• Title/Summary/Keyword: use for game

Search Result 906, Processing Time 0.031 seconds

Implementation of a Client Display Interface for Mobile Devices via Serial Transfer (모바일 직렬 전송방식의 클라이언트 디스플레이 인터페이스 구현)

  • Park Sang-Woo;Lee Yong-Hwan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2006.05a
    • /
    • pp.522-525
    • /
    • 2006
  • Recently, mobile devices support multi-functions such as 3D game, wireless internet, moving pictures, DMB, GPS, and PMP. Bigger size of display device is indispensable to support these functions and higher speed of the interface is needed. However, conventional parallel interfaces between processor and display nodule are not competent enough for that high speed transfers. High-speed serial interface is beginning to appear as an alternative for parallel interface. The advantages of the serial interface are high bandwidth, small number of interconnections, low-power consumption, and good quality of electro-magnetic interference. In this paper, we implement serial interface and use it for a display module. LVDS is used for PHY layer and a defined packet is used for link layer. The feature of the implemented serial interface is the reduced number of interconnections with enough bandwidth.

  • PDF

The Modified Block Matching Algorithm for a Hand Tracking of an HCI system (HCI 시스템의 손 추적을 위한 수정 블록 정합 알고리즘)

  • Kim Jin-Ok
    • Journal of Internet Computing and Services
    • /
    • v.4 no.4
    • /
    • pp.9-14
    • /
    • 2003
  • A GUI (graphical user interface) has been a dominant platform for HCI (human computer interaction). A GUI - based interaction has made computers simpler and easier to use. The GUI - based interaction, however, does not easily support the range of interaction necessary to meet users' needs that are natural. intuitive, and adaptive. In this paper, the modified BMA (block matching algorithm) is proposed to track a hand in a sequence of an image and to recognize it in each video frame in order to replace a mouse with a pointing device for a virtual reality. The HCI system with 30 frames per second is realized in this paper. The modified BMA is proposed to estimate a position of the hand and segmentation with an orientation of motion and a color distribution of the hand region for real - time processing. The experimental result shows that the modified BMA with the YCbCr (luminance Y, component blue, component red) color coordinate guarantees the real - time processing and the recognition rate. The hand tracking by the modified BMA can be applied to a virtual reclity or a game or an HCI system for the disable.

  • PDF

Suggestion of Elementary School Information Security Education Elements Based on Pipe Game to Understand the Principle of Data De-Identification (데이터 비식별화 원리의 이해를 위한 파이프 게임 기반 초등 정보보호 교육 요소 제언)

  • Kim, Jinsu;Kim, Sangchoon;Park, Namje
    • Journal of the Korea Institute of Information Security & Cryptology
    • /
    • v.31 no.5
    • /
    • pp.1063-1070
    • /
    • 2021
  • The development of IT technology emphasizes the importance of training IT professionals, and the need for education for elementary and secondary education as well as adult education for training technical talent is expanding. In particular, information curriculum will be added as an essential course from the 2015 revised curriculum, and IT technology will be understood in the curriculum for elementary and secondary schools and will be required to develop applicability to solve problems based on understanding. Currently, research is under way to integrate IT technologies to provide new services, and if the use of personal information is required in the process, thorough security for the leakage of personal information is pre-empted. It also prevents the identification of personal information in the process of transmitting data to the outside world. In this paper, we propose a training method for elementary school subjects to understand the non-identification process that occurs in the process of transferring data using pipe games so that they can understand the principles of non-identification and develop applications to solve real-life problems.

Kiosk training strategies based on IT educational App for older adults

  • Jee, Sung-Hyun
    • Journal of the Korea Society of Computer and Information
    • /
    • v.26 no.4
    • /
    • pp.239-245
    • /
    • 2021
  • Due to the fourth industrial revolution and the Corona19, the availability of digital devices such as kiosks is a matter directly related to survival for older adults with digital divide. This paper analyzes the problems of existing information service education for older adults and proposes an IT education strategy tailored to aging and life cycle of older adults. The proposed in this study is an educational application-based IT training method that supports repetitive learning regardless of time and place, developing kiosk function as a functional game-type educational application and experimenting with post-training effectiveness. The research method proposed UI usability evaluation frame for older adults, and developed educational applications based on proposed evaluation frame, and conducted kiosk education. As a result of the experiment, the mission success rate after using the IT application was 80.6%, which is a 55.1%P improvement compared to the pre-use(25.5%). This study confirmed that the proposed education for older adults is a way to overcome the limitations of existing IT education in the current situation.

A Study on Strategy for developing LBS Entertainment content based on local tourist information (지역 관광 정보를 활용한 LBS 엔터테인먼트 컨텐츠 개발 방안에 관한 연구)

  • Kim, Hyun-Jeong
    • Archives of design research
    • /
    • v.20 no.3 s.71
    • /
    • pp.151-162
    • /
    • 2007
  • How can new media devices and networks provide an effective response to the world's growing sector of cultural and historically-minded travelers? This study emerged from the question of how mobile handsets can change the nature of cultural and historical tourism in ubiquitous city environments. As wireless network and mobile IT have rapidly developed, it becomes possible to deliver cultural and historical information on the site through mobile handset as a tour guidance system. The paper describes the development of a new type of mobile tourism platform for site-specific cultural and historical information. The central objective of the project was to organize this cultural and historical walking tour around the mobile handset and its unique advantages (i.e. portability, multi-media capacity, access to wireless internet, and location-awareness potential) and then integrate the tour with a historical story and role-playing game that would deepen the mobile user's interest in the sites being visited, and enhance his or her overall experience of the area. The project was based on twelve locations that were culturally and historically significant to Korean War era in Busan. After the mobile tour game prototype was developed for this route, it was evaluated at the 10th PIFF (Pusan International Film Festival). After use test, some new strategies for developing mobile "edutainment content" to deliver cultural historical contents of the location were discussed. Combining 'edutainment' with a cultural and historical mobile walking tour brings a new dimension to existing approaches of the tourism and mobile content industry.

  • PDF

An Experimental study on the human's physiological in Smart Textile Materials by Using Medical Infrared Thermo graphic Imaging (적외선 체열 영상 진단법을 이용한 스마트 섬유소재와 휴대폰 통화량에 따른 인체 생리반응 연구)

  • Lee Tae-il;Lee Su-jeong;Lee Kyung-mi
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.29 no.7 s.144
    • /
    • pp.918-925
    • /
    • 2005
  • The following are the results from the infrared body temperature image test to verify the changes in facial temperature according to call duration with a cellular phone. As for the body temperatures, it appears to be the mean value at the upper central point of phone's battery among 7 different points that are measured, and to be the highest at srernocleido-mastoid and scapular trapezius muscle triangle zone$(34.25^{\circ}C\; and\;34.05^{\circ}C\;each)$. The changes of body temperature according to the time duration shows that the body temperature rises according to the length of phone use because of the heat emitted from the battery. As for the temperature changes according to blocking materials, the one without processing appears to be higher in the mean temperature compared to the others that are processed, NSS(Nano Silver Silk) and NSG(Nano Silver Silk Gold) appear to be the lowest in the temperature to show the best blocking property. As for the temperature changes according to measuring points, it appears to be the highest at P4, P5 with all materials, and one with NSG to be the lowest at Pl, P2, P3, and one with NSS to be the lowest at P3, P4, P5, P6, which is due to the thermal conduction of Au and Ag. And the mean temperature at each point appears to be different according to the materials. Therefore, the study conducted with human participants requires a proper particle size of it which would not penetrate cellular tissues and a proper binder and binding treatment for it, to prevent the physical fatigues and the potential diseases. However, it is highly required for back-up researches to verify various aspects in applying nano silver to textile products.

Korean Text Input System for Elderly using Grip Type Game Controller (그립형 게임 컨트롤러를 이용한 노인용 한글 입력 시스템)

  • Park, Sung-Jun;Lee, Ji-Won;Chang, Hee-Dong
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.12
    • /
    • pp.94-102
    • /
    • 2009
  • As an advance in medical technology development is being made, and people are increasingly aware of the importance of health, related investments and people's average life expectancy rise, which in turn leads to an increase in elderly people. Also, with a growing number of elderly people enjoying their leisure activities, the utilization of multimedia contents using computers is on the increase, leading to an activated research into the establishment of digital culture for the elderly people. This paper proposes a Korean text input system to enable the elderly to utilize digital contents. Text input interface has conventionally depended on keyboards. However, the keyboard wherein many keys are dispersed creates problems for the elderly, such as a protracted recognition of keys and a lowered concentration when they use the keyboard. To address these problems, in this paper, the grip type controller interface for console games was used and a corresponding alphabet location algorithm was developed. To verify these efforts, a simulator was developed to test 20 elderly people; as a result, their satisfaction over and convenience of using the grip type interface increased.

Kinematical Analysis of Ropez Motion in Horse Vault (도마 Ropez동작의 운동학적 분석)

  • Back, Jin-Ho;Lee, Soon-Ho;Choi, Kyu-Jung;Moon, Young-Jin;Kim, Dong-Min;Park, Jong-Hoon
    • Korean Journal of Applied Biomechanics
    • /
    • v.15 no.2
    • /
    • pp.119-127
    • /
    • 2005
  • The purpose of this research helps to make full use for perfect performance by grasping the defects of Ropez motion performed by athlete CSM who was under the training for the 28th 2004 Athene Olympic Garnes, and by presenting complementary methods. For the better Ropez motion which had been performed by CSM for the 1st dispatch selection test and the final for the 28th Athene Olympic Game was analyzed with 3-dimensional cinematographic method. Here are the conclusions: 1. During the board contact phase, powerful kicking and rapid forward flexion motion of upper body make increasing vertical velocity of C. O. G and enlarging body angle. 2. It was indicated that rapid forward flexion motion of upper body during the board contact phase get a large body angle in horse take-off. 3. rapid forward flexion motion of upper body during the board contact phase makes a longer time at horse contacting phase. It showed that this result increased velocity of horse take-off causing by powerful blocking motion. 4. Increasing of air-borne height during pre- flight phase, makes a higher C. O. G; and larger angle of hip, angle of knee and body angle in the landing phase. And it revealed that these results have a stable landing.

EAR: Enhanced Augmented Reality System for Sports Entertainment Applications

  • Mahmood, Zahid;Ali, Tauseef;Muhammad, Nazeer;Bibi, Nargis;Shahzad, Imran;Azmat, Shoaib
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.11 no.12
    • /
    • pp.6069-6091
    • /
    • 2017
  • Augmented Reality (AR) overlays virtual information on real world data, such as displaying useful information on videos/images of a scene. This paper presents an Enhanced AR (EAR) system that displays useful statistical players' information on captured images of a sports game. We focus on the situation where the input image is degraded by strong sunlight. Proposed EAR system consists of an image enhancement technique to improve the accuracy of subsequent player and face detection. The image enhancement is followed by player and face detection, face recognition, and players' statistics display. First, an algorithm based on multi-scale retinex is proposed for image enhancement. Then, to detect players' and faces', we use adaptive boosting and Haar features for feature extraction and classification. The player face recognition algorithm uses boosted linear discriminant analysis to select features and nearest neighbor classifier for classification. The system can be adjusted to work in different types of sports where the input is an image and the desired output is display of information nearby the recognized players. Simulations are carried out on 2096 different images that contain players in diverse conditions. Proposed EAR system demonstrates the great potential of computer vision based approaches to develop AR applications.

Research on the movement following a badminton stroke (배드민턴 스트로크 이후 대응 동작에 관한 연구)

  • Song, Joo-Ho;Kim, Kee-Hyun;Park, Jong-Chul
    • Journal of Digital Convergence
    • /
    • v.12 no.9
    • /
    • pp.465-474
    • /
    • 2014
  • This research aimed to enhance the effects of training through the use of infrared cameras located at anterior and posterior positions. The results were as follows. In the case of the smash, the impact time needed to be adjusted to raise their impact point. The smash of S1, on the other hand, was a step smash, which showed the fastest racquet head speed and the greatest transmission of power upon impact. As the max racquet speed upon impact and during speed was similar, S1 showed the best impact time. All athletes except S6 were shown to use their right foot as their 1 step that was located in front upon landing, using a hop step as their first step. For the best swing upon stroke, it is important to make the best conditions possible for the use of elbow joints and wrist joints. The rotating radius of the racquet should be big and the shuttlecock should be fast. Balance is important in footwork, or the coordinated movement of the feet. Without a correct step it is difficult to execute an efficient stroke. In an actual game, steps need to be executed in 2 to 4 steps, and programs focusing on steps according to situation, agility and reaction need to be executed.