• Title/Summary/Keyword: Game Research

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An Analysis of the Types of Panoplies in the TV Dramas Yeongaesomun and Taewangsasin-gi - Focusing on the Panoplies of the Goguryeo Dynasty - (TV 사극 연개소문과 태왕사신기에 표현된 갑주유형 분석 - 고구려시대 갑주를 중심으로 -)

  • Cho, Mi-Suk;Kim, Eun-Jung
    • Journal of the Korean Society of Costume
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    • v.60 no.5
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    • pp.35-50
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    • 2010
  • The purpose of this study was to know how helmet and armor was reinterpreted in historical play by considering general concept and type of old helmet and armor from the aspect of costume history and comparing the helmet and armor types of TV historical plays, Yeongaesomun and Taewangsasingi, whose historical backgrounds were based on the age of Goguryeo. The helmet and armor type shown in Yeongaesomun was reinterpreted as the one, which is close to historical investigation, by reappearing lamellar armor and jongjangpanju(helmet made of slim, long plate) shown in Goguryeo wall painting. The helmet and armor type shown in Taewangsasingi expresses fantastic helmet and armor by adding fantastic factor regardless of historical investigation. The study result reveals that there are several common characteristic factors between the helmet and armors of two historical plays. First, there was a classification in the display of character and story. The helmet and armor type shown in Yeongaesomun classified color and detail design depending on lamellar armor or character. In Taewangsasingi, the helmet and armor was manufactured depending on character's nature and the chain armors, which are lighter than existing helmet and armors, were usual. Second, they escaped from the historical investigation about traditional helmet and armor. In Yeongaesomun, myeonggwangae(a type of armor), which might be popular, was not expressed and Taewangsasingi is free from an imperative idea of historical investigation by manufacturing helmet and armor referring to that of ancient Rome age. The modern sense was reflected to increase dramatic effect. The helmet and armor of Yeongaesomun provides modern feeling by using stainless steel material and modern color arrangement and that of Taewangsasingi is designed in modern, splendid way as it aimed at game development from the planning step.

Adaptive Software Framework based on Acquiring Context Information using Plane Image Processing (평면 영상 분석을 통한 상황 정보 획득 기반의 적응형 소프트웨어 프레임워크)

  • Kim, Ki-Mun;Jung, Woo-Sung;Lee, Byung-Jeong;Wu, Chi-Su
    • Journal of KIISE:Software and Applications
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    • v.34 no.8
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    • pp.763-771
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    • 2007
  • As software is widely used on various environments today, there is an increasing need for adaptive software. Adaptive software is robust and flexible software that modifies its own behavior in response to the changes in its environment. Due to time constraints, high complexity and so on, it is hard to acquire context information from environment. So, when implementing software, it is common to think easily acquired data to be the environments. This research proposes an adaptive software framework that assumes plane images to be environments. Plane images are easy to acquire and have enough complexity. From this, our framework is able to acquire context information, reasons with action rule, and acts on the result of reasoning. Stand on this framework, implements software that plays a simple game automatically.

Integration of Application Program for Dementia Diagnosis using Biometric Sensor and Oxygen Chamber (생체센서를 이용한 치매진단용 어플리케이션 프로그램과 산소챔버의 융합)

  • Cho, Myeon-Gyun;Choi, Hyo Sun;Kim, Hyeong-Jun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.11
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    • pp.5847-5855
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    • 2013
  • The purpose of this research is to develop Dementia-diagnosis application program through inter-working between biometric sensors and smart phone with diagnostic programs. Receiving data from 2 biometric sensors, SpO2 and HRV(heart rate variability) with Bluetooth and adding scores from questionnaires and memory test game, smart phone can draw a final Dementia Index(DI). Simple clinical tests provided threshold for Dementia, and diagnosis was made by comparing the DI with the threshold. We performed testing on persons aged over 60 and found out the proposed application can be used to diagnose Dementia easily and quickly. Additionally, we have shown the potential of oxygen chamber combined with Dementia-diagnosis application as a medical equipment to ease or cure Dementia in its early stages.

Play Theory Comparative study with Amusement of Figure based on Image Contents and Roger Caillois (영상콘텐츠 기반 피규어의 유희성과 로제카이와의 놀이이론 비교)

  • Sohn, Jong-Nam;Chung, Jean-Hun
    • The Journal of the Korea Contents Association
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    • v.10 no.4
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    • pp.157-164
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    • 2010
  • Figure that make image contents of movie, animation, game etc. by base is one of representative industry of OSMU (One Source Multi Use). Figure that is culturally continuous as industrial while is growing scientific study that is lacking in many way consider. With amusement to the center as a preceding study about this and offered preceding research about theories that several scholars advocate, and divide into commerce, industry, imagination and amusement about characteristics of figure based on image contents and investigated. Investigated amusement characteristics of figure that is center of this study because do comparative analysis with insistence of Roger Caillois- Agon, Alea, Mimicry, Ilinks that classify to meaning that is four amusement characteristics competitions, fortune, conspiracy, dizziness - that is representative scholar of play theory and France's thinker. According to this study, we can know that there is close connection with amusement characteristics of four plays that Roger Caillois advocates in amusements of figure.

The structural relationships among Weblog service quality(wb-SERVQUAL), user satisfaction and loyalty (Weblog 서비스 품질(wb-SERVQUAL)과 사용자 만족도, 충성도에 관한 구조적 관계)

  • Kim, Su-Yeon;Yeo, Sang-Pyo;Hwang, Hyun-Seok
    • Journal of Korea Society of Industrial Information Systems
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    • v.11 no.5
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    • pp.67-77
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    • 2006
  • According to increasing activities in the cyberspace, various on-line services through the Internet have been offered, and many recent studies on the Internet services such as instant messenger, game, and portal site have been performed to evaluate quality of these services. However researches on weblog(blog), a personal online journal for general public consumption, have not been performed much yet. Therefore, we have conducted an empirical study on investigating the structural relationships among weblog service quality, satisfaction and loyalty in this study. After reviewing the related literatures, we have suggested a model for evaluating the service quality of weblog, wb-SERVQUAL(weblog-SERVQUAL), by modifying the conventional SERVQUAL model based on characteristics of weblog. Structural Equation Model(SEM) has been used to analyze the structural relationships among service quality of weblog, user satisfaction and customer loyalty. Managerial implications are also suggested for managing the weblog sites in conclusion.

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A Study on Creation of 3D Facial Model Using Facial Image (임의의 얼굴 이미지를 이용한 3D 얼굴모델 생성에 관한 연구)

  • Lee, Hea-Jung;Joung, Suck-Tae
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.2 s.46
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    • pp.21-28
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    • 2007
  • The facial modeling and animation technology had been studied in computer graphics field. The facial modeling technology is utilized much in virtual reality research purpose of MPEG-4 and so on and movie, advertisement, industry field of game and so on. Therefore, the development of 3D facial model that can do interaction with human is essential to little more realistic interface. We developed realistic and convenient 3D facial modeling system that using a optional facial image only. This system allows easily fitting to optional facial image by using the Korean standard facial model (generic model). So it generates intuitively 3D facial model as controling control points elastically after fitting control points on the generic model wire to the optional facial image. We can confirm and modify the 3D facial model by movement, magnify, reduce and turning. We experimented with 30 facial images of $630{\times}630$ sizes to verify usefulness of system that developed.

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A Case Study of Introduction to Engineering Design Course using LEGO MINDSTORM NXT (LEGO MINDSTORM NXT를 이용한 공학설계입문 운영사례)

  • Yi, Kang
    • Journal of Engineering Education Research
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    • v.12 no.2
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    • pp.83-88
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    • 2009
  • In this paper the author proposes a case study of a freshmen introduction to engineering design course ing LEGO Mindstorm NXT and analyzes the survey results of the course. The diffilculties are that this course should provide various aspects of design experiences to the students while not requiring the major knowledge and skills and it should attract the students to the engineering major. According to our case study LEGO mindstorm can be a good solution to this problem. The design experience with LEGO Mindstorm NXT provides students with various aspects of design experiences including defining problem, finding constraints and functions, exploring design space, and performing preliminary design, as well as fun. This paper also provides a project list that can be used for freshmen design experience including soccer game robots, line tracer, and vacuum cleaner etc.

Effect on Mathematical Inclination of Elementary School Students Using the Description Style Assessment (서술형 평가가 초등학생의 수학적 성향에 미치는 영향 연구)

  • Kim, Nam-Jun;Bae, Jong-Soo
    • Journal of Elementary Mathematics Education in Korea
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    • v.10 no.2
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    • pp.195-219
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    • 2006
  • This study was proposed to analyze mathematical communication activity and mathematical attitudes while students were solving project problem and to consider how the conclusions effects mathematics education. This study analyzed through qualitative research method. The questions for this study are following, First, how does the process of the mathematical communication activity proceed during solving project problem in a small group? Second, what reactions can be shown on mathematical attitudes during solving project problem in a small group? Four project problems sampled from pilot study in order to examine these questions were applied on two small groups consisting of four 5th grade students. It was recorded while each group was finding out the solution of the given problems. Afterward, consequences were analyzed according to each question after all contents were noted. Consequently, conclusions can be derived as follows. First, it was shown that each student used different elements of contents in mathematical communication activity. Second, during mathematical communication activity, most students preferred common languages to mathematical ones. Third, it was found that each student has their own mathematical attitude. Fourth, Students were more interested in the game project problem and the practical using project problem than others.

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A study of kinetic narrative educational contents based on English literature: A convergent approach (영문학 기반 키네틱 교육 콘텐츠의 교육적 유의미성과 현장 활용 방안 탐구)

  • Kim, Eun-Jung;Shin, Dong-il;Kim, Keum-Sun
    • Journal of Digital Convergence
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    • v.14 no.4
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    • pp.43-53
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    • 2016
  • The purpose of this study is to examine the meaningfulness and the possibility of developing kinetic narrative educational contents based on English literature with convergent approaches. To accomplish the objective, this paper examines three areas of research such as kinetic education, English literature education, and total physical response-storytelling method. It introduces the following three stages of development procedure: 1) selecting and analyzing English literature, 2) designing a prototype including the story flow, the movement and the motion interaction design, and 3) constructing motion database using Laban movement analysis. Then, how to apply it to young learners is illustrated with 'the story of the three little pigs,' Finally, implication for the field of young learner English education and English literature is discussed.

Visual Discomfort Analysis of Binocular Depth Change on 3D Stereoscopic Imaging (입체영상의 양안 깊이 변화에 따른 시청 피로도 분석)

  • Kim, Nam-Gyu
    • Journal of Digital Contents Society
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    • v.16 no.1
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    • pp.127-135
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    • 2015
  • The development of stereoscopic display hardwares and 3D authoring softwares expands its application areas from particular virtual simulation applications to general movies, games, advertising applications. However, the binocular-based 3D stereoscopic images cause fatigue to viewers. Recent performed many research results about the binocular stereoscopy's depth perception and viewers' fatigue are derived from experimental users studies. In some results, watching and making guidelines for 3D stereoscopic imaging contents are introduced. The 3D stereoscopic-related contents have the contradictory aspects, which are audiences' pursuit of a tolerable minimum fatigue and producer's its of excessive depth changes for providing viewers' immersion. This paper provides user experiments and analysis data in aspects of 3D depth changes. For use of producers, a safety zone and translational velocity of 3D depth changes are introduced. Also, on the viewer side, we present the depth change adaptation time by using an EEG device.