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The Password base System for the safe and Efficient Identification (안전하고 효율적인 신원확인을 위한 암호기반 시스템)

  • Park, Jong-Min;Park, Byung-Jun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.1
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    • pp.81-86
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    • 2009
  • Almost all network systems provide an authentication mechanism based on user ID and password. In such system, it is easy to obtain the user password using a sniffer program with illegal eavesdropping. The one-time password and challenge-response method are useful authentication schemes that protect the user passwords against eavesdropping. In client/server environments, the one-time password scheme using time is especially useful because it solves the synchronization problem. In this paper, we propose a new identification scheme One Pass Identification. The security of Password base System is based on the square root problem, and Password base System is secure against the well known attacks including pre-play attack, off-line dictionary attack and server comprise. A number of pass of Password base System is one, and Password base System processes the password and does not need the key. We think that Password base System is excellent for the consuming time to verify the prover.

One-Pass Identification Processing Password (한 단계로 신원확인을 위한 패스워드)

  • Kim Yong-Hun;Cho Beom-Joon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.9 no.3
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    • pp.627-632
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    • 2005
  • Almost all network systems provide an authentication mechanism based on user ID and password. In such system, it is easy to obtain the user password using a sniffer program with illegal eavesdropping. The one-time password and challenge-response method are useful authentication schemes that protect the user passwords against eavesdropping. In client/ server environments, the one-time password scheme using time is especially useful because it solves the synchronization problem. It is the stability that is based on Square Root problem, and we would like to suggest OPI(One Pass Identification), enhancing the stability for all of the well-known attacks by now including Free-playing attack, off-line Literal attack, Server and so on. OPI does not need to create the special key to read the password. OPI is very excellent in identifying the approved person within a very short time.

The effect of 'Optimal Solution' factor in utility of online sandbox game (옵티멀솔루션 요소가 온라인 샌드박스 게임효용성에 미치는 영향)

  • Tak, Yeon-Suk
    • Journal of Korea Game Society
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    • v.17 no.3
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    • pp.107-116
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    • 2017
  • Sandbox game users can double their satisfaction by re-creating a variety of play patterns. This creative process is due to the expansion of play through 'customizing' and 'action autonomy'. The purpose of this study is to investigate the structural limitations of freedom of online game. In a standalone game, the scalability due to the degree of freedom gives the user a strong motivation for world persistence. On the other hand, in online sandbox games such as MMORPG, it is confirmed that the goal-oriented tendency to gain advantage is the inherent limit of the freedom and expandability of the sandbox game. In this study, it is suggested that the cause and limit of growth of online-based sandbox game can be offset by the optimal solution factor.

Educational examples of game development methodology and paper prototyping for effective digital game creation

  • Choi, Bu-ho
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.11
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    • pp.59-66
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    • 2021
  • This study is to verify the effectiveness of initial planning verification using paper prototyping while methodologies are being developed to verify the direction of game planning in a short time at low cost since it is having a hard time to verify the direction and fun of the game by taking a lot of capital and time in the initial planning process as the game development becomes larger. It conducted paper prototyping production for about 40 students who are learning game planning for a semester, and trained them on how to motivate using core mechanical diagrams, scrums, and basic psychological needs that can effectively materialize the ideas of their early game planning. Through this curriculum, board games were completed with eleven paper prototyping, and it was confirmed that students who participated in the class were meaningful in verifying fun and securing gameability through cross-play.

Analysis of Game Video Production in Streaming Media Environment (스트리밍 환경에서 게임 영상 제작 분석)

  • Lee, JianBo;Ryu, Seuc-Ho;Hyun, Seung-Hoon
    • Journal of Industrial Convergence
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    • v.20 no.5
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    • pp.69-76
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    • 2022
  • This paper summarizes the features and functions of game video on each platform through a study on streaming technology. Game videos have a high relationship with game content itself for the purpose of marketing and disseminating game play methods using games as the subject matter. The video length is short and it is easy to spread. The main types of game video content are game commentary, game strategy, funny, imitative, music video, and game information. As a game promotion video function, etc., it is used as a direct or indirect publicity for the game by the producer and the user for each reason. This article analyzed the production subject and production conditions of game videos, focusing on the production process. The production subject is divided into professional creators, non-professional creators, and general users. The motive for producing game videos is mainly to obtain economic benefits. The production process was extracted and presented through examples of game videos.

Effects of Programming Education using Visual Literacy: Focus on Arts Major (시각적 문해력을 활용한 프로그래밍 교육의 효과 : 예술계열 중심으로)

  • Su-Young Pi;Hyun-Sook Son
    • Journal of Practical Engineering Education
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    • v.16 no.2
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    • pp.105-114
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    • 2024
  • Recently, with an emphasis on software proficiency, universities are providing software education to all students regardless of their majors. However, non-majors often lack motivation for software education and perceive the unfamiliar learning content as more challenging. To address this issue, tailored software education according to the learners' characteristics is essential. Art students, for instance, with their strong visual comprehension and expressive abilities, can benefit from utilizing visual literacy to enhance the effectiveness of programming education. In this study, we propose decomposing everyday problems into flowcharts and pseudocode to construct procedural and visual images. Using the educational programming language PlayBot, we aim to analyze the effectiveness of teaching by coding to solve problems. Through this approach, students are expected to grasp programming concepts, understand problem-solving processes through computational thinking, and acquire skills to apply programming in their respective fields.

Game Storytelling Analysed through Montage Technique Borrowed from Film - Case Study of Game 'World of Warcraft' - (영화의 몽타주 기법을 통해 분석해 본 게임 스토리텔링 - 게임 World of Warcraft를 중심으로 -)

  • Lee, Jun-Hee
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.119-128
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    • 2006
  • 'Play' itself is enough of a motivation for anyone to do it. Still, it will be very difficult to continue to enjoy meaningless and aimless repetition of fights, mimicking, chases, discoveries or changing of sceneries by the mechanism alone. Of course, in rare occasions there are games like Tetris which can be enjoyed on its great gameplay alone for hours. But for most cases, players need goals, initiatives, and dynamism through storytelling for their experiences to be a rich one. Validity and feasibility of storytelling in games has always existed with plenty of skepticism. However, as games evolved from some small play mechanisms for spare times to a major entertainment with recognizable volume and content, a need to keep players interested and participating has made storytelling an essential ingredient. Storytelling within games has to have different meanings and shapes to existing narratives. Hence, new definition and methodology must emerge and studies has been active. If a case can be made so that a tested and tried methodology that has been successful for other media can be substituted for games, then it can bring a new direction to the ongoing studies. This study will borrow some methodology from cinema which can sometimes be seen as opposite to games and sometimes as something games want to be alike.

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Fast Multi-View Synthesis Using Duplex Foward Mapping and Parallel Processing (순차적 이중 전방 사상의 병렬 처리를 통한 다중 시점 고속 영상 합성)

  • Choi, Ji-Youn;Ryu, Sae-Woon;Shin, Hong-Chang;Park, Jong-Il
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.34 no.11B
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    • pp.1303-1310
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    • 2009
  • Glassless 3D display requires multiple images taken from different viewpoints to show a scene. The simplest way to get multi-view image is using multiple camera that as number of views are requires. To do that, synchronize between cameras or compute and transmit lots of data comes critical problem. Thus, generating such a large number of viewpoint images effectively is emerging as a key technique in 3D video technology. Image-based view synthesis is an algorithm for generating various virtual viewpoint images using a limited number of views and depth maps. In this paper, because the virtual view image can be express as a transformed image from real view with some depth condition, we propose an algorithm to compute multi-view synthesis from two reference view images and their own depth-map by stepwise duplex forward mapping. And also, because the geometrical relationship between real view and virtual view is repetitively, we apply our algorithm into OpenGL Shading Language which is a programmable Graphic Process Unit that allow parallel processing to improve computation time. We demonstrate the effectiveness of our algorithm for fast view synthesis through a variety of experiments with real data.