• 제목/요약/키워드: digital game

검색결과 1,116건 처리시간 0.03초

A Brief Survey of the Uses of Non-Fungible Tokens

  • Zain Patras;Sidra Minhas
    • International Journal of Computer Science & Network Security
    • /
    • 제24권7호
    • /
    • pp.59-62
    • /
    • 2024
  • Non-fungible tokens (NFTs) are interchangeable rights to digital assets such as art, in-game items, collectibles or music, etc. NFTs have the potential to be infinitely useful in many industries by increasing security and processing costs for transactions and providing a new platform for the gigeconomy to work through. Its markets have grown fast and significantly since early 2021. We investigate the uses of NFTs and research the facts and figures on the usage of NFTs supporting websites. Using daily data between 2019 to 2021. NFTs took the world by storm in 2021, bringing forth a digital art revolution while becoming one of the fastest-growing asset classes of the year. While the NFTs market has been growing at a rapid pace, many are still wary of entering it because of the theoretical insanity around its worth. NFTs have been out there for quite some time and this trend doesn't plan to go any further. NFTs services have many practical use cases and their potential will only grow over time. While celebrities dive into this marketplace to maintain their onlinepresence andincrease their Net worth.

이미지 기반의 유도장과 항해장을 활용한 실시간 대규모 군중 시뮬레이션 (Large-Scale Realtime Crowd Simulation Using Image-Based Affordance and Navigation Potential Fields)

  • 옥수열
    • 한국멀티미디어학회논문지
    • /
    • 제17권9호
    • /
    • pp.1104-1114
    • /
    • 2014
  • In large-scale crowd simulations, it is very important for the decision-making system of manipulating interactive behaviors to minimize the computational cost for controlling realistic behaviors such as collision avoidance. In this paper, we propose a large-scale realtime crowd simulation method using the affordance and navigation potential fields such as attractive and repulsive forces of electromagnetic fields. In particular, the model that we propose locally handles the realistic interactions between agents, and thus radically reduces the cost of expensive computation on interactions which has been the most problematic in crowd simulation. Our method is widely applicable to the expression and analysis of various crowd behaviors that are needed in behavior control in computer games, crowd scenes in movies, emergent behaviors of evacuation, etc.

키넥트를 이용한 사용자 맞춤형 손동작 히트 인식 방법 (User Customizable Hit Action Recognition Method using Kinect)

  • 최윤연;탕 지아메이;장승은;김상욱
    • 한국멀티미디어학회논문지
    • /
    • 제18권4호
    • /
    • pp.557-564
    • /
    • 2015
  • There are many prior studies for more natural Human-Computer Interaction. Until now, the efforts is continued in order to recognize motions in various directions. In this paper, we suggest a user-specific recognition by hit detection method using Kinect camera and human proportion. This algorithm extracts the user-specific valid recognition rage after recognizing the user's body initially. And it corrects the difference in horizontal position between the user and Kinect, so that we can estimate a action of user by matching cursor to target using only one frame. Ensure that efficient hand recognition in the game to take advantage of this method of suggestion.

u-Hospital 환경을 위한 바이오 병리조직검사 시스템 연구 (A Study on Bio-Histopathology System for the u-Hospital Environment)

  • 임광혁;최광일;안우영;김석훈
    • 한국컴퓨터정보학회:학술대회논문집
    • /
    • 한국컴퓨터정보학회 2013년도 제47차 동계학술대회논문집 21권1호
    • /
    • pp.113-114
    • /
    • 2013
  • 현재 종합병원에서는 21세기 최첨단 의료 IT시대에 맞지 않는 단순한 검체관리의 부주의 및 비효율적인 관리로 인해서 병리조직의 인식을 수기로 기록하여 정보의 불일치와 업무적인 미스매칭으로 인하여 의료사고가 증가하고 있다. 본 논문에서는 병리조직 검사 시스템 정보화를 위한 카세트, 슬라이드 출력기 및 정보관리 소프트웨어를 설계하였고, 카세트 프린터에 RFID를 장착하여 정보를 슬라이드 프린터와 연동하여 관리할 수 있는 시스템을 설계하여 의료사고를 방지 및 u-Hospital 분야에서 효율적으로 활용될 수 있다.

  • PDF

Sweep-Based Plausible Elastic Deformations

  • Yoon, Seung-Hyun;Lim, Choong-Gyoo;Kim, Myung-Soo
    • ETRI Journal
    • /
    • 제30권1호
    • /
    • pp.152-154
    • /
    • 2008
  • We present a simple and efficient technique for a plausible elastic deformation of three-dimensional objects. An elastic sweep surface is constructed by interpolating key cross sections with positions, orientations, and boundary shapes determined by physical simulation of simple mass-spring systems. The deformable parts of an object are approximated by the elastic sweep surfaces, and the vertices of the deformable parts are bound to nearby sweep surfaces. As an external force is applied, the corresponding parts of an object change their shapes elastically. We demonstrate the effectiveness of our technique and show its real-time performance on mesh objects.

  • PDF

Impact of Net-Based Customer Service on Firm Profits and Consumer Welfare

  • 김은진;이병태
    • 한국경영정보학회:학술대회논문집
    • /
    • 한국경영정보학회 2007년도 International Conference
    • /
    • pp.141-146
    • /
    • 2007
  • The importance of the net-based customer service in delivering supplementary after-sale services associated with product has been well documented. The strategic advantages of a well-implemented the net-based customer service are enhanced customer loyalty and higher lock-in of customers, and the resulting reduction in competition and the consequent increase in profits. However, not all customers utilize such the net-based customer service. This is partly due to the e-commerce divide, and partly due to privacy and security concerns of the customer for sharing personal information with firms. The limited level of customer adoption of the net-based customer service affects the firm profits and the customers' welfare. We use a game-theoretic model in which we model the net-based customer service system as a mechanism to enhance customers' loyalty. We find that an increase in adoption of the net-based customer service by the customer base is not always desirable for firms. and that customers who utilize such services are better off only when the overall adoption is limited.

  • PDF

유적원형 복원 기법을 이용한 환경교육용 소프트웨어의 구현 (Implementation of Environment Education Software using the Ruins Original Form Restoration Technique)

  • 이기성;이근왕
    • 한국산학기술학회논문지
    • /
    • 제12권3호
    • /
    • pp.1367-1372
    • /
    • 2011
  • 본 논문은 인간의 인지적 발달 능력을 고려하여 일반인의 눈높이에 맞는 3D 애니메이션 콘텐츠를 제작하여 환경오염 예방 교육 자료로 활용함으로써 일반인의 환경인식 변화에 미치는 영향을 연구하였다. 또한, 본 논문은 3D 가상현실 기법을 사용하여 조선시대 한양의 주거환경 및 자연환경을 재현하는 유적 원형의 디지털 복원 기법을 제시하였다.

실버세대를 위한 두뇌훈련 게임콘텐츠 개발 및 선호도 조사 (Development of Brain Training Game Contents and Research Preferences for Silver Generation)

  • 주재홍;이현철;허기택;김은석
    • 한국콘텐츠학회:학술대회논문집
    • /
    • 한국콘텐츠학회 2011년도 춘계 종합학술대회 논문집
    • /
    • pp.413-414
    • /
    • 2011
  • 본 논문에서는 실버세대의 여가활동 및 두뇌훈련 위한 기능성게임콘텐츠를 제안한다. 두뇌훈련 게임은 기억력 훈련, 집중력 훈련, 시공감각 훈련과 판단력 훈련으로 6종의 게임콘텐츠로 구성되어 있으며, 실버세대들이 사용하기 쉬운 인터페이스와 실버세대의 게임에 대한 공감대 형성과 쉬운 접근을 위하여 춘향전을 각색하여 게임 시나리오로 적용하였다. 게임콘텐츠에 대한 평가 및 선호도 조사, 기능성게임콘텐츠 종목 발굴을 위해 401명을 대상으로 게임을 체험한 후 설문조사를 실시하였고, 결과를 토대로 선호도 및 기능성 게임 개발 시 요구 사항을 분석하였다.

  • PDF

Implementation of Self-expression Tool with Interactive Hangeul

  • Lim, Sooyeon
    • International Journal of Internet, Broadcasting and Communication
    • /
    • 제10권4호
    • /
    • pp.43-49
    • /
    • 2018
  • Modern people communicate in a digital space without being limited by physical space and time. On the internet, people's desire for self-expression is getting bigger, and the most common self-expression tool is characters. Characters are visual materials to express human thoughts and desires. This study is a method to positively express the viewer's self in an interactive Hangeul system. The proposed system produces new formative shapes and meanings of Hangeul through the process of deconstructing and reconstructing the characters. Immediate character transformations that are synchronized with the motion of the viewer act as a tool of self-expression by inducing the viewer's active interaction repeatedly. Therefore, the proposed interactive Hangeul is more than enough to be used as a new graphic tool beyond the text to be read, and it is highly likely to develop into cultural contents using it.

글로벌 비젼을 이용한 자동제어 휴머노이드 축구시스템 설계 (Implementation of Active Humanoid Robot Soccer System Using Global Vision)

  • 구자일
    • 전자공학회논문지 IE
    • /
    • 제45권2호
    • /
    • pp.28-33
    • /
    • 2008
  • 본 논문에서는 휴머노이드를 이용한 로봇 축구 시스템을 새롭게 제안하며, 다수의 인간형 로봇을 제어하는 방법과 축구 경기를 하기 위한 전략 알고리즘 등에 대해 기술하였다. 로봇의 위치와 방향을 파악하기 위해서 로봇의 위쪽 어깨 부분에 각각의 로봇을 구분할 수 있는 칼라 태그를 부착하였고, 빠른 위치와 방향 인식을 위해 전용의 PC를 통해 영상인식을 수행하였다. 본 논문에서 제안한 휴머노이드 로봇 축구 시스템은 기존의 바퀴 구동형 축구 로봇을 한 단계 발전시킨 것으로, 앞으로 많은 연구를 통하여, 인간처럼 자율 이동이 가능한 로봇 축구 경기가 가능하리라 본다.