• Title/Summary/Keyword: 기대게임 수

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Predict ion-based Concurrency Control for A Large Scale Networked Virtual Environment Supporting Various Navigation Speed (다양한 이동속도를 지원하는 대규모 네트웍 가상 환경을 위한 예측 기반 동시성 제어)

  • 이은희;이동만;한승현;현순주
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.10c
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    • pp.202-204
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    • 2001
  • 가상 세계의 공유 개념은, 특히 사용자들이 인터넷 같이 대규모 네트웍을 통해 지역적으로 분산된 경우는 복제가 수용할 수 있는 상호작용 성능을 제공하기 때문에 각 사용자의 사이트에 정보를 복제함으로써 확장된다. 그러나, 다수의 동시 갱신은 replicas간의 일관되지 않은 뷰를 일으키게 될 것이다. 따라서, 동시성 제어가 복제자들간에 일관된 상태를 유지하도록 하기 위한 중요한 요소가 된다. 우리는 단지 대상 객체의 주변에 있는 사용자들만이 소유권 요청을 다중 전송하게 하는 확장성 있는 예측기반 동시성 제어 스킴을 제안했었다. 이 작업에서, 우리는 모든 사용자들이 동일한 속도론 가지고 가상 세계를 이동한다고 가정했다. 이것은, 그러나, 좀더 사실성을 더하기 위해 사용자가 가상 세계와 상호작용을 할 매 그들의 이동속도를 변경하도록 하는 네트웍 게임같은 네트웍 가상 환경에서는 너무 common 하다. 본 논문은 다양한 속도를 가진 사자를 지원하기 위한 확장을 제안한다. 확장된 스킴은 다른 속도의 수만큼의 다중 Entity Radii를 가지며 각 속도를 가진 사용자에게 분리된 큐를 할당한다. 각 큐는 다음 소유자 후보를 예측하기 위해 동시에 예측을 수행하고 선택된 후보들간에서 최소의 Predicted Collision Time을 가지는 최종 후보자가 선택된다. 이는 사용자의 속도에 기반을 둔 적절한 Entity Radius를 사용함으로써 소유권의 timely advanced transfer과, 다른 이돔 속도와 latency를 가지는 사용자들 간의 간섭을 줄임으로써 공정(공평)한 소유권 양도, 그리고 불필요한 소유권 전송을 줄임으로써 놓은 예측 정확도를 제공한다.성을 지닌 AMMQL 학습법은 로봇축구와 같이 끊임없이 실시간적으로 변화가 일어나는 다중 에이전트 환경에서 특히 높은 효과를 볼 수 있다. 본 논문에서는 AMMQL 학습방법의 개념을 소개하고, 로봇축구 에이전트의 동적 위치 결정을 위한 학습에 어떻게 이 학습방법을 적용할 수 있는지 세부 설계를 제시한다.다.으로서 hemicellulose구조가 polyuronic acid의 형태인 것으로 사료된다. 추출획분의 구성단당은 여러 곡물연구의 보고와 유사하게 glucose, arabinose, xylose 함량이 대체로 높게 나타났다. 점미가 수가용성분에서 goucose대비 용출함량이 고르게 나타나는 경향을 보였고 흑미는 알칼리가용분에서 glucose가 상당량(0.68%) 포함되고 있음을 보여주었고 arabinose(0.68%), xylose(0.05%)도 다른 종류에 비해서 다량 함유한 것으로 나타났다. 흑미는 총식이섬유 함량이 높고 pectic substances, hemicellulose, uronic acid 함량이 높아서 콜레스테롤 저하 등의 효과가 기대되며 고섬유식품으로서 조리 특성 연구가 필요한 것으로 사료된다.리하였다. 얻어진 소견(所見)은 다음과 같았다. 1. 모년령(母年齡), 임신회수(姙娠回數), 임신기간(姙娠其間), 출산시체중등(出産時體重等)의 제요인(諸要因)은 주산기사망(周産基死亡)에 대(對)하여 통계적(統計的)으로 유의(有意)한 영향을 미치고 있어 $25{\sim}29$세(歲)의 연령군에서, 2번째 임신과 2번째의 출산에서 그리고 만삭의 임신 기간에, 출산시체중(出産時體重) $3.50{\sim}3.99kg$사이의 아

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A Study on Exercise Intervention for Improving Physical Activity for the Disabled: From the Perspective of Convergence Device (장애인 신체활동 증가를 위한 운동중재에 관한 연구: 융합형 디바이스 활용 관점에서)

  • Kang, Sunyoung
    • Convergence Security Journal
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    • v.19 no.5
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    • pp.85-90
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    • 2019
  • The purpose of this study is to analyze the trend of exercise intervention applying various devices to increase the physical activity of the disabled, and to suggest the exercise intervention using converged devices that meet the needs of the times due to the increase of elderly people with disabilities. Exercise intervention using converged devices applicable to the disabled is divided into two types: first, exercise intervention using virtual reality-based gamification, and second, exercise intervention based on wearable devices of wearable or body-attached such as bands and watches. For exercise intervention using converged devices that can be enjoyed by the elderly with disability, minimize of environmental limitations, and easy to personalize, there is a need for configuration requirements such as easy operation and simple rules of operation, easy device installation and wearing, a trainer who can complement immature device utilization. In order to maintain and improve the daily living performance of the elderly with disabilities who experience a significant decrease in their cognitive and physical functions, it is necessary to use a physical activity game that can be experienced and can be interested in everyday life or a variety of devices to increase the amount of physical activity.

Availability of Mobile Art in Smartphone Environment of Augmented Reality Content Industrial Technology (증강현실 콘텐츠 산업기술의 스마트폰 환경 모바일 아트 활용 가능성)

  • Kim, Hee-Young;Shin, Chang-Ok
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.48-57
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    • 2013
  • Smartphones provide users with environment for communication and sharing information and at the same time play an important role of mobile technology and mobile art development. Smartphone technology-related researches are being accelerated especially with the advent of mobile Augmented Reality(AR) age, but the studies on user participation that is essential for AR content industry were insufficient. In that regard, the assistance from mobile art area that has already developed these characteristics is essential. Thus, this article is to classify mobile art that has not been studied a lot domestically into feature phone usage and smartphone usage and to analyze each example case with the three most used methods. The usage of feature phones which use the sound and images of mobile devices can be divided into three: installation and performing methods, single channel video art method and five senses communication method. On the other hand, the usage of smartphones that use sensors, cameras, GPS and AR can be divided into location-based AR, marker-based AR and markerless AR. Also, as a result of examining mobile AR content utilization technology by industries, combined methods are utilized; tourism and game-related industries use location-based AR, education and medicine-related industries use marker-based AR, and shopping-related industries use markerless AR. The development of AR content industry is expected to be accelerated with mobile art that makes use of combined technology method and constant communication method through active participation of users. The future development direction of mobile AR industry is predicted to have minimized HMD, integration of hologram technology and artificial intelligence and make the most of big data and social network so that we could overcome the technological limitation of AR.

Study on Business Model of e-Sports Industry in Korea (국내 e스포츠산업의 비즈니스 모델에 관한 연구)

  • Yang, Ji-Hoon;Lee, In-Kyu;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.9 no.6
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    • pp.163-173
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    • 2018
  • This study aims to diagnose and analyze the business model of domestic e-sports industry and draw its implications. In-depth interviews with business executives of the e-sports teams, the e-sports media, the e-sports stadium and the game companies was had to identify the cost and revenue of each e-sports industry. The results was that the revenue of the e-sports team, stadium and game company mainly consisted of the sponsorship of the parent company. And main revenue of e-sports media was advertising, subscription fees and copyright income, whereas their expenses was the production costs. Especially the purpose of sponsorship of the game companies was not the profit of e-sports, but the promotion of the parent company game. Result implies the necessity of the development of revenue sources, executing the admission ticket charge in stadium and the development of new sponsorship. This study is expected to contribute to opening the new area of the business model of the e-sports industry that was not nearly so far treated, and consequently the development of the e-sports industry in Korea.

A Study on Mobile Convergence Products using Multi-Regression Analysis Methods -based on Mobile Phone- (다중회귀 분석기법을 이용한 모바일 컨버전스 제품에 관한 연구 -휴대전화 중심으로-)

  • Cho, Dae-Ho;Cheon, Hyeon-Jae;Lee, Hong-Cheol
    • Science of Emotion and Sensibility
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    • v.10 no.1
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    • pp.13-21
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    • 2007
  • Many companies launched convergence products that are merged with several functions. Mobile convergence has some advantages such as portable convenience, usability of use, economic advantage that takes parts of the common component among products in the aspects of the digital products. Even though a plenty of items launched by convergence boom in the market, not tons of convergence products succeeded in the market because One of the major reasons is that companies don't take consumer evaluations in the process of the product development. It is important to set up infrastructure and excellent quality of the products for lasting the lifecycle of the convergence items. But, above all, it is imperative to find out how consumers evaluate convergence products and what they are affected to meet their satisfaction. Nevertheless, there are few case studies about consumer evaluations in mobile convergence until now. This study is to find out how consumers evaluate convergence products and what is the factor. This study surveyed 158 subjects and used multi-regression analysis and ANOVA(analysis of variance). The results of this study show that factors such as relative advantages, complexity, observability, perceived convenience affect the attitude of consumers.

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Strategic implication of an injunctive relief in global IP lawsuits: based on the Samsung vs. Apple litigation in the US (창조경제시대 글로벌 지식재산소송의 기업 전략적 함의에 관한 소고: 삼성-애플 미국 소송의 침해금지명령을 중심으로)

  • Choi, Jisun
    • Journal of Technology Innovation
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    • v.21 no.2
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    • pp.319-354
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    • 2013
  • As creative economy gets attention, the capabilities of transforming creative ideas into intellectual property and utilizing it commercially have become important than ever before. Korea is lack of the capabilities of utilizing intellectual property compared to those of accumulating it. This paper focuses on the strategic implication of an injunctive relief, which has a far-reaching impact on firms' business strategies as well as national industrial competitiveness because losers in lawsuits are expelled from markets. It analyzes the Samsung-Apple global IP lawsuits about smartphones and tablet PCs, which have expanded into 9 countries since 2011 when the Apple filed the IP lawsuit against Samsung in the US for the first time. In particular, this paper analyzes the requirements to get the permanent injunctive relief in the lawsuits of intellectual property from reviewing the ruling in the court of the US in 2012 and draws some implications from the perspective of business/industrial strategies. This paper has some limitations in that the lawsuit are still ongoing and it is the first attempt to find out the clue that connects legal and strategic issues in the rulings. Regardless of the limitations, however, this paper expects to contribute to raising the issues as to the importance of harmonizing the capabilities of managing technology with law, in order to survive under the era of creative economy.

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Trunk Stabilization Measurements Using the Nintendo Wii (닌텐도 위를 활용한 흉부 흔들림의 자세 안정성 측정)

  • Yang, Juyeong;Yoo, Jaeha;Kim, Dongyon;Park, Junmo;Kim, Soochan
    • Journal of the Institute of Electronics and Information Engineers
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    • v.51 no.7
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    • pp.239-247
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    • 2014
  • The CTSIB (Clinical Test of Sensory Integration on Balance) using high sensitive pressure sensors is normally used to assess the sense of balance in hospital. It takes an objective measurement of the amount of sway that occurs in the body trunk by observing the change in the center of pressure (CoP) on the foot at the upright posture. In this paper, we would like to propose method to easily measure trunk sway in home. Although the Wii balance board(WBB) is used for games, it can measures the center of pressure, which is highly correlated. The Wii remote controller(WRC) is inexpensive compared to the WBB, but it has problems with estimation of trunk sway because it can't measure pressure directly like WBB. We collected data from 10 normal subjects (5 males, 5 females) from two devices in order to compare the CoP from WBB and the center of mass (CoM) from WRC. The results of WRC and WBB was similar when the data were analyzed by the convex hull and ellipse area.

Development direction of emotional contents through analysis of successful cases from applying emotional technology (감성기술 적용 성공사례 분석을 통한 감성콘텐츠 개발 방향 연구)

  • Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
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    • v.15 no.1
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    • pp.121-132
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    • 2012
  • Recently, interest in emotional technology has escalated and its application has extended to many fields, from both an industrial (product) and service (culture, tourism, medical, education, advertising) perspective. Moreover, culture has become a fundamental aspect of modern industry, playing key roles in: gaming, exhibitions, performances, sports, tourism, design, edutainment, as well as various content distribution industries. The prospect of applying emotional technology for cultural content industries makes up for more than half of the 'plan-manufacture-distribution-marketing' process, and thereby also serves as driving force for the growth of a nation. The primary objective of the following research is analyze successful cases from the past through utilization of emotional technology, and to speculate on efficient directions for future research into developing emotional contents. To achieve this, some of the key terms have been defined and elaborated for the sake of clarity. The terms are as follows: emotion, emotion engineering, science of emotion, emotional technology, and emotional contents. Furthermore, studies were conducted based on the six different fields surrounding CT R&D to observe how projects involving emotional technology have succeeded both on a national and global scale. Based on this analysis, this research aims to develop personalized 'Concierge' service-providing contents, contents designed to maximize performance ability of humans, and contents that could be controlled simply via emotion to effectively spread the culture of Korea by focussing on 'fusion' content development. The following research data may hopefully serve as a basic reference to industries navigating towards emotional content development.

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Comparative Analysis of Perception of Museum Tourists applying Gamification using Social Media Big Data (소셜미디어 빅데이터를 활용한 게이미피케이션 적용 박물관 관람객 인식 비교 분석)

  • Se-won Jeon;Youn-Ju Ahn;Gi-Hwan Ryu
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.5
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    • pp.169-175
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    • 2023
  • This paper analyzes museum-related big data using museums and gamification using social media big data, identifies and compares the perceptions of visitors mentioned in social media, and presents ways to use gamification. Based on the collected data, this paper aims to provide data by comparing and analyzing the perception of visitors to the museum and visitors to the museum using gamification. This paper investigates the perception of visitors through social media analysis using TEXTOM, a social media analysis tool, to identify differences in perception. As a result of the analysis, it was found that compared to museums that were previously viewed in the form of exhibitions, they felt fun and interest in visiting museums using geikipication. In addition, based on the analysis results of keywords and related keywords, the perception, motivation, and type of viewing of the museum of the National Museum of Korea and the Independence Hall of Korea were confirmed. In addition, it can be seen that the sense of achievement of visitors who visited the museum using gamification is higher than that of the existing museum. It is believed that by developing and activating game-related content in future museum visits, many visitors will be able to increase their interest in the museum and feel fun and interested. The results of the study are believed to be meaningful as basic data to grasp the overall perception of visitors to the museum, and based on this, it is expected that visitors will be able to see and experience the museum in various ways.

How Socio-economic Factors, Relationships, Daily Life, and Future Orientation Affect Happiness for College Students (대학생의 행복에 영향을 미치는 사회경제적 요인, 관계, 일상생활, 미래지향성에 관한 연구)

  • Jung, Jeaah;Lee, Song Yi;Shim, Tae Eun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.6
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    • pp.237-249
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    • 2017
  • This research aims to gain a better understanding of college students' thoughts on what factors make them happy and contribute to enhancing their happiness. We focused on the relationship between their self-assessed happiness and various factors affecting happiness, such as their socio-economic status, relationships with others, future orientation, and daily activities. Survey data were collected from October, 2014 to December, 2014 at a South Korean University. The final total number of respondents was 474 from 500 distributed questionnaires, after excluding 26 responses with missing values and unanswered items. The response was comprised of 247 male students, and 227 female students, and of 268 freshmen, 145 sophomores, 35 juniors, and 26 senior students. Factors that were statistically significant were gender, year, average cost of leisure, appearance satisfaction, conversation hour with parents, having girlfriend/boyfriend, sexual experience, number of friends, satisfaction with major, Grade Point Average (GPA), studying hours, time for self-improvement, reading hours, use of smart phone hours, number of daily meals, exercise hour, schedule management and future goal setting. This research was conducted utilizing only data from one university and so it may not be appropriate to generalize the results. Moreover, some of the variables are not in line with previous studies on happiness. Some other mediating variables may exist. Therefore, following research should be conducted.