• Title/Summary/Keyword: 게임활용

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Korean Text Input System for Elderly using Grip Type Game Controller (그립형 게임 컨트롤러를 이용한 노인용 한글 입력 시스템)

  • Park, Sung-Jun;Lee, Ji-Won;Chang, Hee-Dong
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.94-102
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    • 2009
  • As an advance in medical technology development is being made, and people are increasingly aware of the importance of health, related investments and people's average life expectancy rise, which in turn leads to an increase in elderly people. Also, with a growing number of elderly people enjoying their leisure activities, the utilization of multimedia contents using computers is on the increase, leading to an activated research into the establishment of digital culture for the elderly people. This paper proposes a Korean text input system to enable the elderly to utilize digital contents. Text input interface has conventionally depended on keyboards. However, the keyboard wherein many keys are dispersed creates problems for the elderly, such as a protracted recognition of keys and a lowered concentration when they use the keyboard. To address these problems, in this paper, the grip type controller interface for console games was used and a corresponding alphabet location algorithm was developed. To verify these efforts, a simulator was developed to test 20 elderly people; as a result, their satisfaction over and convenience of using the grip type interface increased.

Emotion Adjustment Method for Diverse Expressions of Same Emotion Depending on Each Character's Characteristics (캐릭터 성격에 따른 동일 감정 표현의 다양화를 위한 감정 조정 방안)

  • Lee, Chang-Sook;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.37-47
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    • 2010
  • Along with language, emotion is an effective means of expression. By expressing our emotions as well as speaking language, we can deliver our message better. Because each person expresses the same emotion differently, this expression is a useful gauge to measure an individual personality. To avoid monotonous emotional expression from virtual characters, therefore, it is necessary to adjust the creation and deletion of the same emotion depending on each character's personality. This paper has attempted to define personality characteristics that have an impact on each emotion and propose a method to adjust the emotions. Furthermore, the relationship between particular emotion and personality characteristics has been defined by matching the significance of specified personality characteristics with the lexical meaning. In addition, using the Raw Score, the weighted value which is necessary for the adjustment, continuance and deletion of each emotion has been defined. Then, emotion was properly adjusted. When the same emotion was adjusted using actual personality test data, different results have been observed by personality. This paper has been conducted using NEO Personality Inventory (NEO-PI) which consisted of 5 broad domains and 30 sub domains.

Weekend Farm-linked Smart TV Content for Family Leisure Activity (가족 여가 활용을 위한 주말농장 연계형 스마트TV 콘텐츠 제안)

  • Heo, Sun-Joo;Choe, Jong-Hoon
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.86-94
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    • 2012
  • With enforcement of five-day workweek system, leisure time for family has increased. However, there is imbalance between demand and supply of leisure because of the absence of proper way for spending leisure time with family. On the other hand, TV, which has been playing an important role as a media for family, shows new possibility of interaction with advent of Smart TV. With this tendency, now it could be an appropriate time for researching the healthy way to spend leisure time on weekend with family. Therefore this paper aims to propose a family farming contents called 'Our Farm', which links on-line and off-line. To firm up necessity and appropriateness of this paper, I analyzed existing thesis and games for family and did FGI(Focus Group Interview) with a family. In this research, I proposed the picture UI based on results of investigation.

Feasibility Analysis and Curriculum Design for the Business Simulation Learning (경영 시뮬레이션 학습의 타당성 분석 및 교수모형 설계)

  • Lee, Jae-Won;Park, Jin- Meyoung
    • The Journal of the Korea Contents Association
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    • v.9 no.8
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    • pp.309-323
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    • 2009
  • Business simulation learning is a business education method of the software applications that applied for the university's management training. Its interest is increasing as management training tools to simulate the virtual enterprise and to learn the business management knowledge, management skills, experience and problem-solving. This research was done for the feasibility analysis and management education model design of the business simulation learning. As a prior research to the introduction and operation of the university's business simulation learning curriculum, the need and literature research on the possibility recognition of classes for college students and corporate executives, a demand survey research and analysis was done and discussed the necessity and possibility of the business simulation learning for the industry and universities education area. In addition, we designed a curriculum of the business simulation learning and presented some of education models of management for the university's management training purpose by using the results of the survey research and literature analysis.

A Korean Text Input System for Elderly using Grip Type Game Controller (그립형 게임 컨트롤러를 이용한 노인용 한글 입력 시스템)

  • Lee, Ji-Won;An, Duk-Yong;Jang, Yu-Na;Jang, Hee-Dong;Park, Sung-Jun
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.208-214
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    • 2009
  • As an advance in medical technology development is being made, and people are increasingly aware of the importance of health, related investments and people's average life expectancy rise, which in turn leads to an increase in elderly people. Also, with a growing number of elderly people enjoying their leisure activities, the utilization of multimedia contents using computers is on the increase, leading to an activated research into the establishment of digital culture for the elderly people. This paper proposes a Korean text input system to enable the elderly to utilize digital contents. Text input interface has conventionally depended on keyboards. However, the keyboard wherein many keys are dispersed creates problems for the elderly, such as a protracted recognition of keys and a lowered concentration when they use the keyboard. To address these problems, in this paper, the grip type controller interface for console games was used and a corresponding alphabet location algorithm was developed. To verify these efforts, a simulator was developed to test 20 elderly people; as a result, their satisfaction over and convenience of using the grip type interface invreased.

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A Study on Education Application of Digital Concrete Poetry through the Web Interactivity (웹 인터랙티비티를 통한 디지털 구체시의 교육적 활용에 관한 연구)

  • Park, Min-Hee;Kim, Jung-A;Yim, Sung-Yul;Choung, Yu-Jean;Kim, Dong-Ho
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.97-102
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    • 2008
  • In this paper, we propose an educational content which can be applied to the web interactivity. Rapidly growing digital media has been applied to various fields and made people experience multiple media. The development of digital media also influenced education. As a result, the environment of computer-based education was produced based on CD-ROM titles, video, and the web. Active communication with students is impossible using traditional educational methods. However, the students' motive for learning can be enhanced through the digital media. In this paper, we apply concrete poetry which is simple, brief, and focused on visualization to the web environment. It has made people easily and interactively access the web to learn better through participation. We also applied concrete poetry to the web based educational games for self-motivated learning.

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GPU-based Adaptive LOD control for Quadtree-Based Terrain Rendering (사진트리 기반 지형렌더링을 위한 GPU기반의 적응형 상세단계 조정 방법)

  • Choi, In-Ji;Shin, Byeong-Seok
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.61-68
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    • 2008
  • Quadtree-based terrain visualization methods have been used in a lot of applications. However, because most procedures are performed on the CPU, the rendering speed is slow in comparison to methods using GPU. In this paper, we present a quadtree-based terrain visualization method working on the GPU with specially designed data structure, error-texture and LOD-texture, and block-based acceleration method. In preprocessing step, we calculate errors in world space and store them to error-texture. In rendering step, we examine projected errors of error-texture and choose the detail level, then store the projected errors to LOD-texture. View frustum culling is performed as block unit using the values of error-texture and LOD-texture. This method reduces CPU load and performs time consuming jobs such as LOD selection and view frustum culling.

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A Protection Technique for Kernel Functions under the Windows Operating System (윈도우즈 운영체제 기반 커널 함수 보호 기법)

  • Back, Dusung;Pyun, Kihyun
    • Journal of Internet Computing and Services
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    • v.15 no.5
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    • pp.133-139
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    • 2014
  • Recently the Microsoft Windows OS(operating system) is widely used for the internet banking, games etc. The kernel functions provided by the Windows OS can perform memory accesses, keyboard input/output inspection, and graphics output of any processes. Thus, many hacking programs utilizes those for memory hacking, keyboard hacking, and making illegal automation tools for game programs. Existing protection mechanisms make decisions for existence of hacking programs by inspecting some kernel data structures and the initial parts of kernel functions. In this paper, we point out drawbacks of existing methods and propose a new solution. Our method can remedy those by modifying the system service dispatcher code. If the dispatcher code is utilized by a hacking program, existing protection methods cannot detect illegal operations. Thus, we suggest that protection methods should investigate the modification of the dispatcher code as well as kernel data structures and the initial parts of kernel functions.

A Study on the User Context Awareness based on the Smart Phone (스마트 폰 기반의 사용자 상황인지 플랫폼에 관한 연구)

  • Kim, Kee-Baek;Jang, Won-Seok;Choi, Jae-Wan;Lim, Chul-Su;Choi, Jong-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.4
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    • pp.109-119
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    • 2012
  • As it is developing and growing up the mobile telecommunication, commercial mobile, and the application on it, the smart phone is attracting public attention techniques, hereafter. In this paper, we can make the context-awareness platform to supply users with the interface for their appropriate contexts using the smart phone. Therefore, we use the sensors in the smart phone, and the values from them are analyzed. As a result, we can estimate the user's contexts, such as the sitting and standing, movement, the lights, positions, locations, etc. In addition, we happen the suitable events from them for users. Therefore, we can provide the perspective interfaces for them. In addition, to prove the more efficiency of the proposed platform, we implemented the shooting game, and could know that the performance is the more advanced than the others. The proposed algorithm can be used for the mobile environments, which high efficiency is required such as the game, or the implementation of mobile applications which are more efficient to the user interfaces, etc.

Empirical Capability Assessment Methodology of Quick Look using Weapon Score of Joint Integrated Contingency Model (전구급 워게임 모형의 무기점수를 활용한 Quick Look의 실증적 능력평가 방법론)

  • Kim, Hyungkwon;Kim, Youngho
    • Journal of the Korea Society for Simulation
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    • v.26 no.1
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    • pp.55-67
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    • 2017
  • The requirement planning system of Korea military has used top down planning approach after introducing Joint Combat Development System since 2007. But this new system has not been propelled harmoniously because it does not have any connection with the current planning system. Due to current time-exhaustive analysis and assessment process in requirement planning system, it not only delays proper decision making, but also hinders understanding on the problem in a whole perspectiveand finding a reasonable solution to our problem. In this study, we present a methodology which can analyze and assess capability utilizing the weapon score of JICM(Joint Integrated Contingency Model). The process identifies capability gap from a mission-oriented perspective in the requirement planning phase and suggests an appropriate solution to our problem. A Quick Look tool which has been developed using Python Script to implement the methodology is also introduced in this study.