• 제목/요약/키워드: gaming

검색결과 326건 처리시간 0.031초

스마트폰 가속도 센서를 이용한 게이밍 마우스 어플리케이션 설계 (Gaming Mouse Application Design Using a Smartphone Accelerometer)

  • 정재용;김연호;염정규;우균
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2014년도 추계학술발표대회
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    • pp.1205-1208
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    • 2014
  • 본 논문은 항상 지니고 있는 스마트폰으로 노트북 사용자가 마우스를 휴대해야 하는 불편함을 해결하기 위해 이를 대체할 수 있는 안드로이드용 스마트폰 마우스 어플리케이션을 설계하였다. 우리는 기존의 다른 연구나 실제 이미 출시된 마우스 어플리케이션들과 달리, 블루투스를 이용하여 인터넷을 사용할 수 없는 상황에서도 작동하도록 하였으며 터치패드가 아닌 가속도 센서를 통해 실제 마우스처럼 동작을 인식하도록 하였다. 또한, 스마트폰 어플리케이션의 장점인 추가적인 기능을 쉽게 추가할 수 있다는 점을 살려서 진동 모드, 자동 연사, dpi 조절 기능 등을 포함한 게이머 마우스로 설계하였다. 정확한 마우스 포인터의 이동을 표현하기 위해 운동방정식으로 센서값을 속도로 바꿔서 이를 사용하였다. 그리고 센서 오차로 인한 오류 막기 위해 센서값을 필터링하였다.

On Securing Web-based Educational Online Gaming: Preliminary Study

  • Yani, Kadek Restu;Prihatmanto, Ary Setijadi;Rhee, Kyung-Hyune
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2015년도 추계학술발표대회
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    • pp.767-770
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    • 2015
  • With the deployment of web-based educational game over the internet, the user's registration becomes a critical element. The user is authenticated by the system using username, password, and unique code. However, it cannot be handled properly because the data is transmitted through insecure channel on the network. Hence, security requirement is needed to avoid identity leakage from malicious user. In this paper, we propose a secure communication approach using SSL protocol for an online game. We also describe the security requirements for our approach. In future work, we intend to configure and implement the SSL protocol by enabling HTTPS in web-based online game.

대화면 FPS 게임을 위한 새로운 레이저기반 입력장치 (New Input Device for Large Screen First Person Shooter Games)

  • 한녹손;김성환;박인규
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2007년도 추계학술발표대회
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    • pp.183-186
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    • 2007
  • In this paper, we present a new game interface design for First Person Shooters (FPS). Previously, FPSs on computer are commonly played using keyboard/mouse or joystick along with PC display. We improve the communication environment between player and game world by means of new control system including large screen, laser gun, and directional device, which create a real life-like space for players. Because traditional display for FPS uses CRT, it cannot support large screen display due to limitation of CRT technology. We designed and implemented a new input device using laser recognizable display. We implemented a new FPS based on Quake III that is in accordance with the new devices. Results suggest that the combined interface creates a method which helps beginners to enjoy playing a FPS immediately and gives experienced players a new gaming experience.

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Design of safety critical and control systems of Nuclear Power Plants using Petri nets

  • Singh, Pooja;Singh, Lalit Kumar
    • Nuclear Engineering and Technology
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    • 제51권5호
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    • pp.1289-1296
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    • 2019
  • Non-functional requirements plays a critical role in designing variety of applications domain ranges from safety-critical systems to simple gaming applications. Performance is one of the crucial non-functional requirement, especially in control and safety systems, that validates the design. System risk can be quantified as a product of probability of system failure and severity of its impact. In this paper, we devise a technique to do the performance analysis of safety critical and control systems and to estimate performance based risk factor. The technique elaborates Petri nets to estimate performability to ensure system dependability requirements. We illustrate the technique on a case study of Nuclear Power Plant system. The technique has been validated on 17 safety critical and control systems of Nuclear Power Plant.

PSO-optimized Pareto and Nash equilibrium gaming-based power allocation technique for multistatic radar network

  • Harikala, Thoka;Narayana, Ravinutala Satya
    • ETRI Journal
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    • 제43권1호
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    • pp.17-30
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    • 2021
  • At present, multiple input multiple output radars offer accurate target detection and better target parameter estimation with higher resolution in high-speed wireless communication systems. This study focuses primarily on power allocation to improve the performance of radars owing to the sparsity of targets in the spatial velocity domain. First, the radars are clustered using the kernel fuzzy C-means algorithm. Next, cooperative and noncooperative clusters are extracted based on the distance measured using the kernel fuzzy C-means algorithm. The power is allocated to cooperative clusters using the Pareto optimality particle swarm optimization algorithm. In addition, the Nash equilibrium particle swarm optimization algorithm is used for allocating power in the noncooperative clusters. The process of allocating power to cooperative and noncooperative clusters reduces the overall transmission power of the radars. In the experimental section, the proposed method obtained the power consumption of 0.014 to 0.0119 at K = 2, M = 3 and K = 2, M = 3, which is better compared to the existing methodologies-generalized Nash game and cooperative and noncooperative game theory.

게임상의 Zombie Character 인지속성에 관한 연구 (Research for The cognitive Properties of Zombie Game Character)

  • 이금준;조동민
    • 한국멀티미디어학회논문지
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    • 제24권5호
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    • pp.717-726
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    • 2021
  • The zombies in AVG games are not divided into different game occupations. To address this issue, this paper starts by selecting those popular zombie games as the research object. Then, a number of samples will be collected from the roles of zombie and these different roles of zombie will be classified by profession depending on the characteristics of these roles. On this basis, the roles will be given a new title to describe their profession. Then, semantic analysis will be conducted to search for the words that can be used to describe the roles of zombie. Besides, there will be 10 experts in design and 10 professional zombie game players invited to choose from the collected adjectives. The most selected words will be used in this study to conduct cognition assessment, before the making of questionnaire. Then, the questionnaire data will be collected and converted into a statistical model form for indicating the value of ability by group and profession.

블록체인 기반 실시간 기부 플랫폼 개발 (Implementation of Blockchain-based Play-To-Donate Platform)

  • 성주현;이민욱;황성택;이주열;이지훈
    • 반도체디스플레이기술학회지
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    • 제21권3호
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    • pp.98-100
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    • 2022
  • This paper presents a new blockchain based donation platform combined with a type of gaming application. The proposed donation platform is similar to existing play-to-earn (P2E), but it has different characteristics such as non-liquidated token and direct transfer to a celebrity donation organization. Moreover, it has advantages like a robustness for counterfeiting and falsification as well as enhanced donating experience.

고해상도 3D 데이터 생성 기술 분석 및 연구 동향 (Trends in High-Resolution 3D Data Generation Technologies)

  • 김현주;최중용;오아름;지형근
    • 전자통신동향분석
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    • 제37권3호
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    • pp.64-73
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    • 2022
  • As the COVID-19 pandemic has decreased face-to-face communication in everyday life, our interest in cultural communication via virtual world has grown significantly. In particular, the demand for applications that use three-dimensional (3D) data generation technology such as virtual reality, augmented reality, virtual performances, and realistic content is rapidly increasing in the entertainment and gaming industries. Additionally, improved computing capacity has increased the demand for high-resolution data. This study investigates the trends in 3D scanning and photogrammetry technologies that can support high-quality 3D data generation and introduces the high-resolution 3D data generation technology developed and reported in ETRI.

5G 네트워크의 XR 및 미디어 서비스 표준 기술 동향 (Extended Reality and Media Service Standardization Trends for 5G Mobile Networks)

  • 하정락;김창기
    • 전자통신동향분석
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    • 제38권2호
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    • pp.46-55
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    • 2023
  • Extended reality (XR) provides an immersive virtual experience by using various media. The XR virtual environment enables interactions between the real and virtual worlds in virtual, augmented, and mixed reality scenarios. XR is being used in various areas such as industry, medical care, road transportation, gaming, education, and culture. XR and multimedia enhancement are important business scenarios for fifth-generation (5G) mobile networks. As users' demand for emerging media services gradually increases, enhancements in networks should be implemented for delivering multimedia services such as XR. We describe related standardization trends and requirements of the XR service in 5G mobile networks. We also discuss technological enhancements for 5G mobile networks as specified by the 3GPP SA2 working group.

A Study on the Effective Production of Game Weapons Using ZBrush

  • YunChao Yang;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • 제11권2호
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    • pp.397-402
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    • 2023
  • With the rapid adoption of 5G, the gaming industry has undergone significant innovation, with the quality of game content and player experience becoming the focal point of attention. ZBrush, as a professional digital sculpting software, plays a crucial role in the production of 3D game models. In this paper, we explore the application methods and techniques of ZBrush in game weapons production through specific case analyses. We provide a detailed analysis of two game weapon models, discussing the design and modeling process, lowto-high poly conversion, UV unwrapping and texture baking, material texture creation and optimization, and final rendering. By comparing the production process and analyzing the advantages and disadvantages of ZBrush, we establish a theoretical foundation for further design research and provide reference materials for game industry professionals, aiming to achieve higher quality and efficiency in 3D game model production.