• Title/Summary/Keyword: 가상의

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Feature Map for Collision Detection in Motion-Based Game using Web Camera (웹 카메라를 이용한 체감형 게임의 충돌감지를 위한 특징맵)

  • Lee, Young-Jae;Lee, Dae-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.4
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    • pp.620-626
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    • 2008
  • We propose a feature map method to detect a collision for a motion-based game. The feature map can be made an optimally reduced motion data using subtraction image and virtual ball images according to image size and condition. And we calculate the overlapped ratio between moving image data and objects. This ratio is an invariant for detection even though image size is changed. And we compare this ration with collision detection constant, the feature map can detect fast collisions as well as the collided direction. To evaluate the method, we implemented a motion-base game that consists of a web cam, a player, an enemy, and some virtual balls, and we obtained some valid results for our method for the collision detection. The results demonstrated that the proposed approach is robust, and they can be used as a basic collide detection algorithm for a motion-based game where the size and the position of characters are continuously changing.

Implementation of Ubiquitous Application based on Context-Awareness (상황 인식 기반의 유비쿼터스 어플리케이션 구현)

  • Seo, Jung-Hee;Park, Hung-Bog
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.4
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    • pp.744-751
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    • 2008
  • Ubiquitous computing is a new paradigm of telecommunication technology and is embedded with advanced computing technology to process a large amount of data in a normal environment. Generally, ail equipment is embedded with sensors and operating devices to interaction with communication functions. That is why ubiquitous computing must be able to access any devices anywhere at anytime in order to perform appropriate functions. Unfortunately, however, it is difficult to make an optimized design for applications which can effectively interaction with various functions in distributed environment like ubiquitous computing. Therefore, this paper is aimed at deploying interface with server nodules and virtual prototyping by utilizing LabVIEW and embedded application software with additional network function. In addition, given information about sensors collected from context-awareness and location-awareness, it will suggest the ideal ubiquitous application based on context-awareness and apply the advanced application to device control and monitoring through context awareness of lab.

A Natural Language Conversation Method for Intelligent NPC Implementation in Games (게임에서의 지능적 NPC 구현을 위한 자연어 대화 처리 기법)

  • Woo, Young-Woon;Park, Sung-Dae;Park, Choong-Shik
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.12
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    • pp.2406-2412
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    • 2007
  • Recently, there are many researches about natural language processing programs using artificial intelligence methods. But the researches mostly concentrate on Korean morphological analyses and there are few researches about application of the results of Korean morphological analyses. In this paper, we implemented a natural language conversation program that NPC in games can talk with users by natural language sentences using the results of morphological analyses and a rule-based inference method. We proposed representation and implementation methods of rules suitable for the processing of natural language conversation using NEO, a rule-based inference engine. In the experiment using rules and facts about knowledge of conversation for diet counselor NPC, we could verify that natural conversation results were produced.

Implementation of Middleware Security System for Home Networking (홈 네트워킹을 위한 미들웨어 보안시스템 구현)

  • Seol, Jeong-Hwan;Lee, Ki-Young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.5
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    • pp.863-869
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    • 2008
  • In this paper, a system with sensor network security mechanism which can be applied to home network structure is designed and it is implemented on a virtual network of a home network middleware. The basic structure of home networking middleware supports one-to-one (unicast) or broadcast communication mode between the lookup server and service nodes on the network. Confidentiality and authentication are key security factors of the one-to-one communication and user authentication is crucial for broadcasting mode. One of the sensor network's security techniques SPINS consists of SNEP and ${\mu}TESLA$. The SNEP ensures confidentiality and authentication, and ${\mu}TESLA$ provides broadcast authentication. We propose a SPIN based home network middleware and it is implemented by using the CBC-MAC for MAC generation, the counter mode (CTR) for message freshness, the pseudo random function (PRF) and RC5 as encryption algorithm. The implementation result shows that an attacker cannot decrypt the message though he gets the secure key because of CTR mode. In addition, we confirmed that a received message of the server is authenticated using MAC.

Design and Implementation of JAIN SIP-based Softphone Client (JAIN SIP 기반 소프트폰 클라이언트의 설계 및 구현)

  • Kim, Byung-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.12
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    • pp.2301-2306
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    • 2008
  • SIP(Session Initiation Protocol) has become an universal standard for multimedia communications for both wired and wireless networks since it has been adopted as a standard protocol for IMS platform in 3GPP standardization organization at November 2000. In this paper, we design and implement a SIP-based softphone client program which provides telephony service between internet users and a call center equipped with VoIP gateway. A softphone client based on PC-to-phone connection should guarantee to provide interoperability with various VoIP gateways and higher portability to be able to operate on different PC environments. The softphone client program in this paper has been developed with SIP 2.0 standard protocol to support interoperability and with JAIN SIP and JMF package to achieve higher portability.

A Greenhouse, Diseases and Insects Monitoring System based on PDA for Mobile Users (모바일 사용자를 위한 PDA 기반의 온실 및 병해충 모니터링 시스템)

  • Sim, Chun-Bo;Lim, Eun-Cheon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.12
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    • pp.2315-2322
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    • 2008
  • The requesting a consultation of the farm manager is about the diagnosis and prevention of the breeding and extermination for diseases and insects in greenhouse, the managing problem for diseases and insects turn up a main issue. To solve these problems, this paper proposes a PDA based greenhouse, diseases and insects management system for mobile(GDIMS) uses as keeping up with ubiquitous time, which makes prediction and management for diseases and insects more efficiently checked at any time and anywhere you want to, and go well with the motto of ubiquitous. This system is using the environmental data from the greenhouse attached sensors provide the accurate diagnosis and recipes, which supports to product clean crops. There are no need to visit the greenhouse because our system is based on mobile devices that obtain the information in the greenhouse, which makes management in efficient with little number of people. This wort builds simply virtual greenhouse model that assembles system component of environmental sensor for performance analysis and offers a PDA view of the greenhouse status.

Stability Analysis of Rainwater Resources Facilities on the Slope (경사지 빗물자원화 시설의 안정성 검토방안 연구)

  • Yoon, Yong-Cheol;Yun, Sung-Wook;Leem, Jae-Woon;Oh, Tae-Han;Kim, Young-Ju;Suh, Won-Myung;Yu, Chan
    • Journal of agriculture & life science
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    • v.44 no.3
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    • pp.79-87
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    • 2010
  • In this study, rainwater resources facilities were constructed on the slope as a feasibility study. It is considered that rainwater resources facilities were constructed with the selected cross-section, and the stability analyses in cases of normal and abnormal condition were conducted as using the computer model. As a result of the stability analysis, the stability of the selected cross-section in the case of normal operation was lower than in the case of abnormal condition. Therefore, In order to design and maintain the rainwater resources facilities, it is likely that soil surveys are certainly carried out before the decision of the specification of rainwater resources facilities.

Analysis and Suggestions of Digital Heritage Policy

  • Lee, Jongwook
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.10
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    • pp.71-78
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    • 2019
  • In this paper, we divided domestic and foreign digital cultural activation policies into four types. We also described projects of each policy and analyzed the limitations of the policy. Finally, we suggested solutions to overcome these limitations. Changes in daily life caused by the recent development of 5G network technology, augmented reality, and virtual reality technology have brought many changes in the way of preservation and utilization of cultural heritage. In particular, digital technology is used for digitization of cultural heritage, storing, and managing digital data, digitally restoring cultural heritage, and enabling time, space, multi-sensory experiences. For this purpose, new policies was required to utilize this. This study divides domestic and international digital heritage policies into digital infrastructure construction, sharing and communication platform construction, public relations, and demonstration contents production support policies. This study is meaningful in classifying the fields of digital heritage policy and introducing digital heritage policy trends. It is also meaningful to suggest ways to improve digital heritage policies through analysis of domestic and foreign cases.

Nonverbal Expressions in New Media Art -Case Studies about Facial Expressions and Sound (뉴미디어 아트에 나타난 비언어적 표현 -표정과 소리의 사례연구를 중심으로)

  • Yoo, Mi;An, KyoungHee
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.146-156
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    • 2019
  • New media art moves out of place and time constraints, sublimates the benefits of technology into art, and presents a new way of communication with the audience. This paper analyses the tendency of nonverbal communication methods by analysing examples of facial expressions and sound used in new media art from early times. As a result, it can be seen that the digital paradigm in the new media art has a nonlinear thinking, which makes a perceptual reduction of immersion and dispersion. The facial expression in new media art made it possible not only to overcome the limit of space and time of various expressions through 'visual distortions, enlargement, and virtualisation', but also to enable new ways of communication to display facial parts combined or separated in the digital environment. The sound in new media art does not stay in auditory sense, but pursues multi-sensory and synesthesia by cooperating with visual and tactile, evolves by revealing characteristics of space expansion and sensibility and interaction of audience.

The Effect of VR Fashion Shopping Channel Characteristics and Consumer's Involvement in Channel Acceptance -Focusing on the Vividness, Interactivity and Fashion Involvement- (VR 패션쇼핑채널 특성과 소비자 관여가 채널수용에 미치는 영향 -생동감과 상호작용성, 패션관여도를 중심으로-)

  • Hur, Hee Jin;Jang, Ju Yeun;Choo, Ho Jung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.43 no.5
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    • pp.725-741
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    • 2019
  • Virtual Reality (VR) represents a key technology for future shopping platforms. This study examined the effect of vividness and interactivity, the two technological characteristics of VR, and fashion involvement, a consumer characteristic, on a consumer's intent to use VR stores under the framework of the Technology Acceptance Model (TAM). The study explained consumers' belief in a new technology and the process underlying the use behavior. The survey was conducted on 200 people between the ages of 20s and 30s via an online survey firm. Data are analyzed using confirmatory factor analysis and structural equation modeling. The results showed that a greater level of perceived vividness had a positive effect on ease of use and playfulness, while perceived interactivity had a significant impact on usefulness and playfulness. The findings also indicated that consumers with a high degree of fashion involvement tend to perceive a higher level of playfulness through VR shopping. Regarding the effects of consumer beliefs, perceived ease of use had a positive influence on usefulness perception. A higher level of perceived usefulness and playfulness meant a higher consumer intention to adopt a VR shopping platform.