• Title/Summary/Keyword: Game process

Search Result 825, Processing Time 0.024 seconds

Performance Comparison of Two Ellipse Fitting-Based Cell Separation Algorithms

  • Cho, Migyung
    • Journal of information and communication convergence engineering
    • /
    • v.13 no.3
    • /
    • pp.215-219
    • /
    • 2015
  • Cells in a culture process transform with time and produce many overlapping cells in their vicinity. We are interested in a separation algorithm for images of overlapping cells taken using a fluorescence optical microscope system during a cell culture process. In this study, all cells are assumed to have an ellipse-like shape. For an ellipse fitting-based method, an improved least squares method is used by decomposing the design matrix into quadratic and linear parts for the separation of overlapping cells. Through various experiments, the improved least squares method (numerically stable direct least squares fitting [NSDLSF]) is compared with the conventional least squares method (direct least squares fitting [DLSF]). The results reveal that NSDLSF has a successful separation ratio with an average accuracy of 95% for two overlapping cells, an average accuracy of 91% for three overlapping cells, and about 82% accuracy for four overlapping cells.

Suggestion of Teaching-Learning Methods to Cultivate Creative Design Capacities

  • Seo, Mi-Ra;Kim, Ae-Kyung
    • International Journal of Contents
    • /
    • v.10 no.2
    • /
    • pp.42-46
    • /
    • 2014
  • This study suggests a teaching-learning method to improve creative design abilities of students majoring in design. By suggesting a creative design-inducing (CDI) teaching-learning method process and a creative design-inducing (CDI) teaching-learning method, this study aims to expand creative thinking among students with the aim of producing produce creative output as well as improving the effectiveness of design teaching. It also presents a case of the teaching-learning method in a design-related department, the process of teaching where the new method is applied is also examined. The teaching method this study suggests has the following merits: First, it allows the teacher to use various tools depending on the creative thinking abilities of individuals. By providing students with custom-made teaching, the method motivates and focuses students during the lesson. Second, it is easier for students to generate creative ideas than with other teaching methods.

The Hidden Catalyst for Industrial Convergence between the MMOG Industry and the Online Broadcasting Industry in South Korea

  • Park, Jae-Hwan;Evans, Steve;Kim, Young Roak
    • Journal of Contemporary Eastern Asia
    • /
    • v.13 no.2
    • /
    • pp.69-85
    • /
    • 2014
  • This paper explores the convergence process by focusing on the massively multiplayer online game(MMOG) industry and the online broadcasting industry in South Korea. In doing so, the paper seeks to establish the concept of Hidden catalysts for the integration process between the two industries and explore the roles of the Hidden catalysts in triggering the industry's transition. Further, the modified multi-level socio-technical model we applied in our research allows us both to understand each industry's development towards convergence in various dimensions and also to focus on the activities of the Hidden catalysts. In assessing the role of Hidden catalysts in industry convergence, we found that Hidden catalysts depend on two essential features: first, appropriate technology leading to the new industry dominance; and second, managerial capabilities to deal with conflicts among other new interest groups, to harmonise with government initiatives for industry development and to create new value in the integrated market to please the demand of mixed customers.

Capacity Analysis of Internet Servers Based on Log-Data Analysis (로그자료 분석을 통한 인터넷 서버의 용량 분석)

  • 김수진;윤복식;이용주;강금석
    • Korean Management Science Review
    • /
    • v.19 no.1
    • /
    • pp.29-38
    • /
    • 2002
  • Due to the rapid increase In the Internet traffic volume, ISPs are faced with the definite need of the expansion of server capacity. In order to Provide prompt services for customers and still prevent excessive facility cost, it is critical to determine the optimum level of internet server capacity. The purpose of this Paper is to provide a simple but effective strategy on the expansion of servers capacity according to the increase in internet traffic. We model an internet server as an M/G/m/m queueing system and derive an efficient method to compute the loss probability which, In turn, Is used as a basis to determine proper server capacity. The Process of estimating the traffic parameter values at each server based on log data analysis is also given. All the procedures are numerically demonstrated through the process of analyzing actual log data collected from a game company.

Implementation of Dynamic Character Art using Image Association

  • Lim, Sooyeon
    • International Journal of Advanced Culture Technology
    • /
    • v.7 no.3
    • /
    • pp.52-57
    • /
    • 2019
  • This study is about the creation of a character art using the free association. Character in proposed artwork induces the viewer's unconscious experience associated with it and creates new meanings to invigorate the character. When a character that performs both a linguistic function and a visual image function goes through a free association process, the viewer can induce interest and convey the meaning of the character more effectively. We proposed two ways to express the dynamic movement of the character more actively. One is drawing using various colors and free lines, and the other is the movement of the character synchronized with the gesture of the viewer. As a result of implementing dynamic character art, we can see that the viewer was actively involved in the free association process and immersed in the artwork. The viewers participated in the creation of the artwork, changing the shape of the character according to their various gestures.

A Case Study on Manufacturing Processes for Virtual Garment Sample

  • Choi, Young Lim
    • Fashion & Textile Research Journal
    • /
    • v.19 no.5
    • /
    • pp.595-601
    • /
    • 2017
  • Advances in 3D garment simulation technology contribute greatly to consumers becoming more immersed in movies and games by realistically expressing the garments the characters in the movie or game are wearing. The fashion industry has reached a point where it needs to maximize efficiency in production and distribution to go beyond time and space in order to compete on the global market. The processes of design and product development in the fashion industry require countless hours of work and consume vast resources in terms of materials and energy to repeat sample production and assessment. Therefore, the design and product development tools and techniques must aim to reduce the sample making process. Therefore, this study aims to study a case for comparing the real garment sample making process to the virtual garment sample making process. In this study, we have analysed the differences between the real and virtual garment making processes by choosing designated patterns. As we can see from the study results, the real and virtual garments generally are made through similar processes in manufacturing, while the time consumed for each shows great variation. In real garment making, scissoring and sewing require the greatest number of work hours, whereas in virtual garment making, most of the time was spent in the simulation process.

Storytelling Model of Computer Games - Focused on Analysis of Starcraft by Greimas's Schema of Narrative Theory (컴퓨터게임의 스토리텔링 모델 - 그레마스의 설화도식을 이용한 스타크래프트 분석을 중심으로)

  • Park, Tae-Soon
    • The Journal of the Korea Contents Association
    • /
    • v.7 no.4
    • /
    • pp.103-113
    • /
    • 2007
  • This paper attempts to construct a storytelling model of computer games by using the Greimas's schema of narrative. Analysis target is multi-play of Starcraft, which has the non-linearity and interactivity. As a result, the process of manipulation and sanction, occurred in epistemological level at very short time and the process of competence had lots of small schema of narratives and repeated that small narratives. This model may be applied to other games, because it looks that most of games have very short process of manipulation and sanction at epistemological level and have long process of competence as main game play.

A Study of Technical Innovation Model of Digital Contents (디지털콘텐츠의 기술기반 진화모델연구)

  • Han, Chang-Wan
    • Cartoon and Animation Studies
    • /
    • s.10
    • /
    • pp.159-178
    • /
    • 2006
  • Digital Media have been advanced and disseminated at the same time around the world. Digital contents have been evolved while Product Technology and Process Technology of 3D Digital Animation and On-line game have completed the innovative developments. First of all, several problems can be occurred when product technology can not lead the evolvement of digital contents. To accomplish the evolvement of both product technology and process technology of digital contents, the whole production system and process system must be modulized. Modulization of system can be completed by the consistent and stable integration of platform. Modulization of production system can bring out the modulization of product technology and then the modulization of technology can speed up the commercialization and market test.

  • PDF

Memory Injection Technique and Injected DLL Analysis Technique in Windows Environment (윈도우 환경에서의 메모리 인젝션 기술과 인젝션 된 DLL 분석 기술)

  • Hwang, Hyun-Uk;Chae, Jong-Ho;Yun, Young-Tae
    • Convergence Security Journal
    • /
    • v.6 no.3
    • /
    • pp.59-67
    • /
    • 2006
  • Recently the Personal Computer hacking and game hacking for the purpose of gaining an economic profit is increased in Windows system. Malicious code often uses methods which inject dll or code into memory in target process for using covert channel for communicating among them, bypassing secure products like personal firewalls and obtaining sensitive information in system. This paper analyzes the technique for injecting and executing code into memory area in target process. In addition, this analyzes the PE format and IMPORT table for extracting injected dll in running process in affected system and describes a method for extracting and analyzing explicitly loaded dll files related with running process. This technique is useful for finding and analyzing infected processes in affected system.

  • PDF

Survey of Capability Maturity for Digital Contents Process (디지털 콘텐츠 프로세스를 위한 역량성숙도 조사)

  • 궁상환
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2004.05a
    • /
    • pp.406-414
    • /
    • 2004
  • It is being emphasized that management of core process is another crutial factor in the development of a product, besides of management of quality factors for the product itself. The study purposes to introduce process quality concept to digital contents market, and also aimes at meauring of process maturity, based on level 2 and 3 of Capability Maturity Model, for domestic companies especially devoted to digital contents area. The result shows that the maturity level of most of companies surveyed is very low and that mobile and game fields are slightly more matured than animation field. The paper also proposes some of future efforts to be made fur improving maturity level of digital contents companies.

  • PDF