• Title/Summary/Keyword: 게임 개발 도구

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Normal and Malicious Application Pattern Analysis using System Call Event on Android Mobile Devices for Similarity Extraction (안드로이드 모바일 정상 및 악성 앱 시스템 콜 이벤트 패턴 분석을 통한 유사도 추출 기법)

  • Ham, You Joung;Lee, Hyung-Woo
    • Journal of Internet Computing and Services
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    • v.14 no.6
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    • pp.125-139
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    • 2013
  • Distribution of malicious applications developed by attackers is increasing along with general normal applications due to the openness of the Android-based open market. Mechanism that allows more accurate ways to distinguish normal apps and malicious apps for common mobile devices should be developed in order to reduce the damage caused by the rampant malicious applications. This paper analysed the normal event pattern from the most highly used game apps in the Android open market to analyse the event pattern from normal apps and malicious apps of mobile devices that are based on the Android platform, and analysed the malicious event pattern from the malicious apps and the disguising malicious apps in the form of a game app among 1260 malware samples distributed by Android MalGenome Project. As described, experiment that extracts normal app and malicious app events was performed using Strace, the Linux-based system call extraction tool, targeting normal apps and malicious apps on Android-based mobile devices. Relevance analysis for each event set was performed on collected events that occurred when normal apps and malicious apps were running. This paper successfully extracted event similarity through this process of analyzing the event occurrence characteristics, pattern and distribution on each set of normal apps and malicious apps, and lastly suggested a mechanism that determines whether any given app is malicious.

Implementation of an Authoring Tool for Tangible user Interface (실감형 사용자 인터페이스를 위한 XML 기반 저작도구의 구현)

  • Seo, Jin-Seok;Kim, Jun-Ho;Kwon, Duk-Joong;Kim, Hong-Joon;Oh, Sei-Woong;Kim, Joung-Hyun;Kim, Chang-Hun
    • The Journal of the Korea Contents Association
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    • v.8 no.7
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    • pp.9-16
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    • 2008
  • The design and implementation of the interaction for tangible user interfaces require in-depth knowledge in many different disciplines, such as device control, sensing and calibrating devices, interaction design, low-level programming, and performance tuning. Many trial and error iterations are needed to determine the proper combination of the interaction techniques while using available interaction devices and considering the characteristics of contents. As a result, it takes too much effort and time to achieve maximum usability. This paper introduces a tangible user-interface platform, which is fabricated using various hardware devices and an XML-based authoring tool, which is developed in order to relieve content creators of the burden of the above difficulties. Finally, we demonstrate our work by illustrating some example contents.

Spray Modeling: An Augmented Reality Based Tangible 3D Modeling Interface (스프레이 모델링: 증강현실 기반의 실체적인 3차원 모델링 인터페이스 제안)

  • Jung, Hee-Kyoung;Nam, Tek-Jin
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.119-128
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    • 2005
  • This paper presents an intuitive 3D modeling interlace based on a field study and prototype development. The process and tools of modeling were observed in workshops of professional design model making, day modeling, wood caning and glass crafting. The Spray Modeling interlace was developed from the observational analysis of the field study. It is a 3D modeling interface which combines particle spraying and day modeling in Virtual or Augmented Reality space. Virtual volume particles are sprayed on frames in Augmented Reality space as day modeling. It adopts a real air spay gun as a tangible interface device which provides coherent sound and air-force feedback. The prototype development and a user study showed that the interface supports new patterns of form development and expression. Control interfaces and requirements of auxiliary devices were found to be improved. This study examines the potential of the new interlace for designers working in 3D virtual and augmented reality. The new spraying interface is also expected to be used as an alternative interface in 3D computer workspace, games, education software and media art.

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Development of a Translator for Automatic Generation of Ubiquitous Metaservice Ontology (유비쿼터스 메타서비스 온톨로지 자동 생성을 위한 번역기 개발)

  • Lee, Mee-Yeon;Lee, Jung-Won;Park, Seung-Soo;Cho, We-Duke
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.1
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    • pp.191-203
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    • 2009
  • To provide dynamic services for users in ubiquitous computing environments by considering context in real-time, in our previous work we proposed Metaservice concept, the description specification and the process for building a Metaservice library. However, our previous process generates separated models - UML, OWL, OWL-S based models - from each step, so it did not provide the established method for translation between models. Moreover, it premises aid of experts in various ontology languages, ontology editing tools and the proposed Metaservice specification. In this paper, we design the translation process from domain ontology in OWL to Metaservice Library in OWL-S and develop a visual tool in order to enable non-experts to generate consistent models and to construct a Metaservice library. The purpose of the Metaservice Library translation process is to maintain consistency in all models and to automatically generate OWL-S code for Metaservice library by integrating existing OWL model and Metaservice model.

The Implementation of C Cross-Compiler for ES-C2340 DSP2 by Using the GNU Compiler (GNU 컴파일러를 이용한 ES-C2340 DSP2용 C 교차 컴파일러의 개발)

  • Lee, Si-Yeong;Gwon, Yuk-Chun;Yu, Ha-Yeong;Han, Gi-Cheon;Kim, Seung-Ho
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.1
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    • pp.255-269
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    • 1997
  • In this paper, we describe the implementation of C cross-compiler for the ES-C2340 DSP2 processor by using the GNU compiler. For the rapid and efficient developing of the compiler and other parts like the processor-dependent back -end which is implemented newly to build the compiler. This approach has several advantages. First, as we use GNU compiler's well-proved excellent optimization method and multi-language support capability, we can improve he efficiency and generality of the compiler. Second, as we concentrate on the high-level language as logic approving tool in processor developing process. And to support the cross-compiler, we also implement a text-level pre-linker.

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Implementation of Smart Learning Model for Improving Digital Communication Competencies of Middle Aged (중장년층의 디지털 커뮤니케이션 역량 강화를 위한 스마트러닝 모델 적용)

  • Lee, Jeong Eun;Jin, Sun MI
    • The Journal of the Korea Contents Association
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    • v.14 no.4
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    • pp.522-533
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    • 2014
  • The capability of the digital communication would need to be strengthened for leveraging collaborative knowledge building and problem solving skills of the middle aged people. It was developed and implemented a smart learning model by utilizing the formative intervention based on the logic of change laboratory to target learners of 'K organization', As a results, smart learning model was composited several activities and supporting systems such as learning instructions of Smart Pad, communication games and SNS, using self-diagnosis and making posters and role-playing video by the internet applications. This research is significant that it finds efficient method to fit design of smart learning and the needs of target learners by using them as testbed which is mixed with different background and digital communication experiences.

'EVE-SoundTM' Toolkit for Interactive Sound in Virtual Environment (가상환경의 인터랙티브 사운드를 위한 'EVE-SoundTM' 툴킷)

  • Nam, Yang-Hee;Sung, Suk-Jeong
    • The KIPS Transactions:PartB
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    • v.14B no.4
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    • pp.273-280
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    • 2007
  • This paper presents a new 3D sound toolkit called $EVE-Sound^{TM}$ that consists of pre-processing tool for environment simplification preserving sound effect and 3D sound API for real-time rendering. It is designed so that it can allow users to interact with complex 3D virtual environments by audio-visual modalities. $EVE-Sound^{TM}$ toolkit would serve two different types of users: high-level programmers who need an easy-to-use sound API for developing realistic 3D audio-visually rendered applications, and the researchers in 3D sound field who need to experiment with or develop new algorithms while not wanting to re-write all the required code from scratch. An interactive virtual environment application is created with the sound engine constructed using $EVE-Sound^{TM}$ toolkit, and it shows the real-time audio-visual rendering performance and the applicability of proposed $EVE-Sound^{TM}$ for building interactive applications with complex 3D environments.

The Effects of 3-D Computer Animation on Educational Visual Presentation -Focused on Color Theory Study- (3D 컴퓨터 애니메이션을 이용한 시청각 교재가 어린이의 학습에 미치는 효과에 대한 연구 -색채이론학습을 중심으로-)

  • 최유미
    • Archives of design research
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    • v.15 no.1
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    • pp.49-58
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    • 2002
  • Advances in computer technology have made it possible for educators to design and develop their own multimedia instructional materials using visuals such as animation. Although, it generally believed that the Mew attribute of computer animation facilitates student's foaming, there is still relatively little research regarding the way in which student benefit from multimedia instruction using 3-D animation. The purpose of this research was to examine and determine whether the use of 3-D computer generated images is an effective teaching device for hoping children to understand color theory, and enhancing the tractional methods. In this study, a 3-D computer generated presentation was creative and it demonstrated the mixing of primary color to obtain secondary color. Three research hypotheses were developed in this research. The first hypothesis stated that 3-D computer generated presentation will be an effective device for teaching color theory. The second was that the presentation will be eye-catching and it will hold the children's attention. The third was presentation would enhance the children's memory of color. Results of this study show that visualization technology and the use of 3-D graphics ends can be employed in the field of art education to increases a chi1d's understanding of color theory. Also, it was proved that teaching children through 3-D graphic is an highly effective teaching tool. Thus this research is a oontribution to both children's au education and the relatively new field of computer animation.

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A Study on the Interoperability of ROK Air Force Virtual and Constructive Simulation (공군 전투기 시뮬레이터와 워게임 모델의 V-C 연동에 대한 연구)

  • Kim, Yong Hwan;Song, Yong Seung;Kim, Chang Ouk
    • Journal of the Korea Society for Simulation
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    • v.28 no.2
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    • pp.169-177
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    • 2019
  • LVC(Live-Virtual-Constructive) training system is drawing attention due to changes in battlefield situation and the development of advanced information and communication technologies. The ROKAF(Republic of Korea Air Force) plans to construct LVC training system capable of scientific training. This paper analyzes the results of V-C interoperability test with three fighter simulators as virtual systems and a theater-level wargame model as a constructive system. The F-15K, KF-16, and FA-50 fighter simulators, which have different interoperable methods, were converted into a standard for simulation interoperability. Using the integrated field environment simulator, the fighter simulators established a mutually interoperable environment. In addition, the Changgong model, which is the representative training model of the Air Force, was converted to the standard for simulation interoperability, and the integrated model was implemented with optimized interoperability performance. Throughput experiments, It was confirmed that the fighter simulators and the war game model of the ROKAF could be interoperable with each other. The results of this study are expected to be a good reference for the future study of the ROKAF LVC training system.

Design and Implementation of 3D Studio Max Plug-In in Collaborative Systems (협력시스템에서 3D 스튜디오 맥스 플러그인 설계 및 개발)

  • Kwon, Tai-Sook;Lee, Sung-Young
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.5
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    • pp.498-509
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    • 2001
  • Collaborative systems allow users, who may be far removed from each other geographically, to do collaborative work such as 3D animation, computer game, and industrial design in a single virtual space. This paper describes our experience to develop a collaborative system framework that aims at expanding the some functions of a stand-alone visual modeling tool, called 3D Studio Max, into those of the distributed collaborative working environments. The paper mainly deals with design and implementation of a 3D shared-object Plug-In with respect to the 3D Studio Max Plug-In Software Development Kit in the distributed collaborative system developed by the authors. There are two major functions of the proposed scheme; one is to write 3D object-information to the shared memory after extracting it from the 3D Studio Max, the other is to create 3D objects after retrieving them from the shared memory. Also, the proposed scheme provides a simple way of storing 3D objects that have variable size, by means of shared memory which located in between the collaborative system clients and 3D studio Max. One of the remarkable virtures of the Plug-In is to reduce a considerable amount of shared object data which in consequence can mitigate the network overhead. This can be achieved by the fact that the system is able to extract a minimum amount of 3D objects that are required to transmit. Also, using the proposed scheme, user can facilitate 3D Studio Max into distributed collaborative working environments. This, in consequence give many benefits such as saving time as well as eliminating space constraints in the course of 3D modeling when we are under industrial design process.

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