• 제목/요약/키워드: gaming

검색결과 326건 처리시간 0.036초

게임 디스플레이 종류와 안경착용 여부에 따른 영상의 인지된 특성, 프레즌스 그리고 피로도의 차이 (Influence of Gaming Display and Wearing Glasses on Perceived Characteristics, Presence, and Fatigue)

  • 이현지;이상욱;허옥;정동훈
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 2012년도 하계학술대회
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    • pp.439-442
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    • 2012
  • 3D 영상 산업과 더불어 3D가 적용됨으로써 유망한 산업 분야 중 하나가 바로 게임이다. 2D에서 3D 그래픽으로 그리고 현재는 3D 입체영상으로 진화하면서 이용자로 하여금 깊이감을 제공함으로써 더 큰 즐거움을 주고 있다. 본 연구에서는 게임에서의 입체영상 및 안경 착용여부가 영상의 특성, 프레즌스 그리고 피로도 등에 어떠한 영향을 미치는지 알아보고자 했다. 실험결과 디스플레이와 안경착용의 상호작용효과는 인지된 특성 구성요소 중 입체감과 프레즌스 구성요소 중 시간관여에서 유의미하게 나타났다. 입체감과 시간관여의 경우 모두에서, 3D 영상에서 게임을 플레이했을 경우 안경 미착용자가 착용자 보다 더 잘 인지하는 것으로 나타났다.

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Develop and Deliver Essential Information Literacy Programs

  • Eisenderg, Michael B.
    • 한국문헌정보학회지
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    • 제45권2호
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    • pp.5-21
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    • 2011
  • There is an explosion of talk about crucial, new literacies for the 21st Century, for example critical thinking, problem-solving, media literacy, technology literacy, digital literacy, visual literacy. The other day, there was even an article about "gaming literacy!" How does one make sense of it all? The common factor in all these literacies is "information" - information seeking, information use, information processing, information presentation, and information evaluation. And, these "information" elements come together in information literacy: the ability to engage in effective and efficient information problem-solving. Information literacy is the overarching and unifying literacy, and all libraries have a unique and essential role to play in delivering meaningful information literacy programs to people of all ages. In this keynote paper and address, Professor and Dean Emeritus Mike Eisenberg will define the concept and structure of library-based information literacy programs and offer strategies for developing and implementing information literacy programs that are comprehensive(reaching all users), predictable (consistent over time), and accountable(measured and reported).

전력산업 경쟁 환경에서의 요금부하모델 수립을 위한 부하기기의 학습곡선 분석 (Analysis on learning curves of end-use appliances for the establishment of price-sensitivity load model in competitive electricity market)

  • 황성욱;김정훈;송경빈;최준영
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2001년도 하계학술대회 논문집 A
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    • pp.386-388
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    • 2001
  • The change of the electricity charge from cost base to price base due to the introduction of the electricity market competition causes consumer to choose a variety of charge schemes and a portion of loads to be affected by this change. Besides, it is required the index that consolidate the price volatility experienced on the power exchange with gaming and strategic bidding by suppliers to increase profits. Therefore, in order to find a mathematical model of the sensitively-responding-to-price loads, the price-sensitive load model is needed. And the development of state-of-the-art technologies affects the electricity price, so the diffusion of high-efficient end-uses and these price affect load patterns. This paper shows the analysis on learning curves algorithms which is used to investigate the correlation of the end-uses' price and load patterns.

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예측된 시장가격 정보를 이용한 발전기의 최적 입찰전략 (An Optimal Bidding Strategy of a Generator Using Forecasted Spot Price Information)

  • 박종배;조기선;이기송;신중린
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2001년도 추계학술대회 논문집 전력기술부문
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    • pp.411-413
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    • 2001
  • This paper discusses on an optimal bidding strategy of a generator in a competitive electricity spot market using the information of predicted spot price with some assumptions. Optimal bidding strategy of a generator is derived by solving a profit-maximizing optimization problem with a constraint where the forecasted spot price is treated as a constant value. The main advantage of this methodology is that the optimal bidding strategy of each generator can be obtained independently where the gaming characteristics of generators are merged into the forecasted spot price.

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신기술 보급 및 DSM 정책이 부하기기 학습곡선에 미치는 영향 (The Influence of Introducing New Technologies and DSM Strategies on End-Use Learning Curves)

  • 황성욱;김정훈
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2001년도 추계학술대회 논문집 전력기술부문
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    • pp.435-437
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    • 2001
  • The change of the electricity charge from cost base to price base due to the introduction of the electricity market competition causes consumer to choose a variety of charge schemes and a portion of loads to be affected by this change. Besides, it is required the index that consolidate the price volatility experienced on the power exchange with gaming and strategic bidding by suppliers to increase profits. Therefore, in order to find a mathematical model of the sensitively-responding-to-price loads, the price-sensitive load model is needed. And the development of state-of-the-art technologies affects the electricity price, so the diffusion of high-efficient end-uses and these price affect load patterns. This paper shows the analysis on learning curves algorithms which is used to investigate the correlation of the end-uses' price and load patterns.

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안드로이드 리얼 타깃 포팅 응용 소프트웨어 개발 (Android Real Target Porting Application Software Development)

  • 홍선학;남궁일주
    • 디지털산업정보학회논문지
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    • 제7권3호
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    • pp.1-10
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    • 2011
  • In this paper, we implemented the Android NDK porting application with Eclipse(JDK) ADT and TinyOS 2.0. TinyOS and Cygwin are component based embedded system and an Open-source basis for interfacing with sensor application from H-mote. Cygwin is a collection of tools for using the Linux environment for commercially released with x86 32 bit and 64 bit versions of Windows. TinyOS-2. x is a component based embedded OS by UC Berkeley and is an Open-source OS designed for interfacing the sensor application with specific C-language. The results of Android porting experiment are described to show the improvement of sensor interfacing functionality under the PXA320 embedded RTOS platform. We will further more develop the software programming of Android porting under Embedded platform and enhance the functionality of the Android SDK with mobile gaming and kernel programming under sensor interfacing activity.

실시간 온라인 네트워크 게임 환경에서의 게임 트래픽 특성 분석 (Analysis of Game Traffic Characteristics of Realtime Online Network Games)

  • 정종민;이문규;이구연
    • 산업기술연구
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    • 제20권B호
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    • pp.233-238
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    • 2000
  • The study of game traffic has neglected by scientists, but as Internet gaming becomes more popular, multiplayer online games have become a significant element of Internet traffic. In this paper we analyze Internet traffic generated by sessions of multiplayer online games and study source models of multiplayer online game traffic. Our analysis shows that the empirical game traffic can be characterized by certain analytical model. We describe how our empirical traffic data set can be modeled and discuss how game server type influences interarrival distribution.

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다중 체감형 게임 장치를 이용한 자세검사 시스템 (Posturography System using Multiple Motion Gaming Devices)

  • 이은영;김동호
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2016년도 춘계학술발표대회
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    • pp.868-870
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    • 2016
  • 균형 조절 능력 저하를 진단하고 치료하기 위해서는 자세 조절 능력을 객관적으로 평가하는 것이 매우 중요하다. 임상에서 사용하는 자세검사기는 고감도 압력센서를 사용하기 때문에 종래의 임상적 검사보다 객관적이고 정량적으로 자세 불안정성을 평가할 수 있다. 하지만 일반적으로 사용하는 자세검사기는 차지하는 공간이 크고 비싼 가격 때문에 소규모 병원이나 개인이 사용하기에는 어려움이 있다. 이에 본 논문에서는 키넥트와 위 밸런스 보드에서 획득한 정보를 이용하여 자세 불안정성을 평가하는 저비용 자세검사 시스템을 제안한다. 본 논문에서 제안한 자세검사 시스템을 실제 임상 환경에 적용한다면 간편하고 정량적으로 자세 조절 능력을 평가할 수 있는 환경을 제공할 수 있을 것이다.

발전 예비력을 포함한 전력시장에서의 공급자 입찰전략 연구 (A Study on the Supplier's Bidding Strategy Including Operating Reserve in an Electricity Market)

  • 이광호;신재홍
    • 대한전기학회논문지:전력기술부문A
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    • 제54권4호
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    • pp.199-204
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    • 2005
  • In an electricity market with an imperfect competition, participants make plans of bidding and transaction strategies to maximize their own profits. The market price and the quantity are concerned with the operation reserve as well as the bidding system and demand curves in an electricity market. This paper presents a market model combined by an energy market and an operating reserve market. The competition of the generation producers in the combined market is formulated as a gaming of selecting bid parameters such as intersections and slopes in bid functions. The Nash Equilibrium(NE) is analyzed by using a hi-level optimization; maximization of Social Welfare(SW) and maximization of the producers' profits.

Relation between Game Motivation and Preference to Cutscenes

  • 완소음;조동민
    • 만화애니메이션 연구
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    • 통권36호
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    • pp.573-592
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    • 2014
  • Following rapid development of software and hardware technologies and increasing enhancement in arithmetic capability, there are more and more content that can be accommodated and processed in video games, which is also increasingly complex and fine. Cutscene as a main narrative method have been developed, which have become necessary to express some key plots and important scenarios in games. Good cutscene can strengthen engagement of players with virtual world in games and make players share affection and sorrow with roles in games; while badly-designed cut-scene or overused cut-scene will impair immersion of players and affect players' gaming experience; for this reason, developers should not continue cut-scene design just from opinions of designers nor make players passive receivers, instead, they should reduce as much as possible interruption by cut-scene to players' immersion and grant players with better immersion. After all, only designs depending on demands and preferences of players by having some knowledge of impacts of cut-scene on players' immersion can be accepted by players.