• Title/Summary/Keyword: 게임활용

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An EMG-based Input Interface Technology for the Tetraplegic and Its Applications (사지마비 장애인을 위한 근전도 기반 입력 인터페이스 기술 및 그 응용)

  • Jeong, Hyuk;Kim, Jong-Sung;Son, Wook-Ho;Kim, Young-Hoon
    • Journal of the HCI Society of Korea
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    • v.1 no.2
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    • pp.9-17
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    • 2006
  • We propose an EMG-based input interface technology for helping the tetraplegic to utilize mouse, keyboard and power wheelchair. Among possible actions for the tetraplegic utilizing these devices, teeth-clenching is chosen as an input action. By clenching left, right or both teeth, and controlling the clenching duration, several input commands for utilizing the devices can be conducted. EMG signals generated by teeth-clenching are acquired around one's left and right temples and they are used as control sources for utilizing the devices. We develop signal acquisition devices, signal processing algorithms, and prototype systems such as power wheelchair control, mouse control, and game control. Our experimental results with the tetraplegic show that the proposed method is useful for utilizing the devices.

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A Study on the Smart Healthcare health management System (스마트 헬스케어 건강관리 시스템에 관한 연구)

  • Han, Jeong-Ah;Na, Won-Shik
    • Journal of Convergence for Information Technology
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    • v.10 no.6
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    • pp.8-13
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    • 2020
  • In this paper, we study smart healthcare devices that enable active health care by building health care system with acquaintances or family members rather than single health care. The company develops health care services for families regardless of age and gender through intuitive UI design as a target for young users who serve elderly parents. Automated collection of health information and real-time feedback are available, and data can be aggregated and analyzed through repeaters. It can also utilize structured databases in the form of big data. The services offered can be used to prevent diseases and reduce medical expenses through health care, while automatic management can maximize users' convenience and increase demand. By reducing the development period of products that are based on this technology, reducing the development period of products and strengthening competitiveness, the company has the advantage of inducing generation-to-generation communication in an era when it is becoming a nuclear family.

GPU-based Image-space Collision Detection among Closed Objects (GPU를 이용한 이미지 공간 충돌 검사 기법)

  • Jang, Han-Young;Jeong, Taek-Sang;Han, Jung-Hyun
    • Journal of the HCI Society of Korea
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    • v.1 no.1
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    • pp.45-52
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    • 2006
  • This paper presents an image-space algorithm to real-time collision detection, which is run completely by GPU. For a single object or for multiple objects with no collision, the front and back faces appear alternately along the view direction. However, such alternation is violated when objects collide. Based on these observations, the algorithm propose the depth peeling method which renders the minimal surface of objects, not whole surface, to find colliding. The Depth peeling method utilizes the state-of-the-art functionalities of GPU such as framebuffer object, vertexbuffer object, and occlusion query. Combining these functions, multi-pass rendering and context switch can be done with low overhead. Therefore proposed approach has less rendering times and rendering overhead than previous image-space collision detection. The algorithm can handle deformable objects and complex objects, and its precision is governed by the resolution of the render-target-texture. The experimental results show the feasibility of GPU-based collision detection and its performance gain in real-time applications such as 3D games.

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A study on production of Interaction Digital Poster (상호작용성(Interaction) 디지털포스터 제작에 관한 연구)

  • Yun Hwang-Rok;Kyung Byung-Pyo;Ryu Seuc-Ho;Lee Dong-Lyeor
    • Journal of Game and Entertainment
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    • v.2 no.3
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    • pp.24-29
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    • 2006
  • Nowadays, 'Interaction' is discussed not only in the multimedia field but also as a topic of daily life at the various viewpoints. And as the permmited limit of Interaction by Mutimedia Technology and audiovisual function is getting more activated, It is the time for us to have new understanding of a 'POSTER'. The Poster, as a one-sided information transmission media till now, is faced with its limitation in transmitting messages due to its unconformity between satisfaction of receiver' sdesire for information and installation space. This fact speaks for need of study about Digital Poster as an alternative communication method, and activation of Digital Poster Design Field. Therefore, I would like to present Design process and Examples by using Digital Poster for Maximizing the Communication Effect. And I expect the activation of Digital Poster Field by studying the possibility of development and various method of practical use of digital posters through presenting the examples.

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The Transfer Effect of Media Image Meaning presented Graduate Reflex (졸업영상에 나타난 영상의미 전달 효과)

  • Lee Sung-Bok;Jeon Byeong-Ho
    • Journal of Game and Entertainment
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    • v.2 no.3
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    • pp.30-37
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    • 2006
  • The application of reflex media in education has been widely used in the aspects of teaching & learning method, humanitarian education and the culture of school lives. It has been resulted from the generality of the applicable scope within conveying the information, propagation velocity, and the efficiency of the amount of conveyable information through the reflex. To utilize this kind of efficiency of reflex media in producing new graduation culture, I intend to show students the graduate reflex including their 3years' school lives and try to find out its effect from them. And then with this result I have studied the changes of the students' behavior in the graduation ceremony. As a result It is shown that the intent of graduation reflex which aims to look back into their past and keep in mind it has been reflected to students. In addition it is prove ascertain their friendship and love for their school have been lifted while watching the reflex with transferring the media image message.

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A study of kinetic narrative educational contents based on English literature: A convergent approach (영문학 기반 키네틱 교육 콘텐츠의 교육적 유의미성과 현장 활용 방안 탐구)

  • Kim, Eun-Jung;Shin, Dong-il;Kim, Keum-Sun
    • Journal of Digital Convergence
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    • v.14 no.4
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    • pp.43-53
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    • 2016
  • The purpose of this study is to examine the meaningfulness and the possibility of developing kinetic narrative educational contents based on English literature with convergent approaches. To accomplish the objective, this paper examines three areas of research such as kinetic education, English literature education, and total physical response-storytelling method. It introduces the following three stages of development procedure: 1) selecting and analyzing English literature, 2) designing a prototype including the story flow, the movement and the motion interaction design, and 3) constructing motion database using Laban movement analysis. Then, how to apply it to young learners is illustrated with 'the story of the three little pigs,' Finally, implication for the field of young learner English education and English literature is discussed.

Visual Discomfort Analysis of Binocular Depth Change on 3D Stereoscopic Imaging (입체영상의 양안 깊이 변화에 따른 시청 피로도 분석)

  • Kim, Nam-Gyu
    • Journal of Digital Contents Society
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    • v.16 no.1
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    • pp.127-135
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    • 2015
  • The development of stereoscopic display hardwares and 3D authoring softwares expands its application areas from particular virtual simulation applications to general movies, games, advertising applications. However, the binocular-based 3D stereoscopic images cause fatigue to viewers. Recent performed many research results about the binocular stereoscopy's depth perception and viewers' fatigue are derived from experimental users studies. In some results, watching and making guidelines for 3D stereoscopic imaging contents are introduced. The 3D stereoscopic-related contents have the contradictory aspects, which are audiences' pursuit of a tolerable minimum fatigue and producer's its of excessive depth changes for providing viewers' immersion. This paper provides user experiments and analysis data in aspects of 3D depth changes. For use of producers, a safety zone and translational velocity of 3D depth changes are introduced. Also, on the viewer side, we present the depth change adaptation time by using an EEG device.

Study of Theme Park Attractions using Virtual Reality and Augmented Reality Technologies (가상현실 및 증강현실의 기술을 활용한 테마파크 어트랙션의 연구)

  • Kim, Kenneth Chi Ho
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.443-452
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    • 2017
  • VR and AR technologies are recognized as one of important technologies during 4th Industrial Revolution Era. Also, the market size of VR/AR are anticipated to grow up to $150 billion by 2020. These technologies are used in theme parks as well as in other industries including games and films. The purpose of this study is to recognize the trend of VR/AR application in theme park attractions and recommend optimal ways for the future applications. The trends were studied from number of publications while future model was developed after visiting theme parks and interviewing the industry experts. As a result, number of theme parks and LBCs(Location Based Center) are using VR/AR in many of their attractions already, but still holds a number of issues. These issues could be overcome if Fun, Efficiency and Technology are considered holistic ways in the future. Further, conformity of the technologies and theme park concept should also be examined.

Communication Effects of Gamification App : Focused on (게이미피케이션 앱의 의사소통 효과: 앱 <모두의 이웃>을 중심으로)

  • Kang, Seungheon;Jeong, Ji-Yong;Park, Sung-Jin;Kim, Sang-Kyun
    • Journal of Digital Contents Society
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    • v.19 no.7
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    • pp.1245-1251
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    • 2018
  • Communication skills are emphasized as one of the key competencies of the people who are living in the fourth industrial revolution era. However, it is widely believed that traditional education systems focused on individual learning do not provide sufficient communication opportunities. This paper proposes a method to activate communication using mobile app. In this study, app was developed and used by college students for two days, and then analyzed the communication-related effects through questionnaires. The results showed that both fun and communication were effective. Based on the experimental results, it is expected that the proposed app in this paper will contribute to activation of communication among people, increase of interest among members, and improvement of cooperative thinking ability.

3D Restoration of Cultural Remains for Exhibiting Augmented Reality (증강현실 활용 전시를 위한 문화 유물 디지털 3D 복원)

  • Zheng, mei-ying;Ryu, Seuc-Ho
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.549-554
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    • 2017
  • In recent years, as the importance of history has increased through various social issues, media, and journalists in Korea, it has led to the value of 'right history' and 'teaching history that is right. History of a country is also a core asset in a country 's cultural contents industry, and historical relics are important to prove its value. As the interest in the historical and cultural heritage has increased, researches to develop it as cultural contents by restoring it as information and communication technology such as multimedia and virtual reality are active. In this paper, we propose convergence device and contents that can provide rich experience and various learning opportunities in artifact experience through restoration of artifacts using augmented reality. The study on the application effect of educational game contents which can add fun can be continued.