• Title/Summary/Keyword: 게임활용

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Factors Influencing Acceptance of Hedonic Ubiquitous Services (헤도닉 유비쿼터스 서비스의 수용에 영향을 미치는 요인에 관한 연구)

  • Yoo, Ho-Sun;Kim, Min-Yong;Kwon, Oh-Byung
    • The Journal of Society for e-Business Studies
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    • v.17 no.1
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    • pp.1-21
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    • 2012
  • Conventional studies on technology acceptance have focused on information technology for utilitarian value and hence based on 'theory of reasoned action'. Correspondingly, the studies depend on perceived usefulness and perceived ease of use as rational decision making elements. However, in ubiquitous society, innovative technologies are applied to non-task area, as well as task-oriented area. Therefore, users are more influenced by affective factors than cognitive factors in causing their usage intention. In line with those discussions, we cannot make sure that the conventional technology acceptance model could fully explain the current u-service acceptance phenomenon. Hence, to overcome the limitations of the prior technology acceptance studies, we propose an amended TAM which includes one hedonic factor and two factors on ubiquitous computing technology : ubiquity and intelligence.

Pose Calibration of Inertial Measurement Units on Joint-Constrained Rigid Bodies (관절체에 고정된 관성 센서의 위치 및 자세 보정 기법)

  • Kim, Sinyoung;Kim, Hyejin;Lee, Sung-Hee
    • Journal of the Korea Computer Graphics Society
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    • v.19 no.4
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    • pp.13-22
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    • 2013
  • A motion capture system is widely used in movies, computer game, and computer animation industries because it allows for creating realistic human motions efficiently. The inertial motion capture system has several advantages over more popular vision-based systems in terms of the required space and cost. However, it suffers from low accuracy due to the relatively high noise levels of the inertial sensors. In particular, the accelerometer used for measuring gravity direction loses the accuracy when the sensor is moving with non-zero linear acceleration. In this paper, we propose a method to remove the linear acceleration component from the accelerometer data in order to improve the accuracy of measuring gravity direction. In addition, we develop a simple method to calibrate the joint axis of a link to which an inertial sensor belongs as well as the position of a sensor with respect to the link. The calibration enables attaching inertial sensors in an arbitrary position and orientation with respect to a link.

Authority Delegation Scheme for Secure Social Community Creation in Community-Based Ubiquitous Networks (커뮤니티 기반의 유비쿼터스 네트워크 환경에서 안전한 커뮤니티 생성 권한 위임 방안)

  • Roh, Hyo-Sun;Jung, Sou-Hwan
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.47 no.1
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    • pp.91-98
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    • 2010
  • This paper proposes authority delegation for secure social community creation and mutual authentication scheme between the community members using proxy signature in community-based ubiquitous networks. In community-based ubiquitous network, User's context-awareness information is collected and used to provide context-awareness network service and application service for someone who need it. For the many reason, i.e. study, game, information sharing, business and conference, social community could be created by members of a social group. However, in community-based ubiquitous network, this kind of the context-awareness information could be abused and created by a malicious nodes for attack the community. Also, forgery community could be built up to attack the community members. The proposed scheme using the proxy signature provides a mutual authentication and secure secret key exchange between community members, and supports secure authority delegation that can creates social community. Also, when delegation of signing authority and mutual authentication, this scheme reduces total computation time compared to the RSA signature scheme.

A Study on QTG(Qualification Test Guide) Generation for a Flight Training Device to be Qualifiable at FAA Level 5 (X-Plane 기반 비행훈련장치의 FAA Level 5 FTD(Flight Training Device) 인증을 위한 QTG(Qualification Test Guide) 생성방법 연구)

  • Kim, Il-Woo;Park, TaeJun;Yoon, SukJun
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.44 no.12
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    • pp.1035-1042
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    • 2016
  • By using commercial flight simulation game engine, X-Plane, we have studied QTG(Qualification Test Guide) generation that can satisfy FTD level 5. Flight model is SR-20 of Cirrus. In list of QTG, There are some items to measure control forces. therefore, we have installed CLS(Control Loading System) to flight control devices in order to make it possible to measure control forces. We made Autopilot function externally to make flight model in trim conditions because X-Plane don't provide internal trim routine function. In addition to develop an algorithm, it can automatically perform the test. To avoid the inconvenience to control as it was to be carried out in same conditions. In case of FTD level 5, it is possible to use alternative data sources not only real flight data. By using these alternative data sources, all test results satisfy a scope given by CFR Part 60.

A Study on Safe Electronic Commerce Activation Plan (안전한 전자상거래 활성화 방안에 관한 연구)

  • Park, Sun-Ae;Choi, Seong-Wook;Kim, Bong-Hyun
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.741-744
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    • 2006
  • The e-commerce introduction at the Internet in base accept the renovation dimension from the organised side because of follow of the business in order to the big change. So when I considering the e-commerce introducing the problem easy to originate from the efficiency and expectation without radical preparation. Each commodities over the dimension of Internet information search it is using the various transaction of service as a matter of bank, securities, education, game that many business on the alternation of e-commerce and commerce tool the essentiality. Therefore the transactions at the Internet e-commerce under hold specific gravity and rule in the future with the propection increase the interest concern about the security skill. A study on this paper presentation through the planning method about the analysis on the objective which e-commerce follow the inflection of efficiency strategy and induction the plan on the penetration's revitalization about Internet e-commerce.

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The Development of Digital Contents Based on Jeiu Haenyeo's Anti-Japan Resistance (제주해녀항일운동 기반 디지털 콘텐츠 개발)

  • Jo, Eun-Hee;Lim, Ji-Young;Hahn, Eun-Mi;Yang, Hye-Sun;Bae, In-Suk;Hong, Yoon-Ji;Yoon, Mi-Hye;Kim, Seong-Baeg;Kim, Dong-Jun
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.168-171
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    • 2006
  • The Haenyeo of Jeju exists as a unique human resource only in Korea and Japan in the world. Especially, the anti-Japan opposition movement of the Haenyeo of Jeju, which had started to get the right to live on their own in 1931, had developed as the national liberation movement by struggling against a colonial of Japan and the official regulation association that was a plundering organization of Japan. Accordingly, there is making an effort to register Jeju's women divers as The National Treasure in UNESCO's Memory of the world. In this research, we are going to make stuff like a digital storytelling, characters, animation movies, games, and hompage to let our children understand and succeed the spirit and culture of the Haenyeo. We'll also use these contents for the education. We examine ways to recreate the culture resources related to the Haenyeo who gradually vanishes.

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Design and Implementation of Web based Real time Quiz-game Type Learning System for Multi-Learner Interaction (다중 학습자 상호작용을 위한 웹기반 실시간 퀴즈학습 시스템의 설계 및 구현)

  • Kim, Jong-Jin;Kim, Byeong-Su;Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
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    • v.5 no.3
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    • pp.351-363
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    • 2001
  • The established Web Based Learning System had not encouraged Multi-Learner Interaction. The System for Multi-Learner Interaction proposed an alternative measure. By now, this System for Multi-Learner Interaction have applied the sphere of Web Based Learning. But, Actually, the Multi-Learner's Interaction and Feedback of this System has a few effective and confidence, because this System has much time gap between Interaction and Feedback of Multi-Learner primarily. This Research propose an answer of this Problem, Web Based Real Time Quiz-game Type Learning System for Multi-Learner Interaction. Moreover, this System expect increased concentration ability for Learning and strong motivation of Learning for the greatest Learning effects in a Subject Solution course of Learners with founding Web Based Quiz-game Type Learning. So this Research will design and implement the Web Based Real Time Quiz-game Type Learning System for Multi-Learner Interaction.

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Development of Diagram Learning System for e-Learning (e-Learning을 위한 도형학습 시스템 개발)

  • Im, Mi-Ae;Goh, Byung-Oh
    • Journal of The Korean Association of Information Education
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    • v.9 no.3
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    • pp.523-532
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    • 2005
  • Moving figures and piling up some boxes are newly the introduced studying contents in the 7th curriculum of mathematics and it will be able to form the sense of space of the students. Against the studying contents for the sense of space formation, the teachers of site speak instruction is very difficult and the student's scores are low. Elementary school mathematics studying which inclusive of figure studying is the most effective when they operate the actual object. But in the school site, the instruction with actual object is very difficult because many reasons. And web based studying data system which is for forming the sense of space the students is not abundant because it started initially. From this dissertation, studying contents will be taken out and web base figure studying system will be designed and embodied. The interaction will be active in the system. Student will be able to understand the principle by the medium of the animation from the system and they can improve their sense of space by the interesting game.

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Content aware Internet Application Traffic Measurement and Analysis for Precise Accounting and Billing (정밀 과금을 위한 컨텐츠기반 인터넷 응용 트래픽 측정 및 분석)

  • 최태상;박정숙;윤승현;김형환;김창훈;정형석;이병준;정태수
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.40 no.10
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    • pp.138-149
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    • 2003
  • As the Internet is quickly evolving from best-effort networks to business quality networks, billing based on the precise traffic measurement becomes an important issue for Internet Service Providers (ISPs). Billing settlement is necessary not only between ISP and customers but also between ISPs. Currently, most ISPs use a flat rate charging policy. Besides the degree of difficulty in deriving appropriate charging policies agreeable by a concerned party, there are substantial technical challenges to come up with a good usage-based accounting system. Usage-based accounting depending on IP packet header information only is not sufficient anymore due to highly dynamic nature of the development and the use of the Internet applications such as peer-to-peer and network games. They are using port numbers dynamically and even several applications can use the same port number. Thus, more precise means of classifying them and accounting their traffic usages are required. In this paper, we propose a high performance, adaptable, configurable, and scalable content-aware application traffic measurement and analysis system which can achieve very accurate usage-based accounting.

Impact of Learner's Academic Achievement and Learning Attitude in Cooperative Learning Environment Using Smart Devices (스마트기기를 이용한 협동학습이 학업 성취도와 학습태도에 미치는 영향)

  • Jang, Junhyouk;Park, Phanwoo
    • Journal of The Korean Association of Information Education
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    • v.18 no.4
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    • pp.521-528
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    • 2014
  • To discover an up-to-date way of learning through smart devices, our research studied the impact of Web 2.0 learning environment using smart devices on learner's academic achievement and learning attitude. We performed an experiment during 7 weeks based on elementary school 5th grade Society curriculum and the results were analyzed. Followings are the summary of results: The experimental group obtained higher academic achievement and also showed more improvements in self-directed learning attitude than the control group. Therefore, the usage of smart devices in Web 2.0 environment has positive effects on the academic achievement of students and their self-directed learning attitude within collaborate learning courses.