• Title/Summary/Keyword: Action script

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Adaptive Strategy Planning Using Goal-oriented Learning (목적 지향적 학습을 이용한 적응적 전술 생성 시스템 설계)

  • Park, Jong-An;Hong, Chul-Eui;Kim, Won-Il
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.48 no.5
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    • pp.42-48
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    • 2011
  • Agent acts for specification purpose, which is common element of CGF (Computer Generated Forces). When basic agent acts as planned, the advanced intelligence agent can do more than this. It can follow predefined actions along appointed script to achieve purpose or lay another plans when it is difficult to achieve. In other words, it can amend plan again or make new plan in order to achieve goals. When plan fails, agent amends oneself, possibly decreases target level to achieve easily. In doing so, the agent calculates a quantitative value for changing plans in realtime, and choose appropriate alternative plans when the threshold value reaches an limit. In this paper, we propose an military system in which the planned action can be modified according to the level of achievement and alternative plans can be generated accordingly.

Analysis and Adaptation of Strategy for Designing Web Interaction through Analyzing Cases of Interactive Website (웹 인터랙티비티의 사례분석을 통한 인터랙션 디자인 전략 분석 및 개발 사례)

  • Kim, Mi-Young;Kim, Hyun-Jeong
    • Archives of design research
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    • v.17 no.4
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    • pp.37-50
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    • 2004
  • As web-based programming tools(such as flash action script, javascript, java and etc.) has been improved and it has become more aware to take interactivity importantly as users' whole experience, web sites have evolved from the form of webzine to the form of interactive application that displays more interactive interface and gives instant feedbacks for the users' inputs. Web, rather than software, is used to execute relatively easy tasks by users of various levels, so that web sites could give more fun and less cognitive burden by supporting users' tasks in more interactive way. This paper examined design strategies to make more interactive web by figuring out definition of web interaction as users' experience and by analyzing web interaction design trends from cases of interactive web sites. The ultimate objective of this paper is show how design strategies can be adapted in the web interaction design process. Thus, case study of designing interactive bookshell in E-book site was done and is demonstrating one way of adapting strategies to design web interaction.

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A Study on Acting Approaches based on Characteristics of Zoom Theater - Focused on the Production Process of Project, Hong-Do 2020 (줌(Zoom)연극의 특성에 따른 배우의 연기 접근 방법 연구 - 프로젝트, 홍도(2020)의 제작 과정을 중심으로)

  • Jung, Eunyoung
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.842-854
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    • 2021
  • Performing industries in Korea and abroad have been attempting a wide range of artistic experiments utilizing online platforms ever since the Covid-19 pandemic. Accordingly, this study will shed light on the functional characteristics of Zoom, which was used as a creative tool for theater performances. At first, after examining theater performances presented in Korea and abroad using Zoom and their characteristics, the production stage of the Zoom play will be analyzed by dividing it into following stages; a research-based pre-production stage, a scene workshop stage that composes each scene based on the script, a recording stage filming each scene on Zoom, and Streaming stage for presenting the show. Furthermore, the actor's approaches to acting in this production process was presumed to be separation of gaze, re-recognition of space, utilization of expressive gestures, and reaction as an active action. As a result, it proposes the possibility of ongoing development of theatrical work using Zoom and the evolutionary aspect of actor's acting approaches in accordance with theatrical work via Zoom.

Development of Social Network Game Engine based on ActionScript (액션 스크립트 기반의 소셜 네트워크 게임엔진의 개발)

  • Woo, Chong-Woo;Kim, Dae-Ryung
    • Journal of Internet Computing and Services
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    • v.13 no.1
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    • pp.125-134
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    • 2012
  • As the social networking service (SNS), Facebook, and Cyworld, is developing, the social network game and social business commerce based on this service is activated. Especially, the Social Network Game (SNG) is getting explosive interests and it becomes popular, because it is small scale and user can enjoy the game among close friends. The market for this game is getting larger every year, but still it has some limitations in developing the game. Especially, the current game engine is aiming for developing online or console game, and there is no exclusive game engine for developing SNG. Therefore, it takes lots of time for developing SNG with this game engine. In this paper, we described a design and development of the game engine optimized for developing SNG, which not only adapts the main characteristics of the previous game engine, but also considers the specific characteristics of the SNG. The engine also supports map for the simulation game that is the most popular game in SNG, and also provides modules and tools for developing character animation easily. The evaluation standard for the performance of the game engine is the output generation speed of image, text and character. And the results showed reasonable output speed for developing the SNG in generation of image, text, and character.

Design and Effects of Science Simulation Applications Using Flash and ActionScript 3.0: In the Composition of Material Chapter in Middle School Science Textbooks (Flash와 Actionscript 3.0을 이용한 과학 시뮬레이션 앱의 디자인 및 효과 -중학교 과학 '물질의 구성' 단원을 중심으로-)

  • Lee, Chang Youn;Park, Chulkyu;Hong, Hun-Gi
    • Journal of The Korean Association For Science Education
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    • v.38 no.4
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    • pp.527-539
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    • 2018
  • Although a simulation is proposed as a candidate for alternative contents of inquiry activities, design cases focused on the characteristic of science education are rare. This study suggested the definition and requirements of science simulation to clarify science subject-specific design and set up the design guidelines to consider usability. Then the science simulation was developed in the form of an app for mobile devices, where 'Flash and Actionscript 3.0' was selected as a development tool for compatibility, functionality, ease of use and optimization for mobile devices with educational applicability in mind. In effect, six science simulation apps were prepared for seven classes of inquiry activity in 10 science classes on the chapter of 'composition of material' in middle school science 2 textbooks. In this regard, the main advantages of the simulation apps expected from each design characteristic are also suggested in this article. In the implementation of the science simulation apps, educational effects were investigated based on the statistical comparison, while 134 students in the second grade in a coeducational middle school, Gyeonggi-do participated as an intervention group and a control group. Our results showed that the scores of academic achievement and affective test in the intervention group were significantly higher than those of the control group (p <.05). In the questionnaire survey on usability, most students responded positively to the design of the science simulation apps. This study will contribute to expanding the horizon of design about science simulation as a design case in science education.

Change Reconciliation on XML Repetitive Data (XML 반복부 데이터의 변경 협상 방법)

  • Lee Eunjung
    • The KIPS Transactions:PartA
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    • v.11A no.6
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    • pp.459-468
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    • 2004
  • Sharing XML trees on mobile devices has become more and more popular. Optimistic replication of XML trees for mobile devices raises the need for reconciliation of concurrently modified data. Especially for reconciling the modified tree structures, we have to compare trees by node mapping which takes O($n^2$) time. Also, using semantic based conflict resolving policy is often discussed in the literature. In this research, we focused on an efficient reconciliation method for mobile environments, using edit scripts of XML data sent from each device. To get a simple model for mobile devices, we use the XML list data sharing model, which allows inserting/deleting subtrees only for the repetitive parts of the tree, based on the document type. Also, we use keys for repetitive part subtrees, keys are unique between nodes with a same parent. This model not only guarantees that the edit action always results a valid tree but also allows a linear time reconciliation algorithm due to key based list reconciliation. The algorithm proposed in this paper takes linear time to the length of edit scripts, if we can assume that there is no insertion key conflict. Since the previous methods take a linear time to the size of the tree, the proposed method is expected to provide a more efficient reconciliation model in the mobile environment.

Partial Sequencing and Characterization of Porcine DNA Methyltransferase I cDNA

  • Lee, Y.Y.;Kim, M.S.;Park, J.J.;H.Y. Kang;Y.M. Chang;Yoon, J.T.;K.S. Min
    • Proceedings of the Korean Society of Developmental Biology Conference
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    • 2003.10a
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    • pp.84-84
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    • 2003
  • DNA methylation is involved in epigenetic processes such as X-chromosome inactivation, imprinting and silencing of transposons. DNA methylation is a highly plastic and critical component of mammalian development The DNA methyltransferases (Dnmts) are responsible for the generation of genomic methylation patterns, which lead to transcriptional silencing. The maintenance DNA methyltransferase enzyme, Dnmt 1, and the de novo methyltransferase, Dnmt3a and Dnmt3b, are indispensable for development because mice homozygous for the targeted disruption of any of these genes are not viable. The occurrence of DNA methylation is not random, and it can result in gene silencing The mechanisms underlying these processes are poorly understood. It is well established that DNA methylation and histone deacetylation operate along a common mechanistic pathway to repress transcription through the action of methyl-binding domain proteins (MBDs), which are components of, or recruit, histone deacetylase (HDAC) complexes to methylated DNA. As a basis for future studies on the role of the DNA-methyl-transferase in porcine development, we have isolated and characterized a partial cDNA coding for the porcine Dnmt1. Total RNA of testis, lung and ovary was isolated with TRlzol according to the manufacture's specifications. 5 ug of total RNA was reverse transcribed with Super Script II in the presence of porcine Dnmt 1 specific primers. Standard PCRs were performed in a total volume of 50 ul with cDNA as template. Two DNA fragmenets in different position were produced about 700bp, 1500bp and were cloned into pCR II-TOPO according to the manufacture's specification. Assembly of all sequences resulted in a cDNA from 158bp of 5'to 4861bp of 3'compare with the known human maintenance methyltransferase. Now, we are cloning the unknown Dnmt 1 region by 5'-RACE method and expression of Dnmt 1 in tissues from adult porcine animals.

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