• Title/Summary/Keyword: Game Database

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Ice Hockey Research Data Platform from Official Records Data and Verification

  • Jin, Seung-kyo;Jang, Ji-hyun;Kim, Hye-young;Kim, Sun-tae
    • International Journal of Knowledge Content Development & Technology
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    • v.9 no.4
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    • pp.31-45
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    • 2019
  • In this study, a database was established by analyzing the record data research produced in ice hockey sports. The deployed data verification with Ice hockey reference service was demonstrated with ice hockey officials and players. This research utilized the data stored in the KNSU Datanest data repository and developed PDF parsers for batch processing of records. Among the types of records, the game summary, team roster, team statistics, and player statistics files were collected, and tables were extracted from the records. PDF records were converted to text in CSV format which are converted to DataFrame and loaded into the database. Out of the total 22 types of records, 4 types were constructed with OO data parsed as element values. Data verification has found no problems with the quality of the data deployed, showing a high satisfaction with providing 66 factors against the 30 factors provided by the service previously used.

A study on the improving and constructing the content for the Sijo database in the Period of Modern Enlightenment (계몽기·근대시조 DB의 개선 및 콘텐츠화 방안 연구)

  • Chang, Chung-Soo
    • Sijohaknonchong
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    • v.44
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    • pp.105-138
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    • 2016
  • Recently with the research function, "XML Digital collection of Sijo Texts in the Period of Modern Enlightenment" DB data is being provided through the Korean Research Memory (http://www.krm.or.kr) and the foundation for the constructing the contents of Sijo Texts in the Period of Modern Enlightenment has been laid. In this paper, by reviewing the characteristics and problems of Digital collection of Sijo Texts in the Period of Modern Enlightenment and searching for the improvement, I tried to find a way to make it into the content. This database has the primary meaning in the integrating and glancing at the vast amounts of Sijo in the Period of Modern Enlightenment to reaching 12,500 pieces. In addition, it is the first Sijo data base which is provide the variety of search features according to literature, name of poet, title of work, original text, per period, and etc. However, this database has the limits to verifying the overall aspects of the Sijo in the Period of Modern Enlightenment. The title and original text, which is written in the archaic word or Chinese character, could not be searched, because the standard type text of modern language is not formatted. And also the works and the individual Sijo works released after 1945 were missing in the database. It is inconvenient to extract the datum according to the poet, because poets are marked in the various ways such as one's real name, nom de plume and etc. To solve this kind of problems and improve the utilization of the database, I proposed the providing the standard type text of modern language, giving the index terms about content, providing the information on the work format and etc. Furthermore, if the Sijo database in the Period of Modern Enlightenment which is prepared the character of the Sijo Culture Information System could be built, it could be connected with the academic, educational contents. For the specific plan, I suggested as follow, - learning support materials for the Modern history and the national territory recognition on the Modern Age - source materials for studying indigenous animals and plants characters creating the commercial characters - applicability as the Sijo learning tool such as Sijo Game.

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A Study on the meaning of Database follow the application of Visual Contents (전시콘텐츠 적용 환경에 따른 데이터베이스 의미 고찰)

  • Kim, Min-Su;Yoon, Se-Kyun
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.17-26
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    • 2005
  • Nowadays, display-contents are developing to an informative environment. that is under the logic of the media operating system. To perceive the media-environments and produce the cultural contents, the cultural designers seek to understand a skin structure from making up for shape. To appreciate operating system in data and database is not only systematization of form and contents of visual contents but also variety contents into multiple-platform and integrative environments. These days, the spectacle exhibition try to express for their surface design between algorithm of data and database. the information is expressing aesthetic which means presents the integrated contents through the play instinct environment to end-user. That was given web or game to participation is developing with the cellular device and ubiquitous computing system. in the linear perspective, the end-user should be immerse more and more hyper-simulation system because of the operating algorithm of database. To do this, human have need to get the information-ability from multi-platform society. In the virtual environment, database offer the experience of an unheard-of event to end-user that prepare the participants the circumstances priority of signifiers. To do that already based on a fixed sensibility endow with narrative of the freshness- experience.

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Harmfulness of Denormalization Adopted for Database for Database Performance Enhancement (데이터베이스 성능향상용 역정규화의 무용성)

  • Rhee Hae Kyung
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.42 no.3 s.303
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    • pp.9-16
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    • 2005
  • For designing the database more efficiently, normailzation can be enforced to minimize the degree of unnecessary data redundancy and contribute to enhance data integrity. However, deep normalization tends to provoke multiple way of schema join, which could then induces response time degradation. To mitigate this sort of side effect that the normalization could brought, a number of field studies we observed adopted the idea of denormalization. To measure whether denormalization contributes to response time improvement, we in this paper developed two different data models about customer service system, one with perfect normalization and the other with denormalization, and evaluated their query response time behaviors. Performance results show that normalization case consistently outperforms denormalization case in terms of response time. This study show that the idea of denormalization, quite rarely contributes to that sort of improvement due ironically to the unnecessary data redundancy.

Vocabulary Generation Method by Optical Character Recognition (광학 문자 인식을 통한 단어 정리 방법)

  • Kim, Nam-Gyu;Kim, Dong-Eon;Kim, Seong-Woo;Kwon, Soon-Kak
    • Journal of Korea Multimedia Society
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    • v.18 no.8
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    • pp.943-949
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    • 2015
  • A reader usually spends a lot of time browsing and searching word meaning in a dictionary, internet or smart applications in order to find the unknown words. In this paper, we propose a method to compensate this drawback. The proposed method introduces a vocabulary upon recognizing a word or group of words that was captured by a smart phone camera. Through this proposed method, organizing and editing words that were captured by smart phone, searching the dictionary data using bisection method, listening pronunciation with the use of speech synthesizer, building and editing of vocabulary stored in database are given as the features. A smart phone application for organizing English words was established. The proposed method significantly reduces the organizing time for unknown English words and increases the English learning efficiency.

모바일 애플리케이션 마켓(앱스토어)의 수용의도 영향요인에 관한 연구

  • Bae, Jae-Gwon
    • Proceedings of the Korea Database Society Conference
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    • 2010.06a
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    • pp.223-234
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    • 2010
  • This study is aimed at proposing a new research model in which application store intention to acceptance influence factors (i.e.. facilitating condition, mobile computing self-efficacy, service compatibility, and system quality) affect TAM (i.e., perceived usefulness and perceived ease of use) positively, leading to application store intention to acceptance eventually. This study developed a research model to explain the use of Apple's App Store, and collected 228 survey responses from the undergraduate students who had experiences with such application store services as game and personal information management application download. To prove the validity of the proposed research model, PLS analysis is applied with valid 228 questionnaires. By employing PLS technique, the measurement reliability and validity of research variables are tested and the path analysis is conducted to do the hypothesis testing. In brief, the finding of this study suggests that application store intention to acceptance influence factors affect TAM positively, and application store intention to acceptance as well.

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Implementation of Database Security using the Query Hiding Technique on the WeLink (쿼리 은폐 기법을 활용한 위링크의 데이터베이스 보안 구현)

  • Lim, Bock-Chool;Kim, In-Koo;Kim, Soon-Gohn
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.10a
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    • pp.356-357
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    • 2016
  • 기존에 PC나 서버에 설치하여 제공되던 방식에서 클라우드 컴퓨팅 환경의 서비스 방식이 일반화되어가고 있다. 클라우드 환경에서 발생하는 데이터는 형태와 양이 기존 방식처럼 관리하는 것은 불가능에 가깝다. 이러한 시대적 흐름에 발맞춰 데이터의 처리 및 저장과 관련된 기술의 중요성도 더욱 커져가고 있다. 본 논문에서는 중소기업을 위한 프레임워크인 위링크(WeLink)내에서 데이터 저장, 조회, 수정, 삭제 등을 위한 보안방안을 모색하였다. 또한 프레임워크 기반으로 데이터 보안을 위한 쿼리나 데이터베이스에 상관없이 서비스를 제공할 수 방법을 제안하였다.

게임디벨로퍼컨퍼런스 2004 참관기- 세계 게임 개발자들의 축제 GDC2004

  • Seo, Seong-Min
    • Digital Contents
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    • no.5 s.132
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    • pp.58-59
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    • 2004
  • GDC(Game Developer Conference) 2004는 지난해와 마찬가지로 미국 서부의 조용한 시골 산호세에서 개최됐다. 세션 참가를 위해 따뜻한 아침했살과 상쾌한 공기를 마시며 GDC에서 제공하는 셔틀버스를 타고 행사장으로 향할때 바깥 풍경을 통해 느낀 점은 간혹 어도비나 썬 마이크로시스템즈 같은 글로벌 기업들의 거대한 건물이 가끔식 눈에 띄긴 했지만, 도시의 전반적인 분위기는 한적한 시골의 분위기를 풍기는 조용한 도시였다. 내년부터 샌프란시스코에서 GDC행사가 진행된다고 하니 한편으로는 이제까지 산호세로의 직항로가 없어 버스나 국내선을 갈아타야 했던 번거러움이 없어져 반갑기도 하지만, 다른 한편으로는 이런 한적하고 조용한 분위기를 느낄 수 없을 것 같아 약간 아쉽기도 하다. 올해는 지난 3월 22일 부터 3월 26일까지의 일정으로 각종 엑스포와 세션들이 산호세 컨벤션 센터를 중심으로 진행됐다. 대부분의 세션들은 컨벤션센터와 주위의 호텔 세미나 룸에서 이뤄졌고 일부 많은 개발자들이 몰릴 것으로 예상됐다. 키노츠(Key notes)부분들은 컨벤션 센터의 맞은편인 시빅오디토리움(Civic Auditorium)에서 진행됐다.

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Game review- 온라인에서 즐기는 3D 액션 대전게임 '겟앰프드'

  • Sin, Jong-Hun
    • Digital Contents
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    • no.5 s.132
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    • pp.110-112
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    • 2004
  • 갯앰프드는 흔히 일컫어지는 캐주얼 게임으로 2.5등신의 귀여운 3D캐릭터들이 허둥지둥 액션을 펼치는 네트워크 대전게임이다. 얼핏보면 그저 머리 큰 캐릭터들이 우왕좌왕 좌충우돌로 뛰어 다니며 서로 치고 박는 단순한 액션게임으로 볼수 있으나 게임 내에 들어 있는 코믹한 요소들과 게임 안의 게임들이 얽혀 있어 다양한 재미를 제공한다. 최대 8명까지 참가 가능한 이 게임은 쉬운 조작법으로 누구나 쉽게 즐길 수 있고 격투가, 스파이, 초인 등 8가지 캐릭터 가운데 하나를 선택해 유저개성에 맞게 캐릭터의 얼굴, 헤어스타일, 체형 등을 자유롭게 만들 수도 있다. 유저가 만들 캐릭터로 겟앰프드 대전에 참가하는 것 또한 다른 게임에서는 볼수 없었던 재미로 게임 중 깃발 뺏기, 농구, 축구, 풍선터뜨리기 게임등 토너먼트 게임도 즐길수 있어며, 다양한 무기 아이템등을 활용해 대전하면 게임을 더욱 박진감 있게 즐길 수 있다.

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A Lightweight Mutual Authentication Protocol based Hash Chain for Low-power RFID Systems (저전력 RFID 시스템을 위한 해시 체인 기반의 경량화 된 상호 인증 프로토콜)

  • Lee, Gi-Sung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.3
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    • pp.560-566
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    • 2009
  • A low-power Radio Frequency Identification (RFID) system is an auto-identification technology that reads and writes an information of things without physical contacts using radio frequency. It is unescapable against unlawful modification, eavesdropping, tracking, or privacy of individuals because RFID systems use the radio frequency and RFID tags. Therefore we create a key using hash chain between database and tag and this process can prevent above attacks. Also we support the efficiency of proposed protocol using hash function to abate computation.