• Title/Summary/Keyword: game GUI

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Convergence Education Content Development Utilizing S4A (S4A를 이용한 융합형 교육용 콘텐츠 개발)

  • kim, Hye-Sung;Lee, Hyeong-Ok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.693-697
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    • 2016
  • Recent Software education topic is GUI programing language 'Scratch' and the open source computing platform plus microcontroller boards 'Arduino'. S4A means a program that controls the Arduino to the scratch. In this paper, development for education content that using S4A and combination the Arduino sensors. and we developed the game in the form of training content by using a variety of tools.

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A Review of Research Trends on Brain Computer Interface(BCI) Games using Brain Wave (뇌파를 이용한 BCI 게임 동향 고찰)

  • Kim, Gui-Jung;Han, Jung-Soo
    • Journal of Digital Convergence
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    • v.13 no.6
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    • pp.177-184
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    • 2015
  • Brain-computer interface is (BCI) is a communication device that the brain activity is directly input to the computer without input devices, such as a mouse or keyboard. As the brain wave interface hardware technology evolves, expensive and large EEG equipment has been downsized cheaply. So it will be applied to various multimedia applications. Among BCI studies, we suggest the domestic and foreign research trend about how the BCI is applied about the game almost people use. Next, look at the problems of the game with the BCI, we would like to propose the future direction of domestic BMI research and development.

A HMM-based Method of Reducing the Time for Processing Sound Commands in Computer Games (컴퓨터 게임에서 HMM 기반의 명령어 신호 처리 시간 단축을 위한 방법)

  • Park, Dosaeng;Kim, Sangchul
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.119-128
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    • 2016
  • In computer games, most of GUI methods are keyboards, mouses and touch screens. The total time of processing the sound commands for games is the sum of input time and recognition time. In this paper, we propose a method for taking only the prefixes of the input signals for sound commands, resulting in the reduced the total processing time, instead of taking the whole input signals. In our method, command sounds are recognized using HMM(Hidden Markov Model), where separate HMM's are built for the whole input signals and their prefix signals. We experiment our proposed method with representative commands of platform games. The experiment shows that the total processing time of input command signals reduces without decreasing recognition rate significantly. The study will contribute to enhance the versatility of GUI for computer games.

Development of Multimedia Educational System Using the Portable Embedded Machine (휴대용 임베디드 기기를 활용한 멀티미디어 교육용 시스템의 설계 및 구현)

  • Oh Se-Jong;Lee Sang-Bum;Kim Tae-Gui;Park Sung-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.7 no.4
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    • pp.608-615
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    • 2006
  • Embedded System is one of important factor of ubiquitous computing, and it has various application areas. In this paper, we develop an educational contents for the education of young children using portable embedded machine; it shows embedded system can be applied to education area as well as to industry area. The system is similar to portable game machine, and it is easy to use everywhere. It also can download new contents from host computer or internet. The developed contents forms game and multimedia to derive children's interest.

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Unity 3D Game Contents for Learning based on Tangible Interface using Virtual Reality Device (가상현실기기를 활용하는 텐저블 인터페이스 기반의 학습용 Unity 3D 게임 콘텐츠 제작)

  • Bak, Seon-Hui;Kang, Si-Young;O, In-Hwan;Kim, Jeong-Ho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.04a
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    • pp.387-390
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    • 2017
  • 최근 현대 사회에 '가상현실'개념이 도입됨에 따라 '가상현실'기술이 적용된 게임 콘텐츠들이 활성화되고 있는 추세이다. 이와 더불어 기존의 GUI와 NIUI에서 발전된 새로운 인터페이스로 텐저블 인터페이스(Tangible Interface)가 급부상하면서 관련 인터페이스를 활용한 연구 또한 필요한 시점이며, 이를 기반으로 하여 '가상현실'기술과 텐저블 인터페이스를 융합한 새로운 게임 콘텐츠를 제안을 하고자 '가상현실' 기기를 활용한 텐저블 인터페이스 기반의 학습용 Unity 3D 게임 콘텐츠를 제작하였다.

A Novel on a Crops Management Growth System using Web and Design Development Method

  • Jung, Se-Hoon;Kim, Jong Chan;Kim, Cheeyong
    • Journal of Multimedia Information System
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    • v.4 no.2
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    • pp.93-98
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    • 2017
  • A new cultivation diary system based on environment sensor data and Web 2.0 with Flex is suggested, to improve the previous system using the subjective data of cultivators. The proposed system is designed by applying an object-oriented model called mini-architecture, in order to enhance the reliability of software as well as promote stability to overall system design. The environment sensor data such as temperature and humidity are used to develop the new reliable diary. Also, an active interface based on Web 2.0 and Android as the user GUI are implemented to maximize the convenience while recording the cultivation diary. The result of the performance evaluation shows that the data from sensors has 99.1% of correlation with that of analogue.

A study on the Minimum-Time Path Decision of a Soccer Robot using the Variable Concentric Circle Method (가변 동심원 도법을 이용한 축구로봇의 최단시간 경로설정에 관한 연구)

  • Lee, Dong-Wook;Lee, Gui-Hyung
    • Journal of the Korean Society for Precision Engineering
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    • v.19 no.9
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    • pp.142-150
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    • 2002
  • This study describes a method of finding an optimal path of a soccer robot by using a concentric circle method with different radii of rotation. Comparing with conventional algorithms which try to find the shortest path length, the variable concentric circle method find the shortest moving time. The radius fur the shortest moving time for a given ball location depends on the relative location between a shooting robot and a ball. Practically it is difficult to find an analytical solution due to many unknowns. Assuming a radius of rotation within a possible range, total path moving time can be calculated by adding the times needed for straight path and circular path. Among these times the shortest time is obtained. In this paper, a graphical solution is presented such that the game ground is divided into 3 regions with a minimum, medium, and maximum radius of rotation.

An Improvement of Navigation in Robot Soccer using Bezier Curve (베지어 곡선을 이용한 로봇 축구 항법의 개선)

  • Jung, Tae-Young;Lee, Gui-Hyung
    • Journal of the Korean Society of Manufacturing Technology Engineers
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    • v.24 no.6
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    • pp.696-702
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    • 2015
  • This paper suggests a new method for making a navigation path by using Bezier curve in order to improve the navigation performance used to avoid obstacles during a robot soccer game. We analyzed the advantages and disadvantages of both vector-field and limit-cycle navigation methods, which are the mostly widely used navigation methods for avoiding obstacles. To improve the disadvantages of these methods, we propose a new design technique for generating a more proper path using Bezier curve and describe its advantages. Using computer simulations and experiments, we compare the performance of vector-field navigation with that of Bezier curve navigation. The results prove that the navigation performance using Bezier curve is relatively superior to the other method.

The Wireless Controller using PCB mounted PIC MICOM Control Method for Tactical Training (PIC MICOM 전술훈련용 무선 센서 컨트롤러)

  • Kim, Sam-Taek
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.4
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    • pp.51-56
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    • 2012
  • Nowadays, For that reason, the tactical training system that were applied to recruit training center and police training, a real-life survivor game place is a drill using conventional training methods that there is no special training system at open terrain and field, there is no training accomplishment in conformity with battlefield situation portrayal. Therefore, this paper developed the tactical training evaluation system and real-time monitoring system that is compensated the defect and controlled sensing, interlock with PC as wireless a way of GUI using PCB mounted MICOM. This system evaluate drill that regulate sensor control module, tactical training system remotely according to what they should do, is installed to fit the occasion as to be reflected or transmission choosingly and is a 24V H/W drive module.

User Interface Design Model for Improving Visual Cohesion (가시적 응집도 향상을 위한 사용자 인터페이스 설계 모델)

  • Park, In-Cheol;Lee, Chang-Mog
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.12
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    • pp.5849-5855
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    • 2011
  • As application development environment changes rapidly, importance of user interface design is increasing. Usually, most of designers are clustering by subjective method of individual to define objects that have relativity in design interface. But, interface which is designed without particular rules just adds inefficiency and complexity of business to user who use this system. Therefore, in this paper, we propose an object oriented design model that allows for flexible development by formalizing the user interface prototype in any GUI environment. The visual cohesion of the user interface is a new set of criteria which has been studied in relation to the user interface contents, and is founded on the basis of the cohesion of the interface as defined using basic software engineering concepts. The visual cohesion includes the issue of how each unit is arranged and grouped, as well as the cohesion of the business events which appear in the programming unit. The interface will become easier to understand and use if the business events are grouped by their inter-relevance within the user interface.