• Title/Summary/Keyword: Offline Application

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Proposing the Model of a Storytelling-based Smart Board Game for Children - Case Study of the Game Development Process for Go! Space Express

  • Han, Hye-Won;Kim, Seo-Yeon;Song, Se-Jin
    • International Journal of Contents
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    • v.10 no.2
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    • pp.74-82
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    • 2014
  • This paper aims to propose the educational concept and design model of a Smart Board Game appropriate for lower elementary grade students. The Smart Board Game refers to a hybrid, or 'convergent', game format based on the offline format of the conventional board game augmented through the use of smart devices. The substantive aspects of this game format utilize the procedural deduction and problem-solving skills applicable in storytelling methodologies and games, in order to generate and propose contents ideal for the educational environment. The development of the Smart Board Game is conducted through the following stages. First, the study analyzes a number of Smart Board Games currently popular in Korea and abroad, based on identification of the key components and processes of the board game format. The subsequent review of the science curriculum for lower elementary grades aims to determine the aspects conducive for application to Smart Board Games. Lastly, the theoretical framework outlined through the previous stages is used as the basis for the proposal of a detailed model of contents for the smart board game concept.

Special Effect Generator for Various Digital Contents (다양한 디지털 콘텐츠를 위한 특수효과 생성기)

  • Song Seung-Heon;Kim Eung-Kon
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.572-575
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    • 2005
  • In digital contents industry there is a high demand to convincingly mimic the appearance and behavior of natural phenomena such as smoke, waterfall, rain, and fire. Particle systems are methods adequate for modeling fuzzy objects of natural phenomena. It is clear which parameter of which action in a particular effect should be modified for a particular visual result. The generator is usable for offline animation and for real-time special effects in digital contents and virtual reality. The application programmer is able to specify different accuracy needs for different effects. This paper design special effect generator for make low-price and high-quality digital contents in reflection industry and virtual reality applications.

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Design of Bi-directional Recommend Calligraphy Contents Open-market Platform (양방향 추천 캘리콘텐츠 오픈마켓 플랫폼 설계)

  • So, Kyoungyoung;Lee, Yoonhan;Moon, Kyounghee;Ko, Kwangman
    • Journal of Korea Multimedia Society
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    • v.18 no.12
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    • pp.1586-1593
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    • 2015
  • Calligraphy contents(shortly called, CalliContents) depict the feature of communication media with artistic sentences or drawings before being processed into digital contents to become printed advertisement, visual design and entertainment products. As a fast growing business model, they can be applied to every single scope of all fields these days and each application case presented excellent effects to grab consumers' attention immediately. In this paper, we designed and produced an emotional bi-directional recommendation DIY calligraphy contents platform to consume created cultural contents and boost personalized contents industry that meets consumer's needs through both wired and wireless-based software with convergence of artistic and emotional calligraphy contents and ICT. For this works, we established for DIY calligraphy consumers a foundation of a virtuous circle of the CalliContents where various CalliContents are provided in on and offline environment and a third party target is opened at the CalliContents platform

Design of A Low Power Memory Tag for Storing Emergency Manuals (긴급 매뉴얼 저장용 저전력 메모리 태그의 설계)

  • Kwak, Noh Sup;Eun, Seongbae;Son, Kyung A;Cha, Shin
    • Journal of Korea Multimedia Society
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    • v.23 no.2
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    • pp.293-300
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    • 2020
  • Since the communication networks like the Internet collapses at disaster and calamity sites, a maintenance system that can be operated offline is required for the maintenance of various facilities. In this paper, we propose a system that memory tags attached on the facilities may transmit the emergency manual to a smart-phone, and the smart phone displays it off-line. The main issue is to design low energy mode memory tags. This study presents two kinds of methods and analyzes each's energy consumption mode. The first one is to develop memory tags by using one chip, and the next one is to design memory tags by forming multi-modules. Both ways show proper application fields under the low energy mode. This research selects the off-line maintenance system by using one chip design, and proposes the direction of contents for enhancing the effectiveness of the system. And we expect that this memory tags will be valuable for disaster scenes as well as battle fields.

Mobile Auto questions and scoring system (모바일 시험 자동출제 및 채점 시스템 연구)

  • Park, Jong-Youel;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.370-372
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    • 2014
  • This study questions, and an automatic scoring system written in HTML, and XML-based system that is at issue, the issue questions in a convenient offline automatically how to register, Easy to manage questions of issues, questions and problems of merging the PC and the mobile device in a place that can be obtained without taking the test system study. Server systems, and real-time registration questions merging problem, such as difficulty adjusting to the test required to build the system. Clients communicate with the server using the mobile device and the PC is required to take the exam in the View application, and responses are sent for treatment research.

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An Upshift Improvement in the Quality of Forklift's Automatic Transmission by Learning Control (학습제어를 이용한 지게차 자동변속기 상향 변속품질 개선)

  • Jung, Gyuhong
    • Journal of Drive and Control
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    • v.19 no.2
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    • pp.17-26
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    • 2022
  • Recently, automatic transmissions caused a good improvement in the shift quality of a forklift. An advanced shift control algorithm, which was based on TCU firmware, was applied with embedded control technology and microcontrollers. In the clutch-to-clutch shifting, one friction element is released and the other friction element is activated. During this process, if the release and application timings are not synchronized, an overrun or tie-up occurs and ultimately leads to a shift shock. The TCU, which measures only the speed of the forklift, inevitably applies the open-loop shift control. In this situation, the speed ratio does not change during the clutch fill. The torque phase occurs until the clutch is disengaged. In this study, an offline shift logic of the learning control was proposed. It induced a synchronous shift when the learning control progressed. During this process, the reference current trajectory of the release clutch was corrected and applied to the next upshift. We considered the results of the overrun/tie-up characteristics of the upshift performed immediately before. The vehicle test proved that the deviation in shift quality, which was caused by the difference in the mechanical characteristics of the clutch, could be improved by the learning control.

Real-time RL-based 5G Network Slicing Design and Traffic Model Distribution: Implementation for V2X and eMBB Services

  • WeiJian Zhou;Azharul Islam;KyungHi Chang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.17 no.9
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    • pp.2573-2589
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    • 2023
  • As 5G mobile systems carry multiple services and applications, numerous user, and application types with varying quality of service requirements inside a single physical network infrastructure are the primary problem in constructing 5G networks. Radio Access Network (RAN) slicing is introduced as a way to solve these challenges. This research focuses on optimizing RAN slices within a singular physical cell for vehicle-to-everything (V2X) and enhanced mobile broadband (eMBB) UEs, highlighting the importance of adept resource management and allocation for the evolving landscape of 5G services. We put forth two unique strategies: one being offline network slicing, also referred to as standard network slicing, and the other being Online reinforcement learning (RL) network slicing. Both strategies aim to maximize network efficiency by gathering network model characteristics and augmenting radio resources for eMBB and V2X UEs. When compared to traditional network slicing, RL network slicing shows greater performance in the allocation and utilization of UE resources. These steps are taken to adapt to fluctuating traffic loads using RL strategies, with the ultimate objective of bolstering the efficiency of generic 5G services.

Predictable Effect and Usability of Smart-Phone Application for Elderly Dementia Prevention (노인치매예방 스마트폰 앱의 기대효과 및 유용성)

  • Kim, Soo-Jung;Choi, Yun-Jin
    • Journal of Industrial Convergence
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    • v.17 no.4
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    • pp.87-94
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    • 2019
  • The purpose of this study is to predict the usefulness and predictable effects of the use of dementia prevention games and dementia management applications provided in smart-phones for the elderly. First, 6 dementia diagnostic tools used to verify the effectiveness of the dementia prevention program were selected and the cognitive domains tested by each diagnostic tool were extracted. Second, 29 smart-phone dementia prevention game applications and dementia management applications were selected and the expected effects after using these applications were analyzed in connection with the cognitive domain extracted from the dementia diagnosis tool. As a result, it was expected that it would be helpful to manage dementia prevention by improving cognitive function in certain areas when playing games or managing dementia continuously using smart-phone dementia prevention applications. Smart-phone dementia prevention applications will be useful in improving the cognitive ability of the elderly and preventing dementia by supplementing the limitations of the dementia prevention program that is operated offline through time-space ease of use, continuous usability and economic feasibility.

Healthcare Robots in the New Normal era; Outlook for the Post-Corona era (뉴노멀 시대의 의료 로봇; Post-Corona 시대를 위한 전망)

  • Moon, Jeong Eun;Cho, Yong Jin
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.509-514
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    • 2021
  • The pandemic of COVID-19 is driving the demand for non-face-to-face diagnosis, observation, and treatment in the healthcare environment, which has led to increased interest in helathcare robots. The authors intend to predict the direction in which the quarantine healthcare robots should be utilized in the post-corona era through analysis of national agency reports, on-offline press reports, and domestic and foreign robot company press releases. The COVID-19 pandemic has raised interest in medical robots. And there is a need to apply healthcare robots that can perform tasks such as disinfection, logistics transfer, screening tests, monitoring of patients, remote medical treatment support for isolated patients, and video calls with family members. Therefore, it is considered that future correct development and application of healthcare robots and empirical research to verify them should be continued based on sufficient consideration for various problems associated with the practical application of robots.

Analysis of 3D Building Construction Applications in Augmented Reality

  • Khan, Humera Mehfooz;Waseemullah, Waseemullah;Bhutto, Muhammad Aslam;Khan, Shariq Mahmood;Baig, Mirza Adnan
    • International Journal of Computer Science & Network Security
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    • v.22 no.10
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    • pp.340-346
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    • 2022
  • Construction industry is considered as one of the oldest industries in the world since human came into being and the need of their own space is realized. All this led to make the world a space of many beautiful constructive ventures. As per the requirements of today's world, every industry is recognizing the need for use and adoption of modern as well as innovative technologies due to their benefits and timely production. Now construction industry has also started adopting the use of modern and innovative technologies during their projects but still the rate of adoption is so slow. From design to completion, construction projects take a lot to manage for which technology based solutions have continuously been proposed. These include Computer Aided Design (CAD), building information modeling (BIM) and cloud computing have been proved to be much successful until now. The construction projects are high budgeted, and direly require timely and successful completion with quality, resource and other constraints. So, the researchers observe the need of more clear and technology based communication between the construction projects and its constructors and other stakeholders is required before and during the construction to take timely precautions for expected issues. This study has analyzed the use of Augmented Reality (AR) technology adopting GammaAR, and ARki applications in construction industry. It has been found that both applications are light-weighted, upgradable, provide offline availability and collaborative environment as well as fulfil most of the requirements of the construction industry except the cost. These applications also support different screen size for better visualization and deep understanding. Both applications are analyzed, based on construction's application requirements, usability of AR and ratings of applications user collected from application's platform. The purpose of this research is to provide a detail insight of construction applications which are using AR to facilitate both the future developers and consumers.