• Title/Summary/Keyword: 게임활용

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Light-Weight Mobile VR Platform using HMD with 6 Axis (6 축센서를 갖는 HMD 경량 모바일 VR Platform)

  • Kang, Yunhee;Kang, JungJu
    • Journal of Platform Technology
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    • v.6 no.2
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    • pp.3-9
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    • 2018
  • Recently VR environment is used in many areas including mobile learning, smart factory. However HMD(head-mounted display) is required to a dedicated and expensive system with high-end specification. When designing a VR system, it is needed to handle performance, mobility and usability. Many VR applications need to handle diverse sensors and user inputs continuously in a streaming manner. In this paper we design a VR mobile platform and implement a low-cost mobile VR HMD running on the platform. The VR HMD supports 3D contents delivery in a mobile manner. It is used to detect the motion detection based on angle value of a VR player from accelerator and gyro sensor. The MPU-6050, 6-axis sensor, is used to get a sensory value and the sensory value is taken as an input to a VR rendering server on a Unity game engine that is generated 3D images.

A Study on the Characteristics of Children's Digital Experience Center using Interection (인터랙션을 활용한 어린이 디지털체험관의 특성에 관한 연구)

  • Lee, Tae-Eun;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.16 no.10
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    • pp.437-444
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    • 2018
  • The purpose of this study is to comprehend the trend of digital experience centers' development direction and to find out the types of experiences, the characteristics of interaction and the attribute of contents by selecting 4 digital experience centers opened from 2008 to 2018. The types of digital experiences are operation, sensibility, reaction and induction based on precedent studies. The types of interaction are operation, touch and sensor. The attributes of contents are game, play and education. The result shows that the ratio of operation experiences is gradually higher. In the types of interaction, the trend is switching to operation and touch. The offer of experience activities by play type is getting higher. This study is intended to help create an empirical interaction of the content of the children's digital experience centers that will be deployed in the future.

Development and Case Review of IT Convergence GoGo Bumper Car Project (IT융합 기반의 고고범퍼카 콘텐츠 개발 및 프로젝트 적용 사례)

  • Park, Hong-Joon;Jun, Young-Cook
    • The Journal of Korean Association of Computer Education
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    • v.18 no.2
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    • pp.21-33
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    • 2015
  • This paper aims at developing IT convergence robot education contents using open hardware-based GoGo Board and presenting three cases that were applied into educational settings with elementary and middle school students. Several types of data for their activities were collected: photos, work output, survey data, video data and interview with robot teacher and students. Each student experienced building up a GoGo Bumper Car with touch sensors attached at front and back sides and figuring out the principle of digital board control and operating of electronic devices by sensing. The participants, in the following phases, conducted domino chain-reaction with GoGo Bumper Cars and acquiring GoGo Driving Licence by driving test on three different road maps. Students in a gifted education program creatively implemented their own ideas as part of robotic art. The result of case analysis showed that the proposed project provides students not only intimacy for technology, fun, concentration but her own empowerment for developing ideas and creative implementation.

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.

RTE System based on CBT for Effective Office SW Education (효과적인 오피스 SW 교육을 위한 CBT 기반의 RTE(Real Training Environment)시스템)

  • Kim, Seongyeol;Hong, Byeongdu
    • Journal of Korea Multimedia Society
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    • v.16 no.3
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    • pp.375-387
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    • 2013
  • Advanced internet service and smart equipment have caused an environment supporting various online learning anytime and anywhere, which requires learning contents optimized on a new media. Among various on/off line education related to IT, most part if it is office SW. Many oh them cannot make a good education for effective training in practical because many instructors are tend to focus on teaching simple function and use examples of formality repeatedly. In this paper we propose a new office SW education system that make use of LET(Live EduTainer) based on RTE(Real Training Environment) which maximize the effect of learning and it is integrated with GBL(Game Based Learning) which gives rise to interesting in a knowledge as well as simple teaching so that learners are absorbed on it. We'll elaborate a method for teaching and learning required in this system, design and configuration of the system.

Robust Hand Region Extraction Using a Joint-based Model (관절 기반의 모델을 활용한 강인한 손 영역 추출)

  • Jang, Seok-Woo;Kim, Sul-Ho;Kim, Gye-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.9
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    • pp.525-531
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    • 2019
  • Efforts to utilize human gestures to effectively implement a more natural and interactive interface between humans and computers have been ongoing in recent years. In this paper, we propose a new algorithm that accepts consecutive three-dimensional (3D) depth images, defines a hand model, and robustly extracts the human hand region based on six palm joints and 15 finger joints. Then, the 3D depth images are adaptively binarized to exclude non-interest areas, such as the background, and accurately extracts only the hand of the person, which is the area of interest. Experimental results show that the presented algorithm detects only the human hand region 2.4% more accurately than the existing method. The hand region extraction algorithm proposed in this paper is expected to be useful in various practical applications related to computer vision and image processing, such as gesture recognition, virtual reality implementation, 3D motion games, and sign recognition.

Implementation of Image Block Linked Contents to Improve Children's Visual Perception and Cognitive Function (유아의 시지각 인지기능 개선을 위한 이미지 블록 연동형 콘텐츠 구성과 구현)

  • Kwak, Chang-Sub;Lee, Young-Soon
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.76-84
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    • 2022
  • In this paper, in order to compose the visual perception cognitive function training content that can be linked with the IPUZZLE image block, an interactive content device that utilizes photos and videos of smartphones. Four areas of visual memory, visual continuity, spatial relationship, and visual discrimination were derived and the content operation, application method, and scenario were written. It was intended to continuously give and induce children's desire to participate in training by designing the content image and developing the existing learning terrain visual and perceptual cognitive function training materials in the form of mobile mini-games. Experiential activities were conducted for general children and their guardians using the developed contents, and the results were found to be significant in terms of concentration, effect, and effect compared to basic puzzle toys. It is expected that this thesis will be a meaningful data for the study of cognitive function improvement activities based on digital toys and contents.

Healthcare Service Design Using Gamification Techniques - Focused on Office Environment - (게이미피케이션을 활용한 헬스케어서비스 디자인 - 오피스 환경을 중심으로 -)

  • Kim, Su Jin;Ryoo, Han Young
    • Design Convergence Study
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    • v.15 no.5
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    • pp.185-197
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    • 2016
  • The purpose of this paper is to propose office healthcare UX scenarios using gamification techniques. Today, there is increased recognition of office workers' health, and gamification can be a great method to enhance their health. To design effective healthcare service for office workers, first, two levels of gamification design were identified―interface design level and gameplay experience design level. Second, office workers' health problems resulting from office work were collected from their blogs and 13 insights were derived by analyzing the collected data. Finally, 2 UX scenario implementing gamification in the workplace was proposed to promote healthy lifestyle behaviors for office workers.

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 Privacy Preserving Methods in the Metaverse Environment Using Secure Multi-Party Computation (안전한 다자간 연산을 활용한 메타버스 환경에서의 프라이버시 보존 방안 연구)

  • Jiun Jang;Kwantae Cho;Sangrae Cho;Soo Hyung Kim
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.34 no.4
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    • pp.725-734
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    • 2024
  • The rapidly growing metaverse environment has received widespread attention across various fields such as health and medicine, culture and gaming, as well as politics. However, the excessive collection of personal data by the diverse sensors and devices used in the metaverse environment poses a substantial threat to user privacy. In this paper, we investigate existing cases of secure Multi-Party Computation(MPC) applications, examine the services anticipated to be necessary for the expansion of the metaverse environment, and analyze the privacy issues present in the metaverse environment as well as the limitations of current real-world services. Based on these findings, we propose application scenarios that utilize MPC to preserve user privacy in the metaverse environment. These proposed MPC application scenarios present a new perspective in metaverse security research. In the future, they are expected to be utilized in the development of secure metaverse services.