• Title/Summary/Keyword: Three-dimensional Puzzle

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Structure Assembling Method for 3D Puzzle System (3차원 퍼즐 시스템을 위한 구조물 조립 기법)

  • Kim, Jin-Mo;Cho, Hyung-Je
    • Journal of Korea Multimedia Society
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    • v.12 no.1
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    • pp.58-68
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    • 2009
  • With the rapid development of computer hardware and invention of various game-related technologies, the quality of games has been greatly improved and the genres of games have been diversified. Yet, in comparison, puzzle games have held to the past simple way of games, which has only led to a depression of the puzzle game market. This paper is the first attempt to overcome limits of the current puzzle games, by finding a breakthrough in three-dimensional puzzle games. In order to describe a realistic puzzle assembly in a three-dimensional puzzle game, this paper aimed to design a structure assembly technique made up of three steps that used a proper process to handle structure suitable to assembly, an elaborate way of collisions between individual objects and a physical structure. Through this technique, we intend to show in a simple experiment that it is possible to minimize the calculation cost in the assembly process and at the same time to achieve an elaborate puzzle assembly between structures.

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Analysis of the Effectiveness of Conversion of Three-dimensional Puzzles into Immersive Media based on Play Theory for Children's Experience

  • Tae-Eun Lee
    • Journal of information and communication convergence engineering
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    • v.21 no.2
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    • pp.145-151
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    • 2023
  • This study aimed to determine whether there is a significant difference in play properties in the case of media conversion through the combination of analog three-dimensional puzzles and immersive media in children's experience. Based on Roger Caillois' play theory and the contents of previous research, an experience was conducted on an experimental group and control group, and a questionnaire was prepared. The results of the correlation and paired t-test analysis showed that the play properties were higher and more evenly distributed in the media conversion immersive experience. This implies that an increase in children's fun during the immersive experience further increases their immersion, suggesting that the use of immersive media may have a positive effect on children who achieve holistic development through play and experience. We hope that this study will help recognize the difference in effectiveness through conversion into immersive media and will be referenced in various media studies that consider double-play properties.

PRaCto: Pseudo Random bit generator for Cryptographic application

  • Raza, Saiyma Fatima;Satpute, Vishal R
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.12
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    • pp.6161-6176
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    • 2018
  • Pseudorandom numbers are useful in cryptographic operations for using as nonce, initial vector, secret key, etc. Security of the cryptosystem relies on the secret key parameters, so a good pseudorandom number is needed. In this paper, we have proposed a new approach for generation of pseudorandom number. This method uses the three dimensional combinational puzzle Rubik Cube for generation of random numbers. The number of possible combinations of the cube approximates to 43 quintillion. The large possible combination of the cube increases the complexity of brute force attack on the generator. The generator uses cryptographic hash function. Chaotic map is being employed for increasing random behavior. The pseudorandom sequence generated can be used for cryptographic applications. The generated sequences are tested for randomness using NIST Statistical Test Suite and other testing methods. The result of the tests and analysis proves that the generated sequences are random.

A Study on Modern Fashion Applying the Characteristics of the Traditional Architecture Types in Southeast Asia (동남아 전통건축의 유형별 특성이 적용된 현대패션연구)

  • Yoon, Ji Young;Park, Hee Jeong;Kan, Ho-Sup
    • Journal of Fashion Business
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    • v.20 no.2
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    • pp.46-58
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    • 2016
  • Architecture and Fashion mutually affects the shape and appearance of the other as an art of space according to the hybrid trends. Therefore, the purpose of this study is to find the correlations between the characteristics of traditional architecture types in Southeast Asia and modern fashion. Firstly, characteristics of the types obtained through the theoretical consideration of Southeast Asian architectural tradition include vertical, symmetrical, geometrical, epeated and continual structure. On the basis of these characteristics analyzed from 2013's S/S to 2015's F/W collection of Alexander McQueen, Gareth Pugh, Victor & Rolf, designers with strong creative and experimental minds who juxtaposed designs of two opposing points as well as hybrids since 2000, the following formativeness exists. First, the vertical structure of high floor is represented as a straight silhouette, a color contrast, vertical cut or wrinkle. Hence, it impresses verticality, rhythm, etc. Second, symmetrical structure of the gable roof is represented as a trapezoidal shape starting from the shoulder line or neck line widened into sleeves, impressing symmetry, dynamism, etc. Third, the geometry of the assembled is represented as vertical and horizontal bands or pattern pieces like puzzle, impressing geometry, three-dimensional, etc. Fourth, repeated structure of the weaving pattern is represented as repetitive patterns of woven fabric or printing techniques. Thus, it impresses repeatability, harmony, etc. And lastly, continuous group structure is represented as a connection of collars or hem-lines, as well as a crossing of fabric that impresses continuity, liquidity, etc.