• Title/Summary/Keyword: Design Game

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Exploring Future of Sports Cultural Contents

  • MOON, Bo Ra;LEE, Hwan Yeol;SEO, Won Jae
    • Journal of Sport and Applied Science
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    • v.4 no.3
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    • pp.1-10
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    • 2020
  • Purpose: This study is to explore which genre of sports culture contents will show the most consistent growth in the future and analyse the development outlook based on those results. Research design, data, and methodology: Case study was used for this research as it seemed to be the most appropriate approach in order to obtain the most complete and meaningful information from a particular phenomenon. A total of 15 participants were chosen to participate in a semi-structured in-depth interview and the recordings were typed out as text. In order to ensure validity and credibility of findings, peer and member check were conducted. Results: As a result, the sports culture content that is most likely to consistently grow in the future is games. Additionally, it is expected that sports culture contents will develop as new categories of sports culture contents emerge, as the evolution of sports culture content occurs through the combination with technology, as well as the activation of sensual sports contents, and the production of sports culture contents utilizing big data. Conclusions: It is concluded that convergence of sport, cultural contents, and technology will promptly progress, and it will promote the development of sport culture contents and related industry.

Design and Implementation of Creativity Improving System to Support Humanity Education (안성교육을 위한 창의성 계발 시스템의 설계 및 구현)

  • Song, Tae-Ok;Jung, Sang-Wuk;Kim, Tae-Young
    • The Journal of Korean Association of Computer Education
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    • v.3 no.2
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    • pp.1-10
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    • 2000
  • Humanity education is very important and essential part of education from the viewpoint of education. Further, it is valuable to utilize the advantages of computer system for systematic humanity education. In this paper, we designed and implemented Creativity Improving System(CIS) for improving student's creativity as an integrated component of Humanity Education System (HES) which will be developed in the near future. CIS is easy to maintain, repair and extend itself, since it is implemented based on Object-Oriented Development Method (OODM). By using 3-dimensional graphic technology, the contents of 3D-world in space is realistically expressed for improving the interest and effect of learning in the part of the maze game.

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A study on the image maps for promoting efficiency of workshop with residents (주민워크샵 효율성 증진을 위한 마을만들기 이미지맵 활용연구 -광주광역시 남구 거점 확산형 주거환경개선시범지구 주민대상-)

  • Jung, Eun-Jung;Lee, Yeun-Sook;Kim, Ju-Suck
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2009.04a
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    • pp.149-154
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    • 2009
  • For the past few decades, residential improvement projects have been mainly carried out after demolition of the original dwelling place. So far, interests and opinions of the existing residents have largely been ignored during the projects. However, citizen participation in local redevelopment has recently been regarded as essential part as progress in democracy and diversified public interests have offered more importance to citizen participation in the implementation of public policies. While the importance of resident participation has been increasingly emphasized in principle, there still has been more to do in its application in reality. We should develop the experience of collecting community opinion to make them reflected in public policy, if we are to achieve the resident and citizen-centered society. The purpose of this study is to develop an image map tool that can be applied to "Maul-Mandulgi" projects as a visualized method to facilitate the exchange of opinions and work toward agreements. The tool is supposed to assist the public discussion by visualizing the policies and reducing the possibility of misunderstanding, so that residents can properly respond to them. In addition, this study will verify the effectiveness of the tool in the application to local community workshops.

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A Study on the theory, history and criticism of Colin Rowe - A Criticism of his Liberalism and Formalist Approach - (콜린 로우의 건축론 -그의 자유주의와 형식자적 입장-)

  • Kang, Hyuck
    • Journal of architectural history
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    • v.17 no.1
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    • pp.7-28
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    • 2008
  • Colin Rowe was an important historian, theorist and critic in Modern architecture. His significance in Modern architectural history lies in not only historiography which has changed our view of Modernism but deep theoretical involvement in practice. This study is a critical review and analysis on his formalist approach in Architecture. With a view that his position of formalist has indispensible relationship with liberalism from K. Popper's critical rationalism, this study try to show how his philosophical background has an influence upon his way of seeing architecture, history, form, urbanism, and meaning, etc. And this study also try to explain why the principle of architecture as an autonomous discipline which is the main point of view in Rowe's criticism has been so successful and influential. This study also explain what is the possibility and limitation of Rowe's formalist approach and way of reading buildings. His intelligent way of formal analysis can give us new understandings of how the form generates and the process of design goes on. Furthermore it guide us a new horizon of architecture as a language game. Since his early writings showed both side of formalist approach in architecture and it didn't changed a lot. We can understand his 'Collage City' was a his final answer to his formalist way of making architecture and urbanism. we can estemate it as a utopia without utopianism and an ideology without ideological color.

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Design and Implementation of the Search Inside Middleware System by using XML (XML 기반의 본문검색 미들웨어 시스템 설계 및 구현)

  • Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.01a
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    • pp.229-232
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    • 2011
  • 최근 스마트 디바이스 기반의 다양한 콘텐츠 제작 공급에 대한 새로운 마켓 시장 형성과 태블릿 디바이스 기반의 전자책 시장 규모의 확대에 따른 새로운 유형의 디지털 콘텐츠 시장이 형성되고 있다. 디지털 미디어는 정보환경 범위를 종이의 범위에서 벗어나 매체와 연계한 다양한 형태로의 변화뿐만 아니라 서술 방식과 소통방식의 방법에도 변화를 발생하였다. 그리고 지면에서 국한된 아날로그 매체의 물리적, 공간적, 시간적인 한계를 뛰어넘어 다양한 콘텐츠를 손쉽게 접근할 수 있게 만들었다. 이런 환경에서 본문검색 서비스는 아날로그와 디지털 매체의 상호 공존관계를 형성할 수 있다. 본 논문에서는 그림종이문서를 본문검색이 가능한 이미지형태의 디지털문서로 변환해주는 디지털라이징 시스템으로 문자위치정보를 포함하는 광학문자인식(OCR)기능과 인식된 문자의 오류를 수정하는 에디터기능을 통해 추출된 내용을 XML형태로 제공하는 본문검색 시스템을 제안한다. 특히, 문자인식 후처리 공정에서 복수의 관학문자인식(OCR)엔진을 통해 결과 비교와 문자위치 정보 확인 및 편집, 맞춤법 검사 등의 특화된 기능 등은 본 논문에서 가지는 강점으로 디지털문서 구축에 소요되는 시간과 비용을 혁신적으로 절감시켜준다.

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Resource Allocation for Cooperative Relay based Wireless D2D Networks with Selfish Users

  • Niu, Jinxin;Guo, Wei
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.6
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    • pp.1996-2013
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    • 2015
  • This paper considers a scenario that more D2D users exist in the cell, they compete for cellular resources to increase their own data rates, which may cause transmission interference to cellular users (CU) and the unfairness of resource allocation. We design a resource allocation scheme for selfish D2D users assisted by cooperative relay technique which is used to further enhance the users' transmission rates, meanwhile guarantee the QoS requirement of the CUs. Two transmission modes are considered for D2D users: direct transmission mode and cooperative relay transmission mode, both of which reuses the cellular uplink frequency resources. To ensure the fairness of resource distribution, Nash bargaining theory is used to determine the transmission mode and solve the bandwidth allocation problem for D2D users choosing cooperative relay transmission mode, and coalition formation game theory is used to solve the uplink frequency sharing problem between D2D users and CUs through a new defined "Selfish order". Through theoretical analysis, we obtain the closed Nash bargaining solution under CUs' rate constraints, and prove the stability of the formatted coalition. Simulation results show that the proposed resource allocation approach achieves better performance on resource allocation fairness, with only little sacrifice on the system sum rates.

Interactive Face Warping Software for Smartphone (스마트폰용 대화식 얼굴 변형 소프트웨어)

  • Kim, Nam-Yun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.5
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    • pp.65-71
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    • 2011
  • Face warping techniques have been used for correcting image distortion as well as for creative purposes(e.g., morphing). Smartphone can capture an image from camera and transfer it through network. Thus, warping software which is implemented on the smartphone may be widely used in the fields of game and plastic surgery. This paper describes the design of face warping software using transformation with multiple pairs of lines and bilinear interpolation, and then shows the implementation results on the smartphone. Through many people review, this software showed real-time responsiveness and good transformation quality.

Defection Detection Analysis Based on Time-Dependent Data

  • Song, Hee-Seok;Kim, Jae-Kyeong;Chae, Kyung-Hee
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2002.11a
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    • pp.445-453
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    • 2002
  • Past and current customer behavior is the best predicator of future customer behavior. This paper introduces a procedure on personalized defection detection and prevention for an online game site. The basic idea for our defection detection and prevention is adopted from the observation that potential defectors have a tendency to take a couple of months or weeks to gradually change their behavior (i.e. trim-out their usage volume) before their eventual withdrawal. For this purpose, we suggest a SOM (Self-Organizing Map) based procedure to determine the possible states of customer behavior from past behavior data. Based on this representation of the state of behavior, potential defectors are detected by comparing their monitored trajectories of behavior states with frequent and confident trajectories of past defectors. The key feature of this study includes a defection prevention procedure which recommends the desirable behavior state for the ext period so as to lower the likelihood of defection. The defection prevention procedure can be used to design a marketing campaign on an individual basis because it provides desirable behavior patterns for the next period. The experiments demonstrate that our approach is effective for defection prevention and efficient for defection detection because it predicts potential defectors without deterioration of prediction accuracy compared to that of the MLP (Multi-Layer Perceptron) neural network.

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Planning for Taekwondo Park (태권도공원 계획)

  • Kim, Hyun;Joun, Hyo-Jae;Kim, Sang-Tae
    • Journal of Korean Society of Rural Planning
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    • v.14 no.1
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    • pp.73-82
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    • 2008
  • Taekwondo, Korean traditional martial art as one of the ten Korean cultural symbols, has acquired a reputation for introducing and globalizing Korean culture together with its standing as official Olympic Game in 2000, Sydney, Australia. Nevertheless the World Taekwondo Headquarters, Kukkiwon, which is an exclusive Taekwondo institution only accommodates for three thousand persons. Considering the worldwide reputation of Taekwondo, the scale of Kukkiwon leaves a big supply problem. This study therefore suggests the plan to design Taekwondo park that playa major role of Taekwondo development in the 21st century and represent the cultural heartland of Taekwondo. The study considers four points. The points are as follows: 1) Necessary programs drawn by analyzing and assessing Muju city as a site for Taekwondo park, then a survey conducted for potential visitors to a Taekwondo park. Under the theme of "A World Cultural Heritage Upon Our Own Lives", the park plan intends to become a shrine of Taekwondo as well as a big tourist attraction. 2) Programs are appropriate for the terms of the investment under the auspices of government, by considering potential visits and the site conditions. 3) The meaning of Taekwondo and its history should be reflected in the space distribution and facilities allotment. Three meaningful zones: symbolic zone, training zone and culture zone are considered in planning program and space distribution. 4) The plan also intends to harmonize with local development by groping Muju city's uplifting, not only designs a Taekwondo park.

Cubic Tangible User Interface Development for Mobile Environment (모바일 환경을 위한 큐빅형 텐저블 사용자 인터페이스 개발)

  • Ok, Soo-Yol
    • Journal of the Korean Society for Precision Engineering
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    • v.26 no.10
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    • pp.32-39
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    • 2009
  • Most mobile devices provide limited input interfaces in order to maximize the mobility and the portability. In this paper, the author proposes a small cubic-shaped tangible input interface which tracks the location, the direction, and the velocity using MEMS sensor technology to overcome the physical limitations of the poor input devices in mobile computing environments. As the preliminary phase for implementing the proposed tangible input interface, the prototype design and implementation methods are described in this paper. Various experiments such as menu manipulation, 3-dimensional contents control, and sensor data visualization have been performed in order to verify the validity of the proposed interface. The proposed tangible device enables direct and intuitive manipulation. It is obvious that the mobile computing will be more widespread and various kinds of new contents will emerge in near future. The proposed interface can be successfully employed for the new contents services that cannot be easily implemented because of the limitation of current input devices. It is also obvious that this kind of interface will be a critical component for future mobile communication environments. The proposed tangible interface will be further improved to be applied to various contents manipulation including 2D/3D games.