• Title/Summary/Keyword: game methods

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A Study on the Trend Analysis St Environment of Motion Graphic. -Focused on Historical Backgrounds of Motion Graphic Appearance- (모션그래픽의 환경과 경향분석에 관한 연구 -모션그래픽 출현의 역사적 배경을 중심으로 -)

  • Kim, Jae-Myoung
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.5-14
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    • 2005
  • Graphic Design is being developed as a unique genre and widely applied to movie, TV broadcasting, music video, computer an, web design, animation, and game. Some university added motion graphics in their curriculum recently. However Motion Graphic has not been defined clearly and pedagogy of motion graphics was not studied enough. Motion Graphic is not merely moving picture. Its typical purpose and concept are evolving because of the diversified application. Meta-synthesis between media and hybrid development based on diverse approach and composite presentational methods are also changing Motion Graphic. Various technology such as photograph, analytical engine, hypermedia, multimedia, digital composite picture, network and interface should be studied to understand Motion Graphic. This study reviews the historic background of Motion Graphic mainly related to its advent. A fundamental definition of Motion Graphic including the space and time is suggested and the international trend is introduced. Future Motion Graphic and possible development was also predicted.

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Influence of freeze-dried acid whey addition on biogenic amines formation in a beef and deer dry fermented sausages without added nitrite

  • Kononiuk, Anna D.;Karwowska, Malgorzata
    • Asian-Australasian Journal of Animal Sciences
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    • v.33 no.2
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    • pp.332-338
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    • 2020
  • Objective: Aim of this study was to evaluate the influence of freeze-dried acid whey addition and the use a game meat (fallow deer) on a microbial content and the biogenic amines formation in dry fermented sausages. Methods: The experiment involved dry fermented sausages made in two variants from beef and from fallow deer. Each variant was divided into five groups: control (with a curing mixture), reference (with a sea salt), sample with a liquid acid whey and two samples with the addition of reconstituted freeze-dried acid whey in different concentrations. Changes in lactic acid bacteria (LAB), Enterobacteriaceae content and biogenic amines content were determined. Results: The microbial content changes suggest that addition of acid whey slightly affected LAB content in comparison with the control and reference sample, but the addition of freezedried acid whey resulted in a reduction of Enterobacteriaceae content in the sausages from fallow deer or a similar level in the beef sausages compared with the control and reference sample. Both changes in LAB and Enterobacteriaceae content were more evident in case of sausages made from fallow deer. Addition of acid whey (liquid and a higher amount of freezedried) and use of fallow deer meat to produce the sausages resulted in a significant reduction of total biogenic amines content. Conclusion: The addition of acid whey (liquid and higher amount of freeze-dried) resulted in a significant reduction of total biogenic amines content in dry fermented sausages made from fallow deer meat.

A Design of Ubiquitous Home Automation System for Domestic 35-Pyung Apartment Based on USN Environment (USN환경을 도입한 국내 35평 아파트의 유비쿼터스 홈오토메이션 시스템의 설계)

  • Shin Kyung-Chul;Oh Yong-Sun
    • Journal of Game and Entertainment
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    • v.2 no.1
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    • pp.78-86
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    • 2006
  • In this paper, we design a ubiquitous home automation system for Korean domestic 33-Pyung Apartment based on USN environment. The core of this home automation system is to give Home the 'Intelligence' so that the house can analyze and memorize the occurrences and react spontaneously on the user requirements by means of the World Model, USN, and LBS etc. Ultimately, the resident of this intelligent home might access all of these ubiquitous environments without any feelings about the equipments and peripherals. The methods of user identification, image recognition, and the ultrasonic sensors locations have been applied to Korean domestic 35-Pyung Apartment, but they will be easily generalized to be an extended model because of the flexibility of the World Model. which are confirmed by the imaginary scenario presented at the end of the main left.

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Real-time Rendering of Realistic Grasses Using Fractal and Shader-Instancing (프랙탈과 셰이더 인스턴싱 기법을 이용한 자연스러운 잔디의 실시간 렌더링)

  • Kim, Jin-Mo;Cho, Hyung-Je
    • Journal of Korea Multimedia Society
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    • v.13 no.2
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    • pp.298-307
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    • 2010
  • The grass is one of important components that cover the wide surfaces in the application such as game or real time simulation. Actually, it not easy to render effectively numerous grasses that grow over the wide terrain. To solve the difficulty, we must find a solution to the two contradictions in terms : quality and calculation cost. As a solution to the above-mentioned task, in this paper, we propose an efficient method to represent the natural grasses by introducing fractal theory and instancing technique. Although the existing grass representation methods make use of a simple rule of applying a basic grass model repeatedly in rendering process, on the contrary we take advantage of the basic property of fractal's self-similarity and we devise a natural representation method suited to the given environment by introducing two important growth factors such as nature of terrain and quantity of light, and finally we apply a GPU-based shader instancing technique to rendering numerous grass models in real-time.

Implementation of Golf Swing Accuracy Analysis System using Smart Sensor (스마트 센서를 활용한 골프 스윙 정확도 분석시스템 구현)

  • Ju, Jae-han
    • Journal of Advanced Navigation Technology
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    • v.21 no.2
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    • pp.200-205
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    • 2017
  • Modern sports are developing into sports science that incorporates science and various analytical simulation systems for improving records are being developed, and they are helping to improve actual game records. Therefore golf which is one of various sports events, has been popularized among the hobbyists and the general public and there is an increasing demand for correcting the movement attitude of the person. In response to these demands, many systems have been developed to analyze and correct golf swing postures. The golf swing accuracy analysis system analyzes the moments that can not be seen with the naked eye and guides them to understand easily. It can improve the golf swing motion through immediate feedback due to the visual effect. Using the knowledge of golf swing motion collected from golf swing video, we improved reliability. In addition, it provides the ability to visually check and analyze your golf swing video, allowing you to analyze each segment based on various golf swing classification methods.

A Preliminary Study of the Effects of Monitor-Based Virtual Reality Games on the Cognition & Activities of Daily Living for Acute Stroke : A Double-blind Randomized Controled Trial (모니터기반 가상현실게임을 이용한 중재가 급성기 뇌졸중 환자의 인지 기능과 일상생활활동에 미치는 영향에 대한 사전연구: 이중 맹검 무작위 대조 시험 연구)

  • Choi, Bong-Geun;Kwon, Jae-Sung
    • The Journal of the Korea Contents Association
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    • v.20 no.9
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    • pp.531-540
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    • 2020
  • Objectives: This study aimed to investigate the effects of a 4-weeks intervention using a monitor-based virtual reality game intervention(VRI) on the cognitive function and activities of daily living of individuals with acute stroke. Methods: For this study, 19 individuals with acute stroke were recruited. To compare the effectiveness of the VRI and the computer based cognitive intervention(CBCI), Each of the two groups were provided different interventions a 30 minutes a day, 5 times per week for 4 weeks, and to measure the effects of the intervention, the TMT A&B, DST, RKMT and K-MBI were performed before and after interventions. Results: Both the VRI and the CBCI were found to have significantly improved the cognitive function and activities of daily living, and the difference in change compared between groups showed that the effectiveness of the VRI was significantly higher. Conclusion: Based on the findings of this study, the monitor-based VRI is anticipated to prove useful as an effective intervention for the cognitive function and activities of daily living of stroke patients. Furthermore, the utility of monitor-based VRI is likely to be high in clinical occupational therapy.

Motor Learning in Elderly: Effects of Decision Making Time for Self-Regulated Knowledge of Results During a Dynamic Balance Task

  • Jeon, Min-jae;Jeon, Hye-seon
    • Physical Therapy Korea
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    • v.23 no.4
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    • pp.16-26
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    • 2016
  • Background: Deficiencies in the ability to maintain balance are common in elderly. Augmented feedback such as knowledge of results (KR) can accelerate learning and mastering a motor skill in older people. Objects: We designed this study to examine whether one session of Wii-Fit game with self-regulated KR is effective for elderly people, and to compare the effect of two different timings of self-regulated KR conditions. Methods: Thirty-nine community-dwelling elders, not living in hospice care or a nursing home, participated in this study. During acquisition, two groups of volunteers were trained in 10 blocks of a dynamic balancing task under the following 2 conditions, respectively: (a) a pre-trial self-regulated KR ($n_1=18$), or (b) a post-trial self-regulated KR ($n_2=21$). Immediate retention tests and delayed retention tests of balancing performance were administered in 15 minutes and 24 hours following acquisition period, respectively. Results: In both groups, significant improvements of balancing performances scores were observed during the acquisition period. Regardless of the group, mean of balancing performance scores on retention tests were well-maintained from the final session. There were no significant differences between groups in balancing performance scores during the acquisition period (p>.05); however, the post-trial self-regulated KR group exhibited significantly higher balancing performance scores in both the immediate retention test and delayed retention test than that of the pre-trial self-regulated KR group (p<.05). Conclusion: Therefore, subjects who regulated their feedback after a dynamic balancing task, during the acquisition period, experienced more efficient motor learning during the retention period than did subjects who regulated their feedback before a dynamic balancing task. Accordingly, in case of presenting the KR of motor learning in clinical settings to elders who reduced dynamic balance abilities, the requesting time of KR is imperative according to self-estimation processes as well as types of KR and practice.

Analysis Structure of Educational Software as Presentation Style (자료제시형 교육용 소프트웨어의 구조 분석)

  • Shin, Sao-Bum;Han, Hee-Jeong
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.83-90
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    • 2011
  • Cyber learning goes up in the quantity of educational contents as informational technology develops in Korea. However some research for the structure of the contents has not been tried to examine its quality. Therefore this research analyzed the most popular cyber learning contents in Korea. They were characterized as "presentational contents". The main research methods are survey and execution of the presentational contents. For the survey, 100 trainee teachers were interviewed. The result of survey is that presentational contents are close to both the tutorial contents type and drill and practice type. On the other hand it is revealed that the response for simulation and game contents type is very rare. The result of the execution for presentation contents recorded high level for frequency of presentation and motivation. To solve these problems, the approach for developing presentational contents should select an appropriate curriculum for cyber learning system and incorporate effective teaching presentation with technology.

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A Study of the 3D-Reconstruction of indoor using Stereo Camera System (스테레오 카메라를 이용한 실내환경의 3차원 복원에 관한 연구)

  • Lee Dong-Hun;Um Dae-Youn;Kang Hoon
    • Journal of the Korean Institute of Intelligent Systems
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    • v.15 no.1
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    • pp.42-47
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    • 2005
  • In this papcr, we address the 3D reconstruction of the indoor circumstance using what the data is extracted by a pall of image from Stereo Camera. Generally sucaking, there arc three methods to extract 3-Dimensional data using IR sensor, Laser sensor and Stereo camera sensor. The best is stereo camera sensor which can show a high performance at a reasonable price. We used 'Window Correlation Matching Method' to extract 3-Dimensional data in stereo image. We proposed new Method to reduce error data, said 'Histogram Weighted Hough Transform'. Owing to this mettled, we reduced error data in each stereo image. So reconstruction is well done. 3-Dimensional Reconstruction is accomplished by using the DirectX that is well known as 3D-Game development tool. We show that the stereo camera can be not only used to extract 3-dimensional data but also applied to reconstruct the 3-Dimensional circumstance. And we try to reduce the error data using various method.

The Wireless Controller using PCB mounted PIC MICOM Control Method for Tactical Training (PIC MICOM 전술훈련용 무선 센서 컨트롤러)

  • Kim, Sam-Taek
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.4
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    • pp.51-56
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    • 2012
  • Nowadays, For that reason, the tactical training system that were applied to recruit training center and police training, a real-life survivor game place is a drill using conventional training methods that there is no special training system at open terrain and field, there is no training accomplishment in conformity with battlefield situation portrayal. Therefore, this paper developed the tactical training evaluation system and real-time monitoring system that is compensated the defect and controlled sensing, interlock with PC as wireless a way of GUI using PCB mounted MICOM. This system evaluate drill that regulate sensor control module, tactical training system remotely according to what they should do, is installed to fit the occasion as to be reflected or transmission choosingly and is a 24V H/W drive module.