• Title/Summary/Keyword: Game Video

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Cross-layer Video Streaming Mechanism over Cognitive Radio Ad hoc Information Centric Networks

  • Han, Longzhe;Nguyen, Dinh Han;Kang, Seung-Seok;In, Hoh Peter
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.8 no.11
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    • pp.3775-3788
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    • 2014
  • With the increasing number of the wireless and mobile networks, the way that people use the Internet has changed substantively. Wireless multimedia services, such as wireless video streaming, mobile video game, and mobile voice over IP, will become the main applications of the future wireless Internet. To accommodate the growing volume of wireless data traffic and multimedia services, cognitive radio (CR) and Information-Centric Network (ICN) have been proposed to maximize the utilization of wireless spectrum and improve the network performance. Although CR and ICN have high potential significance for the future wireless Internet, few studies have been conducted on collaborative operations of CR and ICN. Due to the lack of infrastructure support in multi-hop ad hoc CR networks, the problem is more challenging for video streaming services. In this paper, we propose a Cross-layer Video Streaming Mechanism (CLISM) for Cognitive Radio Ad Hoc Information Centric Networks (CRAH-ICNs). The CLISM included two distributed schemes which are designed for the forwarding nodes and receiving nodes in CRAH-ICNs. With the cross-layer approach, the CLISM is able to self-adapt the variation of the link conditions without the central network controller. Experimental results demonstrate that the proposed CLISM efficiently adjust video transmission policy under various network conditions.

A study on the effectiveness of video advertisements Generated by social media users: Centered on Information and Entertainment Video Comparison (소셜 미디어 사용자가 제작한 광고 효과: 정보형과 오락형 동영상 비교를 중심으로)

  • Zhang, Ning;Zou, Chang-Yun;KIM, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.25 no.4
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    • pp.628-639
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    • 2022
  • Starting from the content types of video advertisements produced by social media users, this paper conducts a comparative study on the information and entertainment video advertising effects of the same product, to help video producers achieve better advertising effects when facing different products. Experimental results show that. In Garment, the information is higher than that of entertainment in terms of advertising cognition. In terms of advertising attitude and purchase intention, the entertainment is higher than that of information; in food, the entertainment is higher than that of information in terms of advertising cognition, advertising attitude, and purchase intention; in household items, the entertainment is higher than that of information; in terms of advertising cognition and purchase intention, the information is higher than that of entertainment; in terms of advertising attitude, the entertainment is higher than that of information; in cosmetics, the information is higher than that of entertainment in terms of advertising cognition; in terms of advertising attitude and purchase intention, the entertainment is higher than that of the information; in digital accessories, the information is higher than that of the entertainment in terms of advertising cognition, advertising attitude and purchase intention.

Broad-games development and application using regional cultural contents (지역문화콘텐츠를 활용한 도시마케팅 보드게임 제작 및 활용)

  • Lee, Jung-Jun;Lim, Young-Hwan
    • Journal of Digital Contents Society
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    • v.12 no.4
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    • pp.531-539
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    • 2011
  • A board-game is the genre which is the oldest among various game genres. Reflecting the issues, aspects & trend of the era, It contains social & cultural sources. For family activity, socializing & human networking, It is regarded such a good alternative leisure replacing on-line video game causing negative infection. In this research, for city marketing usage, we develop a specifically designed board-game with the source of historical people, must-see sights & local products. Also educational & commercial purposes are seriously considered.

Abstraction of players action in tennis games over various platform (플랫폼에 따른 테니스 게임 플레이어 액션의 추상화 연구)

  • Chung, Don-Uk
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.635-643
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    • 2015
  • This study conducted a case study using various platforms centered on a tennis game to examine what forms the movements of a game player had when they were abstracted in the game. In particular, it summarized the forms of the player's experience that could be attained from the abstracted tennis actions into the 4 types: movement, swing, direction & intensity, and skill; and observed and schematized them in the early video games, console games, mobile games, Gesture recognition games, and wearable games. In conclusion, the development of technology offers the players with greater experience. For example the change of the platform of simple games of pressing buttons into swinging. Furthermore, the study found a consistency in the context even though the difference of action was slightly found by the interface.

The Effects of Racing Game's Realistic Input Device and Point-of-View on Arousal, Valence, Identification and Engagement (레이싱게임 입력기의 사실성과 시점의 효과: 각성, 유인가, 동일시, 관여도를 중심으로)

  • Kim, Ock-Tae
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.201-212
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    • 2011
  • This study examines the potentials of realistic controller and point-of-view to affect users' arousal, valence, identification and engagement. While media researchers have advocated the role of realistic controller and point-of-view as a possible contributor to psychological reactions of playing video game, this claim is based on a relatively small number of empirical studies. Collegiate subjects took part in an experimental investigation manipulation the level of controller realism(gamepad vs. steering wheel) and point-of-view(first person vs. third person). Results of the study showed the influence of controller realism and point-of-view on arousal, identification and engagement, and the implication of the findings are discussed.

Game character classification according to Post-modern design characteristics (포스트모던 디자인 특징에 따른 게임 캐릭터 분류)

  • Lee, Joong-Gon;Lee, Tae-Gu
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.43-54
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    • 2021
  • The goal of this research is contemplation on whether postmodern design concepts such as parody, simulation, appropriation, pastiche apply to the character design in games, within bounds of postmodernism. In this philosophy, designs display a mixture of advanced culture and mass culture, emphasize philosophical contingency, and appear to be a random collage of ideas. it was perceived that the visual art in game character design is also a projection of the postmodernist philosophy. Upon analyzing this perception, character designs categorized based on the applicability of postmodern designs

The Effect of Puzzle System on Player's Level of Immersion and Engagement in Adventure Games (어드벤처 게임의 퍼즐 시스템이 플레이어의 게임 몰입과 참여도에 미치는 영향)

  • Lee, In-Sun
    • Journal of Korea Game Society
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    • v.8 no.4
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    • pp.17-27
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    • 2008
  • This study has made an in-depth analysis of the 'Puzzle System' which is a characteristic structural unit of the Adventure Game, and concentrates on the mechanism where the experience arouses in the player a 'desire (quasi-need) to finish' that leads to one's immersion and engagement in the game. In the course of conducting this study, documentary records were consulted and also this writer personally played video games to learn the component elements and fundamental characteristics of the Adventure Games and to experience how the player was immersed in the game. Thus, the Puzzle System in the Adventure Game was defined and an analysis was made of the structure and course of play where the puzzle part and the narrative part within the system organically interacted between them in the system. In order to confirm the formation and effects of 'desire to finish' shown in the hypothetic assumptions, two experiment-purpose game units were produced, one with dramatic cut scenes and the other without them, so that differences between them could be found. I also conducted an experiment to learn the generation and effect of the 'desire to finish' of the Puzzle elements by using different games with a varying degree of difficulty.

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Augmented Reality Game Interface Using Hand Gestures Tracking (사용자 손동작 추적에 기반한 증강현실 게임 인터페이스)

  • Yoon, Jong-Hyun;Park, Jong-Seung
    • Journal of Korea Game Society
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    • v.6 no.2
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    • pp.3-12
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    • 2006
  • Recently, Many 3D augmented reality games that provide strengthened immersive have appeared in the 3D game environment. In this article, we describe a barehanded interaction method based on human hand gestures for augmented reality games. First, feature points are extracted from input video streams. Point features are tracked and motion of moving objects are computed. The shape of the motion trajectories are used to determine whether the motion is intended gestures. A long smooth trajectory toward one of virtual objects or menus is classified as an intended gesture and the corresponding action is invoked. To prove the validity of the proposed method, we implemented two simple augmented reality applications: a gesture-based music player and a virtual basketball game. In the music player, several menu icons are displayed on the top of the screen and an user can activate a menu by hand gestures. In the virtual basketball game, a virtual ball is bouncing in a virtual cube space and the real video stream is shown in the background. An user can hit the virtual ball with his hand gestures. From the experiments for three untrained users, it is shown that the accuracy of menu activation according to the intended gestures is 94% for normal speed gestures and 84% for fast and abrupt gestures.

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Implementation of AR Remote Rendering Techniques for Real-time Volumetric 3D Video

  • Lee, Daehyeon;Lee, Munyong;Lee, Sang-ha;Lee, Jaehyun;Kwon, Soonchul
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.2
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    • pp.90-97
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    • 2020
  • Recently, with the growth of mixed reality industrial infrastructure, relevant convergence research has been proposed. For real-time mixed reality services such as remote video conferencing, the research on real-time acquisition-process-transfer methods is required. This paper aims to implement an AR remote rendering method of volumetric 3D video data. We have proposed and implemented two modules; one, the parsing module of the volumetric 3D video to a game engine, and two, the server rendering module. The result of the experiment showed that the volumetric 3D video sequence data of about 15 MB was compressed by 6-7%. The remote module was streamed at 27 fps at a 1200 by 1200 resolution. The results of this paper are expected to be applied to an AR cloud service.

Utilizing Multicasts Routers for Reliability in On-Line Games (온라인 게임에서 신뢰성 확보를 위한 멀티캐스트 라우터의 활용)

  • Doo, Gil-Soo;Lee, Kwang-Jae;Seol, Nam-O
    • Journal of Korea Game Society
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    • v.2 no.1
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    • pp.23-29
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    • 2002
  • Multicast protocols are efficient methods of group communication such as video conference, Internet broadcasting and On-Line Game, but they do not support the various transmission protocol services like a reliability guarantee, FTP, or Telnet that TCPs do. The Purpose or this Paper is to find a method to utilize multicast routers can simultaneously transport multicast packets and TCP packets. For multicast network scalability and error recovery the existing SRM(Scalable Reliable Multicast)method has been used. Three packets per TCP transmission control window site are used for transport and an ACK is used for flow control. A CBR(Constant Bit Rate) and a SRM is used for UDP traffic control. Divided on whether a UDP multicast packet and TCP unicast packet is used simultaneously or only a UDP multicast packet transport is used, the multicast receiver with the longest delay is measured on the number of packets and its data receiving rate. It can be seen that the UDP packet and the TCP's IP packet can be simultaneously used in a server router.

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