• Title/Summary/Keyword: 게임과 사물인터넷의 융합

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A Game Design for IoT environment (IoT 환경을 위한 게임 기획)

  • Lee, MyounJae
    • Journal of the Korea Convergence Society
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    • v.6 no.4
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    • pp.133-138
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    • 2015
  • The basic idea of IoT(Internet of Things) is interconnection and cooperation with a variety of things in real life such as Radio-Frequency Identification(RFID) tags, sensors, mobile phone, etc, through internet. IoT technologies which applied to these fields consist of sensor network technology and middleware, application. Currently, IoT technology is applied to various fields such as health care, home care, automotive, transportation, construction, agriculture, environment, food, and etc, based on its technologies. This paper focuses on discussion of the game planning method in IoT environment. In order to achieve this purpose, first, introduce the IoT technologies. Second, propose a game design elements and considerations in IoT environments. It can help for game developers by using IoT technologies.

Smart Top for Fighting Game based on Remote Control of Smart Device (스마트 기기의 원격제어를 기반으로 한 대전게임용 스마트 팽이)

  • An, Sungwoo;Lee, Kyoungyong;Yeom, Changguen
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.106-108
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    • 2017
  • 최근 사물인터넷 기술은 4차 산업혁명을 이끌 차세대 성장기술로 많은 분야에서 기술도입과 융합을 시도하고 있다. 장난감 시장 역시 사물인터넷 기술 도입으로 많은 변화가 일어나고 있다. 특히, 단순한 조작 위주의 장난감을 스마트 기기, 센서 등과 연동하여 원격제어를 하고, 부가 정보를 축적하여 활용함으로써 사장되었던 많은 장난감들이 새로운 놀이도구로 재생산되고 있다. 본 논문에서는 대표적인 놀이기구였던 팽이를 새롭게 사물인터넷 기반 스마트 팽이로 제작하기 위한 방안을 제시한다. 스마트 팽이는 초소형 아두이노 보드를 장착하고 스마트폰과 통신이 가능하도록 하여 회전 및 충돌 정보를 스마트폰으로 전송하도록 한다. 또한, 스마트 팽이에 솔레노이드를 이용한 점핑 모듈을 추가하고 스마트폰에서 점프 명령을 내릴 수 있도록 함으로써 게임 참여자의 직접 제어가 가능한 스마트 팽이 대전 게임을 구현할 수 있도록 한다.

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Design of Healthcare Game Contents using IOT (사물인터넷을 이용한 헬스케어 게임콘텐츠 설계)

  • Yoon, SeonJeong;Lee, SangWhi
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.225-226
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    • 2018
  • 본 논문에서는 사물인터넷 환경에서 걷기운동을 재미있게 할 수 있는 게임형 콘텐츠의 설계 및 구현, 효과에 대한 검증사례를 소개한다. 이 콘텐츠는 비콘이 설치된 계단을 걸음으로써 소모 칼로리를 계산하고 지속적으로 활동하도록 유도함으로써 운동효과를 향상시키도록 설계되었다. 본 콘텐츠의 설계 목표는 바쁜 현대인들이 활동 공간 안에서 가볍게, 재미있게, 지속적으로 운동할 수 있도록 하는 것이며 이 효과는 걷기 행사에 참여한 다수 사용자의 후기를 통하여 확인되었다. 본 콘텐츠는 여러 유형의 헬스 케어 시스템에 융합 가능할 것으로 기대한다.

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A Study of Smart IT convergence Framework applying a Lego-typed Sensor Module (레고형 센서 모듈을 활용한 스마트 IT 융합 프레임워크에 관한 연구)

  • Park, Jung-min;Kim, Hye-Young
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.87-96
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    • 2016
  • As use of Internet increase, IoT(Internet Of Things), a interaction between connected devices, is widely used throughout industrial area. In this paper, we discussed what to consider when planning framework for contents using user's mobile devices and various sensors in IoT environment and suggest related techniques. Also, using the techniques suggested in this paper, we showed the prototype of the framework. Finally, we showed the possibility of games in the IoT environment by creating game in the IoT environment.

IoT model to improve parent-child interaction -Focus on smart watch for kids- (부모-자녀 상호작용을 증진하는 IoT 모델 -유아용 스마트워치를 중심으로-)

  • Yee, Young-Hwan
    • Journal of Convergence for Information Technology
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    • v.7 no.6
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    • pp.209-218
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    • 2017
  • To propose a contents model for children's smart watch, this study interview 15mothers who have a child using smart watches. Most mothers purchase smart watches for children to warrant their security and manage their schedules, and they use them for sending a call or text to their children, tracking or managing children's location and schedule. Mothers were satisfied with a smart watch's function of communication and safety management, but dissatisfied learning-oriented contents and worrried about bad influenced on children development. Through in-depth interviews, this study propose a persona model for children's smart watch for enhancing parent-child interaction and physical cognitive language socioemotional convergence play contents.

Blockchain-based Important Information Management Techniques for IoT Environment (IoT 환경을 위한 블록체인 기반의 중요 정보 관리 기법)

  • Yoon-Su Jeong
    • Advanced Industrial SCIence
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    • v.3 no.1
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    • pp.30-36
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    • 2024
  • Recently, the Internet of Things (IoT), which has been applied to various industrial fields, is constantly evolving in the process of automation and digitization. However, in the network where IoT devices are built, research on IoT critical information-related data sharing, personal information protection, and data integrity among intermediate nodes is still being actively studied. In this study, we propose a blockchain-based IoT critical information management technique that is easy to implement without burdening the intermediate node in the network environment where IoT is built. The proposed technique allocates a random value of a random size to the IoT critical information arriving at the intermediate node and manages it to become a decentralized P2P blockchain. In addition, the proposed technique makes it easier to manage IoT critical data by creating licenses such as time limit and device limitation according to the weight condition of IoT critical information. Performance evaluation and proposed techniques have improved delay time and processing time by 7.6% and 10.1% on average compared to existing techniques.

A Study on the Awareness and Preparation of the Forth Industrial Revolution of Some Health Department College Students (일부 보건계열학과 대학생의 4차 산업혁명 인식 및 준비도 연구)

  • Cho, Hye-Eun
    • Journal of the Korea Convergence Society
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    • v.11 no.12
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    • pp.291-299
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    • 2020
  • The purpose of this study was to be used as basic data for the development of future-type curriculum in health. The awareness and preparation of the forth industrial revolution were surveyed on 280 college students in health departments preparing medical technicians. A self-written structured questionnaire was used for data collection, and the recognition of the forth industry revolution was 2.74, 3D printing (3.59) was high, and neural network machine learning(2.33) was the lowest. Students majoring in Physiotherapy (3.00) had the highest perception, and those majored in Dental engineering(2.37) had the lowest perception, and there was a difference in the degree of perception of IoT by major (p=0.024). For the forth industrial revolution, 54.5% of students are preparing, and lack of interest (42.9%) is the most difficult reason to prepare, and 50.6% of educational experience and 60.9% of VR&AR game experience have experience. In the era of the forth industrial revolution, job loss (38.7%) was high, and the required competency was creative capacity (50.6%). Therefore, it is necessary to develop a curriculum related to the fourth industrial revolution and apply teaching methods that can increase the awareness and preparation of health college students in the era of the fourth industrial revolution.

A Study on 3D Virtual Restoration and Convergence Utilization of Gas Masks for Digital Reproduction of War Cultural Heritage (전쟁 문화유산 디지털 재현을 위한 방독면 3D 가상 복원 및 융합 활용 연구)

  • Hyoung-Ki Ahn;Seung-Jun Oh;Ho-Yeon Lee;Young-Guy Lee
    • Journal of Internet of Things and Convergence
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    • v.9 no.1
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    • pp.89-95
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    • 2023
  • In January 2007, the Remains Excavation and Investigation Team of the Ministry of National Defense was established, and full-scale excavation of remains was promoted. Currently, the scope of the excavation is being expanded to Baekma Hill within the DMZ, where fierce battles were fought during the Korean War. Now, many remains and remains are being excavated in Baekma hill. Most are in damaged condition. Therefore, in this study, the original form of the excavated remains was restored using 3D scanning and 3D modeling. This digital restoration method can be an alternative to compensate for the disadvantages of the manual method. Currently, various digital restorations using 3D technology are active in the field of cultural heritage. Digitally restored materials can be used as basic data for digital heritage. Based on this, various contents related to excavation of remains and patriots and veterans can be developed. Furthermore, if digital human restoration is made based on the excavated remains, it will be possible to reproduce the appearance of the dead.