• Title/Summary/Keyword: Independent game

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Dynamic Reconstruction Algorithm of 3D Volumetric Models (3D 볼류메트릭 모델의 동적 복원 알고리즘)

  • Park, Byung-Seo;Kim, Dong-Wook;Seo, Young-Ho
    • Journal of Broadcast Engineering
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    • v.27 no.2
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    • pp.207-215
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    • 2022
  • The latest volumetric technology's high geometrical accuracy and realism ensure a high degree of correspondence between the real object and the captured 3D model. Nevertheless, since the 3D model obtained in this way constitutes a sequence as a completely independent 3D model between frames, the consistency of the model surface structure (geometry) is not guaranteed for every frame, and the density of vertices is very high. It can be seen that the interconnection node (Edge) becomes very complicated. 3D models created using this technology are inherently different from models created in movie or video game production pipelines and are not suitable for direct use in applications such as real-time rendering, animation and simulation, and compression. In contrast, our method achieves consistency in the quality of the volumetric 3D model sequence by linking re-meshing, which ensures high consistency of the 3D model surface structure between frames and the gradual deformation and texture transfer through correspondence and matching of non-rigid surfaces. And It maintains the consistency of volumetric 3D model sequence quality and provides post-processing automation.

Effect of a Mobile Application Incorporating a Serious Game on the Self-care Behavior of Patient with Diabetes (기능성 게임을 접목한 모바일 헬스케어 앱이 당뇨환자의 자가간호수행에 미치는 효과)

  • Kim, Yu-Jeong;Wie, Seoung-Uk
    • Journal of Industrial Convergence
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    • v.20 no.3
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    • pp.63-71
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    • 2022
  • This study attempted to investigate the effect of 'RolyPoly 160' on the self-care of diabetes in the community. The experimental group was 60 diabetes living in estern region, G-Metropolitan City, and 'RolyPoly 160' was used more than 5 times a week within 5-10 minutes for 12 weeks. The control group was a resident in the western region, and once received a group lecture in the beginning of the experiment, The study period was from July 1 to September 20, 2019. Self-care tests were conducted before and after the study. The collected data was analyzed with frequency analysis, descriptive statistics, independent sample t-test and cross-tabulation analysis. In the experimental group, drug therapy, foot care, exercise therapy, and diet self-care were statistically significantly increased than before the experiment. Therefore 'RolyPoly 160' can be used as a nursing intervention program to help diabetic patients perform self-care in the future.

Design and Implementation of an Industrial-Design Collaborative System to Support Scalability (확장성을 고려한 산업디자인 협력시스템 설계 및 구현)

  • Yang, Jin-Mo;Lee, Seung-Ryong;Jeon, Tae-Woong
    • Journal of KIISE:Computing Practices and Letters
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    • v.6 no.5
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    • pp.513-527
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    • 2000
  • This paper describes our experience to design and implementation of a collaborative system framework that allows to develop certain collaborative applications such as 3D animation, computer game, and industrial design. The collaborative system enables users, who located in geographically long distance, to do collaborative work in a single virtual space. The proposed system basically consists of client and server system. The goal of proposed system is to support scalability, portability, and platform independent. In order to achieve these, the server is implemented in Java platform and is adopted to the hybrid architecture which takes the advantages both in centralized and decentralized collaborative system. We construct the server base on its functional characteristics so called User Manager Server (UMS), Session Manager Server (SMS), and Information Server (IS), The UMS manages the users who are taking part in the collaborative operations. The SMS supports the conferencing in the proposed system. The IS provides the connection methods among the UMSs. For user's convenience, we implement the client using Visual C++ in Windows. We also expend the functions of 3D Studio Max to distributed environment by means of the plug-in module, and facilitate the chatting and white board functions as well.

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Interface Design Guideline for Personalization of Interactive TV Service - Focusing on SkyLife's SkyTouch Service - (쌍방향TV 서비스의 개인화를 위한 인터페이스 디자인 가이드라인 -스카이라이프의 스카이터치 서비스를 중심으로 -)

  • Goo, Min-Jung;Lee, Tae-Il
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.129-140
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    • 2007
  • This study attempts to investigate the personalized schemes of interface for the interactive TV sonics enhancing the satisfaction of users from the standpoints of the user and to suggest designing guidelines. In the preface, firstly, the purpose as well as structure of the study were described, the characteristics of the interactive TV and the personalization were defined. Also, it was attempted to understand the development directions of the basic media for services. In addition, the data and elements that became the ground for this study were arranged, including the elements for designing interface, the appraisal method of usability to evaluate the requirements of users, etc. Then, the interfaces of "SkyTouch", an interactive TV sonics by Skylife having the number of users reaching one million at the moment, that is the representative runner in the interactive TV, were analyzed. Then the needs central to the navigation structure and layout for the convenience of users through the evaluation of usability were examined and arranged. In addition, the designing directions of personalized interfaces were studied in the interactive TV by analyzing the web portal sites which were being carried out prior to the personalized services. Based on the data investigated and analyzed previously, the guidelines for the interface design for the personalization of the interactive TV were suggested by classifying the navigation structure and layout, and the personalized interface design was proposed according to the suggested guidelines by applying them directly to "SkyTouch" that is currently carrying out the interactive sonics although it provides limited services in an independent style.

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Cognitive Development Effect of Mass Media: Revealing the Relationships among Mass Media Consumptions, Intelligence, and Academic Achievement (매스미디어의 인지개발효과: 매스미디어 이용과 다중지능, 그리고 학업성적과의 관계)

  • Chang, Ik-Chin
    • Korean journal of communication and information
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    • v.37
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    • pp.377-417
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    • 2007
  • This study examines some cognitive development effects of mass media while testing the relations between mass media consumption and academic achievement and intelligence. In this research, students' television, newspaper, and internet consumption behaviors are used as independent variables which include motivations and magnitude of various content categories' and total consumption of those media. Dependent variables are school courses' test scores and eight intelligence scores based on Howard Gardner's multiple intelligence theory. It was found that media consumption magnitudes of various content categories have the most strong effects on those dependent variables. Each of various media consumption behaviors are found to have different effects according to which variable is dependent. For example, total internet consumption have positive effects on logical-mathematical intelligence but negative effects school achievements. Internet game sight have positive effects on logical-mathematical intelligence but negative effects on musical intelligence. It may be concluded that cognitive development is dependent mainly on what media contents students consume. Media consumption behaviors may have positive effects on some kinds of cognitive development and negative effects on other kinds. In other words, television or internet may have positive effects on academic achievement or intelligence contrary to popular thinking.

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Design and Implementation of a Physical Network Separation System using Virtual Desktop Service based on I/O Virtualization (입출력 가상화 기반 가상 데스크탑 서비스를 이용한 물리적 네트워크 망분리 시스템 설계 및 구현)

  • Kim, Sunwook;Kim, Seongwoon;Kim, Hakyoung;Chung, Seongkwon;Lee, Sookyoung
    • KIISE Transactions on Computing Practices
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    • v.21 no.7
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    • pp.506-511
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    • 2015
  • IOV is a technology that supports one or more virtual desktops, and can share a single physical device. In general, the virtual desktop uses the virtual IO devices which are provided by virtualization SW, using SW emulation technology. Virtual desktops that use the IO devices based on SW emulation have a problem in which service quality and performance are declining. Also, they cannot support the high-end application operations such as 3D-based CAD and game applications. In this paper, we propose a physical network separation system using Virtual Desktop Service based on HW direct assignments to overcome these problems. The proposed system provides independent desktops that are used to access the intranet or internet using server virtualization technology in a physical desktop computer for the user. In addition, this system can also support a network separation without network performance degradation caused by inspection of the network packet for logical network separations and additional installations of the desktop for physical network separations.

Kinematic Characteristics Based on Proficiency In Geoduepyeopchagi in Taekwondo Poomsae Koryo

  • So, Jae Moo;Kang, Sung-Sun;Hong, AhReum;Jung, Jong Min;Kim, Jai Jeong
    • Korean Journal of Applied Biomechanics
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    • v.26 no.4
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    • pp.343-351
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    • 2016
  • Objective: The purpose of this study was to help improve game performance and provide preliminary data to enhance the efficiency of the kick and stability of the support foot by comparing the kinematic characteristics of the repeated side kick (geodeupyeopchagi) in poomsaeKoryo between expert and non-expert groups. Method: The subjects were divided into 2 groups according to proficiency in Taekwondo, an expert group and a non-expert group (n = 7 in each group), to observe the repeated side-kick technique. Four video cameras were set at a speed of 60 frames/sec and exposure time of 1/500 sec to measure the kinematic factors of the 2 groups. The Kwon3D XPprogramas used to collect and analyze three-dimensional spatial coordinates. Ground reaction force data were obtained through a force plate with a 1.200-Hz frequency. An independent samplesttest was performed, and statistical significance was defined as .05. The SPSS 18.0 software was used to calculate the mean and standard deviation of the kinematic factors and to identify the difference between the experts and non-experts. Results: The angular displacement of the hip joint in both the expert and non-expert groups showed statistical significance on E1 and E4 of the left support foot and E5 of the right foot (p<.05). The angle displacement of the knee joint in both groups showed statistical significance on E4 of the left support foot, and E1 and E2 of the right foot (p<.05). The angular velocity of the lower leg in both groups showed no statistical significance on the left support foot but showed statistical significance on E2 and E6 of the right foot (p<.05). The angular velocity of the foot in both groups showed no statistical significance on the left support foot but showed statistical significance on E2 of the right foot (p<.05). The vertical ground reaction force in both groups showed statistical significance on E2 (p<.05). The center of pressure in all directions in both groups showed statistical significance (p<.5). Conclusion: While performing the repeated side kick (geodeupyeopchagi), the experts maintainedconsistency and stability of the angle of the support leg while the kick foot moved high and fast. On the other hand, the angle of the support foot of non-experts appeared inconsistent, and the kick foot was raised, relying on the support leg, resulting in unstable and inaccurate movement.

Biennale is a Preacher for the Globalization of Art? (과연 비엔날레는 세계화의 전도사인가?)

  • Choi, Tae-Man
    • The Journal of Art Theory & Practice
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    • no.3
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    • pp.85-106
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    • 2005
  • As biennale exhibitions has been expanded into all of the world since 1990s, these trends of blockbuster exhibitions have caused several problems. For instance, some major curators monopolized most global size exhibitions despite of a variety of cultural and historical backgrounds. Besides, due to a strong connection between these curators and their own artists, the young emerging artists' opportunities tend to be reduced as a result of the power game. In addition, major curators' power have influence on the exhibition style as well as on the theme itself. Some artists who did not involved that kind of huge scale exhibitions dispute that the direction of the exhibition is concentrating on the curator's interest instead of artists or viewers. Although these dissatisfactions could not portray correctly the process of organizing and managing system of a biennale exhibition, those biennale exhibitions held in recent have shown tautologic discourses without any passion and positive attitude direct to the exploitation of our society as a vanguard. In the process of comparing several kinds of biennale exhibitions, I could find that some artists who participated several biennale exhibitions at the same time did not present their creative vision, although the triumph of an exhibition was typically measured by the amount of visitors. Thus, the aim of this article is to prove that the biennale can show us new cultural discourse as well as progressive method of understanding our times. Is biennale producing the real 'global standard'? If biennale has done it, could this global standard present upto-date paradigm for the unique exhibition system? Is biennale providing an useful opportunity for the understanding and communicating of contemporary art through the recontextualization which is pronounced by the publicity of curator and organizing committee? How can we find the distinctive strategy from each biennale exhibition including Venice Biennale? Biennale, as a blockbuster exhibition, always requires a degree of hype, otherwise it would not be a special event and would not attract a big enough audience. It is the actual reason why major biennale exhibitions seem to be similar artistic events. Unfortunately, it seems that the excess of biennale exhibitions might bring about the lack of contents. In this case, the biennale syndrome would being a kind of the center of poverty, in spite of the visual splendor. After all, following the global standard may not be a matter of great importance now. What really matters is how each biennale exhibition which started under the different conditions can search their own identity.

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Analysis on the Effects of Sports Sponsorship by Brand Type of Pyeong Chang Winter Olympic Official Sponsors' (평창 동계올림픽 공식후원사의 브랜드 유형에 따른 스폰서효과 분석)

  • Park, Sang-Il;Kim, Hwa-Ryong
    • Journal of the Korean Applied Science and Technology
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    • v.36 no.3
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    • pp.830-839
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    • 2019
  • The purpose of this study is to analyze the effect of sport sponsorship on the advertising effectiveness by distinguishing products of high sponsorship products from low sponsorship products. For this study, 450 samples who directly spectated their game were selected using convenience sampling method, finally 426 data were used except data which didn't respond or trustlessly responded. Data was collected through questionnaires. Data was analyzed through PASW 19.0 version frequency analysis, reliability analysis, factor analysis, independent sample t-test analysis, one-way ANOVA analysis paired sample t-test analysis was performed. All tests were performed using a .05 significance level. The results are as follows. First, This is the Result of T-test between brand effectiveness and gender. There is a non difference between male and female. Second, The results showed that there was statistically significant difference between the low perception perceived quality and low perceived sponsor familiarity according to current level of Education. Thirdly, This is the Result of T-test between low involvement perceptual quality, low sponsor friendly image and high involvement perceptual quality, high sponsor friendly image. There is a difference.

Formation of a Professional Communication Culture Among the Students Using Information Technologies

  • Vakulyk, Iryna;Koval, Valentyna;Lukiianchuk, Inna;Romanenko, Nataliia;Grygorenko, Tetyana;Balalaieva, Olena;Oros, Ildiko
    • International Journal of Computer Science & Network Security
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    • v.22 no.9
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    • pp.75-82
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    • 2022
  • Analyzing the psychological and pedagogical literature, we found the researchers' interest in the problem posed. The concept of "culture of professional communication» is considered, which is interpreted as the level of realization of creative abilities, exchange of messages, organization of mutual understanding, mutual knowledge in the process of professionally directed interaction between subjects, in which interpersonal relationships arise, manifest and form. The concept of "professional culture of communication of a teacher" is interpreted. The motives that are socially significant in the professional communication of the teacher are highlighted. The necessity of forming a culture of professional communication among students, in particular by means of information technologies in the present, is clarified. The interactive component of professional communication is considered. The types of interactions between people in everyday life (ritual and entertainment interaction, joint purposeful activity, no interaction, game and interpersonal interaction) are identified. Traditional and specific forms and methods of teaching are written out. All interactive technologies carried out by means of information technologies are conventionally divided into four groups, depending on the form of educational activity appropriate for their use (pair (work of the subject with the teacher or peers one on one by means of Information Technologies); frontal (the teacher simultaneously teaches a group of subjects by means of Information Technologies); group or cooperative (all subjects teach each other by means of Information Technologies); individual (independent work of the subject using Information Technologies)). In the higher education institution, future specialists should learn knowledge, acquire skills on the basic rules of the culture of professional communication and methods of interaction and their effective use, which is possible with the use of Information Technologies. Recommendations for optimal professional communication have been developed that help you express your thoughts easily and beautifully, and conduct a dialogue in a relaxed and harmonious way.