• Title/Summary/Keyword: 2D game

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Visualization of 33 Avalokitesvara-Bodhisattva according to the Wishes (기원에 따른 33관음의 시각화)

  • Kim, Kyungdeok;Kim, Youngduk
    • The Journal of the Korea Contents Association
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    • v.18 no.9
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    • pp.240-247
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    • 2018
  • In this paper, we implement a digital content that visualizes 33 Avalokitesvara-Bodhisattva according to the wishes of the public. The 33 Avalokitesvara-Bodhisattva is described in the Avalokitesvara-Bodhisattva tale that is found in the ancient literature "Memorabilia of the Three Kingdoms" as Tangible Cultural Heritage. Also, it is easily found in a wall painting of traditional Buddhist temples. The 33 Avalokitesvara-Bodhisattva is the saint of mercy that transforms into 33 various forms according to the wishes of the public. The Avalokitesvara-Bodhisattva tales deal with differences in the types of wishes of the public, and the tales have been speeded like wildfire among the people. So, in this paper, we classify them into 4 groups by the wishes (healing, security, academic achievement, disaster relief) of the public, and then analyze its symbolism and activity of the 33 Avalokitesvara-Bodhisattva. Also, we implement a 2D digital content that represents visually it according to the wishes of the public. Applications of the implemented visual content are as follows; development of character, game, and digital storytelling associated with traditional culture, education service for Buddhist doctrines, etc.

The Kinematic Analysis of the Rybalko Motion on the Horizontal Bar (철봉 리발코(Rybalko) 동작의 운동학적 분석)

  • Lee, Byoung-Won
    • Korean Journal of Applied Biomechanics
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    • v.16 no.1
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    • pp.109-117
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    • 2006
  • The purpose of this study was done in order to investigate the Kinematical variables of the Rybalko motion on the Horizontal bar using the 3-dimensional cinematographic method. For this study, three excellent athletes take part in a 2003 Daegue universid game were chosen. The subject,s Rybalko motion was filmed with S-VHS camera at the speed of 60 fields per second and digitized the each fields. And the Kwon3D 3.1 version program was employed to obtain 3-dimensional data. As a result of this study. 1. A total time spent for performing Rybalko skill was Mean $2.52{\pm}0.13sec$. From starting down swing to releasing right hand the Mean $0.84{\pm}0.24sec$ was taken. 2. In the event 3 of Rybalko motion, that is, the moment which the right-hand is released on the bar, the center of mass must is employed at the position above the horizontal line of bar. In this research, the average vertical displacement(z axe) of center of mass shows $47.87{\pm}3.14cm$. 3. In the event 5, that is, the moment which the right-hand is catched again on the bar, the center of mass is employed at the position before the vertical line of bar. In this research, the average horizontal displacement(z axe) of center of mass shows $47.87{\pm}3.14cm$. 4. It has been seen that, at the moment of release of right-hand, lateral variation of center of mass is 13.395cm, vertical variation of center of mass is 7.41cm Thus, it is concluded that lateral variation of center of mass should be reduced for high grade to be acquired. 5. It has been founded that high speed of down swing influences speed of up swing, and that, in the motion of twist, the horizontal speed is little changed.

The Study on the Current Status and Condition of Internet Addiction related to Disabled Person Information Technology Education (장애인 정보화교육에 따른 인터넷 중독 현황 및 실태에 관한 연구)

  • Lee, S.D.;Hong, J.A.;Yeum, D.M.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.6 no.2
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    • pp.63-69
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    • 2012
  • The analysis was conducted for studying the degree of internet addiction and the difference between addicted group and non-addicted group based on usage time. The target group is consisted of 30 people who receive the training at home. The purpose of this training is to reduce digital divide for the disabled with reduced mobility. As a result, the typical user group, less than the 31-point appeared as 4 cases, the potentially dangerous user I group, from 31 to 54 points appeared as 25 cases, the potentially dangerous user II group, from the 54-67 points appeared as only one person. However, there was no game addiction case, more than 67 points. In addition, there was no significant difference in impulsivity and aggression between the high-risk group of 9 persons using internet more than 2.7 hours and the typical user group of 21 persons with less risk. From the result, there are two possibilities. On the one hand, an increase of the usage time for the disabled might not lead to addiction. Or, on the other hand, a measure of addiction for non-disabled might not suitable for the disabled addiction examination.

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Development of Conversion Solutions for Interoperability of Applications on Different Mobile Internet Platforms (이기종 무선인터넷 플랫폼의 어플리케이션 상호 호환을 위한 변환 솔루션 개발)

  • Kang, Kyung-Bo;Kang, Dong-Hyun;Hong, Chang-Pyo;Ryu, Jong-Min;Lee, Joong-Hoon;Yoon, Jung-Han;Jwa, Jeong-Woo
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.1-9
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    • 2007
  • Cellular operators develop high speed mobile internet and multi-function cellular phones to activate new business model based on mobile internet services. Domestic cellular operators evolve their mobile networks from cdma2000-1x and EvDo to HSDPA to activate high speed mobile internet services. They also develop mobile internet platforms such as WIPI, BREW, and J2ME on multi-function 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. But, content providers have problems of redevelopment of the same mobile internet application on different mobile internet platforms provided by cellular operators. In this paper, we develop conversion solutions for interoperability of mobile internet applications on WIPI and BREW using an one-pass compiler. We confirm the performance the proposed conversion solutions for the API conversion rate, the converted file size, and the full conversion time using the popular mobile games which are the killer applications on WiPI and BREW.

Influence of freeze-dried acid whey addition on biogenic amines formation in a beef and deer dry fermented sausages without added nitrite

  • Kononiuk, Anna D.;Karwowska, Malgorzata
    • Asian-Australasian Journal of Animal Sciences
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    • v.33 no.2
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    • pp.332-338
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    • 2020
  • Objective: Aim of this study was to evaluate the influence of freeze-dried acid whey addition and the use a game meat (fallow deer) on a microbial content and the biogenic amines formation in dry fermented sausages. Methods: The experiment involved dry fermented sausages made in two variants from beef and from fallow deer. Each variant was divided into five groups: control (with a curing mixture), reference (with a sea salt), sample with a liquid acid whey and two samples with the addition of reconstituted freeze-dried acid whey in different concentrations. Changes in lactic acid bacteria (LAB), Enterobacteriaceae content and biogenic amines content were determined. Results: The microbial content changes suggest that addition of acid whey slightly affected LAB content in comparison with the control and reference sample, but the addition of freezedried acid whey resulted in a reduction of Enterobacteriaceae content in the sausages from fallow deer or a similar level in the beef sausages compared with the control and reference sample. Both changes in LAB and Enterobacteriaceae content were more evident in case of sausages made from fallow deer. Addition of acid whey (liquid and a higher amount of freezedried) and use of fallow deer meat to produce the sausages resulted in a significant reduction of total biogenic amines content. Conclusion: The addition of acid whey (liquid and higher amount of freeze-dried) resulted in a significant reduction of total biogenic amines content in dry fermented sausages made from fallow deer meat.

A Study on the Effects and Application Cases of Education Using Metaverse in the Non-Face-To-Face Era (비대면 시대에 메타버스를 이용한 교육의 효과와 적용사례에 대한 연구)

  • Song, Eun-Jee
    • Journal of Practical Engineering Education
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    • v.14 no.2
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    • pp.361-366
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    • 2022
  • Recently, with the development of virtual and augmented reality technology, metaverse is emerging as a new paradigm that will lead the next-generation internet era, and social and economic activities are spreading around the game, entertainment, music, and content industries. Moreover, as non-face-to-face conversion accelerated after the outbreak of COVID-19, lifestyles and industrial sites are becoming untact and further rapidly becoming a metaverse. In particular, the application of metaverse to the education field is attracting attention because realistic classes using real-time voice conversations using avatars, 3D objects, and 360-degree images can increase immersion and overcome the limitations of distance education. This study examines the concept of metaverse and examines that education using metaverse can be an alternative that can increase the efficiency of education in the non-face-to-face era. In particular, it shows that it is effective in language education and suggests an actual metaverse-based Korea language education program.

Kinematic Characteristics Based on Proficiency In Geoduepyeopchagi in Taekwondo Poomsae Koryo

  • So, Jae Moo;Kang, Sung-Sun;Hong, AhReum;Jung, Jong Min;Kim, Jai Jeong
    • Korean Journal of Applied Biomechanics
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    • v.26 no.4
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    • pp.343-351
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    • 2016
  • Objective: The purpose of this study was to help improve game performance and provide preliminary data to enhance the efficiency of the kick and stability of the support foot by comparing the kinematic characteristics of the repeated side kick (geodeupyeopchagi) in poomsaeKoryo between expert and non-expert groups. Method: The subjects were divided into 2 groups according to proficiency in Taekwondo, an expert group and a non-expert group (n = 7 in each group), to observe the repeated side-kick technique. Four video cameras were set at a speed of 60 frames/sec and exposure time of 1/500 sec to measure the kinematic factors of the 2 groups. The Kwon3D XPprogramas used to collect and analyze three-dimensional spatial coordinates. Ground reaction force data were obtained through a force plate with a 1.200-Hz frequency. An independent samplesttest was performed, and statistical significance was defined as .05. The SPSS 18.0 software was used to calculate the mean and standard deviation of the kinematic factors and to identify the difference between the experts and non-experts. Results: The angular displacement of the hip joint in both the expert and non-expert groups showed statistical significance on E1 and E4 of the left support foot and E5 of the right foot (p<.05). The angle displacement of the knee joint in both groups showed statistical significance on E4 of the left support foot, and E1 and E2 of the right foot (p<.05). The angular velocity of the lower leg in both groups showed no statistical significance on the left support foot but showed statistical significance on E2 and E6 of the right foot (p<.05). The angular velocity of the foot in both groups showed no statistical significance on the left support foot but showed statistical significance on E2 of the right foot (p<.05). The vertical ground reaction force in both groups showed statistical significance on E2 (p<.05). The center of pressure in all directions in both groups showed statistical significance (p<.5). Conclusion: While performing the repeated side kick (geodeupyeopchagi), the experts maintainedconsistency and stability of the angle of the support leg while the kick foot moved high and fast. On the other hand, the angle of the support foot of non-experts appeared inconsistent, and the kick foot was raised, relying on the support leg, resulting in unstable and inaccurate movement.

Development of Plug-n-Play Automation System for Machine Tending through Digital Twin (디지털 트윈을 활용한 Plug-n-Play 머신텐딩 자동화 시스템 개발)

  • Park, Yong-Keun;Kim, Sujong;Um, Jumyung
    • The Journal of Society for e-Business Studies
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    • v.25 no.4
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    • pp.143-154
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    • 2020
  • With the increasing trend of making manufacturing system intelligent and autonomous, the introduction of robot-assist automation, like machine tending system for automated operation of CNC machine tools, is being actively carried out at many industrial sites. Most important part of this intelligent system to install machine tending system, is interface programming between the CNC machine tools and the industrial robot. Despite this importance, however, the machine tending system has many setup problems. it is necessary for difficult re-program of both controllers whenever a new CNC machine tool or robot is introduced. And, the helps of external engineers is required even though trivial changes due to the complex structure of the machine tending system. Authors of this paper introduces the integrated system of the interface between heterogeneous CNC machine tools and industrial robots. In addition, the digital twin implemented inside the machine tool controller enable shop-floor operators to change the interface programming easily. To implement this system, an integrated development environment for 1) an intelligent HMI platform that provide standardized interfaces to heterogeneous CNC machine tools and 2) a robot platform developing application software of various robots, was established. For easy un-tact environment, this paper explain the development of 3) a game-engine based web program of controlling and monitoring machine tending system remotely.

Study on the Chinese Declarations to the London Protocol at the Time of Its Accession (런던의정서 가입 시 중국이 제출한 통지(선언)에 대한 검토)

  • Choi, Ji-Young;Hong, Gi-Hoon;Shin, Chang-Hoon
    • Journal of Korean Society of Environmental Engineers
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    • v.34 no.2
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    • pp.126-135
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    • 2012
  • Republic of Korea designates a waste disposal site within the fishing zone administered jointly with Chin in the Yellow Sea. The issue of waste disposal at sea is subject to the 1996 Protocol to the Convention on the Prevention of Marine Pollution by Dumping of Wastes and Other Matter commonly called London Protocol. China, one of the contracting parties declared that if China becomes a party to a dispute concerning the interpretation and application of the Protocol, the Arbitral procedure of the Protocol shall only be applied with written consent of the Government of China according to the Article 16.5 of the Protocol at the time of its accession. The Article allows any State may declare that, when it is a party to dispute about the interpretation or application of precautionary approach or polluter pay principle, its consent will be required before the dispute may be settled by means of the Arbitral procedure of the Protocol. This paper analyzes the legal basis of Chinese declaration and its implication to parties that may be in dispute with China using international precedents of similar nature and a game theory.

Analysis of Threats and Countermeasures on Mobile Smartphone (스마트폰 보안위협과 대응기술 분석)

  • Jeon, Woong-Ryul;Kim, Jee-Yeon;Lee, Young-Sook;Won, Dong-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.2
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    • pp.153-163
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    • 2011
  • Smartphone is a mobile device which can perform better than feature phone. Recently, growth in demand for advanced mobile devices boasting powerful performance, market share of smartphone is increasing rapidly in mobile device market, for example, iphone and android phone. Smartphone can provide many functionalities, e-mail, scheduler, word-processing, 3D-game, and etc, based on its powerful performance. Thus, various secret information is integrated in smartphone. To provide service, sometimes, smartphone transmits informations to outside via wireless network. Because smartphone is a mobile device, user can lose his/her smartphone, easily, and losing smartphone can cause serious security threats, because of integrated information in smartphone. Also data which is transmitted in wireless network can be protected for privacy. Thus, in present, it is very important to keep secure smartphone. In this paper, we analyze threats and vulnerabilities of smartphone based on its environments and describe countermeasures against threats and vulnerabilities.