A shooting game is all game genres that hit targets through shooting. It include a lot of genres from a flying shot of game room to a personal shooting action game. In this point, a shooting game was regarded it as the origin of all game and it was developed from the early days of game. At present we can meet it in an electronic game room or personal computer, and mobile phone etc.. The popularity of shooting game caused to take aim by simple system, interface, and speedy play. Also it was enticed everyone to enjoy it easily. A shooting games is worked from old like ways until recently and a process of playing game is intuitive than another game. Therefore it popular with a PC player as well as persons of all levels. Beginners can train this game easily through direction such as control way of object, advent way of enemy aircraft and scroll way of background. But as an usability of working and controlling game, beginners of game development can pass over a shooting sense that shout and hit basically. And after design, they will feel that cannot convey realistic effect and thrill etc.. At a result, hitting sense happens to graphic elements and sound. Therefore a measure of effect on these elements is started from analysis of good shooting game. This study was to focus on the advance effect of hitting sense in shooting game through analysis centered for 'the Beetlewing' and '1945 Plus'.
To evaluate the effect of horticultural therapy (HT) on the emotional improvement of depressed patients, computer-based heart rate variability (HRV) was compared with self-report scale (SRS) known as existing subjective evaluation method. SRS included four test areas: mental stress scale (MSS), physical stress scale (PSS), Beck anxiety inventory (BAI), and Beck depression inventory (BDI). HRV was itemized into four parameters: standard deviation of the N-N intervals (SDNN), square root of mean squared difference of successive N-N intervals (RMSSD), total power (TP), and low-frequency/high-frequency ratio (LF/HF ratio). Thirty patients with depression at the same mental hospital participated in this study. 15 patients of the treatment group received HT once a week for three months, but the control group did not during the same period. As a result, the emotional improvement in treatment group was clearly identified through HRV as well as SRS. The significant difference was shown at three test areas (MSS, BAI, and BDI, $p$ < 0.001) in SRS and at one parameter (total power, $p$ < 0.05) in HRV. There was noticeable increase in SDNN, RMSSD, and LF/HF ratio in treatment group after HT activity, but no significant difference. Although all parameters of HRV did not show significance, the possibility of HRV as an objective evaluation method to HT was recognized in this study. These results also implied that HT was efficient in the mental and physical regeneration of the depressed patients in both subjective and objective evaluation methods.
Kim, Hak-Jin;Son, Dong-Wook;Kwon, Soon-Goo;Roh, Mi-Young;Kang, Chang-Ik;Jung, Ho-Seop
Journal of Biosystems Engineering
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v.36
no.5
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pp.326-333
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2011
The need for rapid on-site monitoring of hydroponic macronutrients has led to the use of ion-selective electrodes, because of their advantages over spectrophotometric methods, including simple methodology, direct measurement of analyte, sensitivity over a wide concentration range, and low cost. Stability and repeatability of response can be a concern when using multiple ion-selective electrodes to measure concentrations in a series of samples because accuracy might be limited by drifts in electrode potential. A computer-based measurement system could improve accuracy and precision because of both consistent control of sample preparation and easy calibration of sensors. Our goal was to investigate the applicability of a cobalt-based electrode used in conjunction with a laboratory-made automated test stand for quantitative determination of ${PO_4}^-$ in hydroponic solution. Six hydroponic solutions were prepared by diluting highly concentrated paprika hydroponicsolution to provide a concentration range of 1 to 300 ppm $PO_4$-P. A calibration curve relating electrode response to phosphate in paprika hydroponic solution titrated to pH 4 with 0.025M KHP was developed based on the Nikolskii-Eisenman equation with a coefficient of determination ($R^2$) of 0.94. The laboratory-made test stand consisting of three cobalt-based electrodes measured phosphate concentrations similar to those obtained with standard laboratory methods (a regression slope of 0.98 with $R^2$ = 0.80). However, the y intercept was relatively high, 30 ppm, probably due to the relatively large amount of variation present among multiple measurements of the same sample. Further studies on the high variation in EMFs obtained with cobalt electrodes during replicate measurements were required for P estimations comparable to those obtained with standard laboratory instruments.
The world of ubiquitous computing is one in which we will be surrounded by an ever-richer set of networked devices and services. Especially, mobile phone now becomes one of the key issues in ubiquitous computing environments. Mobile phones have been infecting our normal lives more thoroughly, and are the fastest technology in human history that has been adapted to people. In Korea, the number of mobile phones registered to the telecom company, is more than the population of the country. Last year, the numbers of mobile phone sold are many times more than the number of personal computer sold. The new advanced technology of mobile phone is now becoming the most concern on every field of technologies. The mix of wireless communication technology (wifi) and mobile phone (smart phone) has made a new world of ubiquitous computing and people can always access to the network anywhere, in high speed, and easily. In such a world, people cannot expect to have available to us specific applications that allow them to accomplish every conceivable combination of information that they might wish. They are willing to have information they want at easy way, and fast way, compared to the world we had before, where we had to have a desktop, cable connection, limited application, and limited speed to achieve what they want. Instead, now people can believe that many of their interactions will be through highly generic tools that allow end-user discovery, configuration, interconnection, and control of the devices around them. Serendipity is an application of the architecture that will help people to solve a concern of achieving their information. The word 'serendipity', introduced to scientific fields in eighteenth century, is the meaning of making new discoveries by accidents and sagacity. By combining to the field of ubiquitous computing and smart phone, it will change the way of achieving the information. Serendipity may enable professional practitioners to function more effectively in the unpredictable, dynamic environment that informs the reality of information seeking. This paper designs the Serendipity Service based on NFC (Near Field Communication) technology. When users of NFC smart phone get information and services by touching the NFC tags, serendipity service will be core services which will give an unexpected but valuable finding. This paper proposes the architecture, scenario and the interface of serendipity service using tag touch data, serendipity cases, serendipity rule base and user profile.
TPR(Total Physical Response) is a new representative learning method for children's education. Today's approach to TPR has focused on signals from a user which becomes input data in a human-computer interaction, but the accuracy of sensing from body signals(e. g. motion and voice) isn't so perfect that it seems difficult to apply on an education system. To overcome these limits, we suggest a mediating interface device which can detect the user's motion using correct numerical values such as acceleration and angular speed. In addition, we suggest new design requirements for the mediating device through analyzing children's behavior as human factors by ethnography research and protocol analysis. As a result, we found that; children are unskilled in physical control when they use objects; tend to lean on an object unconsciously with touch. Also their behaviors are restricted, when they use objects. Therefore a mediating device should satisfy new design requirements which are make up for unskilled handling, support familiar and natural physical activity.
The Journal of Korean Institute of Communications and Information Sciences
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v.38A
no.3
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pp.277-288
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2013
3GPP LTE-Advanced (Third Generation Partnership Project Long Term Evolution-Advanced) as a next generation mobile communication standard introduced small base stations such as femto cells or pico cells, and D2D (Device-to-Device) communications between mobiles in the proximity in order to satisfy the needs of rapidly growing wireless data traffic. A diverse range of topics has been studied to solve various interference situations which may occur within a single cell. In particular, an introduction of a small base station along with D2D communication raises important issues of how to increase the channel capacity and frequency efficiency in HetNets (Heterogeneous Networks). To this end, we propose in this paper methods to manage the interference between the macro cell and other small cells in the HetNet to improve the frequency efficiency. The proposed CCN (Cluster Coordinator Node)-assisted ICI (Inter-Cell Interference) avoidance methods exploit the CCN to control the interference in HetNet comprising of an MeNB (Macro enhanced Node-B) and a large number of small cells. A CCN which is located at the center of a number of small cells serves to avoid the interference between macro cell and small cells. We propose methods of resource allocation to avoid ICI for user equipments within the CCN coverage, and evaluate their performance through system-level computer simulations.
Kim, Hyung-Sun;Lim, Jae-Hyun;Lee, Kee-Sun;Kim, Kil-Hee;Jung, Hee-Chang;Kim, Jin Ho
Science of Emotion and Sensibility
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v.18
no.2
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pp.45-54
/
2015
This study carried out an experiment to identify subject's work effectiveness and energy saving effect using LED light. Towards this end, this study configured nine various lighting environments in order to control PWM (Pulse Width Modulation) and illuminance (lux), which are the characteristics of LED light. The PWM ratio of LED light was set as R:G:B=1:1:1, R:G:B=4:1:5, and R:G:B=8:7:7, respectively, and illuminance (lux) was set as 400 lx, 700 lx, and 1000 lx, respectively. In addition, the indoor environment was set temperature $20-24^{\circ}C$, humidity 50%-60%, and the amount of clothing 1. This study analyzed work effectiveness and energy consumption in nine lighting environments, each. Error correction was performed for work effectiveness analysis, and cumulative power consumption was measured in each lighting environment for energy consumption analysis. According to experiment results through the lighting environments suggested in this study, accuracy and spent time effectiveness were good in 700lux and higher than 400lux. For spent time, the best effectiveness was revealed in the suggested PWM ratio, R:G:B=8:7:7. The lowest power consumption on each illuminance (lux) was revealed in the order of R:G:B=8:7:7, RGB=1:1:1, and R:G:B=4:1:5. Therefore, pulse-width modulation effect is proposed in this paper was found to affect the efficiency and energy saving.
Warpage of injection molded product is caused by non-uniform shrinkage during shaping operation and relaxation of residual stress. Robust part design and glass fiber reinforced reins have been adopted to prevent warpage of part. Warpages for part designs have been investigated in this study according to the injection molding conditions. Part design contains flat specimen and two different rib designs in the flat part. Resins used in this study were glass fiber reinforced amorphous plastics, PC and ABS. Different rib designs showed significant differences of warpages in the parts. Various warpages have been observed in the three regions of the part, near gate region, opposite region to the gate, and flow direction region. Results of computer simulation revealed that the warpages were strongly related to glass fiber orientation. Flat specimen showed the smallest warpage and the specimen with ribs to the flow direction showed a high resistance to warpage. Warpage highly depended upon part design rather than molding condition. It was concluded that the rib design and selection of gate location in injection molding would be the most important factors for the control of warpage since those are directly related to the fiber orientation during molding.
The combustion test for real box of AC outdoor unit has been performed in this study in order to estimate the fire hazard in multi-system type of AC outdoor unit which is currently used for commercial use. The result showed that in test, there was explosion inside of AC outdoor unit, and flame erupted and fire spread through upper side grill. And then this fire burnt the combustibles such as wires, electronic control board, heat exchange copper plate and plastics etc inside the unit, refrigerant gas pipe was burst due to fire, and accelerated the explosion and flame eruption to outside while the refrigerant was erupting. It is found in this test that the maximum heat release rate of AC outdoor unit is 5,830 kW, the maximum internal temperature measured with infrared camera and thermocouple is $1,201^{\circ}C$, maximum ambient temperature is $881^{\circ}C$, and flame rose higher than about 5 m. It is concluded that the fire in AC outdoor unit cause fire to combustibles around the unit, and may give big damage by generating the secondary fire. It is expected that the result obtained from the test on the real object may be applied to fire realization of AC outdoor unit and estimation of fire spreading to the combustibles around in the future computer simulation.
See and feel the emotion recognition is the image of a person variously changed according to the environment, personal disposition. Thus, the image recognition has been focused on the emotional sensibilities computer you want to control the number studies. However, existing emotional computing model is numbered and the objective is clearly insufficient measurement conditions. Thus, through quantifiable image Emotion Recognition and emotion computing, is a study of the situation requires an objective assessment scheme. In this paper, the sensitivity was represented by numbered sizes quantified according to the image recognition calculation emotion. So apply the principal attributes of the color image emotion recognition as a configuration parameter. In addition, in calculating the color sensitivity by applying a digital computing focused research. Image color emotion computing research approach is the color of emotion attribute, brightness, and saturation reflects the weighted according to importance to the emotional scores. And free-degree by applying the sensitivity point to the image sensitivity formula (X), the tone (Y-axis) is calculated as a number system. There pleasure degree (X-axis), the tension and position the position of the image point that the sensitivity of the emotional coordinate crossing (Y-axis). Image color coordinates by applying the core emotional effect of Russell (Core Affect) is based on the 16 main representatives emotion. Thus, the image recognition sensitivity and compares the number size. Depending on the magnitude of the sensitivity scores demonstrate this sensitivity must change. Compare the way the images are divided up the top five of emotion recognition emotion emotions associated with 16 representatives, and representatives analyzed the concentrated emotion sizes. Future studies are needed emotional computing method of calculation to be more similar sensibility and human emotion recognition.
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