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21Century of Combat Aspects of North Korean Attack Drones Through the War of the Century (21세기 전쟁을 통해 본 북한 공격 드론의 전투 양상 전망)

  • Kang-Il Seo;Sang-Keun Cho;Jong-Hoon Kim;Ki-Won Kim;Sang-Hyuk Park
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.299-304
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    • 2023
  • Recently, drones have been used as a major means of attack drones in major wars around the world, and it seems likely that they will evolve into game changers in the future. Recently, drones have been used as a major means of attack drones in major wars around the world, and it seems likely that they will evolve into game changers in the future. In the major wars of the 21century, attack drones are used for precision fire-guided or self-destruct attacks, For the purpose of cognitive warfare, its territory is expanding not only to land and air, but also to sea and water. These attack drones will perform multi-domain operations, and for this purpose, the level of autonomy will be improved and High-Low Mix We will continue to develop by strengthening concept-based scalability. North Korea has also been making considerable efforts to operate attack drones for a long time, and activities such as third-country-level self-explosive drones, artificial intelligence-based clustered self-explosive drones, and self-destructive stealth unmanned semi-submersible are expected. In addition to North Korea's provocations and attacks, it is hoped that there will be a need for active follow-up research on our military's countermeasures and utilization plans.

Detecting Vehicles That Are Illegally Driving on Road Shoulders Using Faster R-CNN (Faster R-CNN을 이용한 갓길 차로 위반 차량 검출)

  • Go, MyungJin;Park, Minju;Yeo, Jiho
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.21 no.1
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    • pp.105-122
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    • 2022
  • According to the statistics about the fatal crashes that have occurred on the expressways for the last 5 years, those who died on the shoulders of the road has been as 3 times high as the others who died on the expressways. It suggests that the crashes on the shoulders of the road should be fatal, and that it would be important to prevent the traffic crashes by cracking down on the vehicles intruding the shoulders of the road. Therefore, this study proposed a method to detect a vehicle that violates the shoulder lane by using the Faster R-CNN. The vehicle was detected based on the Faster R-CNN, and an additional reading module was configured to determine whether there was a shoulder violation. For experiments and evaluations, GTAV, a simulation game that can reproduce situations similar to the real world, was used. 1,800 images of training data and 800 evaluation data were processed and generated, and the performance according to the change of the threshold value was measured in ZFNet and VGG16. As a result, the detection rate of ZFNet was 99.2% based on Threshold 0.8 and VGG16 93.9% based on Threshold 0.7, and the average detection speed for each model was 0.0468 seconds for ZFNet and 0.16 seconds for VGG16, so the detection rate of ZFNet was about 7% higher. The speed was also confirmed to be about 3.4 times faster. These results show that even in a relatively uncomplicated network, it is possible to detect a vehicle that violates the shoulder lane at a high speed without pre-processing the input image. It suggests that this algorithm can be used to detect violations of designated lanes if sufficient training datasets based on actual video data are obtained.

A Study on the Method of Literacy Education that Increase Interest and Learning Effect of Elderly Learners - A Case Study of Literacy Education in Chungcheongbuk-do - (중고령층 문해학습자의 흥미 유발 및 학습 효과를 높이는 문해교육 방법)

  • Kim, Young-Ok
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.479-493
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    • 2019
  • The purpose of this study was to present a method of literacy education that would generate interest and enhance the effectiveness of literacy education from elderly literacy learners. For that end, the researcher interviewed and did participation observation with a total of 11 middle and old aged literacy teachers, operators, lifelong education teachers, and literacy students in North Chungcheong Province. According to the research, elderly literacy learners have a tendency to forget easily what they have learned and to learn properly through dictation, and have high level of competitive spirit, to make studying the top priority in their daily lives. Many playful activities for knowing meaning of writing, learning connected to real life, and dictating are effective in improving their memory and cognition. In addition, using familiar materials in everyday life, conducting role plays with comedies and poems in textbooks, utilizing large-picture fairytales, team-based games and activities, learning songs and instruments to play easily, performances and presentations on the stage, and field experiences in educational and cultural facilities can increase their interest and effectiveness in literacy. Several programmes such as presentations and joint events for sharing results, materials and materials costs, education and sharing of literacy skills for teachers at the school, annual operation of literacy education need to be supported to succeed literacy education in elderly learners. In conclusion, the research shows the need to increase literacy teachers' education, to use assistant teachers, to activate accreditation of literacy curriculum.

Low Cost and High Sensitivity Flexible Pressure Sensor Based on Graphite Paste through Lamination after O2 Plasma Surface Treatment Process (O2 플라즈마 표면 처리 공정 후 라미네이션 공정으로 제작된 흑연 페이스트 기반의 저비용 및 고감도 유연 압력 센서)

  • Nam, Hyun Jin;Kang, Cheol;Lee, Seung-Woo;Kim, Sun Woo;Park, Se-Hoon
    • Journal of the Microelectronics and Packaging Society
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    • v.29 no.4
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    • pp.21-27
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    • 2022
  • Flexible pressure sensor was developed using low-cost conductive graphite as printed electronics. Flexible pressure sensors are attracting attention as materials to be used in future industries such as medical, games, and AI. As a result of evaluating various electromechanical properties of the printed electrode for flexible pressure sensors, it showed a constant resistance change rate in a maximum tensile rate of 20%, 30° tension/bending, and a simple pulse test. A more appropriate matrix pattern was designed by simulating the electrodes for which this verification was completed. Utilizing the Serpentine pattern, we utilized a process that allows simultaneous fabrication and encapsulation of the matrix pattern. One side of the printed graphite electrode was O2 plasma surface treated to increase adhesive strength, rotated 90 times, and two electrodes were made into one through a lamination process. As a result of pasting the matrix pattern prepared in this way to the wrist pulse position of the human body and proceeding with the actual measurement, a constant rate of resistance change was shown regardless of gender.

User Perception of Personal Information Security: An Analytic Hierarch Process (AHP) Approach and Cross-Industry Analysis (기업의 개인정보 보호에 대한 사용자 인식 연구: 다차원 접근법(Analytic Hierarch Process)을 활용한 정보보안 속성 평가 및 업종별 비교)

  • Jonghwa Park;Seoungmin Han;Yoonhyuk Jung
    • Information Systems Review
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    • v.25 no.4
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    • pp.233-248
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    • 2023
  • The increasing integration of intelligent information technologies within organizational systems has amplified the risk to personal information security. This escalation, in turn, has fueled growing apprehension about an organization's capabilities in safeguarding user data. While Internet users adopt a multifaceted approach in assessing a company's information security, existing research on the multiple dimensions of information security is decidedly sparse. Moreover, there is a conspicuous gap in investigations exploring whether users' evaluations of organizational information security differ across industry types. With an aim to bridge these gaps, our study strives to identify which information security attributes users perceive as most critical and to delve deeper into potential variations in these attributes across different industry sectors. To this end, we conducted a structured survey involving 498 users and utilized the analytic hierarchy process (AHP) to determine the relative significance of various information security attributes. Our results indicate that users place the greatest importance on the technological dimension of information security, followed closely by transparency. In the technological arena, banks and domestic portal providers earned high ratings, while for transparency, banks and governmental agencies stood out. Contrarily, social media providers received the lowest evaluations in both domains. By introducing a multidimensional model of information security attributes and highlighting the relative importance of each in the realm of information security research, this study provides a significant theoretical contribution. Moreover, the practical implications are noteworthy: our findings serve as a foundational resource for Internet service companies to discern the security attributes that demand their attention, thereby facilitating an enhancement of their information security measures.

The Study on Efficiency Analysis of 3D Animation Production Process Using Unreal Live Link for Autodesk Maya (언리얼 라이브 링크를 이용한 3D애니메이션 제작 공정의 효율성 분석 연구)

  • Chongsan Kwon;Si-min Kim
    • Journal of Industrial Convergence
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    • v.21 no.9
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    • pp.11-21
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    • 2023
  • There have been many studies to improve the efficiency of the CG production process, but it was not easy to overcome the problem that it was difficult to check the result in the middle of work and it took a lot of time for rendering. However, as the possibility of using Unreal Live Link, which can check the result in real-time, is increasing, expectations for improving the efficiency of the production process are rising. This study analyzed the efficiency of the 3D animation production process using Unreal Live Link. To this end, modeling, rigging, animation, and layout work were done in Maya, and the final output image sequence was rendered in Unreal Engine through Unreal Live Link. And the difference between this production process and the existing production process in which the final output image sequence is rendered in the 3D software itself was compared and analyzed. As a result of the analysis, unlike the traditional 3D animation production process, it was possible to check the final work result in real-time by proceeding with the work through a high-quality viewport screen, and it was found that the efficiency of work was maximized by deriving the final result through real-time screen capture. Recently, the use of game engines in the 3D animation and film industry is gradually increasing, and the efficiency of work is expected to be maximized if Unreal Live Link is used.

Methodologies for Enhancing Immersiveness in AR-based Product Design (증강현실 기반 제품 디자인의 몰입감 향상 기법)

  • Ha, Tae-Jin;Kim, Yeong-Mi;Ryu, Je-Ha;Woo, Woon-Tack
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.44 no.2 s.314
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    • pp.37-46
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    • 2007
  • In this paper, we propose technologies for enhancing the immersive realization of virtual objects in AR-based product design. Generally, multimodal senses such as visual/auditory/tactile feedback are well known as a method for enhancing the immersion in case of interaction with virtual objects. By adapting tangible objects we can provide touch sensation to users. A 3D model of the same scale overlays the whole area of the tangible object so the marker area is invisible. This contributes to enhancing immersion. Also, the hand occlusion problem when the virtual objects overlay the user's hands is partially solved, providing more immersive and natural images to users. Finally, multimodal feedback also creates better immersion. In our work, both vibrotactile feedback through page motors, pneumatic tactile feedback, and sound feedback are considered. In our scenario, a game-phone model is selected, by way of proposed augmented vibrotactile feedback, hands occlusion-reduced visual effects and sound feedback are provided to users. These proposed methodologies will contribute to a better immersive realization of the conventional AR system.

Synthesizing Faces of Animation Characters Using a 3D Model (3차원 모델을 사용한 애니메이션 캐릭터 얼굴의 합성)

  • Jang, Seok-Woo;Kim, Gye-Young
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.8
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    • pp.31-40
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    • 2012
  • In this paper, we propose a method of synthesizing faces of a user and an animation character using a 3D face model. The suggested method first receives two orthogonal 2D face images and extracts major features of the face through the template snake. It then generates a user-customized 3D face model by adjusting a generalized face model using the extracted facial features and by mapping texture maps obtained from two input images to the 3D face model. Finally, it generates a user-customized animation character by synthesizing the generated 3D model to an animation character reflecting the position, size, facial expressions, and rotational information of the character. Experimental results show some results to verify the performance of the suggested algorithm. We expect that our method will be useful to various applications such as games and animation movies.

A Study on Design and Implementation for Web-toon Archives (웹툰 아카이브 설계 및 구축에 관한 연구)

  • Lee, Jae-Na;Kim, Yong;Oh, Hyo-Jung;Kim, Geon
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.26 no.4
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    • pp.123-149
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    • 2015
  • As a mixture of both words 'Web' and 'Cartoon'. Webtoon is a sort of cartoons that come up with development of information technology. Web-toon is not just a cartoon but an OSMU for culture industries such as movies, dramas, games and more. While Web-toon's value is increasing, activities of securing and managing it as archives seem quite slow. To preserve web-toon as a web archives and digital contents which has long-term archival value effectively web archiving system should be required. This study analyzes webtoon's type and features. Also, requirements for web archiving system are extracted from case analysis of existing digital archives. With the results, this study proposes a method to design and implement web-toon archives based on OAIS reference model.

A Study on Inverse Kinematics Based Posture and Motion Generation System for Sports Climbing (역운동학 기반 스포츠클라이밍 자세 및 동작 생성 시스템에 관한 연구)

  • Shin, Kyucheol;Son, JongHee;Kim, Dongho
    • KIPS Transactions on Software and Data Engineering
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    • v.5 no.5
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    • pp.243-250
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    • 2016
  • Recently, public interest in virtual reality (VR) and augmented reality (AR) has increased. Therefore, computer graphics-related research has been actively conducted. This has included research on virtual space related to human posture implementation. However, such research has focused on general posture in humans. This paper presents a system with reference to the basic posture in sports climbing and the inverse kinematics method for generating the positions and behavior of virtual characteristics in a three-dimensional virtual space. The simulation based on the inverse kinematics method, produced with an inverse kinematics solver and initial pose animation from motion capture, provides realistic and natural movement. We designed a simulation system to generate correct posture and motions similar to those in sports climbing by applying the basic procedure of sports climbing. The simulation system provides help for producing content about sports climbing, such as learning programs for novice climbers and sports climbing games.