• Title/Summary/Keyword: 게임정보시스템

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A System Design for Mobile Service of a 3D Marine Characters (3D 해양 캐릭터의 모바일 서비스를 위한 시스템 설계)

  • Gang, Gyeong-Heon;Kim, Byoung-Hun;Youn, Jae-Hong;Kim, Eun-Seok;Hur, Gi-Taek
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.536-540
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    • 2006
  • The interest in the service of 3D mobile contents becomes larger due to the technological advance of production and services of mobile contents and the appearance of the exclusive mobile phone for 3D game. Therefore, the researches about the efficient mobile services of large 3D contents are wanted in the circumstances of the narrow bandwidth and the burden of the connection charge of wireless mobile communications. In this paper, we suggest a strategy of caching for looking up and downloading the 3D marine characters efficiently and a system model for mobile service of 3D marine characters. The suggested system is designed for serving efficiently the high-quality 3D characters through the wireless mobile communications using the database on the 3D marine objects of cyber aquarium constructed for the services through the wired internet.

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Scenario-based 3D Objects Reuse Algorithm Scheme (시나리오 기반의 3D 객체 재사용 알고리즘)

  • Kang, Mi-Young;Lee, Hyung-Ok;Son, Seung-Chul;Heo, Kwon;Kim, Bong-Tae;Nam, Ji-Seung
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.302-309
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    • 2006
  • This paper propose a practical algorithm to reuse and expand the objects. This algorithm is based on the Motion Path Modification rules. We focus on reusing of the existing motions for synthesizing new motions for the objects. Both the linear and the nonlinear curve-fitting algorithm are applied to modify an animation by keyframe interpolation and to make the motion appear realistic. We also proposes a framework of the scenario-based 3D image synthesizing system that allows common users, who envision a scenario in their minds, to realize it into segments of a cool animation. The framework is useful in building a 3D animation in game programming with a limited set of 3D objects.

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A Study on Security Technology using Mobile Virtualization TYPE-I (모바일 가상화 TYPE-I을 이용한 보안 기술 연구)

  • Kang, Yong-Ho;Jang, Chang-Bok;Kim, Joo-Man
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.6
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    • pp.1-9
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    • 2015
  • Recently, with smart device proliferation and providing the various services using this, they have interested in mobile and Smart TV security. Smartphone users are enjoying various service, such as cloud, game, banking. But today's mobile security solutions and Study of Smart TV Security simply stays at the level of malicious code detection, mobile device management, security system itself. Accordingly, there is a need for technology for preventing hacking and leakage of sensitive information, such as certificates, legal documents, individual credit card number. To solve this problem, a variety of security technologies(mobile virtualization, ARM TrustZone, GlobalPlatform, MDM) in mobile devices have been studied. In this paper, we propose an efficient method to implement security technology based on TYPE-I virtualization using ARM TrustZone technology.

A Study on Antecedents of User Addiction in Mobile Messenger Services (모바일 메신저 중독에 영향을 미치는 선행 요인에 관한 연구)

  • Kim, Byoungsoo
    • Journal of Digital Convergence
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    • v.12 no.3
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    • pp.95-103
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    • 2014
  • Given social problems of technology addiction such as games and mobile messenger services (MMSs), it have become important to understand theoretical mechanisms to generate technology addiction. In this vein, this study examined key antecedents of technology addiction in the MMS environment. We posit technology habit and user satisfaction as key predictors of technology addiction. In addition, the impacts of social interaction and flow on use's technology addition formation were investigated The research framework was tested by using survey data collected from 278 Kakaotalk users who have used more than 6 months. The analysis results found that both technology habit and user satisfaction play an important role in generating technology addiction in the MMS context. The findings of this study indicate that social interaction and flow significantly affects technology habit and user satisfaction. The analysis results help government and MMS providers establish policies or strategies to induce healthy MMS use.

Metaverse Artifact Analysis through the Roblox Platform Forensics (메타버스 플랫폼 Roblox 포렌식을 통한 아티팩트 분석)

  • Yiseul Choi;Jeongeun Cho;Eunbeen Lee;Hakkyong Kim;Seongmin Kim
    • Convergence Security Journal
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    • v.23 no.3
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    • pp.37-47
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    • 2023
  • The growth of the metaverse has been accelerated by the increased demand for non-face-to-face interactions due to COVID-19 and advancements in technologies such as blockchain and NFTs. However, with the emergence of various metaverse platforms and the corresponding rise in users, criminal cases such as ransomware attacks, copyright infringements, and sexual offenses have occurred within the metaverse. Consequently, the need for artifacts that can be utilized as digital evidence within metaverse systems has increased. However, there is a lack of information about artifacts that can be used as digital evidence. Furthermore, metaverse security evaluation and forensic analysis are also insufficient, and the absence of attack scenarios and related guidelines makes forensics challenging. To address these issues, this paper presents artifacts that can be used for user behavior analysis and timeline analysis through dynamic analysis of Roblox, a representative metaverse gaming solution. Based on analyzing interrelationship between identified artifacts through memory forensics and log file analysis, this paper suggests the potential usability of artifacts in metaverse crime scenarios. Moreover, it proposes improvements by analyzing the current legal and regulatory aspects to address institutional deficiencies.

A Study on Metaverse Construction Based on 3D Spatial Information of Convergence Sensors using Unreal Engine 5 (언리얼 엔진 5를 활용한 융복합센서의 3D 공간정보기반 메타버스 구축 연구)

  • Oh, Seong-Jong;Kim, Dal-Joo;Lee, Yong-Chang
    • Journal of Cadastre & Land InformatiX
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    • v.52 no.2
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    • pp.171-187
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    • 2022
  • Recently, the demand and development for non-face-to-face services are rapidly progressing due to the pandemic caused by the COVID-19, and attention is focused on the metaverse at the center. Entering the era of the 4th industrial revolution, Metaverse, which means a world beyond virtual and reality, combines various sensing technologies and 3D reconstruction technologies to provide various information and services to users easily and quickly. In particular, due to the miniaturization and economic increase of convergence sensors such as unmanned aerial vehicle(UAV) capable of high-resolution imaging and high-precision LiDAR(Light Detection and Ranging) sensors, research on digital-Twin is actively underway to create and simulate real-life twins. In addition, Game engines in the field of computer graphics are developing into metaverse engines by expanding strong 3D graphics reconstuction and simulation based on dynamic operations. This study constructed a mirror-world type metaverse that reflects real-world coordinate-based reality using Unreal Engine 5, a recently announced metaverse engine, with accurate 3D spatial information data of convergence sensors based on unmanned aerial system(UAS) and LiDAR. and then, spatial information contents and simulations for users were produced based on various public data to verify the accuracy of reconstruction, and through this, it was possible to confirm the construction of a more realistic and highly utilizable metaverse. In addition, when constructing a metaverse that users can intuitively and easily access through the unreal engine, various contents utilization and effectiveness could be confirmed through coordinate-based 3D spatial information with high reproducibility.

The Structural Relationship among Trust in MIM, Attitude toward Emoticons, and the Intention to Purchase Emoticons in Kakao Talk (모바일 인스턴트 메신저에 대한 신뢰, 이모티콘 사용 태도와 이모티콘 구매의도 사이의 구조적 관계: 카카오톡 사례)

  • Jung, Bohee;Bae, Jungho
    • The Journal of the Korea Contents Association
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    • v.16 no.10
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    • pp.311-325
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    • 2016
  • The communication via MIM(Mobile Instant Messenger) has unique characteristics; one of them is use of emoticons. Although using emoticons in MIM is getting a lot of attention from business fields and emoticons markets in MIM is growing rapidly, there are little researches focused on emoticons in MIM in consumer behaviors and marketing area. So, the purpose of this study is to fill this theoretical and practical gap. For this purpose, we explore the effect of and trust in MIM system and attitude toward use of emoticons on purchase intention to emotions in MIM. Our study used structural equation modeling analysis; the results showed that perceived benefits and perceived risk to MIM affected trust in MIM system significantly, more specifically, while perceived benefits affected trust in MIM system positively, perceived risk affected trust in MIM system negatively. We also found that perceived usefulness of emoticon in MIM and flow experience influenced attitude toward use of emoticons positively. Lastly, trust in MIM system and attitude toward use of emoticons had positive effect on purchase intention to emoticons in MIM. The implication and limitations of this study are also discussed.

A Design and Implementation of Ubiquitous Museum(U-Seum) Using Location Based Service and Augmented Reality (위치기반 서비스 및 증강현실을 이용한 유비쿼터스 박물관(U-Seum)의 설계 및 구현)

  • Lee, Sun-Ho;Lee, Woo-Ski;Kim, Nam-Gi;Chun, Jun-Chul
    • Journal of Internet Computing and Services
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    • v.13 no.4
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    • pp.63-71
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    • 2012
  • This paper presents a design and implementation of U-Seum(Ubiquitous Museum) system based on the LBS(Location Based Service) and mobile augmented reality technique. The mobile services under the smart space of the ubiquitous environments have been expanded in the various fields. In this study, we introduce U-Seum which supports tourists in the museum. U-Seum is developed by use of the position tracking technique based on Wi-Fi and mobile augmented reality. The GPS which is widely used in the position tracking has a difficulty to be utilized in the inside of the building because it requires the Line-of-Sight between a sender and a receiver. Therefore, in this paper, we develop a realtime tour-supported service through experience and evaluate the performance of the system in the world famous UNESCO's Hwa-Seong Museum by measuring the distance from the Wi-Fi signal which is suitable to track the position interior of the museum. U-Seum provides various push services such as mobile augmented reality service for explanation of the artifacts of the museum, game services and the statistics information of the tourist when the tourist approach a specific AP. U-Seum is developed in the Haw-Seong Museum by the support of the Swon Haw-Seong Cultural Foundation. With a field test, we prove that the excellence and expandability of the system.

Study on Development of Digital Ocean Information Contents for Climate Change and Environmental Education : Focusing on the 3D Simulator Experiencing Sea Level Rise (기후변화 환경교육을 위한 디지털 해양정보 콘텐츠 개발 방안 연구 - 해수면 상승 체험 3D 시뮬레이터를 중심으로 -)

  • Jin-Hwa Doo;Hong-Joo Yoon;Cheol-Young Lee
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.5
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    • pp.953-964
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    • 2023
  • Climate change is undeniably the most urgent challenge that humanity faces today. Despite this, the level of public awareness and understanding of climate change remains insufficient, indicating a need for more proactive education and the development of supportive content. In particular, it is crucial to intensify climate change education during elementary and secondary schooling when values and ethical consciousness begin to form. However, there is a significant lack of age-appropriate, experiential educational content. To address this, our study has developed an innovative 3D simulator, enabling learners to indirectly experience the effects of climate change, specifically sea-level rise. This simulator considers not only sea-level rise caused by climate change but also storm surges, which is a design based on the analysis of long-term wave observation big data. To make the simulator accessible and engaging for students, we utilized the 'Unity' game engine. We further propose using this simulator as a part of a comprehensive educational program on climate change.

Improvement in the Future of the Dental Internet Homepage (치과 인터넷 홈페이지의 개선 방안)

  • Kim, Bit-Na
    • Journal of dental hygiene science
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    • v.3 no.2
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    • pp.77-82
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    • 2003
  • The purpose of this study was to examine the characteristics of dental homepages in korea to discuss how they could be improved better. The findings of this study could be described as below : First, dental homepage should include differentiated, specialized content and features. Second, the use of three-dimensional image or multimedia would contribute to increasing people's understanding of dental treatment or general dental information and elevating the effectiveness of dental publicity activities. Third, the want ad and order system used by the business sector or hospital would serve to multiply the management efficiency of dental institutions. Fourth, dental hospitals and clinics that belong to the same network or franchise need to make publicity banner for feasible mutual link, and the use of the same homepage design or common logo would be effective for better image and publicity activities. Fifth, it would be convenient to add the map search function or inquiry system. Seventh, if multiple types of services, such as entertainment or game, are prepared, it would be possible for dental institutions to project a better image and to induce visitors to hit the sites again.

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