• Title/Summary/Keyword: 게임요구도

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A Study on Zero-Knowledge Proof Technology in Blockchain-based SSI System (블록체인 기반 자기주권 신원 시스템의 영지식 증명 기술 연구)

  • Hwang, Jin-Ju;Kim, Geun-Hyung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.11a
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    • pp.355-358
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    • 2021
  • 개인의 신원정보 보호에 대한 중요성이 높아지면서 개인이 직접 자신의 신원정보를 관리하고 데이터의 주권을 신원정보 소유자에게 부여하는 자기주권 신원 시스템에 대한 관심이 높아지고 있다. 자기주권 신원 시스템 내에서 개인은 스스로 자신을 식별할 수 있는 분산 식별자(DID: decentralized identifier)를 생성하고 분산 식별자 별 개인의 자격을 증명해주는 자격증명(VC: verifiable credentials) 정보를 발급받아 개인이 보유하며 자격증명의 검증을 요구하는 검증자에게 선택적으로 자격증명 정보를 제시한다. 개인의 프라이버시를 보호하기 위해 개인의 자격증명을 제시할 때 신원정보의 실제 데이터는 감추고 자격증명의 유효성은 입증시키는 영지식 증명의 개념을 적용하고 있다. 본 논문에서는 영지식 증명 기술을 살펴보고 하이퍼레저 인디(Hyperledger Indy) 기반 자기주권 신원 시스템에서 영지식 증명 기술 도입 예를 보인다.

Control of Raspberry Pi 4 Board using Minecraft Pi and Python Language (Minecraft Pi와 Python 언어를 이용한 라즈베리 파이 4 보드 제어)

  • Choi, Byeong-yoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.643-645
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    • 2021
  • Minecraft Pi edition is a distinct version of Minecraft developed for Raspberry Pi and was mostly used as an educational instrument for upcoming programmers. In this paper, the basic method to control GPIO pin of Raspberry Pi 4 board using python 3 and Minecraft Pi software was implemented. The implemented scheme can be easily applicable to the area of educational platform and metaverse application if a plenty of python libraries embedded in raspberry pi and excellent gaming capability of Minecraft Pi software are efficiently merged to meet application-specific hardware and software requirements.

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An Implementation and Evaluation of Virtual Colored Overlay for Dyslexic Learning Disorder (난독증 학습장애인을 위한 가상 색 오버레이 구현과 평가)

  • Choi, Hoon-Il;Jang, Young-Gun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2008.05a
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    • pp.171-174
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    • 2008
  • 난독증 학습장애를 일으키는 주요 증상인 광과민성증후군을 완화시키는 보조도구로써 컴퓨터에서 사용할 수 있는 가상 색 오버레이를 구현하고 사용성을 평가하였다. 구현 결과를 한글 문서, e-book, 웹 문서 및 동영상에 적용한 결과 한글 문서나, e-book에서는 적용에 문제가 없었으나, 링크와 텍스트 박스를 다수 포함하는 웹 문서나 그래픽 객체를 마우스로 드래그해야 하는 게임 응용과 동영상 적용에서는 보완이 요구된다. 본 연구에서 개발된 도구는 난독증 학습장애인이 일반 전자문서와 e-book을 위주로 한 컴퓨터 학습에 사용할 수 있다.

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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Implementation and Design of EJB Based on Seat Reservation System for Effective E-Business (효율적인 E-Business구축을 위한 EJB기반의 좌석예약 시스템 설계 및 구현)

  • Jeong, Hwa-Young
    • Journal of Korea Game Society
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    • v.2 no.2
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    • pp.113-119
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    • 2002
  • With development of internet technology, digital economy that advance rapidly formed much leagues of B2B, B2C, A2B etc, according to the application part. Also, electronic commerce system implementation technology is introduced by Component based on development method in object oriented technique base depending on customer's requirement, and development environment changes by 3- Tiers, Web-Based architecture etc. in existent C/S (Client/Server) environment and is introduced. Thus, In this research, I implemented seat reservation and confirmation system that can be used in electronic commerce in multi-server environment. This, for improve efficiency in distribute environment, relevant importance logic used server component model EJB, and implemented through JSP and Java that use Servlet of Resin Server environment for Main Server. Therefore, through independence component using EJB, I did so that can improved independence between electronic commerce system logic, and reduce server's overhead calling relevant method through discrete EJB server, and manage each logic resources efficiently.

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The Effect of a Programming Class Using Scratch (스크래치를 이용한 프로그래밍 수업 효과)

  • Cho, Seong-Hwan;Song, Jeong-Beom;Kim, Seong-Sik;Paik, Seoung-Hey
    • Journal of The Korean Association of Information Education
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    • v.12 no.4
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    • pp.375-384
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    • 2008
  • Computer programming has educational effect on improving high-level thinking abilities. However, students initially have to spend too much effort in learning the basic grammar and the usage model of programming languages, which negatively affects their eagerness in learning. To remedy this problem, we propose to apply the Scratch to a Game Developing Programming Class; Scratch is an easy-to-learn and intuitive Educational Programming Language (EPL) that helps improving the Meta-cognition and Self-efficacy of middle school students. Also we used the Demonstration-Practice instruction model with self-questioning method for activating the Meta-cognition. In summary, a game developing programming class using Scratch was shown to significantly improve the Meta-cognition of middle school students. However it was shown to insignificantly improve the Self-efficacy of girl students group.

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Design and Prototype Development of An Agent for Self-Driving Car (자율운행 자동차의 에이전트 설계 및 프로토타입 개발)

  • Lim, Seung Kyu;Lee, Jae Moon
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.131-142
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    • 2015
  • A self-driving car is an autonomous vehicle capable of fulfilling the main transportation capabilities of a traditional car. It must be capable of sensing its environment and navigating without human input. In this paper, we design the agent that can simulate these self-driving cars and develop a prototype for it. To do this, we analyze the requirements for the self-driving car, and then the agent is designed to be suitable for traditional multi-agent system. The key point of the design is that agents move along the steering forces only. The prototype of the designed agent was implemented by using Unity 3D. From simulation results using the prototype, movements of the agents were very realistic. However, in the case of increasing the number of the agent the performance was seriously degraded, and so the alternatives of the problem were suggested.

A Location-based Service on Smartphone Combining with Mirror World (미러월드 연계를 통한 스마트폰에서의 위치기반 서비스)

  • Oh, Gyu-Hwan;Kim, Jae-Won;Bae, Kyoung-Woo
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.47-57
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    • 2011
  • Mobile based location-based service can normally be classified into four categories according to their dimensions of their screen layout: map-based, bird-eye view based, photo-based, and video-based. Specifically, video-based layout system combining AR technology has a appealing factor to users through the reality-based presence but normally requires sophisticated real-time image matching algorithms to represent the system. This paper provides a new location-based service by introducing mirror world to resolve the problem and implements its prototype. The proposed service does not need such algorithm and will effectively be useful for users to get the reality of the presence for any locations which is regardless of a user's real location.

Empirical Capability Assessment Methodology of Quick Look using Weapon Score of Joint Integrated Contingency Model (전구급 워게임 모형의 무기점수를 활용한 Quick Look의 실증적 능력평가 방법론)

  • Kim, Hyungkwon;Kim, Youngho
    • Journal of the Korea Society for Simulation
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    • v.26 no.1
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    • pp.55-67
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    • 2017
  • The requirement planning system of Korea military has used top down planning approach after introducing Joint Combat Development System since 2007. But this new system has not been propelled harmoniously because it does not have any connection with the current planning system. Due to current time-exhaustive analysis and assessment process in requirement planning system, it not only delays proper decision making, but also hinders understanding on the problem in a whole perspectiveand finding a reasonable solution to our problem. In this study, we present a methodology which can analyze and assess capability utilizing the weapon score of JICM(Joint Integrated Contingency Model). The process identifies capability gap from a mission-oriented perspective in the requirement planning phase and suggests an appropriate solution to our problem. A Quick Look tool which has been developed using Python Script to implement the methodology is also introduced in this study.

Verification of the usefulness of smartphone for wrist swing motion in VR environments (VR 환경에서 손목 스윙 동작에 대한 스마트폰의 유용성 검증)

  • Lee, Chung-Jae;Kim, Jong-Hyun;Lee, Jung;Kim, Sun-Jeong
    • Journal of Korea Game Society
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    • v.17 no.3
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    • pp.53-62
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    • 2017
  • VR content manipulation equipment is not easy for individuals to access because it requires high prices. Especially, in the case of a system for tracking the motion of the user among the VR contents, a separate optical sensor device using an infrared camera is generally used. The disadvantage of the optical sensor equipment is that the measurable range is dependent on the measurement direction when tracking the rotation motion when using only a single device. In order to solve the above problems, this paper shows that the inertial sensor of the smartphone, which is generally owned by the public, can track the rotational motion of the user regardless of the measurement direction . The system using the LeapMotion is used as the reference system, and the system using the smart phone is defined as the evaluation system, and the usability of the evaluation system is verified by comparing the user satisfaction of the two systems.