• Title/Summary/Keyword: 게임학과

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Smart Microwave (스마트 전자레인지)

  • Kim, Young-Chul
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.727-729
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    • 2021
  • 본 작품은 학생들의 캡스톤디자인 작품이다. 2019년 코로나 시대가 도래한 후, 사회 전반적으로 많은 변화가 일고 있는데, 특히 5인 이상 집합 금지 및 식당 영업시간 제한 조치 등으로 인하여 외식을 선호했던 가족이나 개인이 집콕하는 시간이 늘면서 홈쿡과 홈베이킹이 대세를 이루게 된 것이다. 본 아이디어는 스마트 기술이 가전에 적용되면서 요리에서도 스마트 기술이 필요하다는 생각에서 출발하였다. 기존의 레시피는 다양한 책과 동영상(유투브) 등으로 소개되기 때문에 요리 방법을 보면서 시간과 소스의 양을 정확히 지키기 어려웠다. 하지만 본 작품에서 소개된 스마트쿡은 자체에 타이머와 저울 기능을 부여함으로써, 요리에 필요한 타이머 기능과 미세 조절 가능한 레시피 소스를 과학적으로 요리할 수 있도록 설계되었다. 이러한 부가 기능을 가진 스마트쿡이 실제로 적용된다면 요리의 시간이 한층 더 재미있고 과학적이 될 것으로 판단된다.

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A Study on XR Program to Support Double Rehabilitation in Stroke Patients: Focusing on Fragrance Ejection Function and Data Visualization (뇌졸중 환자의 이중재활 지원을 위한 XR 프로그램 연구: 향기 분출 기능과 데이터 시각화를 중심으로)

  • Seung-Hyeon Lee;So-Hyun Lee;Ye-Eun Min;So-Yeon Shin;Yang-Kyu Lim
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.1065-1066
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    • 2023
  • 본 연구에서 개발된 XR 게임은 이중 재활을 지원하는 핵심 도구로서 설계되었으며, 향기 분출 기능 또한 포함하고 있어 향기 치료까지 가능하도록 확장되었다. 이 프로그램은 사용자의 데이터를 세심하게 분석하여, 각 개개인의 진전을 지속적으로 추적할 수 있다. 더불어, 사용자는 과거와 현재의 데이터를 비교하고 분석하여, 지속적인 자기 개선을 위한 방향을 찾을 수 있다.

Ball movements in various surface angles of uphill putting based on different ball positions (오르막 퍼팅 동작 시 볼의 위치가 퍼터와 볼의 움직임에 미치는 영향)

  • Ryu, Jong-Wook;Kim, Jai-Jeong
    • Journal of the Korean Applied Science and Technology
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    • v.36 no.2
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    • pp.448-455
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    • 2019
  • This study aims to discover whether there are other factors, such as the ball position and address that will increase the percentage of holed putts from different angles of surface. In this study, we selected five male tour professional golfers that has been of 15 years or longer on the Korea Golf Association. As a research tool, after installing a video camera at an artificial site that's similar with the real green, and with the player's own putter, motion analysis was carried out using a Titleist V1x, which is commonly used by golfers. We use SPSS programs, significance level a=.05. According to the ball movement during the ball movement during the ball position putt by section, it is confirmed that the ball speed and angular velocity increase as the ball position changes from left to right. If the uphill putt, ball movement was found to be increased same change flat putt and There is no significance deviation. In this study, we investigate how the clubface and ball move during impact by varying the position of the address ball according to the slope during the ascent putt, which should increase the success rate among the various slopes. This study was conducted to present scientific data.

A study on the natural history virtual reality contents using depaysement (데페이즈망 기법을 활용한 자연사VR 콘텐츠 연구)

  • Park, Ki-Deok;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.17 no.6
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    • pp.365-371
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    • 2019
  • In this study, VR contents were produced by using the rose which is the material of the tomb of the surrealistic work wrestler of Rene Magritte, an artistic genre, as a motive. In conclusion, the distortion (spatial modulation) of the image scale is connected to the dynamic-curve and texture-soft areas, and the superposition (combination of contradictory images) is called the big-size, irregular-depth area, Are connected to the positions of big-size and irregular-space regions. The theme of the work was Dream, and the plants and roses patterns were produced in each timeline, and overlap, scale, distortion, overlap, distortion, and scale were used.

A Study on Myth Storytelling (신화 스토리텔링에 관한 연구)

  • Park, Chan-Ik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.1
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    • pp.439-444
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    • 2021
  • There are many reasons why myths are used in the cultural context. However, the primary reason is that myths tend to be a safe choice as they are guaranteed to be entertaining and connect people over the past thousands of years, and are also free from issues related to plagiarism. In particular, myths from Northern Europe are used in many parts of modern cultural content as they have a clear conflict between good and evil and present a universe with various tribes and worlds. This study analyzed the movie series of Thor and the game Ragnarok to investigate how myths are used in the modern cultural context. In the movie series of Thor and the game Ragnarok, it is possible to identify how myths are modified while keeping their basic storyline. The findings from the analysis can be summarized as follows.

The Effect of Non-Pharmacological Intervention on Depressive Symptom in Elderly with Mild Cognitive Impairment : A Systematic Review of Randomized Controlled Trials (경도인지장애 노인의 우울증상을 위한 비약물적 중재 효과: 무작위 대조군 실험연구의 체계적 문헌고찰)

  • Jung, Jae-Hun
    • Journal of Industrial Convergence
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    • v.20 no.10
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    • pp.39-49
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    • 2022
  • The purpose of this study was to systematic review about randomized controlled trials the characteristics and effect of non-pharmacological intervention on depressive symptom in elderly with mild cognitive impairment. We searched studies published from January 2011 to July 2021 in 3 databases. A total 1,455 studies were found and included 11 studies in final analysis. Methodological quality was assessment with the Cochrane's RoB(risk of bias) tool. Geriatric Depression Scale(GDS) was the most used as the assessment tool for identifying the depressive symptom. Intervention were yoga, psychosocial intervention, cognitive training, health education, multi-component intervention, game training, aerobic/pulmonary physiotherapy, art therapy, music reminiscence activity, memory specificity training, cognitive stimulation therapy and SWTW(sleep well, think well) program. Among the intervention programs, yoga, multi-component intervention and game training were effective in improving depressive symptom. This study provided a clinical evidence for planning and implementing intervention on depressive symptom in elderly with mild cognitive impairment.

A comparative analysis of play songs and lyrics among children of Han heritage in the context of socioeconomic development (사회경제발전에 따른 한민족 아동 놀이와 놀이 노래의 특성)

  • Soon-Hyung Yi
    • Korean Journal of Culture and Social Issue
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    • v.17 no.1
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    • pp.155-174
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    • 2011
  • The purpose of this study was to compare the kinds of plays and the meanings of words in play songs among children of Han heritage. A total of three data sets were used. Data for two of the data sets were obtained from only South Korean children in 1990 and 2005, respectively, while the other data set contained responses from South Korean, Chinese Korean, and North Korean children collected in 1999. The three societies of Han heritage differed in the level of economic and industrial development and ideological orientation, and each society tended to socialize and educate their children in different ways. The kind of plays and the lyrics of the play songs were different in each stage by the level of economic and industrial development, and ideological orientation. In each society, a dominant play changed periodically. For instance, physical play decreased while television, video, and internet game plays increased. The increase in internet game play was related to the level of industrial development. Although three groups shared some common play songs prior to 1945, they have developed their own play songs after 1945 according to their respective social ideological characteristics. Notwithstanding these differences in play songs, common themes, materials, rhythms, and the Korean emotionality exist across all groups.

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The Interface between Wearable Devices and Metaverse: A Study on Soccer Game Character Ability Mapping using Mi Band (웨어러블 디바이스와 메타버스의 접점: 미밴드를 이용한 축구 게임 캐릭터 능력치 매핑 연구)

  • Hyun-Su Kim;Mi-Kyeong Moon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.6
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    • pp.1345-1352
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    • 2023
  • With the development of virtual reality (VR) and blockchain technology, Metaverse is being used in various fields such as games, education, and social networking. At the same time, shipments of wearable devices such as smartwatches are growing every year, becoming more and more integrated into people's daily lives. This study presents a new possibility of reflecting the user's body signals measured through the combination of the two phenomena in the metaverse character. Various biometric information such as the user's heart rate and amount of exercise collected through the smartwatch are reflected on the character in the metaverse, allowing the user's physical condition to be reflected in the virtual world. Through this, Metaverse is expected to provide a new experience that can be called 'extended reality' beyond simple virtual reality, improve user's satisfaction with Metaverse, and suggest a direction for the development of smartwatches.

The Effect of Multi-faceted Learning by Application Game-based Student Response System in Nursing Education : Focusing on Kahoot! (간호교육에서 게임기반 학생응답시스템을 적용한 다각적인 학습효과 : Kahoot!을 중심으로)

  • Kim, Yu-Jeong
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.255-265
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    • 2021
  • The purpose of this study was to examine the effects of Kahoot!(Game-based Student Response System) on nursing education. This study used an one group Pretest-posttest design. Participants were 179 nursing students from one D university located in Gwangju, Korea. The Kahoot!(Game-based Student Response System) was provided for 6 times. Data were collected between August 26 and October 25, 2019. The collected data was analyzed by descriptive statistics, paired t-test, pearson's correlation coefficient and stepwise multiple regression using IBM SPSS 21.0 program. The results showed that learning engagement(t=-6.257, p=.000) was significantly higher than levels before Kahoot!(Game-based Student Response System), critical thinking disposition(t=-2.163, p=.032) was significantly higher than levels before Kahoot!(Game-based Student Response System), problem solving ability(t=-3.032, p=.003) was significantly higher than levels before Kahoot!(Game-based Student Response System). Significant relationships were found among learning engagement(r=.375, p=.000), critical thinking disposition(r=.286, p=.000), problem solving ability(r=.291, p=.000) and learning satisfaction. The results of stepwise multiple regression indicates that learning engagement(β=.307, p=.000), problem solving ability(β=.158, p=.041) predicts 15.2% in learning satisfaction(F=16.905, p=.000). In conclusion, Kahoot!(Game-based Student Response System) is effective in improving learning engagement and problem solving ability to nursing education.

Analysis and implications of North Korea's new strategic drones 'Satbyol-4', 'Satbyol-9' (북한의 신형 전략 무인기 '샛별-4형', '샛별-9형' 분석과 시사점)

  • Kang-Il Seo;Jong-Hoon Kim;Man-Hee Won;Dong-Min Lee;Jae-Hyung Bae;Sang-Hyuk Park
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.167-172
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    • 2024
  • In major wars of the 21st century, drones are expanding beyond surveillance and reconnaissance to include land and air as well as sea and underwater for purposes such as precision strikes, suicide attacks, and cognitive warfare. These drones will perform multi-domain operations, and to this end, they will continue to develop by improving the level of autonomy and strengthening scalability based on the High-Low Mix concept. Recently, drones have been used as a major means in major wars around the world, and there seems to be a good chance that they will evolve into game changers in the future. North Korea has also been making significant efforts to operate reconnaissance and attack drones for a long time. North Korea has recently continued to engage in provocations using drones, and its capabilities are gradually becoming more sophisticated. In addition, with the recent emergence of new strategic Drones, wartime and peacetime threats such as North Korea's use of these to secure surveillance, reconnaissance and early warning capabilities against South Korea and new types of provocations are expected to be strengthened. Through this study, we hope to provide implications by analyzing the capabilities of North Korea's strategic Drones, predicting their operation patterns, and conducting active follow-up research on the establishment of a comprehensive strategy, such as our military's drone deployment and counter-drone system solutions.