• Title/Summary/Keyword: use for game

Search Result 906, Processing Time 0.026 seconds

Problems in Fuzzy c-means and Its Possible Solutions (Fuzzy c-means의 문제점 및 해결 방안)

  • Heo, Gyeong-Yong;Seo, Jin-Seok;Lee, Im-Geun
    • Journal of the Korea Society of Computer and Information
    • /
    • v.16 no.1
    • /
    • pp.39-46
    • /
    • 2011
  • Clustering is one of the well-known unsupervised learning methods, in which a data set is grouped into some number of homogeneous clusters. There are numerous clustering algorithms available and they have been used in various applications. Fuzzy c-means (FCM), the most well-known partitional clustering algorithm, was established in 1970's and still in use. However, there are some unsolved problems in FCM and variants of FCM are still under development. In this paper, the problems in FCM are first explained and the available solutions are investigated, which is aimed to give researchers some possible ways of future research. Most of the FCM variants try to solve the problems using domain knowledge specific to a given problem. However, in this paper, we try to give general solutions without using any domain knowledge. Although there are more things left than discovered, this paper may be a good starting point for researchers newly entered into a clustering area.

Study on the Fashion Trend of Contemporary Men's Wear Since 1990 (1990년대 이후 현대 남성복에 나타난 패션 경향에 관한 연구)

  • Kim, Hye-Jeong
    • Journal of Fashion Business
    • /
    • v.14 no.5
    • /
    • pp.78-92
    • /
    • 2010
  • The culture phenomenon, which the desire of self expression is noticeable and the diversity of gender identity is widely accepted, simply makes a difference in the lifestyle of one human being rather than the dichotomous classification of male and female. Now, the delicate and aesthetic sensitivity classified as the feminine characteristics is no longer the exclusive property of female and this refers to substituting it as a social gender from the concept of biological sex. This phenomenon has influenced on the male culture and is creating various codes according to the cultural gender extended from the gender as a social role. Also, the transition into the western lifestyle has extended the aesthetic emotion to accommodate new codes from the diversification and globalization of lifestyle. The mansumer power, which does not care too much about the money for the emotionally attached items, has enabled various fashion styles. After analyzing the diversified clothing behavior conducted by these people in connection with the social phenomenon, First, this shows the phenomenon of emotional value pursuit that finds pleasure over the clothing as the item of augmented reality is added to the concept of play, in which the real space referred to as garment and virtual space of playing the rock, paper and scissors game meet together within the augmented reality. Second, the convergence concept has enabled the coordination of new style by obscuring the area of design concept and this refers to the changes in design from the development of new items and transformation into double-style details. Third, the divergence that intensively provides specific use/convenience and specialized value shows a change in the fashion market from the phenomenon that admits various gene rations of culture and specifically, takes differently about the recognition of middle-aged males. Fourth, the variety seeking tendency receives attention as the value of future design together with the phenomenon of discriminative value pursuit. In the male fashion, it is linked to the collaboration with the design area and this tells that the fashion with the narcissistic cross-dressing and motto of neutral gender without being sided to male/female is rising.

Physics-based Simulation of a VTVL Vehicle for 2D Games (2D 게임을 위한 수직 이착륙 비행체의 물리 기반 시뮬레이션)

  • Moon, Sukjin;Choi, Min Gyu
    • Journal of the Korea Computer Graphics Society
    • /
    • v.19 no.1
    • /
    • pp.21-25
    • /
    • 2013
  • In this paper, we consider a physics-based 2D flight simulation game where users can easily control realistic flight of a vehicle equipped with two thrusters that allow vertical takeoff and vertical landing. The flight vehicle can be manipulated by directly controlling the thrusting force at each thruster using a pair of analog input devices such as joysticks. However, it might require too much practice to make aerobatic flying solely with this kind of control. We propose a set of fly-by-wire methods that provide easy-to-use, intuitive control of a VTVL vehicle. Based on PD controllers, the proposed methods allow users to specify the velocity or position of the vehicle directly. Furthermore, they are easy to understand and simple to implement. We expect that the proposed vehicle model and control mechanism could be used in various 2D games.

A Study of Seamless Power Supply using EDLC on Battery Change of Smartphone (EDLC를 이용한 스마트폰의 배터리 교환 시 연속적 전원 공급에 관한 연구)

  • Choi, Sang-Hun;Lee, Yong-Sung
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
    • /
    • v.29 no.12
    • /
    • pp.61-67
    • /
    • 2015
  • Certainly, we are living in a true mobile society. At the end of 2014, approximately 40million 560thousand people are subscribed to smartphone services in Korea, using more than 2000MB of mobile data per a person. The use of smartphone is expected to increase. Moreover, smartphone moves toward becoming a requisite for modern people. Under the circumstances, high-speed communication services such as LTE provide high quality services anywhere and anytime and, furthermore, the development of high performances of the application makes the life patterns of modern people link directly to smartphone. Almost every day, new creative services are being introduced and the demands of on-line streaming services such as high-performance game and YouTube are increasing day after day. However, although smartphones are getting smarter and high quality services are rapidly growing, consumers still complain about the insufficient usage time caused by the capacity of batteries. In order to solve this problem, this thesis suggests EDLC(Electric Double-Layer Capacitor) uses as a supplemental power supply to keep the continuity of work while switching batteries. Through this approach, the running time of smartphone becomes longer as the number of batteries without power off and the purpose of this study is to maximize the convenience of using smartphone by eliminating the initialization of memories and the loss of time of rebooting while batteries are switched.

Design and Implementation of Real-Time Parallel Engine for Discrete Event Wargame Simulation (이산사건 워게임 시뮬레이션을 위한 실시간 병렬 엔진의 설계 및 구현)

  • Kim, Jin-Soo;Kim, Dae-Seog;Kim, Jung-Guk;Ryu, Keun-Ho
    • The KIPS Transactions:PartA
    • /
    • v.10A no.2
    • /
    • pp.111-122
    • /
    • 2003
  • Military wargame simulation models must support the HLA in order to facilitate interoperability with other simulations, and using parallel simulation engines offer efficiency in reducing system overhead generated by propelling interoperability. However, legacy military simulation model engines process events using sequential event-driven method. This is due to problems generated by parallel processing such as synchronous reference to global data domains. Additionally. using legacy simulation platforms result in insufficient utilization of multiple CPUs even if a multiple CPU system is under use. Therefore, in this paper, we propose conversing the simulation engine to an object model-based parallel simulation engine to ensure military wargame model's improved system processing capability, synchronous reference to global data domains, external simulation time processing, and the sequence of parallel-processed events during a crash recovery. The converted parallel simulation engine is designed and implemented to enable parallel execution on a multiple CPU system (SMP).

A Study on Game-Playing Plasticity of Modern Art Focused on Media Arts (미디어아트를 중심으로 한 현대미술의 유희성에 관한 연구)

  • Lee, See-Jeung;You, Hyun-Bea
    • Journal of Digital Contents Society
    • /
    • v.11 no.4
    • /
    • pp.503-511
    • /
    • 2010
  • While various artistic trends coexisting in the 20th century, media arts that formed with the medium of a material attempts in various ways to induce the establishment of the artwork through the public communication. The visual arts that use the media satisfy both the artistry and the popularity in the area of popular culture as the form of variable. Moreover, visual arts stimulate a playful sense of human to maximize the public satisfaction that works here. This paper aims to discuss the potentials and the trends in the contemporary art by understanding the conceptual and principle background of the contemporary media art which shows the active employment the playful sense of human nature in the work in order to establish the effective communication with the public. Consequently, as the digital environment and advanced network technology which were thought to be the key elements of the popularization of media art were reached its limit, media artist, Tony oursler's artwork which was created based on human playful nature and interactive artwork that supports the audience to interact with artwork and its space are proven to be the useful devises for the public communication.

A Study on the Influence of Connectivity and Convenience of Smartphones of Word-of mouth Intentions in the Convergence Era : Focused on the Mediating Effects of Application (융복합 시대 스마트폰의 접속성과 편리성이 구전의도에 미치는 영향연구 : 어플리케이션을 매개효과로)

  • Jo, Young-Jun
    • Journal of Digital Convergence
    • /
    • v.13 no.5
    • /
    • pp.69-78
    • /
    • 2015
  • In this study, Word-of-mouth Intention of the factors Influence the Connectivity, Convenience and Application also was Investigated. Connectivity, Convenience on the Influence of the Mediation Effect was Carried out to Examine. The test results used in this Study Established Connectivity, Convenience of Application and Word-of-mouth to the Positive Effect was Found. Also Verifying the results of the Mediating Effect of Application and Application the Mediation Effect was Verification. These Factors Result in the Application and also in Calendar, Useful Application, Video, Music, Game of Word-of-mouth Intention Influence. For this Study, the use of Smartphones is a lot of College Students Surveyed and the Findings were Derived. This result provides an application development strategy implications that can satisty the user's Smartphone Convergent times.

Performance Measurement of Residential Broadband Network with Monarch (Monarch를 이용한 주택내 초고속 인터넷망의 성능 측정)

  • Choi, Soon-Byoung;Lee, Young-Seok
    • Journal of KIISE:Information Networking
    • /
    • v.36 no.5
    • /
    • pp.369-375
    • /
    • 2009
  • Residential broadband networks (RBN) are quickly evolving from xDSL/Cable networks to FTTH services with lOOMbps bandwidth. With the high-speed Internet services, subscribers tend to use web, multimedia, game or file sharing applications. Therefore, performance of RBN is important to the quality of services for users. Typically, Internet service providers (ISPs) are providing their RBN performance results that are measured by subscribers with the dedicated measurement tools. However, they do not make their results public to people. In order to obtain the performance results measured by users, we have to induce a lot of subscribers, which will take a lot of cost and time. Monarch, that is used in this paper, could provide the 3rd party measurement method without the help of ISPs and subscribers. With the extensive experiments through Monarch, we have shown that 3rd party measurement results are not much different from those of user-initiated measurement. In addition, we have observed that bandwidth is around $80{\sim}90Mbps$ and RTT is less than 30ms in FTTH services provided by three major Korean ISPs.

A Study on the Web Application for Sailing Ship Location Information interface based by RIA (RIA기반의 선박항해정보를 위한 웹 애플리케이션 구축 "평택항 원양어선 항해정보현황 사례를 중심으로")

  • Jung, Hoe-Jun;Park, Dea-Woo;Han, Kyung-Don
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2009.10a
    • /
    • pp.613-616
    • /
    • 2009
  • Information present condition is using situation board by manual processing that is consisted of ship arrangement plan and letterpress and magnet etc. in Pyeongtaekhang's deep-sea fishing vessel company. Study that mark open sea far from land ship information of underway 37 ships that is accepted in every time in internet web application environment that is based on Ubiquitous Network in PC that is linked to internet. 3 through practical use of RIA of Flash technology base compose Digital Dash-Board in width grid structure only and do ship sailing addition that is operating in 6 oceans and latitude, hardness indication as well as various informations to do visual display do. Emphasized in dynamic Web Application construction because can heighten the convenience to operator and user, and take advantage of real time data.

  • PDF

Adaptive depth control algorithm for sound tracing (사운드 트레이싱을 위한 적응형 깊이 조절 알고리즘)

  • Kim, Eunjae;Yun, Juwon;Chung, Woonam;Kim, Youngsik;Park, Woo-Chan
    • Journal of the Korea Computer Graphics Society
    • /
    • v.24 no.5
    • /
    • pp.21-30
    • /
    • 2018
  • In this paper, we use Sound-tracing, a 3D sound technology based on ray-tracing that uses geometric method as auditory technology to enhance realism. The Sound-tracing is costly in the sound propagation stage. In order to reduce the sound propagation cost, we propose a method to calculate the average effective frame number of previous frames using the frame coherence property and to adjust the depth according to the space based on the calculated number. Experimental results show that the path loss rate is 0.72% and the traversal & Intersection test calculation amount is decreased by 85.13% and the frame rate is increased by 4.48% when the sound source is indoors, compared with the result of the case without depth control. When the sound source was outdoors, the path loss was 0% and the traversal & Intersection test calculation amount is decreased by 25.01% and the frame rate increased by 7.85%. This allowed the rendering performance to be increased while minimizing the path loss rate.