• Title/Summary/Keyword: IT 대중화

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A Method of Gameplay Analysis by Petri Net Model Simulation (Petri Net 모델 시뮬레이션을 통한 게임플레이 분석방법)

  • Chang, Heedong
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.49-56
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    • 2015
  • As the popularity of casual games, they are increasing the needs to satisfy personal dispositions and the gameplay requirements of the various users in the game development process. These require analysis of action patterns of gameplay of various users in the testing phase of the game development. In this paper, we propose a method to analyze action patterns of gameplay through Petri net model simulation with gameplay metrics data. The proposed method has practical simulation environments because of using gameplay metrics data, and it can analyze diversely like reachability, coverbility, and liveness given by Petri net model analysis. An application example of the proposed method using a Petri net modeling tool GPenSIM v4.0 is given to analyze the patterns of gameplay in game Pacman. The results of simulations is presented. The presented results show that the proposed method can analysis patterns of gameplay diversely.

Slide-show of Panoramic Image through a Secondary Device by using MPEG-4 LASeR PMSI (MPEG-4 LASeR PMSI를 활용한 Secondary Device 기반 파노라믹 영상 슬라이드 쇼 재생 기술)

  • Park, Yongchul;Kim, Kyuheon
    • Journal of Broadcast Engineering
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    • v.17 no.6
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    • pp.1014-1028
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    • 2012
  • Recently, N-screen service and secondary device have gotten an attention from public. Also, we can experience N-screen service through various digital devices. N-screen means multimedia technology which can seamlessly consume multimedia content. Secondary device means auxiliary multimedia device which can consume content related to main content through adjunct connection to main device. Not only be electronic manufactures interested in N-screen technology and services but also digital devices applied for N-screen have been released. But it has limitation that user can only consume content to be purchased from content company server not device of user. This paper proposes the system that composes effective and various N-screen multimedia service through MPEG-4 LASeR (Lightweight Application Scene Representation) PMSI (Presentation and Modification of Structured Information) as international standard technology which can provide scene description including many instruction for dynamic update of scene.

Energy and Statistical Filtering for a Robust Audio Fingerprinting System (강인한 오디오 핑거프린팅 시스템을 위한 에너지와 통계적 필터링)

  • Jeong, Byeong-Jun;Kim, Dae-Jin
    • The Journal of the Korea Contents Association
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    • v.12 no.5
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    • pp.1-9
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    • 2012
  • The popularity of digital music and smart phones led to develope noise-robust real-time audio fingerprinting system in various ways. In particular, The Multiple Hashing(MLH) of fingerprint algorithms is robust to noise and has an elaborate structure. In this paper, we propose a filter engine based on MLH to achieve better performance. In this approach, we compose a energy-intensive filter to improve the accuracy of Q/R from music database and a statistic filter to remove continuity and redundancy. The energy-intensive filter uses the Discrite Cosine Transform(DCT)'s feature gathering energy to low-order bits and the statistic filters use the correlation between searched fingerprint's information. Experimental results show that the superiority of proposed algorithm consists of the energy and statistical filtering in noise environment. It is found that the proposed filter engine achieves more robust to noise than Philips Robust Hash(PRH), and a more compact way than MLH.

An Application for Management of National Geodetic Control Points on the Web 2.0 (Web 2.0 기반 국가기준점 어플리케이션 설계)

  • Kim, Tae-Woo;Kim, Jyung-Wuk;Suh, Yong-Cheol
    • Journal of Korea Spatial Information System Society
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    • v.11 no.3
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    • pp.79-84
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    • 2009
  • As a surveying standard of a nation, the Korean geodetic control points such as triangulation points and benchmarks require continuous and effective management toward a spatially enabled society. As the developments of information technologies, use of mobile devices like PDA (personal digital assistant) has been increasing and the Web 2.0 environment became an important part of GIS. In this context, the management systems for national geodetic control points should be upgraded in accordance with the current trend, particularly for more interactive user-interface on the Web 2.0. This paper describes the framework design and prototype implementation of a Web 2.0 GIS application for the management of Korean geodetic control points. Our system enables a real-time update of the control point information and provides aerial photos on vector maps using Ajax(Asynchronous JavaScript and XML) techniques.

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Design and Implementation of a Clip-Based Video Retrieval System Supporting Internet Services (인터넷 서비스를 지원하는 클립 기반 비디오 검색 시스템의 설계 및 구현)

  • 양명섭;이윤채
    • Journal of Internet Computing and Services
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    • v.2 no.1
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    • pp.49-61
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    • 2001
  • Internet has been becoming widely popular and making rapid progress and network technologies is showing extension in data transmission speeds. Rapid and convenient multimedia services supplied with high quality and high speed are being needed, This paper treats of the design and implement method of clip-based video retrieval system on the world-wide-web environments. The implemented system consists of the content-based indexing system supporting convenient services for video contents providers and the web-based retrieval system in order to make it easy and various information retrieval for users on the world-wide-web. Three important methods were used in the content-based indexing system. Key frame extracting method by dividing video data, clip file creation method by clustering related information and video database build method by using clip unit, In web-based retrieval system, retrieval method by using a key word, two dimension browsing method of key frame and real-time display method of the clip were used. As a result. the proposed methodologies showed a usefulness of video content providing. and provided an easy method for searching intented video content.

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A Study on the fundamentals of design developments for the golf car (골프카 디자인개발을 위한 연구)

  • 정병로;김기수;권정일
    • Archives of design research
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    • v.13 no.2
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    • pp.15-24
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    • 2000
  • The demands of golf car is being increased with increment in golf population, gradually proceeding to the trend of popularization, but domestic golf car industry is not so mature as it cope with the need of this market appropriately. Most import golf cars of high price have occupied the domestic market from the viewpoint of the its demands. Although the import golf car provided bad after-sales services and very expensive components, those demand's breadth continue to rise steadily. We decide to have to approach an appropriate time to develop the competitive model native to korean style in the field of golf car, since we have established our foundation in auto industry. At this point we try to analyze the golf car expected from a competition and the present state of golf car industry inside and outside of the country through this study. We attempt to derive the precondition for design development of a proper model to possess competitive power in foreign market from now on.

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The Consumer's Current Use and Popularization Development Plan for Foodservice Social Enterprise Type Cafe (외식사회적 기업형 카페에 대한 소비자의 이용실태 및 대중화 발전방안)

  • Ahn, Hye-Young;Kim, Soo-Min;Hwang, Hye-Sun;Hong, Wan-Soo
    • Korean journal of food and cookery science
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    • v.32 no.1
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    • pp.65-75
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    • 2016
  • The purpose of this study was to investigate the consumer's current use and recognition for foodservice social enterprises type cafe. During the research, problems regarding the developmental directions of foodservice social enterprises type cafe. A one-to-one survey method was used for data collection, and 301questionnaires among the 309 distributed questionnaires to consumers were analyzed (97.4% response rate). The main results of the study were as follows : with reference to the awareness of the foodservice social enterprise type cafe, a majority of respondents (81.1%) replied that they had knowledge related to the business of social enterprise. Furthermore, regarding how customers came to know about the foodservice social enterprise type cafe results showed that 28.2% of respondents knew about the cafe by acquaintances such as friend, co-worker, family, 23.2% by mass media, and 27.2% by others. Data concerning a companion when visiting the cafe, revealed that more than half of the respondents (80.0%) had visited with friend and co-worker. On problems with using the cafe, approximately 46.2% of the respondents replied that there was lack of public relation and 28.9% replied that it was an uncommon store. Since the findings suggested that the major problem is a lack of promotion, foodservice social enterprises type cafe should prepare organized brochures and guide system to attract customers with various purposes and values. Finally, the promotion for foodservice social enterprise type cafe requires a guidance map.

Development of a Horse Robot for Indoor Leisure Sports (실내 레저 스포츠를 위한 승마 로봇의 개발)

  • Lee, Wonsik;Lee, Youngdae;Moon, Chanwoo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.5
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    • pp.161-166
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    • 2014
  • Recently, indoor sports simulator equipped with virtual reality devices, like screen golf system, are riding high. There have been many attempts to develop the indoor simulator systems which can make people enjoy exercises in various sports area. A real horseback riding could not have been popularized, because of the cost involved, difficulty to learn and its dangerousness. In this research, a robotic horseback riding platform based on parallel mechanism and virtual reality device is proposed. The proposed platform provides realistic riding feels and various levels of riding difficulty. The equipped motion capture system with a vision sensor enables riders to correct their riding posture based on expert's one. The developed horseback riding platform make it possible to enjoy a horseback riding in all weather, and also can be used for systematic horseback riding training.

An Adaptation of Consistency Criteria for Applications in the Cloud (클라우드 환경에서 응용에 맞는 일관성의 적용)

  • Kim, Chi-Yeon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.7 no.2
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    • pp.341-347
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    • 2012
  • In cloud computing, a enterprise or a client can use resources of computers that they are not own them. In case of Web 2.0 applications, such as Facebook, it is difficult to predict the maximum popularity of the service. But, the cloud computing may give a solution about this problem without high cost, thus becomes wildly popular. One of the advantage of cloud computing is providing a high availability. To provide the availability when the cloud computing that has shared-nothing architecture, strict consistency is not well with cloud computing. So, some consistency was proposed including the eventual consistency that was weaken the traditional consistency and has been adopted to many cloud applications. In this paper, we observe various consistency criteria that can adjust to cloud computing and discuss about some consistency that can be adapted to many applications of cloud computing.

Secure Authentication Protocol in Hadoop Distributed File System based on Hash Chain (해쉬 체인 기반의 안전한 하둡 분산 파일 시스템 인증 프로토콜)

  • Jeong, So Won;Kim, Kee Sung;Jeong, Ik Rae
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.23 no.5
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    • pp.831-847
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    • 2013
  • The various types of data are being created in large quantities resulting from the spread of social media and the mobile popularization. Many companies want to obtain valuable business information through the analysis of these large data. As a result, it is a trend to integrate the big data technologies into the company work. Especially, Hadoop is regarded as the most representative big data technology due to its terabytes of storage capacity, inexpensive construction cost, and fast data processing speed. However, the authentication token system of Hadoop Distributed File System(HDFS) for the user authentication is currently vulnerable to the replay attack and the datanode hacking attack. This can cause that the company secrets or the personal information of customers on HDFS are exposed. In this paper, we analyze the possible security threats to HDFS when tokens or datanodes are exposed to the attackers. Finally, we propose the secure authentication protocol in HDFS based on hash chain.