• Title/Summary/Keyword: virtual interaction

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A Study on Mobile Game usage of adolescent from Use and Gratifications perspective (이용과 만족 관점에서 본 청소년들의 모바일게임 이용에 관한 연구)

  • Han, Kwang Hyun;Kim, Tae Ung;Kim, Young Ki
    • The Journal of Korean Association of Computer Education
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    • v.8 no.2
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    • pp.61-73
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. In this paper, we attempt to examine the motives of adolescents for playing mobile games. Based on data collected from survey, we have identified Escape, Arousal and Fantasy, Challenge and Competition, Diversion and Relaxation, Social interaction as the key motivators for playing mobile games. We also investigated the extent to which use and gratifications are predicted by demographic factors as well as by gaming experience. Statistical results confirm that most of the demographic factors played critical roles in determining the level of motivations for playing games. The results from this research might give mobile game industry some useful guidelines for developing mobile edu-game and market expansion strategy.

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Effectiveness Analysis of Computing Thinking with Unplugged in Digital Transformation (디지털 트랜스포메이션 시대의 언플러그드를 적용한 컴퓨팅 사고력에 대한 효과성 분석)

  • Lee, Myung-Suk
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.35-42
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    • 2020
  • Digital transformation is about revolutionizing the interaction between virtual and reality. The complex problems that arise in this process must be solved, and one of the methods is computing thinking. Therefore, this study aims to observe whether software education that uses unplugged as liberal education is effective in enhancing computing thinking. For this, 5 elements of computing thinking were extracted and unplugged was applied to liberal software classes, and classes were conducted. During one semester, 16 sessions of classes were conducted and computing thinking enhancement was measured through surveys. As a result, the computing thinking of the students increased overall after classes. Observation surveys showed that, among computing thinking elements, students of all academic fields felt difficulties conceptualizing abstraction elements, those of arts and physical education felt more difficulties with algorithm elements, and those of the humanities felt more difficulties with pattern recognition elements. In the future, various contents for each element should be developed by academic field to aid learner understanding.

Design of a Motion Recognition System for the Realistic Biathlon Simulator System (실감형 바이애슬론 시뮬레이터를 위한 동작 인식 시스템 설계)

  • Kim, Cheol-min;Lee, Min-tae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.396-399
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    • 2018
  • In this paper, we propose a motion recognition system for identification and interaction with simulator used in the realistic biathlon simulator. The proposed system tried to improve the motions data which is obstructed by the obstacles or overlapping joints and the motion due to the fast motion in the process of recognizing the various motion patterns in the biathlon. In this paper, we constructed a multi-camera motion recognition system based on IoT devices, and then we applied a skeletal area interpolation method for normal motion identification. We designed a system that can increase the recognition rate of motion from the biathlon. The proposed system can be applied to the analysis of snow sports motion and it will be used to develop realistic biathlon simulator system.

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Multilevel Precision-Based Rational Design of Chemical Inhibitors Targeting the Hydrophobic Cleft of Toxoplasma gondii Apical Membrane Antigen 1 (AMA1)

  • Vetrivel, Umashankar;Muralikumar, Shalini;Mahalakshmi, B;K, Lily Therese;HN, Madhavan;Alameen, Mohamed;Thirumudi, Indhuja
    • Genomics & Informatics
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    • v.14 no.2
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    • pp.53-61
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    • 2016
  • Toxoplasma gondii is an intracellular Apicomplexan parasite and a causative agent of toxoplasmosis in human. It causes encephalitis, uveitis, chorioretinitis, and congenital infection. T. gondii invades the host cell by forming a moving junction (MJ) complex. This complex formation is initiated by intermolecular interactions between the two secretory parasitic proteins-namely, apical membrane antigen 1 (AMA1) and rhoptry neck protein 2 (RON2) and is critically essential for the host invasion process. By this study, we propose two potential leads, NSC95522 and NSC179676 that can efficiently target the AMA1 hydrophobic cleft, which is a hotspot for targeting MJ complex formation. The proposed leads are the result of an exhaustive conformational search-based virtual screen with multilevel precision scoring of the docking affinities. These two compounds surpassed all the precision levels of docking and also the stringent post docking and cumulative molecular dynamics evaluations. Moreover, the backbone flexibility of hotspot residues in the hydrophobic cleft, which has been previously reported to be essential for accommodative binding of RON2 to AMA1, was also highly perturbed by these compounds. Furthermore, binding free energy calculations of these two compounds also revealed a significant affinity to AMA1. Machine learning approaches also predicted these two compounds to possess more relevant activities. Hence, these two leads, NSC95522 and NSC179676, may prove to be potential inhibitors targeting AMA1-RON2 complex formation towards combating toxoplasmosis.

Ant colony optimization for dynamic stability of laminated composite plates

  • Shafei, Erfan;Shirzad, Akbar
    • Steel and Composite Structures
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    • v.25 no.1
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    • pp.105-116
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    • 2017
  • This paper presents the dynamic stability study of laminated composite plates with different force combinations and aspect ratios. Optimum non-diverging stacking is obtained for certain loading combination and aspect ratio. In addition, the stability force is maximized for a definite operating frequency. A dynamic version of the principle of virtual work for laminated composites is used to obtain force-frequency relation. Since dynamic stiffness governs the divergence or flutter, an efficient optimization method is necessary for the response functional and the relevant constraints. In this way, a model based on the ant colony optimization (ACO) algorithm is proposed to search for the proper stacking. The ACO algorithm is used since it treats with large number of dynamic stability parameters. Governing equations are formulated using classic laminate theory (CLT) and von-Karman plate technique. Load-frequency relations are explicitly obtained for fundamental and secondary flutter modes of simply supported composite plate with arbitrary aspect ratio, stacking and boundary load, which are used in optimization process. Obtained results are compared with the finite element method results for validity and accuracy convince. Results revealed that the optimum stacking with stable dynamic response and maximum critical load is in angle-ply mode with almost near-unidirectional fiber orientations for fundamental flutter mode. In addition, short plates behave better than long plates in combined axial-shear load case regarding stable oscillation. The interaction of uniaxial and shear forces intensifies the instability in long plates than short ones which needs low-angle layup orientations to provide required dynamic stiffness. However, a combination of angle-ply and cross-ply stacking with a near-square aspect ratio is appropriate for the composite plate regarding secondary flutter mode.

WBI Design and Implementation of 'Introduction to Computer Science' for Teaching-Learning Interactions (교수-학습 상호작용을 위한 전자계산일반의 WBI 설계 및 구현)

  • 이철호;배석찬
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2004.05b
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    • pp.537-540
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    • 2004
  • Development of Learning system and learning activity based on web in accedence with development of information communication technology are active. From teaming system with web, teaching-teaming data for student's leaning level is not systematic and interactions between students and teachers are insufficiency. Only result of teaming evaluation is showed not supply reason what is correct or not and there is no relationship or linking deeping teaming. In this paper, we tried to improve the interaction between teachers and students by analyzing study system through virtual system on high school's Introduction to computer science. And we designed and implemented the WBI system Using ASP, the system is maximize the effect of study related to further study. It will improve the feedback between the teachers and the students and help the learners enlarge the faculty of comprehension ability.

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3D Graphic Nursery Contents Developed by Mobile AR Technology (모바일 기반 증강현실 기술을 활용한 3D전래동화 콘텐츠 연구)

  • Park, Young-sook;Park, Dea-woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.11
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    • pp.2125-2130
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    • 2016
  • In this paper, we researched the excellency of 3D graphic nursery contents which is developed by mobile AR technology. AR technology has currently people's attention because of the potential to be core contents of future ICT industry. We applied AR nursery contents for kid's subtitle language selection in Korean, Chinese and English education. The original fairy tale consisted of 6~8 scenes for the 3D contents production, and was adapted and translated. Dubbing was dubbed by the native speaker using the standard pronunciation, and the effect sound was edited separately to fit the scene. After composing a scenario, constructing a 3D model, constructing a interaction, constructing a sound effect, and creating content metadata, the Unity 3D game engine is executed to create a project and describe it as a script. It provides a fun and informative tradition of fairy tales with abundant content that incorporates ICT technology, accepting advanced technology-based education, and having opportunities to perceive software in daily life.

Assessment technology for spatial interaction of Artificial Monitoring System through 3-dimensional Simulation (3차원 시뮬레이션을 이용한 인위감시체계의 공간대응성능 평가기술)

  • Kim, Suk-Tae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.2
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    • pp.1426-1433
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    • 2015
  • CCTV-applied monitoring is an effective measure to suppress potential crimes and record objective relationship; however, there is no methodology that can quantitatively compare and assess the afore-mentioned effects. Thus, this study intended to construct the methodology and analysis application that can measure the changes in the space-corresponding performance of CCTVs depending on installation measures by using 3-dimenstional virtual simulation technology. For analysis, the raster-based Isovist theory was 3-dimensionally expanded and the amount of incident sight line to each point was accumulated. At the same time, the amount of overlapped monitoring in the CCTV cameras that were connected to each measurement node was accumulated for cross-analysis. By applying the examples and analyzing the results, it was possible to construct an analysis application in use of collision detection model and quantify the changes of monitoring performance depending on positioning alternative of the cameras. Moreover, it enabled intuitive review and supplementation by reproducing visible shadow areas in a graph.

SmartPuck System : Tangible Interface for Physical Manipulation of Digital Information (스마트 퍽 시스템 : 디지털 정보의 물리적인 조작을 제공하는 실감 인터페이스 기술)

  • Kim, Lae-Hyun;Cho, Hyun-Chul;Park, Se-Hyung
    • Journal of KIISE:Computing Practices and Letters
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    • v.13 no.4
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    • pp.226-230
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    • 2007
  • In the conventional desktop PC environment, keyboard and mouse are used to process the user input and monitor displays the visual information as an output device. In order to manipulate the digital information, we move the virtual cursor to select the desired graphical icon on the monitor The cursor represents the relative motion of the physical mouse on the desk. This desktop metaphor does not provide intuitive interface through human sensation. In this paper, we introduce a novel tangible interface which allows the user to interact with computers using a physical tool called "Smartpuck". SmartPuck system bridges the gap between analog perception and response in human being and digital information on the computer. The system consists of table display based on a PDP, SmartPuck equipped with rotational part and button for the user's intuitive and tactile input, and a sensing system to track the position of SmartPuck. Finally, we will show examples working with the system.

3D virtual shopping mall implementation based on the rich media technology (리치미디어 기술 기반의 3D 가상쇼핑몰 구현)

  • Lee, Jun;Kang, Eung-Kwan
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.2
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    • pp.229-238
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    • 2007
  • Cyber shopping mall is based on technique of the Internet that is purpose in a new business form from cyber space. Cyber shopping mall's economic activity will be much grow up and upswing compare than past object economy. Therefore we proposed the interactive Internet shopping mail system. Especially, the proposed shopping mali is 3D interaction Cyber Shopping mall based on 'Rich media Technique' and it different with existing shopping mall. This system is represent to Hyper view when the customer click the object what they want to buy during cyber space tour. This system can be Move, Rotate, Zoom in, Zoom out and Play the object. This system can increase customer's feeling more interesting, immersion, etc. And 3D objects look like a real thing get out of the conventional 2D image form is great contribute to increase customer's interest.