• Title/Summary/Keyword: funny

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A Study on Cannibalism in Digital Game (디지털 게임의 카니발리즘 연구)

  • Lee, Dong-Eun
    • Journal of Digital Contents Society
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    • v.11 no.1
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    • pp.65-71
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    • 2010
  • Digital game includes one more funny elements which are competition, puzzle, interaction and role-playing. These elements encourage the player's interest and flow. The purpose of this study is to find out the essence of these elements in digital games with Cannibalism. Digital game inherits and develops Cannibalism in the digital space as magic circle, death and rebirth of life, changing the shape of character and reversing the interface.

Two-Phased Fuzzy Partitions with Funny Equalization (퍼지 균등화존건을 갖는 2단 퍼지분할)

  • Kyeongtaek Kim;Chongsu Kim
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.25 no.6
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    • pp.54-58
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    • 2002
  • 퍼지 균등화는 어의론적으로 의미있고, 실험적으로 의미있는 언어레이블을 붙이도록 하는 조건이다. 지금까지 발표된 퍼지 균등화조건을 갖는 퍼지분할을 생성하는 알고리듬은 주어진 데이터에 대하여, 오직 하나의 퍼지분할만을 생성할 수 있었다. 만일 생성된 퍼지 분할이 더 이상 유용하지 못한 것으로 판명되면, 이 알고리듬은 주어진 데이터에 대한 퍼지 균등화조건을 갖는 또 다른 퍼지분할을 생성할 수 없다. 이는 생성된 퍼지분할을 사용하여 탐색적 발견을 수행하는 데이터마이닝의 경우 더 이상 프로세스가 진행되지 못함을 의미한다. 본 연구에서는 주어진 데이터에 대한 퍼지 균등화조건을 갖는 서로 다른 두 퍼지분할이 존재한다면, 어떠한 관계가 있는지를 증명하고, 이를 위치적 특성으로 서술한다. 또한 이 특성을 이용하여 퍼지 균등화조건을 갖는 퍼지분할을 원하는 만큼 생성할 수 있는 알고리듬을 제시하고, 예를 들어 설명한다.

Cladonia peziziformis (Lichenized Ascomycota, Cladoniaceae) New to Korea

  • Wang, Xin Yu;Hur, Hyun;Lee, You-Mi;Bae, Funny;Koh, Young-Jin;Hur, Jae-Seoun
    • Mycobiology
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    • v.36 no.3
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    • pp.193-194
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    • 2008
  • Cladonia peziziformis (With.) J.R. Laundon was collected from Baega mountain, Jeonnam Province, Korea in 2008. It is characterized by short and slender podetia with verruculose surface, split along the sides. Apothecia large, pale brown, always growing on the top of the podetia. Primary squamules shell-like, thick, and convex. Fumarprotocetraric acid contained in thallus. This is the first record of this species in Korea.

Study on a Robot System based on Emotion Model for Home Entertainment (감정 모델 기반의 홈 엔터테인먼트용 로봇 시스템에 관한 연구)

  • Baek, Sang-Joon;Bae, Sung-Ho;Oh, Sei-Woong;Jun, Sung-Taeg
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.80-83
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    • 2006
  • Nowadays, the more complicated the society become, the more spreaded individualism is. Moreover, since a number of old people living alone are increasing, human friendly robots for home entertainments are required. Conventional home robots having same behavior for a user's order can't give us funny. In this paper, a robot system based on emotion model for home entertainments is proposed. The proposed system has various behavior for a same order depending on the emotional state such as happy, angry, lovely and joyful grades.

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Analysis on the Usage of Internet Games for Children with Decision Tree Rules (의사결정규칙을 이용한 아동의 교육용 인터넷 게임 활용실태 분석)

  • Kim, Yong-Dae;Jung, Hui-Suk;Choi, Eun-Jeong;Park, Byung-Sun;Han, Jeong-Hye
    • Journal of The Korean Association of Information Education
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    • v.5 no.3
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    • pp.389-400
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    • 2001
  • The Internet Game is widespreaded quickly on web, and there are many kinds of funny games for users to use easily, so that can be applied to ICT(Information Communication Technology)education. In this paper, we provide the analysis on the usage of Internet games for children and teachers that is conducted by the decision tree algorithm, which is one of the popular data mining techniques. The results show the pattern of children's and teachers' usages of Internet games.

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Yaksungga: Rhyme of medicinal herbs in Sugungga, Pansori. (https://www.youtube.com/watch?v=lNLGcaGiLJE)

  • Kang, Tae-Hee;Lee, Eue-Hyun;Kim, Ha-Eun;Shin, Byung-Cheul
    • CELLMED
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    • v.6 no.3
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    • pp.17.1-17.3
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    • 2016
  • Pansori is a unique genre of Korean art music. Sugungga is a form of Pansori that is so famous as to be included in the representative five texts of Pansori, and is also a fable about a Dragon King who lived in a palace on the water. The Dragon King had a disease and the major plot of the story is the finding of a cure for his illness. At the beginning of Sugungga, Yaksungga appears on the scene in the form of an ascetic who has knowledge of various herbal medicines. By reciting and singing this medical knowledge, Yaksungga functions as an effective mnemonic technique to aid memorization of the herbs and their properties. Yaksungga exists only in Korea, and functions in Sugungga not only as a dramatic factor in the play, but also as a tool that allows people to easily learn professional medical knowledge during those times, not by books, but by funny rhymes, which gave people the opportunities to apply such knowledge in useful ways.

A Serious Game Development for Historical Education Using OGRE Engine (OGRE 엔진을 이용한 역사 교육용 기능성 게임 개발)

  • Lee, Myoun-Jae;Kim, Kyoung-Nam
    • Journal of Digital Contents Society
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    • v.11 no.3
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    • pp.385-392
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    • 2010
  • At present, educational serious games which are designed for educational purpose including funny element have been developed in korea. This paper proposes a history educational game and describes how to make history educational game using OGRE engine. The OGRE engine is public, and widely used in many universities. Methods of the proposed game's development include development environment, desired plan, game scenario, game interface, method to cooperate with physics engine and so on. The proposed game is played in performing a mission that is based on historical event of our country in itself. And discrimination of the proposed game is to set a quest with actual historical events, in order to learn history beyond the simple fun in the existing history educational games. This paper should be helpful to discrimination of history educational serious game and developers to create history educational serious game with OGRE engine.

A Study on Grotesque Form in Make-Up (메이크업에 나타난 그로테스크의 조형성)

  • Lee, Sun-Hwa
    • Journal of the Korean Society of Costume
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    • v.61 no.5
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    • pp.34-47
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    • 2011
  • Grotesque make-up causes a visual shock among modern people beyond the standardized beauty definition, attracts their attention, and manifests itself as a phenomenon of "something bizarre, extremely unnatural, ugly, and funny." The purposes of this study were to investigate the characteristics of grotesque in today's make-up as well as its concepts and features and to figure out its aesthetic characteristics based on the results. The research scope was limited to the fashion make-up of the collections from 2005 to 2010 and the advertising make-up during the same period. In the make-up phenomenon examined according to the grotesque characteristics, the pale skin expression, frightened eyes, and emphasis on black induce disgusting fear, sadness, death, sin, fear for life and death, and obsession. As the make-up emphasized only one part by neglecting the original form and exaggerated it to the point of distortion, the exaggerated abnormality led to a sense of social crisis, desperation, and absence of form. As for devilish playfulness, the make-up accompanied by grotesqueness and humor brought the suppressed, closed world in a tight framework out to fluidity and openness, conveying satire, ludicrousness, ridicule, and accusation of the modern society. The heterogeneous disharmony was found in the use of objects in heterogeneous combinations, presenting unreality, fiction, displeasure, ambivalence, and loss of value of human existence.

Design and Development of Network Based Competition Learning Model (네트워크 기반의 다자간 상호 경쟁적 학습모형의 설계 및 플랫폼 구현)

  • Heo, Kyun
    • The KIPS Transactions:PartA
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    • v.10A no.6
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    • pp.709-714
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    • 2003
  • It is important that the interaction between learners and contents in Educational Contents. But, there is just simple interaction in traditional WBI or CAI. As it is necessary to study for interaction with learners. There is applied more multimedia elements for the fun of learners. But, it is also necessary to study for Network Educational Game Contents which can give virtual environment to learn easily and funny. In this study, Competition Learning Model is designed for network learning environment. We can look at the new view point of Educational Contents by implementation of Network Educational Game Contents and Competition Learning Model.

The Effect of Korean Traditional Outdoor Play on Children's Emotional Intelligence (실외 전래놀이가 유아의 정서지능에 미치는 영향)

  • Kim, Yeong-Joo;Lee, Jin-Sook;Oh, Mi-Sook
    • Korean Journal of Human Ecology
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    • v.12 no.5
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    • pp.635-645
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    • 2003
  • To examine the effect of traditional outdoor play on children's emotional intelligence, the effectiveness of the traditional outdoor play program was evaluated in the kindergarten. Participants were 44 kindergartners randomly divided into two groups: experimental group and control group. The activities of traditional outdoor play were carried out twice in a week in the experimental group, and only the regular activities of kindergarten program in the control group for 12 consecutive weeks. The data were analyzed by paired t-test, independent t-test. Major findings are as follows: First, the program affected on the children's emotional recognition and expression about the self identity and importance, while there were no significant differences in the children's emotional regulation and self-motivation. Second, traditional outdoor play program affected on the children's emotional recognition and empathy in others, relationship and social skill significantly. These results showed that educational and funny traditional outdoor play contributes to children's emotional intelligence and development.

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