soreness. However, the effect size analysis with Cohen's d reported a significant improvement in the relative values of whole body and back muscle soreness. [Conclusion] Our results revealed that LEAA supplementation before and after intense exercise could help reduce muscle soreness and IL-6 levels in wheelchair basketball players.

Gaming Disorder and Addiction in Children and Adolescents (소아청소년의 게임장애와 중독)

  • Juyeop Lee
    • Journal of Convergence Korean Medicine
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    • v.5 no.1
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    • pp.25-44
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    • 2023
  • Objectives: Gaming disorder has been viewed as a disease in the DSM-5 and ICD-11. Its essential symptoms are loss of control over gaming, gaming becoming a markedly prioritized activity over other activities of daily living, and continued and excessive use of gaming despite negative problems occurring. Methods: Children and adolescents are especially vulnerable to gaming disorder because the striatal pathways related to reward develop earlier than the control regions of the prefrontal cortex. It is also associated with decreased dopamine D2 receptors. Addiction is related to 'want' and is explained by incentive-sensitization. In addition, allostasis, in which homeostasis is continuously achieved at a new target value, is also related to gaming disorder. In addition, personality causes, unchangeable factors, and external factors can influence on the onset of gaming disorder. Results: Prevention is the best solution for gaming disorder, and the role of parents is important. For gaming disorder, bupropion is used, cognitive-behavioral therapy and family-based therapy are also beneficial. Herbal medicine treatment such as Antler velvet and ginseng can be effective. Electroacupuncture and acupuncture using PC6, SP6, and LR3 has a correlation with relieving Internet craving. Ear-acupuncture was also effective in treating addiction. Conclusion: Psychologically, 'want' is an intense longing for reward and motivation, and is related to addiction. This 'want' may rather be related to avoidance, and game addiction in children and adolescents may be due to wanting to escape from academic stress or avoidance of comparison. Therefore, the importance of 'like', which gives pleasure in itself, increases. It can also be explained with Sasang Constitutional Medicine.

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