• Title/Summary/Keyword: Computer Studies

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The Changes and Future Direction of Graphical Projection in Computer Games (컴퓨터게임에 나타난 투영도법의 변천과 전개방향)

  • Ha, Dong-One;Lee, Chang-Jo
    • Journal of Korea Game Society
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    • 제10권4호
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    • pp.3-13
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    • 2010
  • This study is about projection methods in computer games that support graphic user interface. Most of previous studies were case studies on or aesthetic approaches to a specific projection method. We investigated projection methods observed in computer games according to the chronicle of games, and studied changes in the methods and their future direction. Furthermore, we examined the emotional and productive aspects of various projection methods, and found that projection methods in computer games are being developed in accordance with graphic designers' job difficulty and computer processing capacity. Project, which determines contents consumers' view, is a very important factor to be decided at the planning stage of contents development. In this sense, we expect the results of this study to make a contribution to relevant areas.

Cold Data Identification using Raw Bit Error Rate in Wear Leveling for NAND Flash Memory

  • Hwang, Sang-Ho;Kwak, Jong Wook;Park, Chang-Hyeon
    • Journal of the Korea Society of Computer and Information
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    • 제20권12호
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    • pp.1-8
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    • 2015
  • Wear leveling techniques have been studied to prolong the lifetime of NAND flash memory. Most of studies have used Program/Erase(P/E) cycles as wear index for wear leveling. Unfortunately, P/E cycles could not predict the real lifetime of NAND flash blocks. Therefore, these algorithms have the limited performance from prolonging the lifetime when applied to the SSD. In order to apply the real lifetime, wear leveling algorithms, which use raw Bit Error Rate(rBER) as wear index, have been studied in recent years. In this paper, we propose CrEWL(Cold data identification using raw Bit error rate in Wear Leveling), which uses rBER as wear index to apply to the real lifetime. The proposed wear leveling reduces an overhead of garbage collections by using HBSQ(Hot Block Sequence Queue) which identifies hot data. In order to reduce overhead of wear leveling, CrEWL does not perform wear leveling until rBER of the some blocks reaches a threshold value. We evaluate CrEWL in comparison with the previous studies under the traces having the different Hot/Cold rate, and the experimental results show that our wear leveling technique can reduce the overhead up to 41% and prolong the lifetime up to 72% compared with previous wear leveling techniques.

Methods of Motion Capturing Intangible Cultural Properties in Japan (모션켑쳐(Motion Capture)를 이용한 무형문화재의 기록화 방안에 대한 제연구)

  • Park, Weon-Mo
    • Korean Journal of Heritage: History & Science
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    • 제36권
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    • pp.335-346
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    • 2003
  • With the development of media and computer, Motion Capture system, recently used in the entertainment and computer graphics, is emerging as a new recording method. Motion Capture is a system that records time-varying position of sensors which are attached to a objects and translates it to 3-D coordinate on computer. The motion of object displays the time-varying positions of each sensors that are graphed, or the line connected man-shaped model's movements on the computer monitor. And by adding computer graphic character to it, the various angled images, which are difficult to be perceived on the stage, can be easily recorded. Recently in Japan, Motion Capture system is being actively studied in order to use it in recording and preserving the intangible cultural assets of dance and art. Especially, Warabiza in Tazawako art village at Akita plays the leading role in this area through the project to symbolize and establish the archive of cultural dance, further, Ritsumeikan Univ. is develops the system for coupling the motion capture system to Labanotation. This article introduces the motion capture and it's related studies in Japan, which are being actively studied as a new recording method of intangible cultural assets.

Evolution Of Educational Activity: Digitalization Of Information Space Of Distance Education

  • Postova, Svitlana;Karpliuk, Svitlana;Vdovina, Olena;Nakonechna, Oksana;Khoroshev, Oleksandr;Chernova, Iryna
    • International Journal of Computer Science & Network Security
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    • 제21권9호
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    • pp.163-168
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    • 2021
  • The article discusses the use of the concept of digitalization in the science of education. The influence of information technologies on the ability to self-study is analyzed. Various technologies that are used in science and education are shown. The issues of the advantages of using IT as a tool for creating conditions for the implementation of the problem-activity approach and the organization of project activities are considered. The possibilities are shown, which gives the opportunities that the use of ICT of distance educational resources in the educational process gives. Shown is their auxiliary form of transmission, information retrieval; working out skills and consolidating what has been learned. Based on the analysis of the presented material of the article, you can see what problems can be solved using IT and remote resources.

Microservice Identification by Partitioning Monolithic Web Applications Based on Use-Cases

  • Si-Hyun Kim;Daeil Jung;Norhayati Mohd Ali;Abu Bakar Md Sultan;Jaewon Oh
    • Journal of information and communication convergence engineering
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    • 제21권4호
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    • pp.268-280
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    • 2023
  • Several companies have migrated their existing monolithic web applications to microservice architectures. Consequently, research on the identification of microservices from monolithic web applications has been conducted. Meanwhile, the use-case model plays a crucial role in outlining the system's functionalities at a high level of abstraction, and studies have been conducted to identify microservices by utilizing this model. However, previous studies on microservice identification utilizing use-cases did not consider the components executed in the presentation layer. Unlike existing approaches, this paper proposes a technique that considers all three layers of web applications (presentation, business logic, and data access layers). Initially, the components used in the three layers of a web application are extracted by executing all the scenarios that constitute its use-cases. Thereafter, the usage rate of each component is determined for each use-case and the component is allocated to the use-case with the highest rate. Then, each use-case is realized as a microservice. To verify the proposed approach, microservice identification is performed using open-source web applications.

A Study on the Oriental Faces base on the Orientalism in Animation - focus on the comparison of Traditional Women's Painting and Animation Character (오리엔탈리즘을 통한 동양인 얼굴캐릭터의 형태표현에 관한 연구 분석 - 동양의 미인도와 뮬란과 오세암의 애니메이션을 중심으로)

  • Kim, Hyuck;Bang, Mi-Young;Woo, Eun-Hye;Kim, Ji-Hong
    • Proceedings of the Korea Society of Design Studies Conference
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    • 한국디자인학회 2004년도 춘계 학술발표대회 논문집
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    • pp.144-145
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    • 2004
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Possibility of the Didactical Transposition in Computer-based Environment for Mathematics (컴퓨터 환경에서 교수학적 변환의 가능성)

  • 이종영
    • Journal of Educational Research in Mathematics
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    • 제8권2호
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    • pp.475-484
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    • 1998
  • In this paper, we give descriptions that the choices made in the Knowledge modelling or representation in Computer Evironments can modify the meaning of this knowledge through a process similar to that of the didactical transpostion. Thus, they are likely to have effects on learning. These problems and phenomena are consequences of general constraints of computer and an algorithms built-in computers. Students may not learn the knowledge intended by teacher. Teacher is always on the alert for the changable mathematical knowledge in computer-based environments. It is an important role of teachers in new teaching and learning environment.

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Routing in Computer Networks: A Survey of Algorithms (컴퓨터 네트웍에서의 경로선정 :알고리즘의 개관)

  • 차동완;정남기;장석권
    • Journal of the Korean Operations Research and Management Science Society
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    • 제9권2호
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    • pp.46-55
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    • 1984
  • The purpose of this parer is to provide a survey of the state of the art of routing methods in store-and-forward computer networks. The survey is carried out in line with a new taxonomy: heuristic methods, user-optimization methods, and system-optimization methods. This taxonomy on routing algorithms is based on two viewpoints: the level of optimization and the relative difficulty for the implementation in real computer networks. Some actual methods implemented in real computer networks are surveyed as well as the theoretical studies in the literature. This paper concludes with some points in need of further researches.

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A Study on Players' Desires in the Epics of Computer Games (컴퓨터 게임서사에 나타난 플레이어의 욕망 탐구)

  • Eum, Yeong-Cheol
    • Proceedings of the Korean Society of Computer Information Conference
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    • 한국컴퓨터정보학회 2015년도 제52차 하계학술대회논문집 23권2호
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    • pp.220-221
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    • 2015
  • 본고는 르네 지라르의 욕망 이론을 라스트 어브 어스라는 게임서사에 적용하여 분석한 글이다. 소설과 달리 게임은 유저인 플레이어가 방관자가 아니라 프로슈머가 되어 게임의 서사를 수행한다. 그 과정에서 플레이어는 오디세우스가 되어 통과제의의 관문을 통과한다. 플레이어는 게임 속에서 주인공이 되기도 하고 조력자와 연대하기도 한다. 게임의 주인공인 플레이어는 전투를 수행하면서 인물 상호간에 유대와 저항을 하기도 하면서 생존의 욕망을 추구함을 알 수 있었다.

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