• Title/Summary/Keyword: 게임활용

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Design and Development of Digital Contents Authoring System for Cyber University Using Programing Skills (프로그래밍 기법을 활용한 가상대학 컨텐츠 제작 시스템 설계 및 개발)

  • Cho Sae-Hong
    • Journal of Digital Contents Society
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    • v.2 no.1
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    • pp.1-7
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    • 2001
  • The authoring systems for digital contents using multimedia technologies ate requested in many fields such as education, medical science, entertainment market e-commerce and etc. Especially, the emergence of cyber universities and the rapid expansion of on-line education market require the effective contents authoring systems, which have various functions to generate the qualified contents. Therefore, many systems arc developed and currently used. However, since the developed systems considered only the developer's convenience, the generated digital contents by using these systems are failed to draw tile users'(or learners') active interaction with contents. That is, since the users just watch the contents like watching a drama or a film, it causes many problems in delivering the contents effectively or in evaluating the users. This paper presents, develops, and implements the new contents authoring system by using programing languages and/or software tools. The presented, developed, and implemented system mimics the face-to-face education in off-line system, induces the users' active interaction with contents, and continuous evaluation to the users.

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Human Motion Tracking based on 3D Depth Point Matching with Superellipsoid Body Model (타원체 모델과 깊이값 포인트 매칭 기법을 활용한 사람 움직임 추적 기술)

  • Kim, Nam-Gyu
    • Journal of Digital Contents Society
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    • v.13 no.2
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    • pp.255-262
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    • 2012
  • Human motion tracking algorithm is receiving attention from many research areas, such as human computer interaction, video conference, surveillance analysis, and game or entertainment applications. Over the last decade, various tracking technologies for each application have been demonstrated and refined among them such of real time computer vision and image processing, advanced man-machine interface, and so on. In this paper, we introduce cost-effective and real-time human motion tracking algorithms based on depth image 3D point matching with a given superellipsoid body representation. The body representative model is made by using parametric volume modeling method based on superellipsoid and consists of 18 articulated joints. For more accurate estimation, we exploit initial inverse kinematic solution with classified body parts' information, and then, the initial pose is modified to more accurate pose by using 3D point matching algorithm.

Design The User Authentication Framework Using u-health System (u-health 시스템을 이용한 사용자 인증 프레임워크 설계)

  • Choo, Yeun-Su;Jin, Byung-Wook;Park, Jae-Pyo;Jun, Moon-Seog
    • Journal of Digital Convergence
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    • v.13 no.5
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    • pp.219-226
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    • 2015
  • OTP(One Time Password) is for user authentication of Internet banking and users should carry their security card or OTP generator to use OTP. If they lost their security card or OTP generator, there is at risk for OTP leak. This paper suggests a new User Authentication Framework using personal health information from diverse technology of u-Health. It will cover the problem of OTP loss and illegal reproduction A User Authentication Framework is worthy of use because it uses various combinations of user's physical condition which is inconstant. This protocol is also safe from leaking information due to encryption of reliable institutes. Users don't need to bring their OTP generator or card when they use bank, shopping mall, and game site where existing OTP is used.

Operational Effectiveness Analysis of Field Artillery Ammunition Support Vehicle for K-55 Self-Propelled Artillery Using Simulation (시뮬레이션을 이용한 K-55자주포용 탄약운반장갑차 운용효과 분석)

  • Jung, Chi-Young;Lee, Jae-Moon;Lee, Jae-Yeong;Park, Young-Kyu
    • Journal of the Korea Society for Simulation
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    • v.20 no.3
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    • pp.11-18
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    • 2011
  • Korea army is operating K-10 FAASV (Field Artillery Ammunition Support Vehicle) for K-9 SP (Self-Propelled artillery) and examining employment of FAASV for K-55 SP. At present, the FAASV for K-55 SP has been developed as a prototype. To decide the employment of this FAASV for K-55 SP, previous research for operational effectiveness of this equipment is needed. Therefore in this paper, we presented the result of the operational effectiveness of the FAASV for K-55 SP using a wargame model, FEAM (Fire Execution Analytic Model) which is used to analyze formation, weapon system and operation in army artillery field. Based on the result of the FEAM simulation, we introduced the operational effectiveness of FAASV for K-55 SP, which is able to be applied to decide whether employ FAASV for K-55 SP or not.

A Personalized Model and its Implementation of Real-Life Space for Providing Efficient Ambient Service (효율적인 엠비언트 서비스 제공을 위한 실생활 공간의 개인화 모델 및 구현)

  • Lim, Sora;Kwon, Yong-Jin
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38C no.1
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    • pp.118-130
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    • 2013
  • With the advent of a new services environment based on high-speed mobile networks and high-performance mobile devices, users in real life require content-centric services that provide personalized information conveniently and efficiently. These services are defined as ambient services. To implement and support sustainable ambient services, there is a critical need to conduct research regarding practicable models and methodologies. This paper proposes an effective model for ambient services based on the personalization of real-life space. The model consists of Public Info-space, Universal Info-space and Private Info-space. We also show a methodology for implementing the model with currently available techniques in order to prove that the model and methodology constitute an applicable solution to developing true ambient services. Finally, a kind of role-playing game which is built on a real university campus is presented to show the model to be available, where the test bed infrastructure consists of wireless mesh networks and real-time location systems (RTLSes).

패키지 소프트웨어 품질평가모형 개발 및 적용에 관한 연구

  • 이국철;이성현
    • Proceedings of the Korea Database Society Conference
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    • 1999.10a
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    • pp.143-152
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    • 1999
  • 세계 소프트웨어 시장의 급속한 성장과 함께 선진국들은 자국에 유리한 소프트웨어 품질표준을 만들어 이를 국제 표준에 반영하고, 외국 소프트웨어에 대한 진입 규제의 수단으로 활용하고 있다. 또한 전자상거래의 발달로 인해 디지털 상품인 소프트웨어는 전자상거래를 통한 거래가 쉬운 이점을 가지고 있는 상황에서 아직 우리나라에서는 패키지 소프트웨어에 관한 품질모형 개발에 관한 연구가 다소 미흡한 실정이다. 본 연구에서는 기존 국내외 소프트웨어 품질평가모형을 도출하고, 그 평가모형을 바탕으로 전자상거래에서 활용 가능한 패키지 소프트웨어만을 대상으로 품질평가모형을 개발하였다. 그리고 평가모형을 적용하기에 앞서 소프트웨어 개발 업체를 대상으로 설문조사를 실시하여 품질평가모형에 대한 실증분석을 하였다. 실증분석은 현재 개발업체가 취급하고 있는 제품에 대한 종류와 개발업체에서 평가받기를 원하는 제품의 종류, 그리고 평가대상이 될 수 있는 패키지 소프트웨어 제품의 경쟁력 수준과 관련하여 선진국의 제품과 비교하여 5점 척도로 조사하였다. 그리고 소프트웨어 개발자 입장에서 품질평가 항목별로 중요도를 조사하였으며 분석결과를 토대로 품질평가모형의 적용 대상을 선정하였다. 적용대상 제품은 모두 14개로 각각의 제품들을 게임, OA, 통신, ERP, 4GL, OS 소프트웨어로 분류하고 제품에 대한 평가는 개발자(개발경력 3년 이상)와 일반사용자로 분류하여 평가를 실시하였다. 그리고 각 제품분야별로 평가항목에 대한 가중치를 전문가 집단에 의뢰하여 적용하였다. 평가방법은 각각의 제품에 대한 평가점수를 1점부터 5점까지 나누어 평가결과를 평균값으로 나타냈으며, 평가결과에 대해 여러 가지 방법으로 분석하였다. 첫째, 동종제품간 평가분석을 통하여 각각의 제품을 비교하였으며, 둘째 소프트웨어 종류별 평가로 제품을 응용소프트웨어, 응용개발도구, 시스템 소프트웨어로 분류하여 평균값으로 비교하였다. 셋째, 국내외 제품별 평가분석으로 전체 제품을 국내제품과 국외제품으로 분류하여 비교하였으며, 마지막으로 총괄분석을 통해 가중치를 적용하여 전 제품의 점수를 비교하였다. 여기에서는 각 제품의 평균점수에 대한 차이를 95%의 유의수준으로 T-Test를 실시하였다.

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Improvement Study abroad School Safety Analysis (국내외 학교안전 실태분석을 통한 개선방안 연구)

  • Kim, Teahwan
    • Journal of the Society of Disaster Information
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    • v.11 no.3
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    • pp.385-392
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    • 2015
  • In hosting outdoor activities and school trips, safety issues are gaining serious attention lately. In addition to Sewol ferry tragedy and an incident at Kyungjoo Mauna Resort, there have been grown problems related to this crucial factor. This research analyzes negligent accidents occurred from domestic and foreign schools and aims to provide effective safety education and policy through comparative analysis between domestic and foreign cases. We mainly relied on documents such as newspapers, internet articles and legal papers to investigate cases and cooperated with relevant government departments for collecting references and setting agenda for safety supervision. The analysis on both domestic and foreign cases revealed that students abroad receive opportunities for first-hand experience regarding safety and systematic education, as safety maintenance is prioritized. Based on this culture, safety education should be habituated domestically, while participatory safety programs that students can actively involve must also be devised. Moreover, through preparation of entertaining contents such as SNS game programs, skits and activities employing multiple facilities and vehicles at school safety education, we must induce students to actively participate in the program with interests.

A Study on the Web Application for Sailing Ship Location Information interface based by RIA (RIA기반의 선박항해정보를 위한 웹 애플리케이션 구축 "평택항 원양어선 항해정보현황 사례를 중심으로")

  • Jung, Hoe-Jun;Park, Dea-Woo;Han, Kyung-Don
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.613-616
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    • 2009
  • Information present condition is using situation board by manual processing that is consisted of ship arrangement plan and letterpress and magnet etc. in Pyeongtaekhang's deep-sea fishing vessel company. Study that mark open sea far from land ship information of underway 37 ships that is accepted in every time in internet web application environment that is based on Ubiquitous Network in PC that is linked to internet. 3 through practical use of RIA of Flash technology base compose Digital Dash-Board in width grid structure only and do ship sailing addition that is operating in 6 oceans and latitude, hardness indication as well as various informations to do visual display do. Emphasized in dynamic Web Application construction because can heighten the convenience to operator and user, and take advantage of real time data.

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Service Design Guideline for Maker Space (메이커 스페이스를 위한 서비스 디자인 가이드 라인)

  • Kwak, Sojung;Baek, Yuncheol;Kwon, Jieun
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.389-397
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    • 2019
  • The purpose of this study is to present guidelines for service design for efficient operation of Maker Space due to the proliferation of Maker Movement. First, we investigate the literature survey and prior research on the definition and status of Maker space. Second, we performed video ethnography, participant observation and in-depth interview on maker space service by qualitative survey method. Third, we analyze the surveyed contents and present guidelines such as Persona or Blueprint for maker space. We classify Maker space into general lab and professional lab, derive Persona from each Maker space, and establish Blueprint to provide guidelines for design and operation. It is expected that the Maker space service design presented in this study can be used as a guideline to help the service improvement of the existing Maker space and the planning, design and operation of the new Maker space.

Multiple Method Authentication System Using Embedded Device (임베디드 기기를 활용한 다중 방식 인증 시스템)

  • Jeong, Pil-Seong;Cho, Yang-Hyun
    • Journal of the Korea Convergence Society
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    • v.10 no.7
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    • pp.7-14
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    • 2019
  • Users who use smartphone can using knowledge-based authentication, possession-based authentication, biometric-based authentication, and token-based authentication in order to access rights to systems requiring authentication. However, desktop computer users use method only ID and password, which are knowledge-based authentication factors, due to limitations of authentication devices, despite various authentication methods. In this paper, we designed and implemented a raspberry pi based authentication system that provides multiple authentication method of a user's desired type. The implementation system uses knowledge-based authentication, possessive-based authentication, biometric-based authentication, and token-based authentication. The proposed system can provide a security function that can be used by SMEs, which is difficult to hire a security officer due to the economic burden. The implemented system can be used not only for personal use but also for enterprise, and it can be applied to various fields such as finance and game.