• Title/Summary/Keyword: 게임활용

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A Study on the Implementation of Nanta Music using a Haptic Device in Virtual Reality (가상현실에서 Haptic 디바이스를 활용한 난타 음악 구현에 관한 연구)

  • Ko, Young-Hyuk
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.4
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    • pp.125-130
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    • 2011
  • This paper investigates the possibility of exploiting haptic force-feedback technology for interacting with Nanta music. We use VR technologies including touch processing technologies and haptic devices to offer touch of cylinder objects and cup object to users. Haptic device is used to implement touch model in VR space. Matlab/Simulink and proSENCE Virtual Touch Toolbox of Handshake Inc. for experiment, are used as programing tools. Function needed to describe the movement of x, y, and z axis respectively are applied to delineate the natural movement of water in cup object modeled with 3D. A certain amount of water in cup object has the difference of sounds. In experiment, to perceive the appearance of 3D object by touch and to feel the tactile by touch are conducted with the effect of sound on Haptic perception. We also verify that it is possible to develop games or contents in VR space by using point.

A Study on Method to Develop Mobile Contents for G-learning Using the Presidential Archives Based on Digital Storytelling Method (디지털 스토리텔링 기반 대통령기록물을 활용한 G-learning 모바일 콘텐츠 개발방법론에 관한 연구)

  • Choi, Min Hui;Choi, Jung Won;Han, Hye Won;Kim, Yong
    • Journal of the Korean Society for Library and Information Science
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    • v.50 no.1
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    • pp.261-284
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    • 2016
  • Presidential archives have higher historical value than other public documentaries. It is a reliable documentary reflecting aspects of contemporary life and has high value and availability in the education field. This study suggests how to intensify the role as an intelligence service of presidential archives and how to develop the utilized-Presidential Archives mobile education contents in G-learning environments to lead the positive awareness on Presidential archives. After suggesting the 7 levels methods about the development of mobile education contents using presidential archives in G-learning environments, This study shows the case of the applied educational contents on the subject of $5^{th}$ grade at the elementary school. 7 levels methods include pre-planning, pre-design, selecting presidential records, presidential records story-telling, making the storyboard, implementing a game, sharing and assess.

Drone Tech Industry Education for Elderly Workers Linking with Jobs (고령층 일자리연계를 위한 드론테크산업 교육에 관한 연구)

  • Kim, Ki-hyuk;Ahn, Gwi-Im;Lim, Hwan-Seob;Jung, Deok-Gil
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.11
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    • pp.2181-2186
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    • 2016
  • Recently, the drone industry rapidly rises to the surface as the new market leading the future, and it seems that the hot UAV drone market shows the similar trend to that of the smartphone. It is expected that the individual application of the drone is quickly diffused as the smartphone roles of camera and game player with the communication medium. For example, the drone is developed mainly as war weapons, but now it is getting close to our real life as the toy or tool for the aerial photography. In this paper, we studied the education for how to bring the aging population to the drone industry. Previously, the controlling skill and taking aerial photography seemed to have nothing to do with citizen seniors. However, we develop the education for try to show any positive relationship between those, in this paper, thus creating more job opportunities for them.

The Brainwave Analysis of Server System Based on Spring Framework (스프링 프레임워크 기반의 뇌파 분석 서버 시스템)

  • Choi, Sung-Ja;Kim, Gui-Jung;Kang, Byeong-Gwon
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.155-161
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    • 2019
  • Electroencephalography (EEG), a representative method of identifying temporal and spatial changes in brain activity, is a voluntary electrical activity measurable in the human scalp. Various interface technologies have been provided to control EEG activity, and it is possible to operate a machine such as a wheelchair or a robot through brainwaves. The characteristics of EEG data are collected in various types of channels in real time, and a server system for analyzing them is required to have an independent and lightweight system for the platform. In these days, the Spring platform is used as a large business server as an independent, lightweight server system. In this paper, we propose an EEG analysis system using the Spring server system. Using the proposed system, the reliability of EEG control can be enhanced, and analysis and control interface expansion can be provided in various aspects such as game and medical areas.

A Study on the Simulation and Analysis of the Emergency Response Training for Highly Pathogenic Avian Influenza (조류인플루엔자 재난대응훈련 시뮬레이션 기술연구)

  • Kang, Min-Sik
    • The Journal of the Korea institute of electronic communication sciences
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    • v.14 no.1
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    • pp.19-26
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    • 2019
  • Simulation using the virtual reality has been applied in various fields such as exercise, education, disaster simulation training, but there is a little research on disease caused by virus transmission. In this study, we conducted simulation studies and analysis of avian influenza disaster response training. The annual avian influenza virus is recurring every year in Korea, but there are still few solutions and preventive measures for the preventing the avian influenza. The avian influenza can cause a great deal of societal harm and enormous economic damage. Prophylaxis is important because livestock epidemics, such as avian influenza and foot-and-mouth disease, have a large impact on farm households. Therefore, we proposed and analyzed contents that can be avoided through simulation of avian influenza disaster response presented in this study.

Mobile Healthcare and Security (모바일 헬스케어와 정보보안)

  • Woo, SungHee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.755-758
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    • 2016
  • The use of smart phones has had a great impact on the mobile internet business. It shows a lot of growth in the healthcare sector not only commerce, advertising, billing, games, video content, media, amd O2O business. The United States has eased the regulations for healthcare apps smart phone devices in 2015, and China has established a five-year road map to solve shortage of doctors and hospital beds by utilizing mobile devices such as wearable in the same year. The application of wearable devices in the medical field is gradually increasing in Korea too, but there is a security problem as leading challenge. Security incidents in non-ICT sectors such as financial, medical, etc. have increased by using ICT each year. Personal information leakage is also increasing in field likely occurring the potential secondary damages such as financial fraud, illegal promotions, insurance and pharmaceutical companies abuse. In this study, we analyze malwares as the mobile threats, the five risks of mobile smart phone, mobile use cases and the mobile threat countermeasures for healthcare.

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NFT Utilization Method in e-Sports

  • Chung Gun, Lee;Su-Hyun, Lee
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.2
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    • pp.47-53
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    • 2023
  • In this paper, based on the generalization and popularization of NFT, the utilization idea of using NFT in e-sports was proposed. We considered ways to utilize NFTs to make access to e-sports easy for all users and to secure users from various age groups. To this end, cases of NFTs with diversity in e-sports platforms were analyzed by type, and the degree of use of NFTs in e-sports was identified through a survey. As a result of the study, it was found that the NFT experience in the e-sports game was highly satisfactory and the desire to experience it again was strong. As NFTs have ownership and scarcity as important characteristics, they can respond well to the demand for owning unique items in e-sports. In addition, in marketing, by promoting limited edition products with scarcity, it is possible to promote marketing that creates value with high profitability. When using NFT in e-sports, various NFT functions are combined regardless of the type of sport, so NFT can become an economic infrastructure.

Digital Transformation, Business Model and Metaverse (디지털 전환, 비즈니스 모형 관점에서 본 메타버스)

  • Kim, Taekyung;Kim, Shinkon
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.215-224
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    • 2021
  • Business stakeholders have shown huge interests on the way how to increase business value by integrating real world businesses with a rising metaverse concept. To understanding the utility of metaverse regarding digital transformation, this study conducted a qualitative study based on a metaverse framework from 2006 Metaverse Roadmap and reference theories on business models. Specifically, a multiple comparative case approach was adopted to investigate three metaverse application cases from 2000 to 2020. From findings, it was revealed that different metaverse features were tried to leverage traditional simulation games, social communities, and virtual communication activities to build business models. Secondly, the use of metaverse features were likely to be helpful in getting competitive advantages. However, we are also aware that stakeholder credibility should be carefully managed to sustain businesses.

The Physically Handicapped Person's Convergence Plan of e-Sports and Rehabilitation Activities, using AI-Based Metaverse. (AI기반 메타버스를 활용한 지체장애인의 e스포츠와 재활운동 융합방안)

  • Myung-Mi Kim;Ki-Young Jang
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.4
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    • pp.715-722
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    • 2023
  • The purpose of this study is to revitalize rehabilitation treatment for people with physical disabilities by presenting a convergence plan between e-sports and rehabilitation exercises using AI-based metaverse. Metaverse-based e-sportscan be useful in providing sports experiences to people with physical disabilities who are unable to participate in society, and this also allows individuals with disabilities to experience sports that are difficult to actually experience. The use of metaverse will enable effective rehabilitation exercise links in vulnerable communities such as hospitals and farming and fishing villages, and provide integrated services of medical and rehabilitation movements that allow exercise data to be managed in an integrated manner. To this end, interdisciplinary experts should participate in the convergence development of e-sports and rehabilitation exercise.

A Study on the Effectness of Military Training with Air soft Gun (에어소프트 건의 훈련효과에 대한 연구)

  • Chang-In Lee;Dong-Seok Kim;Min-Gyu Kang;Sang-Hyuk Park
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.807-812
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    • 2023
  • This study examines the training effectiveness of airsoft guns that look and operate like real guns. Airsoft guns were developed in Japan in the late 1970s and are now popular for leisure sports and training, especially in countries where gun ownership is permitted. In particular, Taiwan has been promoting airsoft gun games to train citizen soldiers, and military leaders such as the United States have also utilized airsoft guns for live fire combat training and combat troops' live fire training. However, due to strict usage regulations and the perception that it is a toy, it is underutilized in Korea despite being a good training tool. Therefore, this study will prove the effectiveness of airsoft guns and improve the military's combat capabilities through practical training using airsoft guns. In addition, it will improve the negative perception of airsoft guns and foster a new sports industry.