• Title/Summary/Keyword: digital game

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Development of Tic-tack-toe Game Application using Bluetooth for iPhones (블루투스를 활용한 틱택토 2 인대전 게임 개발)

  • Yang, WonSeok
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.11a
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    • pp.871-874
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    • 2010
  • 요즘 다양한 스마트폰의 보급과 함께 스마트폰에서 활용되는 어플리케이션들이 주목 받고 있다. 그 중에 가장 활발히 어플리케이션이 개발되어 등록되어 있는 아이폰의 앱스토어는 개인 개발자들이 자발적으로 앱 개발에 참여할 수 있도록 유도하고 있다. 하지만 Xcode 라는 생소한 개발 툴을 이용하여 MacOS 라는 운영체제에서 개발을 하다 보니, 많은 기존 윈도우 기반의 스마트폰 개발자들이 아이폰 앱을 개발하는데 적지 않은 어려움이 있는 편이다. 본 논문에서는 아이폰에서 블루투스를 이용한 2 인용 대전 게임인 틱택토(Tick-tac-toe)를 C++기반으로 개발하여 그 내용을 소개한다.

Removable 3D Object For Mobile Phone Based on J2ME

  • Lee, Song-Won;Hong, Sung-Soo;Kim, Seok-Dong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2009.04a
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    • pp.706-709
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    • 2009
  • The informatization of Korea is accompanied by the great growth of new strategic export industry, as of mobile phone or semiconductor LCD. Speaking to the situation of mobile phone, Motorola swept over the American domestic market in the beginning of 1990s, digital mobile communication as CDMA developed swiftly in Korea. In 1996, the first year's CDMA users of Samsung were merely one million, nevertheless, the world's sales in the first half of this year is up to 92 million. In this p aper I design 3D application based on J2ME and implement a freely removable 3D object which happened in a 3D scen e by receiving the keyboard response of mobile device with WTK (Wireless ToolKit) simulator. It contains benefits of improvement of relative speed and high-level functionality such as scene graph, keyframe animation, etc.

An Analysis on Trend of Digital Signature in Blockchain (블록체인에서 디지털서명 국내외 동향 분석)

  • Na, Jangho;Kim, Hye-Young
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.05a
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    • pp.268-271
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    • 2022
  • 본 논문은 블록체인에서 사용 중인 디지털서명을 국내외 동향으로 분석하여 향후 기존 디지털서명 기술이 새로운 대안의 디지털서명으로 대체될지 전망을 분석하였다. 디지털서명의 국내외 동향은 해시함수, 타원곡선, 디지털서명 알고리즘 등으로 구별하여 파악하였다. 디지털서명의 해외 동향에서는 ECDSA 외에 몇몇 새로운 알고리즘 도입이 진행 중에 있었지만 국내 동향에서는 단 하나의 사례도 찾기 힘들 정도로 여전히 대부분 업체에서는 ECDSA를 사용 중에 있었다. 아직까지 국내에서는 ECDSA의 채택률이 압도적이지만 해외에서는 조금씩 새로운 디지털서명을 채택 중에 있었다. 향후에는 ECDSA의 채택률이 줄어들고 새로운 디지털서명의 채택률이 올라갈 것으로 예상된다.

A study on the direction of team project education based on new industry (신산업체 기반 팀 프로젝트 교육 방향에 관한 연구)

  • Sang-jung Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.223-224
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    • 2023
  • 본 논문에서는 코로나 19로 인한 환경의 변화는 팀 프로젝트 교육에도 많은 변화를 가지고 왔다. 개인적인 성향이 매우 강해졌고, 비대면 환경에 3년 가까이 노출된 학생들은 현재 대면을 통한 팀 프로젝트의 어려움을 호소하고 있다. 그렇다면 현재 산업체 또한 비슷한 어려움이 있을 것인데, 산업체에서는 어떻게 극복하고 있는지, 신산업 분야의 산업체 FGI(Focus Group Interview)를 통해 팀 프로젝트의 실무실태를 파악하고 학생 교육에 필요한 프로세스 및 필요 조건 등을 분류하여 개선 방향 및 효과적인 적용 방법을 제시하여 수업의 질적 양적 향상에 기여 하고자 한다.

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Development of a Mobile Game-Based Digital Therapeutic Device for Symptom Alleviation in Post-Traumatic Stress Disorder Patients (외상후 스트레스장애 환자의 증상 완화를 위한 모바일 게임 기반의 디지털치료기기 개발)

  • Dawon Suh;Nan Park;Inseong Baek;Gahyeon Kim;Yoonjin Cho;JeongEun Nah
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.822-823
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    • 2023
  • 외상후 스트레스 장애(PTSD)는 장기적으로 심각한 기능 장애를 초래하므로 적절한 치료가 필수적이다. 현재 PTSD 치료법 중 효과가 검증된 주류 심리치료는 환자에게 정서적 고통을 유발하여 치료 중도 포기를 야기하고 치료 효과를 감소시키는 주요한 원인이다. 본 연구에서는 생성형 AI를 적용하여 사용자의 맞춤형 트라우마 이미지를 무의식적으로 노출시키는 방식으로 게임에 적용하였다. 개발된 게임은 디지털 치료기기로 사용함으로써 비침습적인 방법으로 치료의 효과를 증대한다.

Web Accessibility Compliance Status Analysis of Silver Generation Job Information Sites (실버세대 취업정보사이트의 웹 접근성 준수 현황 분석)

  • Seo, Mi-Ra;Park, Sang-Jin
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.785-791
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    • 2013
  • This study, in the perspective of universal design, newly suggests UD-WCAG 2013 for the evaluation of job information sites used by the silver generation. Using this, 13 senior clubs run by social welfare corporations chosen by the central and local government for the silver generation job information provision organizations to analyze the compliance status of web accessibility. The web compliance status analysis was done through a self-assessment tool from Korea Agency for Digital Opportunity and Promotion and UD-WCAG 2013. Although both analyses showed that there weren't differences according to region, the general level of compliance was shown as low. In the UD-WCAG 2013's 7 major categories the part about errors was shown providing appropriate solutions, but in the other parts it was shown that the all 13 websites were being run with insufficient consideration of the social and physical characteristics of the silver generation.

Painting, a direction expression study on time and space in the visual media - Focusing on Gilles Deleuze theory- (회화, 영상미디어에 나타난 시·공간 연출표현 연구 - 질 들뢰즈 이론 중심으로-)

  • Lim, Yong-Seob
    • Journal of Digital Convergence
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    • v.15 no.11
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    • pp.441-446
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    • 2017
  • As mentioned on the paper, this study does not tackle the issue of contention about different media mix. It rather analyzes the capability and intensity of new media created through the correlation of different media, and researches the intermediality relationship among media to create new type of fine quality media. Along with the development of digital technology, the intermediality relationship among painting, video media such as movie and animation has become active. Also, as the study examined, the mix of 'painting and movie', 'movie, animation, game' has blurred the boundary, and formed a mutual inevitable relationship. Thus, this study examined the transfer of media and correlation based on intermediality relationship insisted by Rajewski and Deleuze's theory. Deleuze's theory explains the relationship of being which analyzed the variation of media. As for the intermediality relationship of media, the study examined process of media combining and converting based on 3 types of category of Rajewski, "media combination, media conversion, intermedial relationship matching".

A study of new business creation on digital contents industries (디지털콘텐츠 산업분석을 통한 기술사엄화 기회창출 연구)

  • Park, Dong-Un;Kim, Eun-Sun;Park, Young-Seo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.759-762
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    • 2006
  • Historically, internet is the fastest growing media together with the ICT development and the key of the development is contents. Digital contents indicate information which covers voice, DB, game, publications and music etc. and the areas have been creating new technology business opportunities. The value chain of digital contents consists of production, collection, processing, services, connection and navigation and is expected to be reorganized around business players of production and distribution areas. This paper presents on those changes occurring in business environment and examples of business models, and further provides industries and academias with technology commercialization strategies.

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A study about the problems and their solutions in the production process of 3D character animation using optical motion capture technology (옵티컬 모션캡쳐 기술을 활용한 3D 캐릭터 애니메이션에서 제작과정상 문제점 및 해결방안에 관한 연구)

  • Lee, Man-Woo;Kim, Hyun-Jong;Kim, Soon-Gohn
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.831-835
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    • 2006
  • Motion capture means the recording of movement of objects such as human beings, animals, creatures, machines, etc in a form applicable to computer. Since the motion capture system can be introduced to the fields where realistic movement of human beings and animals, which cannot be attained with an existing key frame method is required, large scale is necessary or economical burden exists, it has a merit and possibility of new expression. For these reasons, this method is increasingly used in the field of digital entertainment such as movie, TV, advertisement, documentary, music video, etc centering around the game. However, in spite of such an advantage, problems such as too much advance preparation work in digital image expressions using motion capture, marker attachment, compensation of motion data, motion retargeting and lack of professional human resources, etc. are becoming a prominent figure. Accordingly, this study intends to suggest the way of more effective production of motion capture digital image through finding the problems and their draft possible solutions in the production process based on the image production examples using motion capture.

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A Study on Effective Facial Expression of 3D Character through Variation of Emotions (Model using Facial Anatomy) (감정변화에 따른 3D캐릭터의 표정연출에 관한 연구 (해부학적 구조 중심으로))

  • Kim, Ji-Ae
    • Journal of Korea Multimedia Society
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    • v.9 no.7
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    • pp.894-903
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    • 2006
  • Rapid technology growth of hardware have brought about development and expansion of various digital motion pictured information including 3-Dimension. 3D digital techniques can be used to be diversity in Animation, Virtual-Reality, Movie, Advertisement, Game and so on. 3D characters in digital motion picture take charge of the core as to communicate emotions and information to users through sounds, facial expression and characteristic motions. Concerns about 3D motion and facial expression is getting higher with extension of frequency in use and range about 3D character design. In this study, the facial expression can be used as a effective method about implicit emotions will be studied and research 3D character's facial expressions and muscles movement which are based on human anatomy and then try to find effective method of facial expression. Finally, also, study the difference and distinguishing between 2D and 3D character through the preceding study what I have researched before.

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