• Title/Summary/Keyword: Design Game

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Hybrid Health Care System Designs in a Wireless Network Environment (무선 네트워크 환경에서 하이브리드 헬스케어 시스템 설계)

  • Roh, Chang-Bae;Seo, Laiwon
    • Journal of Digital Contents Society
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    • v.16 no.3
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    • pp.457-462
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    • 2015
  • Hybrid video call healthcare system that we propose in thesis is a service for powerless people rather than ordinary people. This system is for communication between users and protectors(or volunteers). To reduce the underprivileged through the 'Malbeot Nanumi' is the purpose of the system. Hybrid Health Care System using a video call and temperature/humidity/pulse sensors that we propose in thesis can connect sensors with software, and save p2p connection information for 'Malbeot Nanumi' service by database. And health check data can save locally. Hybrid Health Care System in a Wireless Network Environment is a system that elderly people living alone is to be a conversation. The purpose of this thesis is to develop the software and to design a convenient UI to the user, And increasing consumption of care system by increasing the happiness index and increasing aging population.

Light-Weight Mobile VR Platform using HMD with 6 Axis (6 축센서를 갖는 HMD 경량 모바일 VR Platform)

  • Kang, Yunhee;Kang, JungJu
    • Journal of Platform Technology
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    • v.6 no.2
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    • pp.3-9
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    • 2018
  • Recently VR environment is used in many areas including mobile learning, smart factory. However HMD(head-mounted display) is required to a dedicated and expensive system with high-end specification. When designing a VR system, it is needed to handle performance, mobility and usability. Many VR applications need to handle diverse sensors and user inputs continuously in a streaming manner. In this paper we design a VR mobile platform and implement a low-cost mobile VR HMD running on the platform. The VR HMD supports 3D contents delivery in a mobile manner. It is used to detect the motion detection based on angle value of a VR player from accelerator and gyro sensor. The MPU-6050, 6-axis sensor, is used to get a sensory value and the sensory value is taken as an input to a VR rendering server on a Unity game engine that is generated 3D images.

A Study of the Next Generation Ubiquitous Flight Information System and a Design (차세대 유비쿼터스 비행정보 시스템의 연구와 설계)

  • Park, Wan-Soon;Yang, Hae-Sool
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.4
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    • pp.221-230
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    • 2008
  • We Studied current Flight Information System everyone employing, and this paper designed a next generation Ubiquitous Flight Information System. Studied a Ubiquitous Flight Information System regarding AVOD, game TV, cellular phone, cabin Internet use for a customer, and airline and control of Air Traffic Service, Air Traffic Control, in seat reservation, transportation, ticketing and luggage back-tracking and airplanes in earthly service. We Designed for a Next Generation Ubiquitous Flight Information System and for necessary for network security, system security of information security system, and derived from comparative analysis of improvement point and difference to existing Ubiquitous Flight Information System and Next Generation Ubiquitous Flight Information as was based on result of research. Present vision to aerial the result of research world of this paper related industry, and ensure safety and communication efficiency and a customer and flight satisfaction, efficiency, and will reclaim the new horizon to the Flight Information Industry.

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Factors Influencing VDT syndrome among male adolescents with risk of digital addiction (디지털중독 위험군 남학생의 VDT 자각증상 영향요인)

  • Seomun, GyeongAe;Lee, Youngjin
    • Journal of Digital Convergence
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    • v.14 no.1
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    • pp.363-370
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    • 2016
  • The purpose of this study was to determine the influential factors associated with video display terminal (VDT) syndrome of male adolescents with digital device addition. The study design was cross-sectional descriptive survey. The study participants were 169 male middle school students in Seoul. A structured questionnaire was used for data collection and data were analyzed using the SPSS program. The factors most influential for the subjective symptoms of VDT were smartphone addiction, computer use time during the week, computer use environment. These factors accounted for 28.1% of the variance in subjective symptoms of VDT. In order to prevent the occurrence of VDT syndrome in students, we suggest to establish a preventive intervention against the digital addiction.

A Study on the Development and Effect of Number-Operation Games for Mathematical Creativity of Gifted Students (초등 수학 영재의 창의성 향상을 위한 수 연산 게임 개발 및 적용에 관한 연구)

  • Kim, Yong Jik;Cho, Minshik;Lee, Kwangho
    • Education of Primary School Mathematics
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    • v.19 no.4
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    • pp.313-327
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    • 2016
  • The purpose of this study is to develop the number-operation games and to analyze the effects of the games on mathematical creativity of gifted elementary students. We set up the basic direction and standard of mathematical gifted creativity program and developed the 10 periods games based on the mathematically gifted creative problem solving(MG-CPS) model. And, to find out the change of students' creativity, the test based on the developed program and one group pretest-posttest design was conducted on 20 gifted students. Analysis of data using Leikin's evaluation model of mathematical creativity with Leikin's scoring and categorization frame revealed that gifted students's creativity is improved via the number-operation games.

Design and Implementation of Real-Time Parallel Engine for Discrete Event Wargame Simulation (이산사건 워게임 시뮬레이션을 위한 실시간 병렬 엔진의 설계 및 구현)

  • Kim, Jin-Soo;Kim, Dae-Seog;Kim, Jung-Guk;Ryu, Keun-Ho
    • The KIPS Transactions:PartA
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    • v.10A no.2
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    • pp.111-122
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    • 2003
  • Military wargame simulation models must support the HLA in order to facilitate interoperability with other simulations, and using parallel simulation engines offer efficiency in reducing system overhead generated by propelling interoperability. However, legacy military simulation model engines process events using sequential event-driven method. This is due to problems generated by parallel processing such as synchronous reference to global data domains. Additionally. using legacy simulation platforms result in insufficient utilization of multiple CPUs even if a multiple CPU system is under use. Therefore, in this paper, we propose conversing the simulation engine to an object model-based parallel simulation engine to ensure military wargame model's improved system processing capability, synchronous reference to global data domains, external simulation time processing, and the sequence of parallel-processed events during a crash recovery. The converted parallel simulation engine is designed and implemented to enable parallel execution on a multiple CPU system (SMP).

Analysis of the Technology Gap and Identification of R&D Priorities of Sports Industry in Korea (우리나라 스포츠산업의 기술수준 격차 분석 및 R&D 투자 우선순위 도출)

  • Rim, Myung Hwan
    • Journal of Information Technology Applications and Management
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    • v.24 no.2
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    • pp.97-112
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    • 2017
  • This paper aims to research the technology level of sports industry, through analyzing the technology gap between Korea and other major countries (USA, Europe, Japan, and China), and provide a list of technologies to be prioritized for R&D investment by conducting an analysis of the strategic importance of various element technologies. The results of the analysis showed that the technology level of Korean sports industry currently stands at 70.5% of the country with the most advanced technology (the USA), and that the technology gap amounts to 4.8 years. It was also found that the USA is the country with the most advanced technology (100%) at present, followed by Europe (91.1%), Japan (88.3%), Korea (70.5%), and China (61.2%). To reduce the technology gap, we established a Strategic Zone (SZ) and derived three element technologies including 'design and production technologies for sports and game equipment' in the $1^{st}$ tier, nine element technologies including '3D motion analysis and simulation technology' in the $2^{nd}$ tier, and four element technologies including 'fitness/health promotion and management technology' in the $3^{rd}$ tier. The significance of this research is that it included five major technology categories of the sports industry in its analysis, selected an expert on sports industry technologies using the delphi method. Therefore, the results of this study may be suitable for use as basic data in establishing the R&D strategy for the future development of the sports industry.

A Study on Problem Identification and Diagnosis from Virtual Network (가상 네트워크 망으로부터 문제점 식별 및 진단에 관한 연구)

  • Kim, Jeong-Su
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.8
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    • pp.67-78
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    • 2010
  • Various services such as IPTV, VoIP, multimedia over IP, on-line payment, on-line game, etc. were made possible due to the rapid advance of the network. In order to provide secure and seamless services over the network, the Internet service providers are performing continuous network monitoring using NMS. The main function of NMS is to perform a diagnosis to identify the potential causes of failure from event messages. In this paper, a simulation tool, named as NetDoctor, is presented which is capable of identifying and diagnosing the potential problems in the virtual network, before the network model is constructed. In NetDoctor, a series of various and artificial failure is imposed on the virtual network, and it was analyzed if NetDoctor could identify the problems. The experimental results on virtual network show that the developed tool is very effective in identifying and diagnosing the problems. The presented simulation tool can be used in the design of robust network.

Design The User Authentication Framework Using u-health System (u-health 시스템을 이용한 사용자 인증 프레임워크 설계)

  • Choo, Yeun-Su;Jin, Byung-Wook;Park, Jae-Pyo;Jun, Moon-Seog
    • Journal of Digital Convergence
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    • v.13 no.5
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    • pp.219-226
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    • 2015
  • OTP(One Time Password) is for user authentication of Internet banking and users should carry their security card or OTP generator to use OTP. If they lost their security card or OTP generator, there is at risk for OTP leak. This paper suggests a new User Authentication Framework using personal health information from diverse technology of u-Health. It will cover the problem of OTP loss and illegal reproduction A User Authentication Framework is worthy of use because it uses various combinations of user's physical condition which is inconstant. This protocol is also safe from leaking information due to encryption of reliable institutes. Users don't need to bring their OTP generator or card when they use bank, shopping mall, and game site where existing OTP is used.

A Study on Method to Develop Mobile Contents for G-learning Using the Presidential Archives Based on Digital Storytelling Method (디지털 스토리텔링 기반 대통령기록물을 활용한 G-learning 모바일 콘텐츠 개발방법론에 관한 연구)

  • Choi, Min Hui;Choi, Jung Won;Han, Hye Won;Kim, Yong
    • Journal of the Korean Society for Library and Information Science
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    • v.50 no.1
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    • pp.261-284
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    • 2016
  • Presidential archives have higher historical value than other public documentaries. It is a reliable documentary reflecting aspects of contemporary life and has high value and availability in the education field. This study suggests how to intensify the role as an intelligence service of presidential archives and how to develop the utilized-Presidential Archives mobile education contents in G-learning environments to lead the positive awareness on Presidential archives. After suggesting the 7 levels methods about the development of mobile education contents using presidential archives in G-learning environments, This study shows the case of the applied educational contents on the subject of $5^{th}$ grade at the elementary school. 7 levels methods include pre-planning, pre-design, selecting presidential records, presidential records story-telling, making the storyboard, implementing a game, sharing and assess.