• Title/Summary/Keyword: 게임컨트롤러

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Using Arduino and Processing Graphics performance validation (아두이노와 Processing을 사용한 그래픽 성능 검증)

  • Choi, Chul-kil;Lee, Sung-jin;Lee, Kyung-mu;Choi, Byeong-yoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.975-977
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    • 2013
  • Arduino is for design based on open source prototyping platform, artist, designer, hobby activists, etc, i has been designed for all those who are interested in the environment construct. Arduino adventage you can easily create applications hardware, without deep knowledge about the hardware. Configuration of arduino using AVR microcontroller ATmage 168, software to action arduino using arduino program, MATLAB, Processing. Arduino is open source base, you can hardware production directly and using shield additionally, the arduino can be combined. Processing iis open source. You can 2D, 3D, PDF output, using P3D and OpenGL graphics. Also you can check by running a stand-alone application. Through a combination of Arduino, library support, such as sound, video, and computer vision can be expanded, this program is the Android phone and iPhone programming. In this paper, sortware was used for Processing, hardware was used for arduino MegaADK board, After making easy 2axis game, using the software and hardware verification.

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Influences of the User's Experienced Space Perception on the Flow at Digital Interactive Contents (디지털 상호작용 콘텐츠에서 체험적 공간감이 몰입에 미치는 영향)

  • Yun, Han-Kyung;Song, Bok-Hee
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.5 no.4
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    • pp.198-205
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    • 2012
  • This study deals with development of an evaluating tool for flow experience and presence to evaluate interactive digital contents. The tool is able to measure the grade of flow and presence by surveying with their factors which are known to affect flow experience and presence. One of reasons for reducing flow experience and presence in 3D digital contents is that the experience in the virtual world is different from user's prerequisite learning in the real life. The recent interactive contents using physical movement of users as an input is possible to provide unsafe situation to users due to the different experience. The suggested flow measurement tool is able to evaluate presence and flow experience of an interactive 3D contents as well as flow and presence factors are possible to use as a general guideline for all stages of producing interactive 3D digital contents.

Implementation of Joystick for Flight Simulator using WiFi Communication

  • Myeong-Chul Park;Sung-Ho Lee;Cha-Hun Park
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.8
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    • pp.111-118
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    • 2023
  • In this paper, we propose a WiFi-based joystick with an acceleration sensor and a vibration sensor that can be used in flight simulators and VR fields. The flight simulator is a technology belonging to the ICT and SW application field and provides a simulation environment that reproduces the aircraft environment. Existing flight simulator control devices are fixed to a specific device and the user's activity area is limited. In this paper, a 3D space manipulation device was implemented for the user's free use of space. In addition, the proposed control device is designed as a WiFi communication board and display that displays information and performs 3-axis sensing for accurate and sophisticated control compared to existing VR equipment controllers. And the applicability was confirmed by implementing a Unity-based virtual environment. As a result of the implementation device verification, it was confirmed that the control device operates normally through the communication interface, It was confirmed that the sensing values in the game and the sensing values measured on the implemented board matched each other. The results of this study can be used for VR and various metaverse related contents in addition to flight simulators.

Development of Plug-n-Play Automation System for Machine Tending through Digital Twin (디지털 트윈을 활용한 Plug-n-Play 머신텐딩 자동화 시스템 개발)

  • Park, Yong-Keun;Kim, Sujong;Um, Jumyung
    • The Journal of Society for e-Business Studies
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    • v.25 no.4
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    • pp.143-154
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    • 2020
  • With the increasing trend of making manufacturing system intelligent and autonomous, the introduction of robot-assist automation, like machine tending system for automated operation of CNC machine tools, is being actively carried out at many industrial sites. Most important part of this intelligent system to install machine tending system, is interface programming between the CNC machine tools and the industrial robot. Despite this importance, however, the machine tending system has many setup problems. it is necessary for difficult re-program of both controllers whenever a new CNC machine tool or robot is introduced. And, the helps of external engineers is required even though trivial changes due to the complex structure of the machine tending system. Authors of this paper introduces the integrated system of the interface between heterogeneous CNC machine tools and industrial robots. In addition, the digital twin implemented inside the machine tool controller enable shop-floor operators to change the interface programming easily. To implement this system, an integrated development environment for 1) an intelligent HMI platform that provide standardized interfaces to heterogeneous CNC machine tools and 2) a robot platform developing application software of various robots, was established. For easy un-tact environment, this paper explain the development of 3) a game-engine based web program of controlling and monitoring machine tending system remotely.

Trunk Stabilization Measurements Using the Nintendo Wii (닌텐도 위를 활용한 흉부 흔들림의 자세 안정성 측정)

  • Yang, Juyeong;Yoo, Jaeha;Kim, Dongyon;Park, Junmo;Kim, Soochan
    • Journal of the Institute of Electronics and Information Engineers
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    • v.51 no.7
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    • pp.239-247
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    • 2014
  • The CTSIB (Clinical Test of Sensory Integration on Balance) using high sensitive pressure sensors is normally used to assess the sense of balance in hospital. It takes an objective measurement of the amount of sway that occurs in the body trunk by observing the change in the center of pressure (CoP) on the foot at the upright posture. In this paper, we would like to propose method to easily measure trunk sway in home. Although the Wii balance board(WBB) is used for games, it can measures the center of pressure, which is highly correlated. The Wii remote controller(WRC) is inexpensive compared to the WBB, but it has problems with estimation of trunk sway because it can't measure pressure directly like WBB. We collected data from 10 normal subjects (5 males, 5 females) from two devices in order to compare the CoP from WBB and the center of mass (CoM) from WRC. The results of WRC and WBB was similar when the data were analyzed by the convex hull and ellipse area.

The development of a bluetooth based portable wireless EEG measurement device (블루투스 기반 휴대용 무선 EEG 측정시스템의 개발)

  • Lee, Dong-Hoon;Lee, Chung-Heon
    • Journal of IKEEE
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    • v.14 no.2
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    • pp.16-23
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    • 2010
  • Since the interest of a brain science research is increased recently, various devices using brain waves have been developed in the field of brain training game, education application and brain computer interface. In this paper, we have developed a portable EEG measurement and a bluetooth based wireless transmission device measuring brain waves from the frontal lob simply and conveniently. The low brain signals about 10~100${\mu}V$ was amplified into several volts and low pass, high pass and notch filter were designed for eliminating unwanted noise and 60Hz power noise. Also, PIC24F192 microcontroller has been used to convert analog brain signal into digital signal and transmit the signal into personal computer wirelessly. The sampling rate of 1KHz and bluetooth based wireless transmission with 38,400bps were used. The LabVIEW programing was used to receive and monitor the brain signals. The power spectrum of commercial biopac MP100 and that of a developed EEG system was compared for performance verification after the simulation signals of sine waves of $1{\mu}V$, 0~200Hz was inputed and processed by FFT transformation. As a result of comparison, the developed system showed good performance because frequency response of a developed system was similar to that of a commercial biopac MP100 inside the range of 30Hz specially.