• Title/Summary/Keyword: 게임개발 성과

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Sound-driven Vibration System using Digital Signal Processor (DSP를 이용한 사운드 기반 진동 시스템)

  • Cho, Dong-Hyun;Oh, Sung-Jin;You, Yong-Hee;Sung, Mee-Young;Jun, Kyung-Koo
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.553-558
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    • 2008
  • In this paper, we develop a vibration system which can generate diverse vibration effects in realtime by analyzing signals from the sound output of PC. This system is able to detect the occurrences of particular sounds in order to generate corresponding pre-programmed vibration patterns. It contributes to the improvement of the reality and the immersiveness of games and virtual reality applications. In addition, its advantage is to easily add vibration features to applications which were originally developed without consideration for vibration. Our system consists of an external DSP board for signal processing and a vibration pad which can be put on wrists. It is superior to other sound-driven vibration devices because its DSP board can detect more diverse sounds, has higher performance and does not interfere with PC. Also the wrist-wearable vibration pad is able to generate more realistic vibration than other mouse or joystick type devices.

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Authoring Software Development of 3D Natural Environment for Realistic Contents (실감형 콘텐츠 제작을 위한 3D 자연환경 저작 소프트웨어 개발)

  • Lee, Ran-Hee;Lee, Kyu-Nam;Kang, Im-Chul
    • The Journal of the Korea Contents Association
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    • v.7 no.9
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    • pp.108-116
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    • 2007
  • Nowadays, many graphic researchers are interested in 3D outdoor environment. They want to express more realistic natural background with natural phenomenon because computer hardware has become more powerful and increased a demand for a background of 3D natural environment in a content. Especially, e-sports contents and simulation contents with outdoor environment need more natural environment for a background than indoor contents. It is very important technology for a quality of 3D outdoor contents. We propose a software EMtool(Environment Making Tool) for authoring of natural environment for realistic contents. EMtool has been developed to depict relationship and interaction between natural phenomena and include methods for creating natural environment and natural objects. The proposed results are applied to real-time 3D contents such as 3D golf games and simulations for natural objects.

A Study on Creation of 3D Facial Model Using Facial Image (임의의 얼굴 이미지를 이용한 3D 얼굴모델 생성에 관한 연구)

  • Lee, Hea-Jung;Joung, Suck-Tae
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.2 s.46
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    • pp.21-28
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    • 2007
  • The facial modeling and animation technology had been studied in computer graphics field. The facial modeling technology is utilized much in virtual reality research purpose of MPEG-4 and so on and movie, advertisement, industry field of game and so on. Therefore, the development of 3D facial model that can do interaction with human is essential to little more realistic interface. We developed realistic and convenient 3D facial modeling system that using a optional facial image only. This system allows easily fitting to optional facial image by using the Korean standard facial model (generic model). So it generates intuitively 3D facial model as controling control points elastically after fitting control points on the generic model wire to the optional facial image. We can confirm and modify the 3D facial model by movement, magnify, reduce and turning. We experimented with 30 facial images of $630{\times}630$ sizes to verify usefulness of system that developed.

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Development and Validation of Artificial Intelligence Education on the Environmental Education Based on Unplugged (언플러그드 기반 환경교육 주제 인공지능교육 프로그램 개발 및 타당성 검증)

  • Song, Jeongbeom
    • Journal of The Korean Association of Information Education
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    • v.25 no.5
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    • pp.847-857
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    • 2021
  • Recently, domestic schools are increasingly interested in environmental education related to COVID-19 and the severe climate crisis, as well as artificial intelligence education related to the 4th industrial revolution that is rapidly approaching us. In particular, AI education is highly likely to be applied to 5th to 6th graders of elementary school, so measures related to connection with 1st to 4th graders are needed. There are many students who are not proficient in computers in the lower grades of elementary school, so there may be many restrictions in using the currently used teaching aids. Therefore, this study tried to develop an artificial intelligence education program for the lower grades of elementary school to secure the linkage of artificial intelligence education. The theme of the program was developed based on the topic of environmental education, which has recently increased in interest. As for the educational method, considering the developmental stage of the lower grades of elementary school, the STEAM education method was used, which was fused with various subjects and unplugged using play and games without a computer. of the program. For validity verification, Lawshe (1975)'s content validity ratio (CVR) calculation formula was used. The verification results were analyzed to be suitable for the purpose of development of all programs. In the future, it is necessary to measure the degree of effectiveness by applying the program proposed in this study to the lower grades of elementary school.

Understanding Collaborative Working Processes within Construction Project Teams Using Agent-Based Modeling and Simulation (에이전트기반 시뮬레이션을 활용한 건설프로젝트 조직 내 협업과정의 이해)

  • Son, JeongWook;Shin, Seung-Woo;Yi, June-Seong
    • Korean Journal of Construction Engineering and Management
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    • v.15 no.1
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    • pp.70-77
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    • 2014
  • Collaborative processes among team members including communication, coordination, and information-handling processes either during pre-construction or project execution are required in order to accomplish the objectives of construction projects. However, current construction management practice does not explicitly take the effect of organizational aspects on project performance into account. This paper introduces a method to understand collaborative processes in an explicit and systematic fashion. An agent-based simulation of collaborative working processes within construction project teams was designed from game theory perspective and implemented. The simulation produced both individual behavior and network dynamics. Individuals represented as agents made efforts to improve performance by communication and coordinating with other members, and overall team network was emerged as a result of interactions among members. Interestingly, it was found that the tendency of forming cohesive subgroups increased when sustaining relations with between-group partners incurs higher cost. The primary contribution of this paper is that it presented an explicit approach to examining collaborative working processes in construction project teams and it extended existing computational organization and network studies by integrating individual behavior models and network models.

지역특화산업육성을 통한 동서경제협력방안

  • Song, Tae-Baek
    • Journal of Global Scholars of Marketing Science
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    • v.3
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    • pp.79-97
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    • 1999
  • 지방자치제도의 본격적인 실시로 인하여 성숙되어 가고 있는 지방화시대에 있어서 지방자치단체가 가장 필요로 하는 것은 지역의 경제성장을 통하여 지역주민의 복지를 향상시키는 것이라고 할 수 있다. 지역주민의 복지향상은 광범위한 부문에서 다양하게 나타날 수 있지만, 가장 기본적으로는 지역내의 고용을 안정케 하며, 지역내의 소득수준을 향상시켜 주민들이 높은 삶의 질을 경험하게 하는 것이라고 할 수 있다. 그러나, 지금의 우리현실은 자기 지역의 경제발전만을 맹목적으로 추구할 것이 아니라 이웃과 더불어 힘을 합쳐도 어려운 난관을 헤쳐나가기 어려운 처지에 직면해 있다. 따라서, 서로가 자기의 몫을 주장하면서 다툴 것이 아니라 힘을 합쳐야 할 시점에 도달하였다. 이러한 관점에서 본 연구는 지리적으로는 인접하고 있지만 정서적으로는 가깝고도 먼 전라남도와 경상남도가 고부가가치를 창출할 수 있는 특화산업의 적절한 배치를 통하여 높은 수준의 경제번영을 이룩하면서, 동시에 기존의 쌓여있는 지역감정의 벽을 뛰어넘어 동서경제협력을 이루고 궁극적으로는 동서화합을 도출할 수 있는 방안을 모색하려고 한다. 각 지자체에 적합한 특화산업의 육성은 인접한 지자체들이 상호의존적이라는 측면에서 여러 가지의 지역문제를 동시에 하결할 수 있을 뿐만아니라 한정된 자원의 합리적인 이용과 더불어 국토의 균형있는 개발을 가능하게 할 수 있다는 측면에서 많은 긍정적인 요소를 내포하고 있다. 전라남도와 경상남도가 지역에 적합한 특화산업의 육성을 통하여 동서경제협력을 유도하기 위한 방안으로는 우선적으로 역내의 산업구조를 고도화시키고, 산 학 연 관의 협조체계를 구성하며, 지자체간의 협조적인 게임을 유도하여 가시적인 빠른성과의 도출을 위한 방안을 모색하고 타 지자체에 입지한 경쟁력있는 특화산업에의 지역민의 투자를 유도하고, 공동브랜드의 사용 및 시장의 공동개척등을 고려할 수 있을 것이다.

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Development of Contents for Improve the Concentration based on Neurofeedback (뉴로피드백 기반의 집중력 향상 콘텐츠 개발)

  • Park, Tae-Woo;Park, Jun-Mo;Jeong, Do-Un
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.05a
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    • pp.284-285
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    • 2016
  • In this paper, reflecting the index of concentration and real-time EEG measurement, implementation of the game-type content that can be centralized power of training. Implemented content, for more effective training, based on the brain wave difference in each user, by reflecting an indication of concentration, it is possible by level training. In order to evaluate the usefulness of the implemented content, to target the five subjects, is underway to improve training of concentration, through a comparative analysis of the changes in the index of ability to concentrate, to confirm the improvement of the concentration of the user it could be.

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Semantic Analysis and Visualization on Mudras of Sahasra-bhuja Aryavalokitesvara Bodhisattva (천수관음의 수인에 나타난 의미 분석과 시각화)

  • Kim, Youngduk;Kim, Kyungdeok
    • The Journal of the Korea Contents Association
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    • v.17 no.5
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    • pp.520-528
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    • 2017
  • In this paper, we analyze semantics on mudras of Sahasra-bhuja Avalokitesvara and implement visual content as its application. The mudras are described in the Odaejineunjib that is a tangible cultural property. The semantics analysis on the mudras are essential for understanding the meaning of the 42 Hands(mudras) that present symbolic difference of hands holding on various items. So, in this paper, we analyze the semantics on the 42 Hands according to 5 parts which are basic classification of Honored Ones on Esoteric Buddhism. We implemented a visual contents showing Avalokitesvara according to semantics on the 42 Hands. And, in the process, we are able to provide the public with easy accessibility on mudras of Sahasra-bhuja Avalokitesvara. Applications of the mudras are as follows; game contents, traditional cultural contents, etc.

A Rehabilitation Method for Unilateral Neglect Patient using a Pressure Sensor (압력센서를 활용한 편측무시환자 재활치료방법)

  • Lee, Hyeon-Gi;Hyun, Hun-Beom;Hong, Ji-Heon;Lee, Hyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.04a
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    • pp.259-262
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    • 2015
  • 편측무시란 뇌졸중 환자에게서 나타나는 지각 손상의 한 종류로 말초 운동 및 감각 신경의 손상과 상관없이 손상된 대뇌반구 반대변의 공간과 신체의 지각이 감소된 증상이다. 현재 편측무시환자에 대한 치료는 환자가 책상에 앉아 팔과 손가락만으로 치료를 하는 소운동적인 방법으로 한 가지 치료효과만 기대할 수 있고, 환자들 또한 지루함과 피곤함을 쉽게 느끼게 된다. 또한, 서서 활동하기 힘든 편측무시환자들은 적당한 재활/치료방법이 없고, 안전성 측면에서도 여러 가지 문제가 발생할 수 있다. 따라서 본 논문에서는 편측무시환자들이 앉아서 안전하게 재활/치료할 수 있는 재활도구를 개발하고자 한다. 특히, 지루한 재활프로그램에 게임요소들로 동기 및 흥미 유발하여 지속적으로 재활/치료를 하며 압력센서 기반의 시각재활과 신체재활의 복합적인 재활을 연구하고자 한다.

A Study on Development of Virtual Trainer Contents with Virtual Reality (가상현실을 적용한 가상의 트레이너 콘텐츠 개발에 관한 연구)

  • Jung, A Leum;Jeon, Jeong Yeon;Kim, Tae Hyung;Lee, Mi Rim;Jang, Hong Jun;Cha, Eun Jee;Bang, Yoon Kyeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.553-554
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    • 2014
  • 경제수준의 향상과 삶의 질의 향상으로 인하여 일반인들의 건강 및 운동에 대한 관심이 증대되었다. 이런 사회적 기대에 부응하여 바쁜 현대인들을 위한 게임 기반 및 스마트폰 기반의 헬스케어 시스템이 등장하고 있다. 최근에는 가상현실을 통한 현실세계와 유산한 운동효과를 추구하는 형태로 발전하고 있다. 따라서 본 연구는 가상세계의 현실과 같은 몰입감에 주목하고, 아이큐브(I-cube)를 활용하여 가상현실을 구축한 다음 가상의 트레이너를 통해서 원하는 운동효과를 제공하는데 목적이 있다. 운동 및 자극 부위, 지도 효율성의 정보 등을 제공하여, 운동효과와 정보를 한눈에 봄과 동시에 운동에 대한 올바른 자세를 가상현실을 이용해 직접적으로 배울 수 있도록 하였다.

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