• Title/Summary/Keyword: 게임정보시스템

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Development of Coupon System for Youth's Experiential Learning using QR Code (QR코드를 이용한 청소년 체험학습 쿠폰 시스템 개발)

  • Park, Soon-Ho;Kim, Yu-Doo;Moon, Il-Young
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.5 no.1
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    • pp.52-57
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    • 2013
  • Because of rapid spread of the PC, many users have been enjoying a variety of content as PC. Especially in recent years, young people has increased dramatically PC usage. Young people get more easily information using a PC. Especially they relieve their stress through online games and feel another fun of virtual reality. It is obviously a good effect that they contact IT culture with rapidly developed. But young people's perspective with world is narrow because of doing more indoor activities than outdoor. Therefore we built Spot experience voucher system using smart phone application. We hope that many young people act outdoor activities. And Our product offer hybrid device by developing HTML5-based app. Thus this app will give interest of spot-experience to young-people. So If young people use this app, they can have many experience and see diverse aspects.

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Modified Bayesian personalized ranking for non-binary implicit feedback (비이진 내재적 피드백 자료를 위한 변형된 베이지안 개인화 순위 방법)

  • Kim, Dongwoo;Lee, Eun Ryung
    • The Korean Journal of Applied Statistics
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    • v.30 no.6
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    • pp.1015-1025
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    • 2017
  • Bayesian personalized ranking (BPR) is a state-of-the-art recommendation system techniques for implicit feedback data. Unfortunately, there might be a loss of information because the BPR model considers only the binary transformation of implicit feedback that is non-binary data in most cases. We propose a modified BPR method using a level of confidence based on the size or strength of implicit feedback to overcome this limitation. The proposed method is useful because it still has a structure of interpretable models for underlying personalized ranking i.e., personal pairwise preferences as in the BPR and that it is capable to reflect a numerical size or the strength of implicit feedback. We propose a computation algorithm based on stochastic gradient descent for the numerical implementation of our proposal. Furthermore, we also show the usefulness of our proposed method compared to ordinary BPR via an analysis of steam video games data.

QR Code Based Mobile Dual Transmission OTP System (QR 코드를 이용한 모바일 이중 전송 OTP 시스템)

  • Seo, Se Hyeon;Choi, Chang Yeol;Lee, Goo Yeon;Choi, Hwang Kyu
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38B no.5
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    • pp.377-384
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    • 2013
  • In order to improve the security strength in the password based user authentication, in which the security vulnerability is increased while the same password is repeatedly used, the OTP(One-Time Password) system has been introduced. In the OTP systems, however, the user account information and OTP value may be hacked if the user PC is infected by the malicious codes, because the user types the OTP value, which is generated by the mobile device synchronized with the server, directly onto the user PC. In this paper, we propose a new method, called DTOTP(Dual Transmission OTP), to solve this security problem. The DTOTP system is an improved two-factor authentication method by using the dual transmission, in which the user performs the server authentication by typing the user account and password information onto the PC, and then for the OTP authentication the mobile device scans the QR code displayed on the PC and the OTP value is sent to the server directly. The proposed system provides more improved security strength than that of the existing OTP system, and also can adopt the existing OTP algorithm without any modification. As a result, the proposed system can be safely applied to various security services such like banking, portal, and game services.

Post-Rendering 3D Warping using Projective Texture (투영 텍스춰를 이용한 렌더링 후 3차원 와핑)

  • Park, Hui-Won;Ihm, In-Seong
    • Journal of KIISE:Computer Systems and Theory
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    • v.29 no.8
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    • pp.431-439
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    • 2002
  • Due to the recent development of graphics hardware, real-time rendering of complex scenes is still a challenging task. As results of researches on image based rendering, the rendering schemes based on post-rendering 3D warping have been proposed. In general, these methods produce good rendering results. However, they are not appropriate for real-time rendering since it is not easy to accelerate the time-consuming algorithms within graphics subsystem. As an attempt to resolve this problem of the post-rendering 3D warping technique, we present a new real-time scheme based on projective texture. In our method, two reference images obtained by rendering complicated objects at two consecutive points of time are used. Rendering images of high quality for intermediate points of time are obtained by projecting the reference images onto a simplified object, and then blending the resulting images. Our technique will be effectively used in developing real-time graphics applications such as 3D games and virtual reality software and so on.

Training Avatars Animated with Human Motion Data (인간 동작 데이타로 애니메이션되는 아바타의 학습)

  • Lee, Kang-Hoon;Lee, Je-Hee
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.4
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    • pp.231-241
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    • 2006
  • Creating controllable, responsive avatars is an important problem in computer games and virtual environments. Recently, large collections of motion capture data have been exploited for increased realism in avatar animation and control. Large motion sets have the advantage of accommodating a broad variety of natural human motion. However, when a motion set is large, the time required to identify an appropriate sequence of motions is the bottleneck for achieving interactive avatar control. In this paper, we present a novel method for training avatar behaviors from unlabelled motion data in order to animate and control avatars at minimal runtime cost. Based on machine learning technique, called Q-teaming, our training method allows the avatar to learn how to act in any given situation through trial-and-error interactions with a dynamic environment. We demonstrate the effectiveness of our approach through examples that include avatars interacting with each other and with the user.

A study of service control strategies against infringement accidents (침해사고 대응을 위한 서비스 제어전략에 관한 연구)

  • Shin, Young-Sun;Park, Jin-Sub;Park, Jung-Jin;Lee, Hee-Sung
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.4
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    • pp.127-136
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    • 2007
  • With the construction of vast networks, Internet based services such as online games and Internet banking are steadily increasing. As dysfunctions of the trend, various threats from worms/viruses to hacking are proliferating and new types and variations of worms/viruses are emerging. In response to the problems, telecommunication carriers and the government we establishing systems to cope with infringement accidents and resultant damages. However, in case of nationwide emergencies like the 1.25 Accident, infringement may spread rapidly while analyzing what kind of infringement it is and that may result in enormous losses. Thus, the paper purposed to analyze the states of infringement accidents occurring at each network and coping methods and checklist, based on the results. and to propose strategies for controlling services in case of large scale infringement accidents.

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Human Motion Tracking based on 3D Depth Point Matching with Superellipsoid Body Model (타원체 모델과 깊이값 포인트 매칭 기법을 활용한 사람 움직임 추적 기술)

  • Kim, Nam-Gyu
    • Journal of Digital Contents Society
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    • v.13 no.2
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    • pp.255-262
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    • 2012
  • Human motion tracking algorithm is receiving attention from many research areas, such as human computer interaction, video conference, surveillance analysis, and game or entertainment applications. Over the last decade, various tracking technologies for each application have been demonstrated and refined among them such of real time computer vision and image processing, advanced man-machine interface, and so on. In this paper, we introduce cost-effective and real-time human motion tracking algorithms based on depth image 3D point matching with a given superellipsoid body representation. The body representative model is made by using parametric volume modeling method based on superellipsoid and consists of 18 articulated joints. For more accurate estimation, we exploit initial inverse kinematic solution with classified body parts' information, and then, the initial pose is modified to more accurate pose by using 3D point matching algorithm.

Design The User Authentication Framework Using u-health System (u-health 시스템을 이용한 사용자 인증 프레임워크 설계)

  • Choo, Yeun-Su;Jin, Byung-Wook;Park, Jae-Pyo;Jun, Moon-Seog
    • Journal of Digital Convergence
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    • v.13 no.5
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    • pp.219-226
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    • 2015
  • OTP(One Time Password) is for user authentication of Internet banking and users should carry their security card or OTP generator to use OTP. If they lost their security card or OTP generator, there is at risk for OTP leak. This paper suggests a new User Authentication Framework using personal health information from diverse technology of u-Health. It will cover the problem of OTP loss and illegal reproduction A User Authentication Framework is worthy of use because it uses various combinations of user's physical condition which is inconstant. This protocol is also safe from leaking information due to encryption of reliable institutes. Users don't need to bring their OTP generator or card when they use bank, shopping mall, and game site where existing OTP is used.

Econometric Study on Forecasting Demand Response in Smart Grid (스마트그리드 수요반응 추정을 위한 계량경제학적 방법에 관한 연구)

  • Kang, Dong Joo;Park, Sunju
    • KIPS Transactions on Computer and Communication Systems
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    • v.1 no.3
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    • pp.133-142
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    • 2012
  • Cournot model is one of representative models among many game theoretic approaches available for analyzing competitive market models. Recent years have witnessed various kinds of attempts to model competitive electricity markets using the Cournot model. Cournot model is appropriate for oligopoly market which is one characteristic of electric power industry requiring huge amount of capital investment. When we use Cournot model for the application to electricity market, it is prerequisite to assume the downward sloping demand curve in the right direction. Generators in oligopoly market could try to maximize their profit by exercising the market power like physical or economic withholding. However advanced electricity markets also have demand side bidding which makes it possible for the demand to respond to the high market price by reducing their consumption. Considering this kind of demand reaction, Generators couldn't abuse their market power. Instead, they try to find out an equilibrium point which is optimal for both sides, generators and demand. This paper suggest a quantitative analysis between market variables based on econometrics for estimating demand responses in smart grid environment.

An Approach to Composition of EJB Components Using the C2 style (C2 스타일을 이용한 EJB 컴포넌트의 합성 방법)

  • Choe, Yu-Hui;Gwon, O-Cheon;Sin, Gyu-Sang
    • The KIPS Transactions:PartD
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    • v.8D no.6
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    • pp.771-780
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    • 2001
  • EJB(Enterprise JavaBeans) is the server-side component model and its purpose is to reduce the complexity of software development and to increase software reusability. Many concerns for development of EJB components have recently been raised. However, it is difficult to compose EJB components provided by third parties through the plug-and-play method. Therefore, the composition method by lego block styles is needed for EJB components. In this paper, we propose an approach to composition of EJB components using the C2 architectural style. In order to support EJB composition, we modified the general C2 architecture framework. We propose how to create EJB wrappers that can compose EJB components according to the C2 framework. Our approach also enables developers to create a new composite EJB that uses a C2 architecture which is composed of EJB components. To do this, we propose how to create a new composite EJB.

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