• Title/Summary/Keyword: use for game

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A Lightweight Mutual Authentication Protocol based Hash Chain for Low-power RFID Systems (저전력 RFID 시스템을 위한 해시 체인 기반의 경량화 된 상호 인증 프로토콜)

  • Lee, Gi-Sung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.3
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    • pp.560-566
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    • 2009
  • A low-power Radio Frequency Identification (RFID) system is an auto-identification technology that reads and writes an information of things without physical contacts using radio frequency. It is unescapable against unlawful modification, eavesdropping, tracking, or privacy of individuals because RFID systems use the radio frequency and RFID tags. Therefore we create a key using hash chain between database and tag and this process can prevent above attacks. Also we support the efficiency of proposed protocol using hash function to abate computation.

Interactive Data Acquisition System based on Hand Tracking to evaluate Children's Cognitive Abilities

  • Ekaterina, Ten;Lee, Suk-Ho
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.108-114
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    • 2022
  • Autism (ASD) is a mental disorder characterized by a pronounced deficit in personal, social, speech, and other aspects of development and communication skills. Since autism is a complex developmental disorder that requires a lot of effort to recognize, this research was conducted to develop an interactive data Acquisition System and detect the first signs of ASD in children. The proposed system presents several variants of the tasks in an entertaining form, using hand tracking. Hand tracking is used to attract children's attention and interest them more to achieve more accurate results. The creation of the system is based on such libraries as OpenCV, PyGame, TensorFlow, and Mediapipe. The ultimate goal of the paper is to obtain data on the disease of autism in children for use in further diagnosis by medical experts.

A Theoretical Study of Service Recovery Strategies (서비스실패 회복을 위한 복합적 보상 믹스 연구 : 재서비스와 보상적 할인을 중심으로)

  • Kim, Hyun Sik
    • Journal of Service Research and Studies
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    • v.7 no.4
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    • pp.109-126
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    • 2017
  • Designing cost-effective service recovery strategies mix has been recognized one of important issues by both service researchers and practitioners. In spite of the rising interest in them, there has been scarce studies on them. In this paper, we try to find cost-effective service recovery strategies mix via game-theoretic modeling. Especially, we focus on the possible incentives such as voucher type reward and service re-performance which have different cost structure. We investigated three questions about the topics as follows:(1) Should the service firm use the possible incentive scheme such as voucher and service re-performance for service recovery?, (2) How much voucher and service re-performance is adequate for service recovery under diverse service failure severity level?, (3) How much voucher and service re-performance is adequate for service recovery under diverse threshold level to make the customer repurchase? The results are as follows:(1) The use of both voucher and service re-performance for service recovery results in greater surplus for the service firm. (2) The higher gets the service failure severity level, the higher total incentives are required in the equilibrium. As service failure severity level gets higher, higher level of discount might be more useful to the service firm. However, service re-performance should be cut down above some critical level of service failure severity in the equilibrium. (3) The higher gets the threshold level to make the customer repurchase, the higher incentives are required in the equilibrium, and the higher portion of voucher incentive is required relative to that of service re-performance in the equilibrium.

Abstract of digital motion capture system and 3D game character animation application (디지털 모션캡쳐(Digital Motion Capture)시스템의 개요 및 3D게임 캐릭터 애니메이션 적용)

  • Choi, Tae-Jun;Lee, Dong-Lyeor;Sohn, Jong-Nam;kim, Tae-Yul
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.257-263
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    • 2006
  • Nowadays, 3-D(Three-dimensions) is used in various field such as Games, Movies, Animations etc. Especially the Role of 3-D computer graphic is being generalized by turnover of Screen from '2-dimensional' to '3-dimensional'. There are not enough data about 'Motion Capture' even though it plays main function in 3-dimensional movement. 'Motion Capture' could be also unfamiliar for people. And as a matter of fact, the use of this equipment is limited due to its high cost. Therefore, I studied the outline of Digital Motion Capture system and its application to 3-D game Character Animation. And I checked the movement of 3-D Character after transplanting the Motion Data to the 3-D Character. I acquired Motion Data by Optical Motion Capture Equipment which we possess and transplanted it into the 3-D Character then Implemented it as walking, running and hitting which are the basic motions of Expression.

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An Efficient Smoothing Algorithm Using the Change of Frame Sequence in GOP (GOP를 구성하는 프레임들의 순서 변경을 이용한 효율적인 스무딩 알고리즘)

  • Lee, Myoun-Jae
    • Journal of Korea Game Society
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    • v.6 no.2
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    • pp.51-60
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    • 2006
  • Smoothing is a transmission plan where variable rate video data is converted to a constant bit rate stream. Among them are CBA, MCBA, MVBA, PCRTT and others. But, in these algorithm, a transmission plan is made in according to stored frame sequence in these algorithms. In case that the number of bytes in frames in GOP differs greatly each other, this may cause unnecessary transmission rate changes and may require high transmission rates abruptly when frame's byte is large. In result, it is difficult to use efficient network resource. In this paper, we proposed a smoothing algorithm that find the optimal frame sequence in short time by using backtracking method and smoothing's structure for the proposed smoothing algorithm. This algorithm decides the sequence of frames which requires the lowest variance of frame's bytes in GOP and make a transmission plan. In order to show the performance, we compared with MVBA algorithm by various evaluation factors such as the number of rate changes, peak rate, rate variability.

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Design and Implementation of the GNEX C-to-WIPI Java Converter for Automatic Mobile Contents Translation (모바일 콘텐츠의 자동변환을 위한 GNEX C-to-WIPI Java 변환기의 설계 및 구현)

  • Lee, Yang-Sun;Ham, Hyung-Bum
    • Journal of Korea Multimedia Society
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    • v.13 no.4
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    • pp.609-617
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    • 2010
  • Since Korean mobile communication companies each use different mobile platforms, developers must configure and translate their game contents to run under each of the platforms so that they can be serviced correctly. Nevertheless, such translation tasks require lengthy times and costs. This is one of the reasons why a variety of contents could not be provided. In order to mitigate such difficulty, this paper implemented an automatic mobile contents translating system that automatically translates mobile C game contents of the GNEX platform to mobile java contents of the WIPI platform. The GNEX C-to-WIPI Java automatic contents translation system helps minimize the amount of time and cost required in servicing contents to different mobile communication companies by promptly translating a platform-specific-content to run under other platforms. Also, the automatic translation and servicing of existing contents increases the reusability of these contents and also the productivity of new contents thereby offering users with a more variety of games.

A Case Analysis of Entry in Global Education Market focused on Public Education : The Entry of G-Learning(Game Based Learning) into a Public School System in USA (공교육 중심의 해외 교육시장 진출 사례 분석: G러닝(게임 기반 교수학습 방법)의 미국 공교육 진출)

  • Wi, Jong-Hyun;Won, Eun-Sok
    • International Commerce and Information Review
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    • v.15 no.2
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    • pp.109-128
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    • 2013
  • With the growth of contents business, the expansion of domestic culture contents into global market became active. However, while some field such as game, music and movie have made fine results, education contents has failed to make significant success in global market. Therefore, this study intends to look into a case of Contents Management Institute(CMI), which spread G-Learning into La Ballona Elementary School located in LA. In this case, CMI successfully dealt with diverse difficulties to conduct a G-Learning class in the school and helped to increase students' achievement. Based on analyzing this case, this study suggests three reasons behind the success. First, by separating platform and learning contents in development process, CMI could save the cost in contents development and handle problems swiftly. Second, it could be possible to use human resources efficiently by constucting a support organization. Third, by sharing information and doing persuasion CMI could lead to chain persuasion process among local decision makers.

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Proposal Convergence profitable model of mobile games that utilize the mileage system (마일리지 시스템을 활용한 모바일게임의 융복합 수익모델 제안)

  • Kim, Tae-Gyu;Heo, Tae-In;Jeong, Hyung-Won
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.333-340
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    • 2015
  • Mileage system in some online media, I have a lot of use. In addition, there are a lot of companies that are making money by using the mileage system. A mileage system is the first airline in such a way that the service in the late 1980s, many states now listed sungineung and features. In addition, there are many industries that reported good results using a mileage system used by carriers in other industries. However, mileage of the current game industry has not been introduced, it is not the service by using the concept of point returning to the user is purely a function of mileage. So a lot of developed payment systems in the mobile industry since 2010, proposed a better and more current online payment systems industry has an easy hybrid revenue model for mobile games service convergence mileage using this system.

Acceleration of Terrain Rendering Using Bounding Box Subdivision (바운딩 박스 세분화를 통한 지형 렌더링의 가속화)

  • Lee, Eun-Seok;Lee, Jin-Hee;Jo, In-Woo;Shin, Byeong-Seok
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.71-80
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    • 2011
  • Recent terrain rendering applications such as 3D games and virtual reality, use GPU-based ray-casting method for rendering high-quality scenes in realtime. As the size of terrain dataset grows bigger, the rendering speed will be decreased by the increase of the number of texture samplings. To accelerate the conventional ray-casting, we propose an efficient ray casting method with subdivided bounding boxes which are based-on GPU quadtree traversal. The subdivision of the terrain's bounding box can reduce the empty spaces effectively. By performing the ray-casting with this compact bounding box, we can efficiently reduce computation with empty space skipping. Unlike the recent quadtree-based empty space skipping techniques which perform the tree traversal at each ray, our method traverses the tree only once per frame. Therefore, we can save much computational time.

Coalition based Optimization of Resource Allocation with Malicious User Detection in Cognitive Radio Networks

  • Huang, Xiaoge;Chen, Liping;Chen, Qianbin;Shen, Bin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.10
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    • pp.4661-4680
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    • 2016
  • Cognitive radio (CR) technology is an effective solution to the spectrum scarcity issue. Collaborative spectrum sensing is known as a promising technique to improve the performance of spectrum sensing in cognitive radio networks (CRNs). However, collaborative spectrum sensing is vulnerable to spectrum data falsification (SSDF) attack, where malicious users (MUs) may send false sensing data to mislead other secondary users (SUs) to make an incorrect decision about primary user (PUs) activity, which is one of the key adversaries to the performance of CRNs. In this paper, we propose a coalition based malicious users detection (CMD) algorithm to detect the malicious user in CRNs. The proposed CMD algorithm can efficiently detect MUs base on the Geary'C theory and be modeled as a coalition formation game. Specifically, SSDF attack is one of the key issues to affect the resource allocation process. Focusing on the security issues, in this paper, we analyze the power allocation problem with MUs, and propose MUs detection based power allocation (MPA) algorithm. The MPA algorithm is divided into two steps: the MUs detection step and the optimal power allocation step. Firstly, in the MUs detection step, by the CMD algorithm we can obtain the MUs detection probability and the energy consumption of MUs detection. Secondly, in the optimal power allocation step, we use the Lagrange dual decomposition method to obtain the optimal transmission power of each SU and achieve the maximum utility of the whole CRN. Numerical simulation results show that the proposed CMD and MPA scheme can achieve a considerable performance improvement in MUs detection and power allocation.