• Title/Summary/Keyword: 플레이공간

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Collaborative Design Review in Virtual Environment (가상환경에서의 디자인 품평 협업)

  • Bu, So-Young;Boehm, Stefan;Portela, Miguel;Jo, Hyun-Jei
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.06c
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    • pp.229-232
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    • 2007
  • 본 논문에서는 제품 공정에서 스타일링과 디자인 과정에서 제작하게 되는 다양한 재질의 Digital-Mockup을 품평하기 위한 시스템을 제안한다. 타일드 디스플레이, 워크벤치, 혼합현실 디스플레이, 데스크탑 디스플레이와 같은 여러 가상 환경에서의 다자간 연결을 통해 원거리 참여자들이 공유된 시각 작업공간상에서 원활한 협업을 수행할 수 있도록 지원한다. 또한 모바일을 이용하여 씬-그래프(scenegraph)에 나타나는 3차원 제품 모델의 재질 정보를 실시간으로 변경이 가능하다.

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평행기구 머니플레이터의 작업공간에 대한 연구

  • 정판규;이민기;최병오
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 1995.10a
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    • pp.765-768
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    • 1995
  • A double parallel manipulator has only two or three links in each parallel mechanism. this reduces link interferences so that we expect a large workspace. To prove this property, this paper analyzes the workspace of a double parallel manipulator and compare it with that of a Stewart Platform. the analysis is separately conducted in a positional and an orientational division. For each, we obtain the workspace accrding to the ranges of lengths of links and show the volume in a cartesian coordinate or the angular ranges in yaw and pitch motions.

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A Proposal of Interactive Hologram Art (인터랙티브 홀로그램 아트의 제시)

  • Lim, Soo-Yeon;Kim, Sang-Wook
    • Proceedings of the Korea Multimedia Society Conference
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    • 2012.05a
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    • pp.368-370
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    • 2012
  • 이 연구는 관객과 상호작용이 가능한 홀로그램 아트의 구성방안을 제시한다. 이를 위하여 홀로그램을 디스플레이하고 인터랙션하는 방법을 설명한다. 제시하는 인터랙티브 홀로그램 아트는 홀로그램이 관객과의 상호작용을 통하여 새로운 미디어 예술을 보일 수 있다. 즉, 기존의 단순한 홀로그램 표현 기법에서 진화하여 공간에서 상호작용을 할 수 있도록 하여 새로운 미디어 아트에 적용할 수 있다.

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A Technique for Network Load Decrease by Predicated Loading Method (예측로딩을 통한 온라인게임 부하 감소 기법)

  • Kim, Yong-O
    • Proceedings of the Korea Information Processing Society Conference
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    • 2005.05a
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    • pp.237-240
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    • 2005
  • 온라인 게임의 한 분야인 MMORPG 는 하나의 가상 공간에서 많은 캐릭터들이 자신의 역할을 수행하면서 게임을 즐기는 장르다. 많은 캐릭터들이 동시에 이동을 하거나 캐릭터가 대량으로 밀집된 지역으로 새로운 캐릭터가 이동해 올 경우에 생기는 부하가 클라이언트의 게임 프레임에 영향을 준다. 본 논문에서는 다른 지역으로 이동하면서 생기는 많은 데이터들을 미리 예측 로딩하여 지역과 지역간의 이동 시 소요되는 데이터 로딩에 따른 부하를 감소시켜 안정적인 온라인게임 플레이 환경을 유지시키는 방안을 제시한다

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An Analysis of Player's Behavior Attributes on Social Network Game focused on the Genre of Management Simulation (소셜 네트워크 게임 플레이어의 행동속성 분석 -경영·시뮬레이션 장르를 중심으로-)

  • Kim, Mi-Jin;Kim, Yeong-Sil
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.3-10
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    • 2012
  • Social network game induces to continue participation among the players through asynchronous connection mode. This characteristic of SNG that is required active social connectedness and that is the main purpose of SNG. The player's behavior attributes related with social connectedness can be divided by the environmental conception. In this paper, the player's behavior is divided into two types : Social Connectedness(SC) and Non-Social Connectedness(NC). Each type is categorized in specific actions of players that is explored. Also, experimental data collected from player's playing-game is analyzed in the comparison of each behavior and the relation of playfulness. Those results have suggested the scope for designing a appliable model on SNG development and represented the guideline to verify speedy the massive player's behavior through simplifying the player's behavior derived in SNG play experiences.

Robust Viewpoint Estimation Algorithm for Moving Parallax Barrier Mobile 3D Display (이동형 패럴랙스 배리어 모바일 3D 디스플레이를 위한 강인한 시청자 시역 위치 추정 알고리즘)

  • Kim, Gi-Seok;Cho, Jae-Soo;Um, Gi-Mun
    • Journal of Broadcast Engineering
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    • v.17 no.5
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    • pp.817-826
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    • 2012
  • This paper presents a robust viewpoint estimation algorithm for Moving Parallax Barrier mobile 3D display in sudden illumination changes. We analyze the previous viewpoint estimation algorithm that consists of the Viola-Jones face detector and the feature tracking by the Optical-Flow. The sudden changes in illumination decreases the performance of the Optical-flow feature tracker. In order to solve the problem, we define a novel performance measure for the Optical-Flow tracker. The overall performance can be increased by the selective adoption of the Viola-Jones detector and the Optical-flow tracker depending on the performance measure. Various experimental results show the effectiveness of the proposed method.

Design of Bluetooth based MMORPG Game in MANETs (모바일 애드-혹 망에서 Bluetooth 기반 MMORPG의 설계)

  • Oh, Sun-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.4
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    • pp.39-45
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    • 2009
  • With the rapid growth of recent wireless mobile computing application technology and handheld mobile terminal device development technology, one of the big issue in these fields is to design online games in wireless mobile ad hoc network environment. Online games in mobile computing environment have lots of constraints for developing online games because mobile terminals have many limitations such as low performance of processor, limited memory space, small bandwidth of wireless communication, and confined life of battery power. Therefore, most of mobile games are restrictive in the function of online and multi-play up to date. In this paper, the online MMORPG game, capable of multi-play with many other mobile users using mobile terminals in wireless mobile computing environment, is designed and implemented. Proposed mobile online game uses bluetooth to construct temporary wireless mobile ad hoc network with other mobile clients, and designed to carry out online MMORPG game with these clients. It also supports multi-play among them.

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A Plan to Improve the Use of Personal Mobility by Reflecting Playground Design Elements (Playground 설계 요소를 반영한 Personal Mobility 이용 증진방안)

  • Na, Yejin;Lee, So Yeon;Lee, Do Yun;Kim, Seung Hyun
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.20 no.3
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    • pp.47-58
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    • 2021
  • Recently, personal mobility (PM)-related complaints and PM accidents have increased as the number of users soars due to growth in the domestic PM market and the emergence of a number of electric scooter-sharing services. As a result, the need for PM education and practice spaces is emerging as a way to reduce accidents caused by poor PM manipulation and operation. In this study, we analyze the relevant conflict factors in order to come up with a systematic operation and activation plan for PM, and as an alternative, we review and propose how to operate a PM playground and test zone. It is expected that basic data collection and analysis of rudimentary driver behavior through PM playground operations will improve users' operational safety, and various conflicts of interest between users and non-users will be resolved by installing facilities to secure their safety.

3D Image Display Method using Synthetic Aperture integral imaging (Synthetic aperture 집적 영상을 이용한 3D 영상 디스플레이 방법)

  • Shin, Dong-Hak;Yoo, Hoon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.9
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    • pp.2037-2042
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    • 2012
  • Synthetic aperture integral imaging is one of promising 3D imaging techniques to capture the high-resolution elemental images using multiple cameras. In this paper, we propose a method of displaying 3D images in space using the synthetic aperture integral imaging technique. Since the elemental images captured from SAII cannot be directly used to display 3D images in an integral imaging display system, we first extract the depth map from elemental images and then transform them to novel elemental images for 3D image display. The newly generated elemental images are displayed on a display panel to generate 3D images in space. To show the usefulness of the proposed method, we carry out the preliminary experiments using a 3D toy object and present the experimental results.

Analysis of Ontological Representation of AOS Game Character - focused on - (AOS 게임 캐릭터의 존재론적 재현 양상 분석 - <리그 오브 레전드>를 중심으로 -)

  • Han, Hye-Won;Koo, Hye-In
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.185-198
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    • 2015
  • The purpose of this study is to analyze representation of characters of AOS online-game in order to find out the meanings of ontological game characters. This study selects characters of on-line game to analyze representations of game characters by Pierre L$\acute{e}$vy's ontological theory. The characters which represented in on-line games reproduced by costume play in off-line world reflect human desire and construct human existence. Online game character is an existing substance, which could expand human experiences by crossing virtual game world and reality in digital era.