• Title/Summary/Keyword: Story Pass

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A Study on Story Pass in Game Play (게임 플레이에서 스토리 패스 현상에 대한 연구)

  • Hong, Min-Gi;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.493-495
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    • 2020
  • 게임의 스토리는 게임 내에서 중요한 역할을 수행한다. 스토리를 통해 플레이어가 게임에 자연스럽게 녹아 들 수 있도록 동기를 부여하며, 게임 진행에 대한 당위성을 부여하고 더 나아가서는 게임 스토리가 게임의 핵심 재미 요소가 되기도 한다. 본 논문에서는 게임 스토리를 RPG 장르의 측면에서 분석하고 설문 조사를 통해 게임 스토리에 대한 장단점을 분석하여 현재 발생하고 있는 게임 스토리 패스에 대한 분석과 개선에 도움을 주고자 한다.

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Structural Joint Integrity Monitoring of Steel Frame Structures Using Impulse Responses (충격응답을 이용한 철골 구조물 접합부의 구조건전성 모니터링)

  • Yi, Jin-Hak;Lee, Kwang-Soo
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 2008.04a
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    • pp.145-150
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    • 2008
  • This study proposes an improved AR-model based structural joint integrity monitoring method and a new damage sensitive feature using RMS values of impulse responses. The proposed methods were applied for joint integrity monitoring of a model scale 2-bay and 4-story steel frame structure and it was found that the AR coefficients could be more consistently estimated by adopting the band-pass filter and cross-correlation function to the raw acceleration signals and the joint damages could be successfully monitored by the proposed methods.

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Structural Design of Cheongna City Tower

  • Chung, Kwangryang;Kim, Jung-Hyun;Song, Younghoon;Kim, Sihyeong;Kang, Jihun
    • International Journal of High-Rise Buildings
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    • v.10 no.3
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    • pp.193-201
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    • 2021
  • Cheongna City Tower is a 448-meter-high rise observatory tower with 8.7:1 aspect ratio located at central lake park in Incheon Cheongna international city. The tower is a crystal shaped image and it turns invisible when the façade is activated. The tower was planned to be hexagonal 30-story building with two basements which are composed of mega frame structure using mega column and mega brace. In order to minimize the wind effect, the blow-through area was installed so that the wind can pass through. This observatory tower is an unprecedented project since the whole building is covered by façade for invisibility effect.

Interactive Advertisement that Feels and Experiences

  • Kim, Yuji;Lim, Chan
    • International journal of advanced smart convergence
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    • v.8 no.3
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    • pp.13-19
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    • 2019
  • In this paper, we propose and implement VVVV base interactive advertisement. It has now expanded from the traditional marketing methods of television, radio, newspapers and magazines to become a digital marketing era. However, it is still in the form of infusion-type advertising, similar to traditional marketing techniques. For more innovative we put story and design elements into digital technology. Consumers will feel fresh excitement as they experience advertising. Emotional stories and image will also provide an element for customers to talk to each other. The propose advertisement is design to recognize the movement of people in the corridor by using Arduino and ultrasonic sensor installed in the passageway where many people pass. Arduino and VVVV takes people's movements for a values. This values change the advertising image. In this case, we applied the mask in VVVV so that the image to be reproduced and the image of the background role are displayed when the person passes the sensor. By realizing this interactive advertisement, the objective is to increase the buyer's purchasing power by approaching the buyer more effectively than the existing advertisement.

Post-earthquake building safety evaluation using consumer-grade surveillance cameras

  • Hsu, Ting Y.;Pham, Quang V.;Chao, Wei C.;Yang, Yuan S.
    • Smart Structures and Systems
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    • v.25 no.5
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    • pp.531-541
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    • 2020
  • This paper demonstrates the possibility of evaluating the safety of a building right after an earthquake using consumer-grade surveillance cameras installed in the building. Two cameras are used in each story to extract the time history of interstory drift during the earthquake based on camera calibration, stereo triangulation, and image template matching techniques. The interstory drift of several markers on the rigid floor are used to estimate the motion of the geometric center using the least square approach, then the horizontal interstory drift of any location on the floor can be estimated. A shaking table collapse test of a steel building was conducted to verify the proposed approach. The results indicate that the accuracy of the interstory drift measured by the cameras is high enough to estimate the damage state of the building based on the fragility curve of the interstory drift ratio. On the other hand, the interstory drift measured by an accelerometer tends to underestimate the damage state when residual interstory drift occurs because the low frequency content of the displacement signal is eliminated when high-pass filtering is employed for baseline correction.

Development of Wed-Based Courseware in Oral Health Education for Elementary School Children (초등학교 구강보건교육을 위한 코스웨어 개발)

  • 최빈아;장창곡
    • Korean Journal of Health Education and Promotion
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    • v.20 no.2
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    • pp.1-18
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    • 2003
  • The purpose of this study was to develop game style courseware in oral health instruction for elementary school children. The manufacturing equipment and languages which were used to develop the courseware were: Photoshop version 7.0, Illustrator version 10.0, HTML, Dream Weaver MX, Editplus, CSS and Java - script. The data base was built up by using PHP and mySQL over Internet Explorer version 4.0. The contents of courseware for oral health education were based on the list of oral health affaires of the Department of Health and Welfare, 2002. The story of the game ‘Saving Hayani locked down in a castle of a cavity man’ was developed for the learners to learn oral health by inducing learning motivation. A character named ‘Chan i’ was introduced to the learners to be more friendly with the program while they were learning. As the game was made of three step education levels, the learner most pass the prepared test given at each step to advance to a higher level. A database connected to web was constructed to store the scores the learners earned at each step. In conclusion, the courseware will help the elementary school children learn oral health care efficiently through the internet regardless of time and space.

HHT method for system identification and damage detection: an experimental study

  • Zhou, Lily L.;Yan, Gang
    • Smart Structures and Systems
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    • v.2 no.2
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    • pp.141-154
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    • 2006
  • Recently, the Hilbert-Huang transform (HHT) has gained considerable attention as a novel technique of signal processing, which shows promise for the system identification and damage detection of structures. This study investigates the effectiveness and accuracy of the HHT method for the system identification and damage detection of structures through a series of experiments. A multi-degree-of-freedom (MDOF) structural model has been constructed with modular members, and the columns of the model can be replaced or removed to simulate damages at different locations with different severities. The measured response data of the structure due to an impulse loading is first decomposed into modal responses using the empirical mode decomposition (EMD) approach with a band-pass filter technique. Then, the Hilbert transform is subsequently applied to each modal response to obtain the instantaneous amplitude and phase angle time histories. A linear least-square fit procedure is used to identify the natural frequencies and damping ratios from the instantaneous amplitude and phase angle for each modal response. When the responses at all degrees of freedom are measured, the mode shape and the physical mass, damping and stiffness matrices of the structure can be determined. Based on a comparison of the stiffness of each story unit prior to and after the damage, the damage locations and severities can be identified. Experimental results demonstrate that the HHT method yields quite accurate results for engineering applications, providing a promising tool for structural health monitoring.

A Study on the Origin of Clothing (의복(衣服)의 기원(起源)에 대한 연구(硏究) - 선사(先史) 시대(時代)를 중심(中心)으로 -)

  • Lee, Ran-Hee
    • Journal of the Korean Society of Costume
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    • v.6
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    • pp.145-160
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    • 1982
  • Wearing a clothes in human living is very rightful and reasonable things. And it's also the necessaries of living. So now, I want look around about origin of clothes from the prehistorical age, how they start and why they need to wear a clothes. As human culture is unknown origin, human clothes origin is also unknown origin, too. So many different people made unlike story about that, and it is very difficult to say correct birth of clothes. It must be reflection by a time, by a place, by a mankind, until this days, the history of human progress is $2,000,000{\sim}3,000,000$ years. And from after the "Old Adam" man understand what is shame and disgrace, so that made them cover of their private parts, also it is a motive of human clothes. Since after pass a long time, the earth has many changes as it were weather, and for take care of human body from cold, people start make clothes and it's a second object of wearing a clothes. And third object of wearing clothes is after opportunity of development human culture, people desire for an aesthetic sence and for full-fill that feeling they start make a beautiful clothes with accessories and it is motive and a purpose of a human start wear a clothes. So I can say, for origin birth of clothes is 1. Protect of human body. 1) be adapted for different weather and different circumstance. 2) take care self from outside injurg. 2. Decorate for aesthetic sence. 1) Theory of Amulets. 2) Theory of symbolism. 3) Theory of Sex attraction. 4) Aesthetic Theory. 5) Theory of chastity. 6) Multi-theory And material for clothes they made from natural wilds like leaves, fur, skin of wood. skin of fishes and feather etc. But after develop of human knowledge people invent fiber, and use a knitted goods and woven stuff also first of all. They start use those kind that they just cover of their private parts as a belt and astring with leaves and a beast skins. But until this days it's taken big development with human knowledge and most important influence of develop was weather. So modern clothes for present days, must care with. physicology, preservation of health, living activity, dressing, morals, and etiquette etc.

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Failing the Game Quests in James Joyce's "Araby"

  • Jang, Sungjin
    • Journal of English Language & Literature
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    • v.64 no.3
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    • pp.403-414
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    • 2018
  • This paper suggests a different reading of James Joyce's "Araby" by offering the video game as a lens through which we can reimagine the story. Understanding the unnamed boy's journey to the Araby bazaar as a fetch quest, this paper focuses on the boy's failure to complete this quest. As soon as the boy promises Mangan's sister something from Araby, his fetch quest begins. In order to complete the quest, the boy must successfully perform three sub-quests: get money from his uncle as early as he can, get on the train for the Araby bazaar on time, and pass through the sixpenny entrance at the bazaar. However, because his uncle comes home late, the boy fails to get the money early, and that sets off the subsequent failures. The boy then takes the train late and arrives at the bazaar so late that he feels he must go through any entrance. So he walks through the adult entrance by mistake. As a result, he does not have enough money to buy a gift, failing the larger quest. But, regardless of this failure, the boy can try these quests as many as he wants until he finally succeeds in completing them. But no matter how the boy tries to accomplish these subquests, he is doomed to fail them because he cannot make his uncle come home early. The more he tries his quest, the more bitterly he realizes that he will ultimately fail. In this respect, the boy's "anguish and anger" should be understood as his epiphany: the re-playability of the game is possible, but all the replays lead to the same failure: losing the game. In this regard, reading Joyce's "Araby" is much like playing a video game.