• Title/Summary/Keyword: player's control

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Analysis of Learning and Fun Elements Inherent in Dance Game (댄스게임에 내재된 학습과 재미요소 분석)

  • Lee, Ji Seol
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.155-170
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    • 2015
  • This study aims to investigate the Learning and fun aspects of dance games by examining their instructive values. Dance Central 2 was analysed with a focus on its educational functions by observing dance moves. Therefore this study looked into the game's educational elements that create learning effects and fun elements that attract continuous and voluntary participation. Analysis was implemented based on the physical, cognitive, and emotional aspects for Learning elements and the aspects of graphics, sound, video, rewards, target-setting, difficulty levels, and control for fun elements. As a result, it was found that the practice and performance modes of Dance Central 2 have elements that can improve players dance skills. Of course, there may be difference in players' participation and effects depending on their goals and objectives. Consequently, the continuous use of the dance game supported by player's dance skills and commitment will improve learning.

Design of Smart OTT Platform based on the Analysis of Adaptive Buffering (적응 버퍼링 성능분석 기반의 스마트 OTT 플랫폼 설계☆)

  • Kim, Inki;Kang, Mingoo
    • Journal of Internet Computing and Services
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    • v.17 no.4
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    • pp.19-26
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    • 2016
  • In this paper, the dynamic buffering based smart OTT platform was proposed, and analyzed for adaptive bit-rate video delivery with the optimization of HLS (HTTP Live Streaming). This platform consists of the software platform between sever and client which detects the bandwidth capacity, and adjusts the quality of the streaming for multiple bit-rates resolutions. In order to apply adaptive buffering, two buffers are added to the basic HLS player, and each buffer is responsible for constantly buffering a previous and the next channels relative to the current channel. This adaptive transmitting with smart OTT platform is superior to delivering a static video file at a single buffering, because the video stream of adaptive double buffers can be switched streaming according to client's available network speed. As a result, this proposed smart OTT can be cooperated to the application of HLS server with segmented H.265 MPEG-2 TS video & m3u8 files with its information based on the optimized transmission channel state of live and VOD, and applied to PLC transmission, too.

Short-term Variations of Mesozooplankton Related to the Environmental Factors in Gamak Bay during Summer, 2006 (2006년 하계 가막만의 환경요인 변동에 따른 중형동물플랑크톤 군집의 단기 변동)

  • Moon, Seong-Yong;Oh, Hyun-Ju;Kim, Sook-Yang
    • Journal of Environmental Science International
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    • v.18 no.1
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    • pp.21-32
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    • 2009
  • The short-term variations of the mesozooplankton community structure were investigated in Gamak Bay during summer season, 2006. The study was based on a comprehensive survey constituting from 12 stations on June 19, July 28, August 4, and August 29, respectively. Mean of temperature and chlorophyll ${\alpha}$ concentrations in the surface layer were significantly higher than those in bottom layer, and those concentrations were significantly higher in the inner bay than those in the outer bay. A total of 40 taxa including 19 copepods were observed in Gamak Bay during summer season. Mean abundance of total mesozooplankton varied from 1,859 to 26,111 indiv. $m^{-3}$. The dominant species were Noctiluca scintillans, Penilia avirostris, Evadne tergestina, Paracalanus parvus s. 1., Acartia omorii and Cirriped nauplii and cyprii in Gamak Bay, and they contributed 90% of mean abundance of total mesozooplankton. Noctiluca scintillans was high after the rainfall. Cluster analysis showed that the mesozooplankton community could be divided into 4 distinct groups, indicating rapid change of the community in the short-term of this survey. The relative contribution of each group of the N. scintillans, P. avirostris, E. tergestina, and P. parvus s. 1. showed differences during the phytoplankton bloom period. The mesozooplankton community compositions were highly associated with water temperature, and salinity in physical conditions, and food organisms affect short-term variations in mesozooplankton composition. Interestingly, protozoa N. scintillans, and Cladocera appeared to be one of the key organisms to extinguish the phytoplankton bloom. Therefore, this study suggests that N. scintillans, and Cladocera could be a key player to control the mesozooplankton community structure during summer season, 2006.

Making Levels More Challenging with a Cooperative Strategy of Ghosts in Pac-Man (고스트들의 협력전술에 의한 팩맨게임 난이도 제고)

  • Choi, Taeyeong;Na, Hyeon-Suk
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.89-98
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    • 2015
  • The artificial intelligence (AI) of Non-Player Companions (NPC), especially opponents, is a key element to adjust the level of games in game design. Smart opponents can make games more challenging as well as allow players for diverse experiences, even in the same game environment. Since game users interact with more than one opponent in most of today's games, collaboration control of opponent characters becomes more important than ever before. In this paper, we introduce a cooperative strategy based on the A* algorithm for enemies' AI in the Pac-Man game. A survey from 17 human testers shows that the levels with our collaborative opponents are more difficult but interesting than those with either the original Pac-Man's personalities or the non-cooperative greedy opponents.

An Empirical Analysis of the Effect of Governance-Peripheral Knowledge Fit on the Performance of IT Project Outsourcing: Focusing on the Perceptual Gap between Client and Vendor (IT 프로젝트 아웃소싱에서 거버넌스-주변지식의 조화가 프로젝트 성과에 미치는 영향에 대한 실증 분석: 고객사-공급사 간 인지차를 중심으로)

  • Seonyoung Shim
    • Information Systems Review
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    • v.19 no.1
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    • pp.147-168
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    • 2017
  • We investigated perceptual similarity and the difference between client and vendor in information technology (IT) outsourcing projects. Specifically, we focused on each player's perception of how the fit of governance and peripheral knowledge affects the performance of IT project outsourcing. For 107 IT projects, we surveyed both client and vendor in the same IT projects and compared the responses of each side. Through a dyadic analysis, we first found that both client and vendor put more weight on the vendor's peripheral knowledge than that of the client as a positive influencer of project performance. However, regarding the governance style of an IT project, client and vendor showed completely different perspectives. The client believed that the vendor's peripheral knowledge positively contributes to the performance of IT project under the governance of outcome control. However, the vendor showed that its peripheral knowledge creates synergy effects under the governance of process control. Our interpretation of the perceptual similarity and difference between client and vendor delivers managerial implications for businesses that process IT projects.

Motion Based Serious Game Using Spatial Information of Game and Web-cam (웹캠과 공간정보를 이용한 체감형 기능성게임)

  • Lee, Young-Jae;Lee, Dae-Ho;Yi, Sang-Hong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.9
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    • pp.1795-1802
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    • 2009
  • Motion based serious game is a new style of game and exercise using hands, arms, head and whole body. At that time gamer's reachable movement space is an important game space and interaction happening place. We propose efficient game spatial division and analysis algorithm that gives special information for collision avoidance of game objects. We devide into 9 parts of game space and check the enemy position and upper, down, left and right side movement information of gamer and calculate optimal path for collide avoidance of the enemy. To evaluate the method, we implemented a motion base serious game that consists of a web cam, a player, an enemy, and we obtained some valid results of our method for the collision avoidance. The resole demonstrated that the proposed approach is robust. If movement information is in front of enemy, then the enemy waits and finds the place and runs to avoid collision. This algorithm can be used basic development of level control and effective interaction method for motion based serious game.

Bow Reduction in Thin Crystalline Silicon Solar Cell with Control of Rear Aluminum Layer Thickness (박형 결정질 실리콘 태양전지에서의 휨현상 감소를 위한 알루미늄층 두께 조절)

  • Baek, Tae-Hyeon;Hong, Ji-Hwa;Lim, Kee-Joe;Kang, Gi-Hwan;Kang, Min-Gu;Song, Hee-Eun
    • Journal of the Korean Solar Energy Society
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    • v.32 no.spc3
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    • pp.194-198
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    • 2012
  • Crystalline silicon solar cell remains the major player in the photovoltaic marketplace with 80% of the market, despite the development of various thin film technologies. Silicon's excellent efficiency, stability, material abundance and low toxicity have helped to maintain its position of dominance. However, the cost of silicon materials remains a major barrier to reducing the cost of silicon photovoltaics. Using the crystalline silicon wafer with thinner thickness is the promising way for cost and material reduction in the solar cell production. However, the thinner the silicon wafer is, the worse bow phenomenon is induced. The bow phenomenon is observed when two or more layers of materials with different temperature expansion coefficiencies are in contact, in this case silicon and aluminum. In this paper, the solar cells were fabricated with different thicknesses of Al layer in order to reduce the bow phenomenon. With less amount of paste applications, we observed that the bow could be reduced by up to 40% of the largest value with 120 micron thickness of the wafer even though the conversion efficiency decrease by 0.5% occurred. Since the bowed wafers lead to unacceptable yield losses during the module construction, the reduction of bow is indispensable on thin crystalline silicon solar cell. In this work, we have studied on the counterbalance between the bow and conversion efficiency and also suggest the formation of enough back surface field (BSF) with thinner Al layer application.

A Study on the Optimal Size of Dum in Professional (프로바둑에서 덤의 크기 관한 연구)

  • Kim, Jin-Ho
    • The Korean Journal of Applied Statistics
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    • v.20 no.2
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    • pp.245-255
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    • 2007
  • In playing Baduk, Black plays first and, thus, can control the pace of a game. Usually a player with black stones plays conservatively to maintain the advantage of playing first. The purpose of dum is to compensate for Black having the first move. Currently, 6.5-point dum is applied in Korea and Japan, while 8-point dum is applied in Taiwan and China. In this study we investigated whether the current size of dum(6.5 points) is optimal, by statistically analyzing and comparing the advantage of taking Black across two data sets with different dun rules. Under the 5.5-point handicap, Blacks won significantly more games than Whites, revealing the advantage of playing first. However, with 6.5-point dum, Black's advantage of playing first was not significant. In Conclusion, implications and future research areas are discussed.

A Study on Valuation of Acoustic Performance about Dome-typed Gymnastics Training Floor utilizing Auralization (가청화를 이용한 돔형 체조연습장의 음향 성능평가에 관한 연구)

  • Yun, Jae-Hyun;Ju, Duck-Hoon;Jung, Eun-Jung;Kim, Jae-Soo
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2007.05a
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    • pp.132-136
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    • 2007
  • In case of indoor gymnastics training floor, in view of its characteristics, since it is simultaneously required the related smooth communication between the coach and the player, also the acoustic performance regarding to the Clearness of Music, besides the sport activity, the consideration about the acoustic character has entered the stage as an indispensable element. On such viewpoint, on the object of the recently built dome-typed gymnastics training floor, after making the optimized acoustic design with the remodeling through acoustic simulation, by means of measurement and valuation on human's psychological(sensual) degree utilizing Auralization that enables to experience the virtual sound field at the stage of design, this thesis has attempted to survey of the acoustic satisfaction degree and its reaction about the gymnastics training floor. As the result of investigation about the research on the space of object, it could be known that the valuation regarding to the acoustic performance of 'After-Improvement' was distinctly more refined than that of 'Before-Improvement'. It is now considering that such result of the study can be utilized as the useful data which enables to improve the retrenchment effect of the construction cost as well as the acoustic capability, by means of the prediction control on the acoustic problem from the stage of design, for the occasion when the similar indoor sport gymnasium is planning to build for the near future.

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Real-time Task Scheduling Algorithm using Multi-dimensional Methodology (다차원 기법을 이용한 실시간 태스크 스케줄링 알고리즘)

  • Cho, Moon-Haeng;Lee, Cheol-Hoon
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.810-815
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    • 2009
  • In recent years, embedded systems such as cellular phones, Portable Multimedia Player, intelligent appliance, automobile engine control are reshaping the way people live, work, and play. Thereby, applications for embedded systems become increasingly sophisticated and complicated, such embedded computing platforms must use real-time operating systems (RTOSs) with time determinism. These RTOSs must not only provide predictable services but must also be efficient and small in size and it's kernel services should also be deterministic by specifying how long each service call will take to execute. Having this information allows the application developers to better plan their real-time application software so as not to miss the deadline of each task. In this paper, we present the complete generalized algorithm using multi-dimensional methodology to determine the highest priority in the ready list with 2r levels of priorities for an arbitrary integer number of r.

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