• Title/Summary/Keyword: Smart-media

Search Result 1,861, Processing Time 0.029 seconds

Comparative Analysis for Educational Puzzle Game Development (교육용 퍼즐 게임 개발을 위한 비교)

  • Shin, Yongwoo
    • Journal of Korea Game Society
    • /
    • v.14 no.5
    • /
    • pp.7-14
    • /
    • 2014
  • Since educational and fun elements coexist in an educational game, it is important to come up with standards that can elicit fun with the game as well as educational standards. Many of the existing developed educational games have received low marks in the characteristics of entertainment and game design. Thus, how to make up for their entertainment characteristics is important. This paper analyzes gaming elements of puzzle games that were released for smart phones and gained massive popularity from their users and will apply them to educational games. Such games that have gained popularity and won a commercial success include Anipang, Anipang 2, Candy Crush Saga, Farm Heroes Saga and Pokopang. This study will analyze gaming elements of these games. By analyzing the educational games, it is applied to the game elements of casual games. In addition, we have proposed a element that can enhance the immersive. Game design elements that can improve entertainment characteristics include game rules, stages and missions. Elements that can increase immersion include items, background maps and new learning environments. This paper has significance in that it analyzes entertainment characteristics, which mean the fun of games through those that have been a commercial success and applies them to educational games.

Network vision of disaster prevention management for seashore reclaimed u-City (해안매립 신도시의 재해 예방관리 네트워크 비젼)

  • Ahn, Sang-Ro
    • Proceedings of the Korean Geotechical Society Conference
    • /
    • 2009.09a
    • /
    • pp.117-129
    • /
    • 2009
  • This paper studied the safety management network system of infrastructure which constructed smart sensors, closed-circuit television(CCTV) and monitoring system. This safety management of infrastructure applied to bridge, cut slop and tunnel, embankment etc. The system applied to technologies of standardization guidelines, data acquirement technologies, data analysis and judgment technologies, system integration setup technology, and IT technologies. It was constructed safety management network system of various infrastructure to improve efficient management and operation for many infrastructure. Integrated safety management network system of infrastructure consisted of the real-time structural health monitoring system of each infrastructure, integrated control center, measured data transmission using i of tet web-based, collecting data using sf ver, early alarm system which the dangerous event of infrastructure occurred. Integrated control center consisted of conference room, control room to manage and analysis the data, server room to present the measured data and to collect the raw data. Early alarm system proposed realization of warning and response within 5 minute or less through development of sensor-based progress report and propagation automation system using the media such as MMS, VMS, EMS, FMS, SMS and web services of report and propagation. Based on this, the most effective u-Infrastructure Safety Management System is expected to be stably established at a less cost, thus making people's life more comfortable. Information obtained from such systems could be useful for maintenance or structural safety evaluation of existing structures, rapid evaluation of conditions of damaged structures after an earthquake, estimation of residual life of structures, repair and retrofitting of structures, maintenance, management or rehabilitation of historical structures.

  • PDF

Preference Analysis for Location Based Services on Smartphone Environment Using Analytic Hierarchy Process (AHP 기법을 이용한 스마트폰 환경에서 위치기반 서비스에 대한 선호도 분석)

  • Nam, Soo-Tai;Jin, Chan-Yong;Kim, Do-Goan
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.18 no.6
    • /
    • pp.1337-1342
    • /
    • 2014
  • Increasingly important user based service on the smart media era, and increasing awareness about the user experience. In this study, by considering these realities, what impact location based constructs on smartphone environment, continuous intention to use you want to identification. Thus, this study conducted of preference the influencing factors for location based constructs. First steps, based constructs known empirical studies were categorized information, entertainment, safe&emergency, navigation&tracking and advertising& commerce. Second Steps, the categorized factors were analyzed preference relationship between constructs using AHP(analytic hierarchy process) technique. Questionnaire survey was conducted to those who employees S Telecom in Busan city and Gyeongnam province during 2000. 4. 15 and 2014. 4. 30. The result of the analysis might be summarized that the navigation(0.133) has the highest preference ran in the constructs. Based on these findings, several theoretical and practical implications were suggested and discussed.

The Detection Characterization of NOX Gas Using the MWCNT/ZnO Composite Film Gas Sensors by Heat Treatment (열처리에 따른 MWCNT/ZnO 복합체 필름 가스센서의 NOX 가스 검출 특성)

  • Kim, Hyun-Soo;Jang, Kyung-Uk
    • Journal of the Korean Institute of Electrical and Electronic Material Engineers
    • /
    • v.31 no.7
    • /
    • pp.521-526
    • /
    • 2018
  • In particular, gas sensors require characteristics such as high speed, sensitivity, and selectivity. In this study, we fabricated a $NO_X$ gas sensor by using a multi-walled carbon nanotube (MWCNT)/zinc oxide (ZnO) composite film. The fabricated MWCNT/ZnO gas sensor was then treated by a $450^{\circ}C$ temperature process to increase its detection sensitivity for NOx gas. We compared the detection characteristics of a ZnO film gas sensor, MWCNT film gas sensor, and the MWCNT/ZnO composited film gas sensor with and without the heat-treatment process. The fabricated gas sensors were used to detect $NO_X$ gas at different concentrations. The gas sensor absorbed $NO_X$ gas molecules, exhibiting increased sensitivity. The sensitivity of the gas sensor was increased by increasing the gas concentration. Additionally, while changing the temperature inside the chamber for the MWCNT/ZnO composite film gas sensor, we obtained its sensitivity for detecting $NO_X$ gas. Compared with ZnO, the MWCNT film gas sensor is excellent for detecting $NO_X$ gas. From the experimental results, we confirmed the enhanced gas sensor sensing mechanism. The increased effect by electronic interaction between the MWCNT and ZnO films contributes to the improved sensor performance.

Efficient Multicasting Mechanism for Mobile Computing Environment (교육 영상제작 시스템 설계 및 구현)

  • Kim, Jungguk;Cho, Wijae;Park, Subeen;Park, Suhyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2017.05a
    • /
    • pp.482-484
    • /
    • 2017
  • Over the past 70 years, movies and television have revolutionized the way people communicate. However, even with this development, TV has been used only as a means of communication targeting an unspecified number of people due to the restriction of media such as radio waves and movies. However, the development of the Internet and online video has come to a time when 100 million people watch YouTube videos uploaded from the other side of the world by eliminating these restrictions. The message that you want to deliver now can be delivered to anyone, but making the image with these messages remains the last obstacle to communication. To solve these problems, we implemented a web application and a video production program through AWS. This system basically provides the administrator with the video production through the easy interface, the information management and the program on the server on the internet through AWS, the assigned lecture including the computer and the smart phone, the learning materials, And implemented to increase the efficiency of educational video production service.

  • PDF

Salt & Pepper Noise Removal using Bilinear Interpolation (이중 선형 보간법을 이용한 Salt & Pepper 잡음 제거)

  • Ko, You-Hak;Kwon, Se-Ik;Kim, Nam-Ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2017.05a
    • /
    • pp.343-345
    • /
    • 2017
  • In digital era image processing has been utilized in a variety of media such as TV, camera and smart phone. However, in the process of analyzing, recognizing, and processing image data, deterioration occurs due to various causes and Salt & Pepper noise occurs. Typical methods for removing such noise include SMF, CWMF, and SWMF. However, existing methods have a somewhat poor noise canceling characteristic in Salt & Pepper noise environment. Therefore, in this paper, we propose an algorithm to remove Salt & Pepper noise effectively by using bilinear interpolation method and median filter according to noise density of local mask. And using the PSNR(Peak Signal to Noise Ratio) it compared to the existing methods and their performance in order to determine the performance of the proposed method.

  • PDF

TK-Indexing : An Indexing Method for SNS Data Based on NoSQL (TK-Indexing : NoSQL 기반 SNS 데이터 색인 기법)

  • Shim, Hyung-Nam;Kim, Jeong-Dong;Seol, Kwang-Soo;Baik, Doo-Kwon
    • The KIPS Transactions:PartD
    • /
    • v.19D no.4
    • /
    • pp.271-280
    • /
    • 2012
  • Currently, contents generated by SNS services are increasing exponentially, as the number of SNS users increase. The SNS is commonly used to post personal status and individual interests. Also, the SNS is applied in socialization, entertainment, product marketing, news sharing, and single person journalism. As SNS services became available on smart phones, the users of SNS services can generate and spread the social issues and controversies faster than the traditional media. The existing indexing methods for web contents have limitation in terms of real-time indexing for SNS contents, as they usually focus on diversity and accuracy of indexing. To overcome this problem, there are real-time indexing techniques based on RDBMSs. However, these techniques suffer from complex indexing procedures and reduced indexing targets. In this regard, we introduce the TK-Indexing method to improve the previous indexing techniques. Our method indexes the generation time of SNS contents and keywords by way of NoSQL to indexing SNS contents in real-time.

A Study on Changing SNS Platform Using the Augmented Reality and Pairing (증강현실과 페어링을 이용한 SNS 플랫폼의 변화에 대한 연구)

  • Roh, Chang-Bae;Na, Wonshik
    • Journal of Digital Contents Society
    • /
    • v.15 no.5
    • /
    • pp.587-594
    • /
    • 2014
  • Owing to supply of smart phones and the diffusion of SNS, the number of peoples who are living, linked with us, is incomparably more than in the past. The continuous communication is essential in maintaining good relationship, so peoples have no choice but to seek for most efficient communication method in order to maintain good relationship. This thesis intended to advise how to construct next generation immersive multi-media system, using augmented reality and MPEG-V that have come to the fore recently. In addition, the SNS platform service of new type was suggested in this thesis, in connection with the pairing service. Now, we can create a town in a specific space like the real world, if we utilize the augmented reality that became possible by SNS service and we can talk and exchange informations in that space. This system would provide various services peoples wish to have, interlocking experiences through five senses like sense of vision, sense of hearing, sense of touch and etc..

A study on the application of virtual reality technology to exhibition space (가상현실 기술의 전시 공간 적용에 관한 연구)

  • Lee, Jae-Young;Kwon, Jun-Sik
    • Journal of Digital Contents Society
    • /
    • v.18 no.8
    • /
    • pp.1585-1591
    • /
    • 2017
  • In this study, we propose the application of exhibition contents using virtual environment technology in exhibition space. Research on the virtual environment is continuing. Particularly, research on virtual reality technology is one of the most active research fields. As researches and developments of augmented reality technologies have been carried out with the spread of smart phones, researches on virtual reality technologies have also made a lot of progress with emphasis on games and interactivity. Especially, development of hardware, software, and content is accelerating this year, including the development of various types of physical reality devices, especially HMD (Head Mounted Device) equipment and new product announcements. We want to study and apply the environment in which the system based on this virtual reality technology can approach and experience more user friendly in the exhibition space.

Evaluating the User Experience between Generations of Easy Payment Service -Focusing on KakaoPay and PAYCO- (간편 결제 서비스의 세대 간 사용자 경험 평가 - 카카오페이와 페이코 중심으로 -)

  • Kim, So-Young;Kim, Seung-In
    • Journal of Digital Convergence
    • /
    • v.18 no.4
    • /
    • pp.453-459
    • /
    • 2020
  • This research aims to evaluate how each generation experiences easy payment services. Recently, the easy payment service business has been on an upward trajectory and pin-tech companies have introduced various types of products. In this regard, it becomes crucial to understand differences among generations in terms of using those services due to their accessibility and serviceability. Based on the statistical analysis of surveys and in-depth interviews based on Peter Morville's Honeycomb model, this study suggests four ways to improve this payment service. The analysis indicates that those who are older tend to use easy payment services provided by their credit card companies or services which they frequently have already used. Findings of this analysis are expected to find the relationship between ages and payment applications.