• Title/Summary/Keyword: Scenario-based Language

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Blackbox and Scenario-Based Testing of Online Games Using Game Description Language

  • Cho, Chang-Sik;Lee, Dong-Chun;Sohn, Kang-Min;Park, Chang-Joon;Kang, Ji-Hoon
    • ETRI Journal
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    • v.33 no.3
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    • pp.470-473
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    • 2011
  • In this letter, we propose blackbox and scenario-based testing of multiplayer online games as well as simple load testing. Game testing is done from outside the source code, and the access to the source code is not required to testers because the game logic is described with a game description language and virtual game map. Instead of using a subset of the main game client for the test client, only game packet protocols and the sequence of packets are analyzed for new game testing. In addition, complex and various scenarios can be tested through combining defined actions. Scenario-based testing helps testers mimic real testing environments instead of doing simple load testing and improves the productivity of game testing.

Application of Fuzzy Logic in Scenario Based Language, Learning (시나리오 기반 언어 학습에서 퍼지논리 적용에 관한 연구)

  • Lee, Sang-Hyun;Moon, Kyung-Il;Lee, Sang-Joon
    • Journal of Digital Convergence
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    • v.11 no.2
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    • pp.221-228
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    • 2013
  • A number of research studies focus on the efficacy of using such as scenario based learning. However, desirable methods have not been introduced to assess the scenario based learning. This article is to suggest a fuzzy logic based framework for scenario base learning in which more reasonable learning effects are measured. It can be solved uncertain problems of linguistic variables. Also, we suggest three measures of accuracy, comprehensibility and completeness in order to evaluate accurate effects of scenario based learning. This assessment provides the scenario to the learner in which the scenario is presented in an authentic context, and enable the learner to reach an outcome through an adequate sequence and choices. This approach enables the system to present new scenarios and outcomes based on what a user selects. In particular, the application of fuzzy logic in scenario based learning can be easily pursued certain successful path or wrong path all the way through to reach major outcome in real situation.

Layered Object and Script Language Model for Avatar Behavior Scenario Generation (아바타 행위 시나리오 생성을 위한 계층적 객체 및 스크립트 언어 모델)

  • Kim, Jae-Kyung;Sohn, Won-Sung;Lim, Soon-Bum;Choy, Yoon-Chul
    • Journal of Korea Multimedia Society
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    • v.11 no.1
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    • pp.61-75
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    • 2008
  • A script language, which represents and controls avatar behaviors in a natural language style, is especially remarkable, because it can provide a fast and easy way to develop an animation scenario script. However, the studies that consider avatar behavior interactions with various virtual objects and intuitive interface techniques to design scenario script have been lack. Therefore, we proposed a context-based avatar-object behavior model and layered script language. The model defines context-based elements to solve ambiguity problems that occur in abstract behavior interface and it provides user interface to control avatar in the object-based approach. Also, the proposed avatar behavior script language consisted of a layered structure that represents domain user interface, motion sequence, and implement environment information at each level. Using the proposed methods, the user can conveniently and quickly design an avatar-object behavior scenario script.

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Design of a Markup Language for Augmented Reality Systems (증강현실 시스템을 위한 시나리오 마크업 언어 설계)

  • Choi, Jongmyung;Lee, Youngho;Kim, Sun Kyung;Moon, Ji Hyun
    • Journal of Internet of Things and Convergence
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    • v.7 no.1
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    • pp.21-25
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    • 2021
  • Augmented reality systems are widely used in the fields of entertainment, shopping, education, and training, and the augmented reality technology is gradually increasing in importance. When augmented reality technology is used for education or training, it must be possible to represent different virtual objects depending on the work stage even for the same marker. Also, since the training content varies depending on the situation, it is necessary to describe it using a training scenario. In order to solve this problem, we propose a scenario markup language for an augmented reality system that can create training content based on a scenario and connect it with an augmented reality system. The scenario markup language for augmented reality provides functions such as a method for connecting a scene, a marker and a virtual object, a method for grasping the state of equipment or sensor value, and a method for moving a scene according to conditions. The augmented reality scenario markup language can flexibly increase the usefulness and expandability of the augmented reality system usage method and content usage.

A Design of XML based Scenario Manipulation Language for 3D Contents (3D 영상물 생성을 위한 XML 기반 시나리오 작성 언어 설계)

  • Jeon Hyoung-Jun;Kim Jang-Sik;Hwang Bu-Hyun
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.446-449
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    • 2005
  • At developing 3D contests, there are problems that it is difficult to team skills about software developing 3D contents and to product different types of 3D contents using different softwares. In this paper for solving problems, we design the Wk based scenario manipulation language. And we are able to product 3D contents using XML based scenario by developing 3D contents manipulation system.

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Design and Implementation of the English Education Testing System Interface Based on VoiceXML (VoiceXML 기반 영어 교육 평가 시스템 설계 및 구현)

  • Jang, Seung Ju
    • The Journal of Korean Association of Computer Education
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    • v.8 no.6
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    • pp.75-83
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    • 2005
  • In this paper we studied English listening and speaking test part of foreign language using web and VoiceXML-based education testing system, which is irrespective of time and space. The testing system interface based on VoiceXML consists of user registration module, testing module, and testing result module. User registration module registers user's name and ID, password in user database, and when a tester calls for testing, the User listens to the telephone sound supported by vxml scenario. After that, if a tester logs in, the tester is verified, In the VoiceXML-based education testing system, the manager can reduce time and effort for gaining testing result. The tester listens to the voice by scenario supported by VoiceXML markup language using wire/wireless telephone at any time or anywhere and can improve the effect of foreign language studying by valuating in voice directly. verified. In the VoiceXML-based education testing system, the manager can reduce time and effort for gaining testing result. The tester listens to the voice by scenario supported by VoiceXML markup language using wire/wireless telephone at any time or anywhere and can improve the effect of foreign language studying by valuating in voice directly.

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Scenario-based Goal-oriented Approach for Use Case Modeling (사용 사례 모델링을 위한 시나리오 기반의 목적 지향 접근법에 관한 연구)

  • Kim, Jeong-Wook;Park, Sooyong;Nam, Ki-Chan
    • Journal of the Korean Operations Research and Management Science Society
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    • v.28 no.2
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    • pp.91-103
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    • 2003
  • Use case modeling on UML (Unified Modeling Language) is getting widely used in OOAD and CBD and it is considered a useful technique in dealing with the complexity of the requirements analysis. However, some of the problems with use case modeling are that it is not structured, difficult to handle non-functional requirements, and to analyze impacts among use cases. To alleviate these problems, we propose a scenario-based goal-oriented approach for use case modeling. The proposed approach is to apply a goal-oriented analysis method to use case modeling. Since goal-oriented analysis method is not systematic and many heuristics are involved, we have adopted scenarios as the basis for goal extraction. The proposed method is applied to CBIS (City Bus Information Subsystem) in ITS (Intelligent Transportation System) domain. The proposed approach helps software engineers to analyze the impact among use cases and represent non-functional requirements.

A Ubiquitous Workflow Language based on Web Services (웹 서비스 기반의 유비쿼터스 워크플로우 언어)

  • Han, Joo-Hyun;Cho, Yong-Yoon;Choi, Jae-Young
    • The KIPS Transactions:PartA
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    • v.12A no.6 s.96
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    • pp.485-492
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    • 2005
  • Currently workflows in business processes and distributed computing environments have provided service automation by connecting many tasks with rules and/or orderings. The services in ubiquitous computing environments have to automatically provide users with adaptive services according to dynamically changing contort information, which is obtained from both the users and their environment. To adapt these workflows to ubiquitous computing, we must specify the situation information on the transition conditions. In this paper, we propose uWDL, Ubiquitous Workflow Description Language, based on Web Services to use the situation information on the transition constraints of workflow's services. uWDL can select adaptive services according to contexts, profiles, and events information, which are situation information. Furthermore, we verified the execution of a scenario document described with uWDL using the parser and the context handler for uWDL. The scenario developers can use the uWDL scenario editor for a design of scenarios, and they can easily specify the transition condition of the services according the situation information of ubiquitous environments using the uWDL.

Specifcation and Farmalization of Transition Event Sequence (천이 사건 순서의 표현과 정형화)

  • Kim, Jung-Sool;Kang, Byung-Wook
    • The Transactions of the Korea Information Processing Society
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    • v.5 no.5
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    • pp.1204-1215
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    • 1998
  • In this paper, we propose a scenario representing method, a specification language, and a verification technique for OARTS(Object based Approach for Real-Time Systems). As well as the general modeling method(event trace diagram), this study includes a specification language and a verification technique because there was no study about methodological level technique for scenario development as yet. Centering around the synchronization problem of transition of external modules which are the communication interfaces based on the objects, we lay stress on the representation of sequence of external events and internal action transitions. From the results of practical experiences, it has been ascertained that the proposed method reflect well the requirements in the analysis step, and its validity of the representation has been identified by a conceptual verifier. We support that it can serve as an analyzing tool for representing a general real-time scenarios also.

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Developing intranet hypermedia system using scenario-based object- oriented technique (시나리오 기반 객체 지향 기법을 이용한 인트라넷 하이퍼미디어 시스템 개발)

  • 이희석;유천수;이충석;김영환;김종호;조선형
    • Korean Management Science Review
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    • v.14 no.2
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    • pp.113-137
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    • 1997
  • Intranet emerges as a key technology for building enterprise information system. This paper proposes a scenario-based object- oriented technique for designing intranet hypermedia information systems. The method consists of six phases such as domain analysis, object modeling, view design, navigational design, implementation design and construction. Users requirements are analyzed in the form of scenarios by the use fo a responsibility-driven object technology. Object-oriented views are generated from the resulting object model and then used for the subsequent navigational and implementation design. Implementation design phase deals integrating enterprise databases with distributed hypermedia systems by employing Java language. To demonstrate its usefulness, a real-life bank case is illustrated.

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