• Title/Summary/Keyword: 게임이용시간

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3D Reenactment System of Soccer Game (3차원 축구 재연 시스템)

  • 이재호;김진우;김희정
    • Journal of Broadcast Engineering
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    • v.8 no.1
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    • pp.54-62
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    • 2003
  • This paper presents a Soccer Game 3D Reencatment System which reenact the Important scene like getting a goal with image processing and computer graphics technologies. KBS Research Institute of Technology has developed the 3D Reenactment System of Soccer Game called ‘VPlay' to provide TV viewers with fresh images in soccer games. Vplay generates the reenactment of exciting and important soccer scenes by using computer graphics. Vplay extracts legion of players from video with color information, and then computes precise positions of players on the ground by using global motion estimation model and playground axis transformation model. The results are applied to locomotion generation module that generates the locomotion of virtual characters automatically. Using predefined motion and model library, Vplay reenacts the important scene in a quick and convenient manner Vplay was developed for live broadcasting of soccer games that demands rapid producing time and was used efficiently during past WorldCup and Asian Game.

Scenario-based 3D Objects Reuse Algorithm Scheme (시나리오 기반의 3D 객체 재사용 알고리즘)

  • Kang, Mi-Young;Lee, Hyung-Ok;Son, Seung-Chul;Heo, Kwon;Kim, Bong-Tae;Nam, Ji-Seung
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.302-309
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    • 2006
  • This paper propose a practical algorithm to reuse and expand the objects. This algorithm is based on the Motion Path Modification rules. We focus on reusing of the existing motions for synthesizing new motions for the objects. Both the linear and the nonlinear curve-fitting algorithm are applied to modify an animation by keyframe interpolation and to make the motion appear realistic. We also proposes a framework of the scenario-based 3D image synthesizing system that allows common users, who envision a scenario in their minds, to realize it into segments of a cool animation. The framework is useful in building a 3D animation in game programming with a limited set of 3D objects.

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An Extended TIP Technique for Android Platform (Android Platform에서의 확장된 TIP 기술)

  • Kim, Young-Ja;Lee, Yon-Sik
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.1
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    • pp.57-63
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    • 2012
  • TIP technology enables navigation of the internal contents of images by extracting geometry information from two-dimensional drawing or a picture and generating three-dimensional effects from extracted information. The technology can be applied to a variety of practical fields including game, entertainment, education, public relations and so on. This paper proposes extended application of TIP technology and realization method for smart devices using OpenGL ES Library for Android platform. Considering problems associated with a foreground object extraction, the proposed method uses vanishing points chosen by the user to facilitate more realistic scene configuration. Then, method acquires three-dimensional background model using OpenGL ES Library, develops three-dimensional virtual space and enables image navigation via camera viewpoint conversion. The experimental image is made on Android 2.1 and OpenGL ES 1.0 using the image taken on devices built on the Android platform. Thus, the proposed technology can be implemented to various smart devices built on the Android platform at lower cost and in less time.

A Study on the relationship between the patterns of internet utilization and the internet addiction (중학생의 인터넷 사용행태와 인터넷 중독증과의 관계)

  • Ahn, Young-Joon;Kim, Ja-Ok;Moon, Kyung-Rye
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.7
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    • pp.1083-1091
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    • 2013
  • Internet addiction is a social problem occurring by overuse of internet. And internet addiction is associated with pathologic personality but clinic study about Internet addiction disorder is lack. This study was designed to evaluate the relationship between internet addiction and pattern of internet utilization. We conducted a questionnaire survey on 1,984 middle school students in Gwang -Ju. We questioned about internet addiction, general characteristics, pattern of internet utilization. 11.8% of total number were internet addiction. Sex, religion, duration, time, place, obscene sites, most frequent using service is associated with internet addiction. Family number, occupation of parents, using internet in home, use of parents isn't associated with internet addiction. We show interest in general characteristics and pattern of internet utilization about internet addiction. So we council youths about internet problem in accordance with this study results. Then internet addiction and other psychologic problem are decreased.

A study on the weight control behavior according to cluster types of the motivation to use social media among university students in the Jeonbuk area (전북지역 대학생의 소셜미디어 이용동기 유형에 따른 체중조절 행태 연구)

  • Jiyoon Lee;Sung Suk Chung;Jeong Ok Rho
    • Journal of Nutrition and Health
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    • v.56 no.2
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    • pp.203-216
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    • 2023
  • Purpose: This study examines the weight control behavior depending on university students' motives of using social media. Methods: The participants were 447 university students in the Jeonbuk area. Collected data were analyzed using factor analysis, cluster analysis, analysis of variance, and χ2 tests with SPSS v. 26.0. Considering the motives of using social media, we investigated the usage of social media, dietary behavior related to social media, and weight control behavior. Results: Using the K-clustering method, the motives to use social media were categorized into three clusters: cluster 1 was the interest-centered group, cluster 2 was the multipurpose information-seeking group, and cluster 3 was the relationship-centered group. Among the various social media sites, YouTube (86.8%), Instagram (76.1%), and Facebook (61.1%) were the most visited by the subjects. The dietary behavior related to social media in cluster 2 was significantly higher than clusters 1 and 3 (p < 0.001). Clusters 1 and 2 showed a significantly higher dissatisfaction with one's weight (p < 0.05) and consequent interest in weight control than cluster 3 (p < 0.001). Cluster 2 used weight control-related information from social media significantly more than other clusters (p < 0.05). Weight control experiences in cluster 1 and 2 were significantly higher than in cluster 3 (p < 0.001). Conclusion: Differences in dietary behavior related to social media and weight control behavior were observed between cluster types of motivation to use social media. Based on the usage motives of university students and their behaviors, we propose that educational programs should be conducted for weight control using social media.

Bipeds Animation Blending By 3D Studio MAX Script (맥스 스크립트를 이용한 바이페드 애니메이션 합성)

  • Choi, Hong-Seok;Jeong, Jae-Wook
    • Science of Emotion and Sensibility
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    • v.12 no.3
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    • pp.259-266
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    • 2009
  • Today, the 3D character animation is easily accessible from most of the film such as an actuality film, animation, games, or advertising. However, such a smooth movement of characters is a result obtained by Key Frame operation which skilled animators worked with data obtained through expensive equipment such Motion Capture for a long time. Therefore, to modify or to give other effects is not easy. In some cases, character's action made according to the personal feeling could be different with universal expectations of audiences, because it might be not appropriate to make regulations generalized between character's action by animater's design and emotional reaction of audience. In this research, it is aimed to show the way which is easily to blend and modify 2-3 Biped animation data by offering the operation tools of 3-D rotation using 3D Studio MAX Script. By this tool E.A.M., we can have various researches for quantities relation of between walking and emotional reaction.

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An Efficient Hybrid Simulation Methodology Using the Game Physics Engine (물리엔진을 이용한 효과적인 하이브리드 시뮬레이션 방법론)

  • Lee, Wan-Bok;Ryu, Seuc-Ho
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.539-544
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    • 2012
  • Most of the man-made systems can be modeled as a hybrid system which consists of both the high-level and the low-level component model. High level model is responsible for decision-making and the low-level one takes control of the mechanical component parts. Since the two models requires different interpretation method according to their type, analysis of a hybrid system becomes a difficult job. For the Analysis of the high-level model, methods for discrete event system models such as FSM can be used. On the contrary, numerical analysis techniques are required for the low-level continuous-time system model. Since it becomes a difficult thing for a modeller specifies and develops both the two-level models altogether, we propose an efficient hybrid simulation method which employs a game physics engine that has been widely and successfully used in the area of game industry.

An EMG-based Input Interface Technology for the Tetraplegic and Its Applications (사지마비 장애인을 위한 근전도 기반 입력 인터페이스 기술 및 그 응용)

  • Jeong, Hyuk;Kim, Jong-Sung;Son, Wook-Ho;Kim, Young-Hoon
    • Journal of the HCI Society of Korea
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    • v.1 no.2
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    • pp.9-17
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    • 2006
  • We propose an EMG-based input interface technology for helping the tetraplegic to utilize mouse, keyboard and power wheelchair. Among possible actions for the tetraplegic utilizing these devices, teeth-clenching is chosen as an input action. By clenching left, right or both teeth, and controlling the clenching duration, several input commands for utilizing the devices can be conducted. EMG signals generated by teeth-clenching are acquired around one's left and right temples and they are used as control sources for utilizing the devices. We develop signal acquisition devices, signal processing algorithms, and prototype systems such as power wheelchair control, mouse control, and game control. Our experimental results with the tetraplegic show that the proposed method is useful for utilizing the devices.

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P2P-based Group Communication Management For Scalable P2P Live Video Streaming Communication (확장성 있는 P2P 실시간 비디오 스트리밍 통신을 위한 P2P 기반 그룹 서비스 관리 구조)

  • Chun, Seung-Man;Park, Jong-Tae
    • Journal of the Institute of Electronics and Information Engineers
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    • v.49 no.12
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    • pp.81-88
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    • 2012
  • As the performance of the next-generation broadband wireless networks is dramatically enhanced, various services (i.e., education, Live video streaming, Live video conferencing, online games, etc.) have been provided to users through a smart mobile platform. Those services are usually provided by using the centralized communication server. However, since all multimedia traffic is exchanged through a communication server, it often has the scalability problem with regard to traffic management. Our main purpose is for group smart users to provide scalable live multimedia streaming service based on P2P network. To do this, we have designed an architecture of P2P-based service management for mobile group communication management and service management protocol. In order to verify the performance of the proposed scheme, we have mathematically analyzed the performance in terms of the average transmission delay and bandwid th utilization.

A Logical Simulation of Dynamic Natural Phenomena Based on Event Propagation Graph (사건 전파그래프에 기반한 동적인 자연현상의 논리적 시뮬레이션)

  • Park, Jung-Yong;Park, Jong-Hee
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.38 no.4
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    • pp.10-21
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    • 2001
  • This paper develops a logical simulation method for by dyversity of situations. Most existing systems, for example, games and infant tutoring systems lead users to virtual environment with unfolding situations, but are not designed to induce the change of the environment itself. In this paper, a logically simulated environment is created by defining situations and single events based on situation hierarchy structure. We elaborate the occurrence of events by classifying the causality. The occurrence or natural phenomena is dictated by physical laws and natural phenomena are expressed as the transition of the event based on event association. Specifically we define the source of the event for natural phenomena and we consider the existence of objects as a primary factor in event occurrence. The advantages of this approach include the reuse of events, that is, different events can be generated in the same flow with fresh conditions. This allows us to implement a more practical and logical environment. A drawback to this method is the difficulty in dividing a situation into events. The proposed method was implemented in the context of the change of season among natural phenomena.

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