• Title/Summary/Keyword: Game Text

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The Importance of Multimedia for Professional Training of Future Specialists

  • Plakhotnik, Oleh;Strazhnikova, Inna;Yehorova, Inha;Semchuk, Svitlana;Tymchenko, Alla;Logvinova, Yaroslava;Kuchai, Oleksandr
    • International Journal of Computer Science & Network Security
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    • v.22 no.9
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    • pp.43-50
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    • 2022
  • For high-quality education of the modern generation of students, forms of organizing the educational process and the latest methods of obtaining knowledge that differ from traditional ones are necessary. The importance of multimedia teaching tools is shown, which are promising and highly effective tools that allow the teacher not only to present an array of information in a larger volume than traditional sources of information, but also to include text, graphs, diagrams, sound, animation, video, etc. in a visually integrated form. Approaches to the classification of multimedia learning tools are revealed. Special features, advantages of multimedia, expediency of use and their disadvantages are highlighted. A comprehensive analysis of the capabilities of multimedia teaching tools gave grounds for identifying the didactic functions that they perform. Several areas of multimedia application are described. Multimedia technologies make it possible to implement several basic methods of pedagogical activity, which are traditionally divided into active and passive principles of student interaction with the computer, which are revealed in the article. Important conditions for the implementation of multimedia technologies in the educational process are indicated. The feasibility of using multimedia in education is illustrated by examples. Of particular importance in education are game forms of learning, in the implementation of which educational elements based on media material play an important role. The influence of the game on the development of attention by means of works of media culture, which are very diverse in form and character, is shown. The importance of the role of multimedia in student education is indicated. In the educational process of multimedia students, a number of educational functions are implemented, which are presented in the article. Recommendations for using multimedia are given.

The Practical Application Strategy of Video Production for Recording an Archeology (고고학 기록을 위한 영상제작 활용 방안)

  • Park Soon-Hong;Jeon Byeong-Ho
    • Journal of Game and Entertainment
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    • v.2 no.1
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    • pp.45-55
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    • 2006
  • The video production, as a recording data about the archeological survey, has advantages to be visualized in actuality and historical fact presented objects with elements such as moving images, audio(voice) and text(subtitle). While the report with text and images such as photographs and drawings does not present exactly, the video production can record a concrete excavation process to be difficult of represent with former media. To make a practical use the video production in archeological surveys, the use dimension should be expanded to the entire archeological excavations and the shooting and editing work should be done by those video production-specialized staffs. Ultimately, when this video production device is used but also for the survey purposes but also for the education, exhibition, and even commercial purposes, it can have the substantial meaning as a survey tool.

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Named Entity and Event Annotation Tool for Cultural Heritage Information Corpus Construction (문화유산정보 말뭉치 구축을 위한 개체명 및 이벤트 부착 도구)

  • Choi, Ji-Ye;Kim, Myung-Keun;Park, So-Young
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.9
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    • pp.29-38
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    • 2012
  • In this paper, we propose a named entity and event annotation tool for cultural heritage information corpus construction. Focusing on time, location, person, and event suitable for cultural heritage information management, the annotator writes the named entities and events with the proposed tool. In order to easily annotate the named entities and the events, the proposed tool automatically annotates the location information such as the line number or the word number, and shows the corresponding string, formatted as both bold and italic, in the raw text. For the purpose of reducing the costs of the manual annotation, the proposed tool utilizes the patterns to automatically recognize the named entities. Considering the very little training corpus, the proposed tool extracts simple rule patterns. To avoid error propagation, the proposed patterns are extracted from the raw text without any additional process. Experimental results show that the proposed tool reduces more than half of the manual annotation costs.

Interactive Interface Design Through VR Hand Tracking (VR 핸드트레킹을 통한 상호작용 인터페이스 설계)

  • Ju-Sang Lee;Hyo-Seung Lee;Woo-Jun Choi
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.1
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    • pp.213-218
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    • 2023
  • In order to use the VR HMD, operation through separate controllers in both hands is required. Methods for text input in VR include a method of selecting virtual keyboard keys on the screen one by one using a controller, a method of inputting through a keyboard that is a resource of a computer by connecting a computer and VR, or a method of inputting through a keyboard that is a resource of a computer by purchasing a wireless keyboard in VR and wireless keyboard connection method. As such, the text input method in current VR equipment causes inconvenience and additional costs to users. For these reasons, most of the VR-related contents are limited to simple functions such as games or viewers, and there is a risk that VR equipment will be recognized as a simple game machine. Therefore, in this study, a multi-input interface using hand tracking provided by the Oculus Quest2 device is designed and partially implemented. Through this, it is expected that various tasks such as document work and business processing as well as games can be conveniently used using VR equipment.

The Guessing Model Revisited: A Case Study of a Korean Young Learner

  • Yim, Su Yon
    • English Language & Literature Teaching
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    • v.17 no.3
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    • pp.273-290
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    • 2011
  • This paper presents a case study involving one Korean primary school student and people around him in order to explore the reading process in English of a young Korean EFL learner and to investigate the social context in which his reading takes place. Six participants were included in the study (one primary school student and five adult participants). The student participant was asked to read a text in English and translate what he read into Korean and the teacher participants were asked to listen to the student's reading. Semi-structured interview was used to collect data from the student as well as five adult participants (his private tutor, his parent, his state school teacher, and two other state school teachers). The analysis reveals four characteristics of the way a young EFL learner approaches reading: word-by-word reading, disconnected word recognition, selective use of cues, and lack of awareness of difficulties. The four characteristics of Kilsu's reading suggest that reading can become a wild guessing game for young foreign learners, if they give selective attention to unimportant cues while reading. The pedagogical implications of this study are also discussed to help teachers designing reading lessons for young learners.

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A Maximum Entropy-Based Bio-Molecular Event Extraction Model that Considers Event Generation

  • Lee, Hyoung-Gyu;Park, So-Young;Rim, Hae-Chang;Lee, Do-Gil;Chun, Hong-Woo
    • Journal of Information Processing Systems
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    • v.11 no.2
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    • pp.248-265
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    • 2015
  • In this paper, we propose a maximum entropy-based model, which can mathematically explain the bio-molecular event extraction problem. The proposed model generates an event table, which can represent the relationship between an event trigger and its arguments. The complex sentences with distinctive event structures can be also represented by the event table. Previous approaches intuitively designed a pipeline system, which sequentially performs trigger detection and arguments recognition, and thus, did not clearly explain the relationship between identified triggers and arguments. On the other hand, the proposed model generates an event table that can represent triggers, their arguments, and their relationships. The desired events can be easily extracted from the event table. Experimental results show that the proposed model can cover 91.36% of events in the training dataset and that it can achieve a 50.44% recall in the test dataset by using the event table.

A Study on Interactive Storytelling Script Language for Generating the Stories (이야기 생성을 위한 인터랙티브 스토리텔링 스크립트 언어에 관한 연구)

  • Kim, Seok-Kyoo;Moon, Sung-Hyun;Park, Jun;Chang, Jun-O;Han, Sang-Yong
    • Journal of Korea Multimedia Society
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    • v.12 no.2
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    • pp.313-322
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    • 2009
  • A multi-story can be generated by the interactions of users in the interactive storytelling system. In this paper, I suggest narrative structure and corresponding Storytelling Markup Language and implement the system that processes a story presented using this language. This research will be basis of making an authoring tool for interactive storytelling. It can be used to make a story tool and story presentation tool using text, image, animation with user interaction.

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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.

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.

Comparison of Sentiment Classification Performance of for RNN and Transformer-Based Models on Korean Reviews (RNN과 트랜스포머 기반 모델들의 한국어 리뷰 감성분류 비교)

  • Jae-Hong Lee
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.4
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    • pp.693-700
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    • 2023
  • Sentiment analysis, a branch of natural language processing that classifies and identifies subjective opinions and emotions in text documents as positive or negative, can be used for various promotions and services through customer preference analysis. To this end, recent research has been conducted utilizing various techniques in machine learning and deep learning. In this study, we propose an optimal language model by comparing the accuracy of sentiment analysis for movie, product, and game reviews using existing RNN-based models and recent Transformer-based language models. In our experiments, LMKorBERT and GPT3 showed relatively good accuracy among the models pre-trained on the Korean corpus.