• Title/Summary/Keyword: 게임활용

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A Comparative Study of the Digital Content Industry and its Assessment Frame (디지털 콘텐츠 세부산업의 평가프레임 제안 및 유망성 비교분석)

  • Park, Dong-Un;Park, Young-Seo;Kim, Eun-Sun
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.38-44
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    • 2006
  • With the expansion of internet diffusion, the digital content industry in such sector game, animation and e-learning shows rapid growth and, accordingly it becomes important for policy makers to provide its technical R&D directions ensuring successful commercialization. This paper provides details on the business and industry assessment, and further, proposes substantial support over industries as well as academia. The Business Opportunity Engineering(BOE) process, revised and systemized assessment frame of the seven steps of SRIC-BI process, has been applied to assess and compare the digital content business and industry.

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The Development of Basic Skill Program and e-Learning Contents ; self-development capability for Vocational High School Students (직업기초능력 프로그램 및 e-Learning 콘텐츠 개발 연구 -전문계고생의 자기개발능력을 중심으로-)

  • Byun, Sook-Young;Lee, Soo-Kyoung
    • Journal of Digital Contents Society
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    • v.11 no.3
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    • pp.349-356
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    • 2010
  • This study was to develop improving vocational basic skill program and content which are basic of instruction-learning ability for the vocational education substantiality. To pursue this goal, 'self-development capability' among vocational basic skills was developed through the research methodology and procedure. The interpersonal relation capability was selected as one of vocational basic skill areas when it was more effective by e-learning contents through literature review, expert conference etc. The self-development capability can be self-control and development under performing business tasks. In this study, self-development capability was programmed a interpersonal scheme, a cooperative capability, a leadership capability, a conflict management, negotiation capability, and a customer service capability. Especially this program was developed as a form of e-Learning contents focusing on improving problem solving under real case using multimedia strategies such as movies, simulation, game.

A Study of Secure Group Key Management Based on Key-Chain for Multicast Data Transmission (멀티캐스트 전송을 위한 키 체인 기반의 안전한 그룹 키 관리방안 연구)

  • Kim, Bo-Seung;Kim, Jeong-Jai;Lee, Ki-Young;Shin, Yong-Tae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.9
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    • pp.3495-3501
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    • 2010
  • Because the application simultaneously to transmit large amounts of data (Video conferencing, Internet broadcasting, Online games etc.) to multiple users increases, the importance and utilization of group communication was greater. So the security was recognized as a important issue. To provide security in multicast environment, A study of single group management server using protocol based on Key Tree Scheme was proposed. But the paper proposes secure group key management scheme to be a relatively low-overhead. Therefore proposed paper is demonstrated to be excellent by comparing the effectiveness of existing and proposed group key management scheme.

Human Primitive Motion Recognition Based on the Hidden Markov Models (은닉 마르코프 모델 기반 동작 인식 방법)

  • Kim, Jong-Ho;Yun, Yo-Seop;Kim, Tae-Young;Lim, Cheol-Su
    • Journal of Korea Multimedia Society
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    • v.12 no.4
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    • pp.521-529
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    • 2009
  • In this paper, we present a vision-based human primitive motion recognition method. It models the reference motion patterns, recognizes a user's motion, and measures the similarity between the reference action and the user's one. In order to recognize a motion, we provide a pattern modeling method based on the Hidden Markov Models. In addition, we provide a similarity measurement method between the reference motion and the user's one using the editing distance algorithm. Experimental results show that the recognition rate of ours is above 93%. Our method can be used in the motion recognizable games, the motion recognizable postures, and the rehabilitation training systems.

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Development of globe-type radio mouse using gyro sensor (자이로센서를 이용한 장갑형 무선마우스 개발)

  • Kim, Nam-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.8
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    • pp.1721-1728
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    • 2009
  • Future computer interface was interchanged with person's hands or eyes from traditional mouse. In this research, I developed glove type radio mouse using gyro sensor that is replaced mouse cursor movement with persons's hand movement. Introducing a mobile sensor network technology based on bluetooth, radio mouse connected to computer system wirelessly for overcoming wire mouse's activity restrictions. Also, using USB port interface made be easy to install and to use. Developed glove type radio mouse was confirmed in the possibility of using as well as an input pointing device for presentations or games that needed many kinds of user interaction.

Multitasking Mechanism for High-Throughput Computing based on Mobile Cloud Computing (모바일 클라우드 컴퓨팅기반 고-처리량 컴퓨팅을 위한 멀티태스킹 기법)

  • Han, Seok-Hyeon;Mu, He;Kim, Hyun-Woo;Song, Eun-Ha;Jeong, Young-Sik
    • Annual Conference of KIPS
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    • 2017.04a
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    • pp.171-173
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    • 2017
  • 최근 모바일 컴퓨팅은 어플리케이션 실행, 이미지 처리, 동영상 인코딩, 게임 등의 모바일 컴퓨팅 작업 처리를 위한 높은 성능의 컴퓨팅 능력을 요구한다. 모바일 컴퓨팅의 성능을 향상하기 위해 모바일 클라우드 컴퓨팅(Mobile Cloud Computing)을 도입하였다. 기존 모바일 클라우드 컴퓨팅에서는 모바일 컴퓨팅 작업의 처리를 위해 고-성능 컴퓨팅(High-Performance Computing)방법을 적용한 오프로드가 연구되고 있다. 고-성능 컴퓨팅의 목적은 단일작업의 처리속도 향상이므로 다중 작업처리를 위한 모바일 클라우드 컴퓨팅에는 적합하지 않다. 또한 고-성능 컴퓨팅은 모바일 클라우드 사용자에게 동등한 컴퓨팅 성능을 제공하지 못하는 문제점을 내재한다. 본 논문에서는 모바일 클라우드 컴퓨팅 기반 다중 작업 처리를 위한 Multitasking Mechanism for High-Throughput Computing(M2-HTC)을 제안한다. M2-HTC는 모바일 클라우드에서 처리중인 작업과 사용 가능한 컴퓨팅 리소스를 활용하여 다중 모바일 컴퓨팅 작업의 처리시간을 최소화하는 기법이다.

Development of Intelligent Service Robot using Smart Phone based on Android OS (안드로이드 기반 스마트폰을 활용한 지능형 서비스 로봇 개발)

  • Moon, Chae-Young;Ryoo, Kwang-Ki
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.9
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    • pp.4193-4199
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    • 2012
  • In this study, the intelligent robot equipped with an Android-based smartphone to enable the implementation of the performance of smartphone applications and robot platform has been designed and implemented. Smart phone that have touch screen, sound input/output, network and various sensor functions to robot platform that have simplicity function of power and motor etc. graft together and embodied so that can achieve function of remote control, home automation, game machine, R-running race etc. Phone used in the study of the Bluetooth communication sending and receiving data between the robot and from a remote computer over the Internet via WI-FI is designed to perform communication.

A Method to Reduce Interference in Sensor Network Location Awareness System (센서 네트워크 기반 위치 인식 시스템 간섭의 최소화 방안에 관한 연구)

  • Lee Hyung-Su;Song Byung-Hun;Ham Kyung-Sun;Youn Hee-Yong
    • Journal of Internet Computing and Services
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    • v.7 no.3
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    • pp.31-39
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    • 2006
  • Ubiquitous and pervasive environment presents opportunities for a rich set of location aware applications such as car navigation and intelligent robots, interactive virtual games, logistics service, asset tracking etc. Typical indoor location systems require better accuracy than what current outdoor location systems provide, Outdoor location technologies such as GPS have poor indoor performance because of the harsh nature of indoor environments, In this paper we present a novel reducing interference location system that is particularly well suited to support context aware computing. The system, called EEM (Enhance Envelop Method) alms to combine the advantages of real time tracking systems that implement distributed environment with the suitability of infrastructure sensor network.

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Design and Implementation of Smartphone-based 3D Shooting Game Using Virtual Button Technology (가상 버튼 기술을 활용한 스마트폰 기반 3차원 슈팅게임의 설계와 구현)

  • Kim, Taelee;Cho, Hyung-Ju;Seo, Jeonghun
    • Journal of Korea Multimedia Society
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    • v.21 no.6
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    • pp.712-722
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    • 2018
  • This study investigates the merits of incorporating augmented reality in mobile games and proposes a mobile game application that combines augmented reality technology with gaming. The proposed study postulates that augmented reality technology can be employed for developing games on smartphones. The proposed application involves the implementation of a 3D virtual object in the real world by incorporating a target image. The proposed application also employs an intuitive interface with simplified manipulation based on touch, and allows players to collect and combine items for acquiring new items, thus making it elementary to pass the game stages. Furthermore, a ranking system has been introduced in the proposed application for enhancing the amusement factor of the game. The novelty of the proposed application lies in the fact that the virtual button function has been employed for combining physical and virtual objects while playing the game, without incorporating location-based services.

Applied Research of Active Network to Control Network Traffic in Virtual Battlefield Environments (가상 전장 환경에서의 효율적인 네트워크 트래픽 처리를 위한 액티브 네트워크 응용방안)

  • 정창모;이원구;김성옥;이재광
    • The Journal of the Korea Contents Association
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    • v.3 no.3
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    • pp.19-33
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    • 2003
  • Computer simulation has used to a area of military training from about several years ago. War game mode(or computer simulation) endow a military man with lied training such as combat experience without operating combat strength or capabilities. To sanely construct simulation environment against actual combat environment associate among federates on network. us construct virtual combat environment enabling to efficiently manage network traffic among federates(or active nodes) by using active network technique on virtual military training space such as urgent combat field needed to rapidly transfer combat information including image and video, verify its validity by the help of simulation

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