• Title/Summary/Keyword: 게임콘텐츠

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A Design and Implementation of Object Recognition based Interactive Game Contents using Kinect Sensor and Unity 3D Engine (키넥트 센서와 유니티 3D 엔진기반의 객체 인식 기법을 적용한 체험형 게임 콘텐츠 설계 및 구현)

  • Jung, Se-hoon;Lee, Ju-hwan;Jo, Kyeong-Ho;Park, Jae-Seong;Sim, Chun Bo
    • Journal of Korea Multimedia Society
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    • v.21 no.12
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    • pp.1493-1503
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    • 2018
  • We propose an object recognition system and experiential game contents using Kinect to maximize object recognition rate by utilizing underwater robots. we implement an ice hockey game based on object-aware interactive contents to validate the excellence of the proposed system. The object recognition system, which is a preprocessor module, is composed based on Kinect and OpenCV. Network sockets are utilized for object recognition communications between C/S. The problem of existing research, degradation of object recognition at long distance, is solved by combining the system development method suggested in the study. As a result of the performance evaluation, the underwater robot object recognized all target objects (90.49%) with 80% of accuracy from a 2m distance, revealing 42.46% of F-Measure. From a 2.5m distance, it recognized 82.87% of the target objects with 60.5% of accuracy, showing 34.96% of F-Measure. Finally, it recognized 98.50% of target objects with 59.4% of accuracy from a 3m distance, showing 37.04% of F-measure.

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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The Classification Scheme of ADHD for children based on the CNN Model (CNN 모델 기반의 소아 ADHD 분류 기법)

  • Kim, Do-Hyun;Park, Seung-Min;Kim, Dong-Hyun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.17 no.5
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    • pp.809-814
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    • 2022
  • ADHD is a disorder showing inattentiveness and hyperactivity. Since symptoms diagnosed in childhood continue to the adulthood, it is important to diagnose ADHD and start treatments in early stages. However, it has the problems to acquire enough and accurate data for the diagnosis because the mental state of children is immature using the self-diagnosis method or the computerized test. In this paper, we present the classification method based on the CNN model and execute experiment using the EEG data to improve the objectiveness and the accuracy of ADHD diagnosis. For the experiment, we build the 3D convolutional networks model and exploit the 5-folds cross validation method. The result shows the 97% accuracy on average.

Development of Edutainment Contents for English Learning and Coding Education for Children (유아용 영어 학습 및 코딩 교육을 위한 에듀테인먼트 콘텐츠 개발)

  • Song, Mi-Young;Park, Hye-Bin;Kim, Ji-Eun;Park, Mi-Li;Won, Hee-Yeon;Choi, You-Jung;Oh, Young-bae
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.01a
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    • pp.43-46
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    • 2020
  • 본 논문은 코딩 교육과 영어 교육의 융합을 지향한다. 즉, 하나의 애플리케이션으로 두 가지 교육을 동시에 진행 가능할 수 있는 프로그램을 목표로 삼아 개발되었다. 시중에 공개되어있는 유아 코딩교육 애플리케이션이나 영어 교육 애플리케이션의 수는 많지만, 코딩과 영어를 동시에 교육할 수 있고, 이를 게임으로서 즐길 수 있게 만든 애플리케이션은 드물다. 특히 유아들에게 코딩과 영어에 대한 자신감과 흥미를 심어주고 고착화된 공부 방식이 아닌, 놀이를 통한 교육 방식을 제공하면서 코딩과 영어에 대한 긍정적 인식을 심어주기 위해 노력했다.

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Evaluation system and method of 6 degree of freedom audio reproduction technology (6 자유도 오디오 재현 기술의 평가 시스템 및 방법)

  • Lee, Yong Ju;Lee, Mi Suk;Lim, Wootaek;Kang, Kyeongok;Lee, Taejin
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.07a
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    • pp.333-336
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    • 2020
  • 6 자유도 오디오 재현 기술은 사용자가 6 자유도를 가지는 콘텐츠 또는 응용에서 음향학적 주변 환경과 사용자의 위치에 맞는 오디오를 재현하는 기술로서, 가상 현실, 게임 등에 적용이 될 수 있다. 6 자유도 오디오는 기존의 고정된 위치에서 재생되는 채널 기반 오디오와는 다른 특징이 있어 오디오 재생 장치와 헤드폰 또는 스피커만으로 수행하던 기존의 오디오 청취 평가 방법으로 비교하고 평가하는 것이 불가능하다. 최근 MPEG 오디오 서브그룹에서는 6 자유도 오디오 재현 기술에 대한 표준화를 진행하고 있으며, 이를 평가할 수 있는 시스템도 함께 제시하고 있으며, 2019 년 12 월에는 제안한 시스템을 활용한 파일럿 테스트가 진행이 되었다. 본 논문에서는 MPEG 에서 진행한 파일럿 테스트 시스템과 평가 방법에 대하여 살펴보고, 본 기관에서 평가한 내용 및 결과에 대해 기술하며, MPEG 에서 제시한 평가 시스템이 6 자유도 오디오 재현 기술의 평가에 적절한지에 대한 의견을 제시한다.

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Developement of Customized Restaurant Recommendation Application by Category Using Kotlin (코틀린을 이용한 카테고리별 맞춤형 식당 추천 애플리케이션 개발)

  • Lee, Hyung Mook;Kim, Min Sun;Yun, Sung Jin;Lee, Hyun Sik;Jo, Min Ho;Choi, Nak Jun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.285-288
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    • 2022
  • 최근 코로나 확진자가 감소함에 따라 집합금지 명령이 해제되고 단계적 일상 회복이 진행되고 있다. 이에 맞춰 온라인 수업을 진행하던 학교들이 대면 수업으로 전환됨에 따라 학생들이 학교로 돌아오게 되었다. 하지만 학교에 처음 온 학생들은 학교 주변 상권에 대해 잘 모르는 경향이 있다. 본 논문에서는 이러한 학생들의 고민을 줄여주기 위하여 카테고리별로 맞춤 식당을 추천해주는 서비스 개발하였다. Kotlin을 활용한 안드로이드 애플리케이션 형태로 개발하였으며, 네이버 지도를 활용하여 식당의 위치를 알려주도록 하였다. 또한 Firebase를 활용한 게시판을 통해 소통의 창구를 마련하고 간단한 게임 등을 통해 학우들 간의 친밀도를 높일 수 있는 콘텐츠를 제공하였다.

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Developing a Personalized Application for Foreign Tourists, Discovery Korea (Discovery KOREA, 맞춤형 기반 외국인 관광객 앱 개발)

  • Nam Hyoung Cho;Hye Chan Wang;June Seo Park;No Ah Kim;Kyong Ah Kim;You Jung Ahn;Ji Sim Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.417-418
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    • 2023
  • '오징어 게임', '기생충', K-POP 등의 K-콘텐츠를 중심으로 한류 문화가 세계적으로 전파되고 있으며 이에 따라 방한을 희망하는 외국인들도 증가하고 있다. 그리고 여행자들의 취향이 세분화되면서 개인 맞춤형 여행을 선호하는 방향으로 트렌드가 변화되고 있다. 그러나 외국인을 대상으로 하는 애플리케이션은 많지 않다. 본 연구는 이러한 문제점을 해소하고자 외국인 관광객을 대상으로 맞춤형 서비스를 제공하는 모바일 애플리케이션인 'DisKO'를 개발하였다. 본 앱에서는 여행 취향에 대한 선호도를 기반으로 카테고리별 맞춤형 관광 정보를 제공한다. 그 외에도 외국인 관광객에게 필수적인 번역, 환율, 시차, 지도 등의 편의 기능을 제공한다. 본 앱을 통해 외국인 관광객들은 맞춤형 정보와 반드시 필요한 편의 서비스를 'DisKO'에서 활용할 수 있다.

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Identification and Detection of Emotion Using Probabilistic Output SVM (확률출력 SVM을 이용한 감정식별 및 감정검출)

  • Cho, Hoon-Young;Jung, Gue-Jun
    • The Journal of the Acoustical Society of Korea
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    • v.25 no.8
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    • pp.375-382
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    • 2006
  • This paper is about how to identify emotional information and how to detect a specific emotion from speech signals. For emotion identification and detection task. we use long-term acoustic feature parameters and select the optimal Parameters using the feature selection technique based on F-score. We transform the conventional SVM into probabilistic output SVM for our emotion identification and detection system. In this paper we propose three approximation methods for log-likelihoods in a hypothesis test and compare the performance of those three methods. Experimental results using the SUSAS database showed the effectiveness of both feature selection and Probabilistic output SVM in the emotion identification task. The proposed methods could detect anger emotion with 91.3% correctness.

The Analysis of Korea Science Academy and Min Jok Leadership Academy Students's Leisure Activity property and Life satisfaction (한국과학영재학교와 민족사관고 학생들의 여가활동특성 및 생활만족 분석)

  • Song, Kang-Young;An, Jeong-Deok
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.133-140
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    • 2006
  • The purpose of this study was to analyse the properties of leisure activity and the life satisfaction in the case of Korea Science Academy(KSA) students and Min Jok Leadership Academy(MLA) students. The participants consisted of KSA students(male:122, female:44) and MLA students(male:71, female:113) with voluntary consent. We had achieved the following results. 1) For leisure activity, KSA and MLA's male students showed the highest ratio for participation in the sports, KSA's female students in the taste-culture activity and MLA's female students in the sight-seeing. 2) The response showed that stress treatment was the principal reason of leisure activity's need. 3) Over 50% of the male students were satisfied with the present leisure activity but 12% of the KSA male students and 14% of the MLA female 14% answered to the "unsatisfactory" or "very unsatisfactory". 4) Mental stress treatment showed the highest ratio in the response to the question asking the principal straight motive of leisure activity. 5) 75$\sim$80% students considered the leisure activity as an important means to maintain health and physical fitness. 6) Though most students participated in the activities with friends, 30% of the students answered that they participate by themselves. 7) It was shown that 51% and 40% of KSA male and female students, 40% of MLA male students and 48% of MLA female students participated in leisure Activity planlessly. 8) The average leisure time of the most students was less than 2 hours a day and Male students were observed to have more leisure time than female, and KSA students to have more time than MLA students. 9) In weekdays, KSA's male students enjoyed mostly the sport for leisure activity, but taste-culture activity showed the highest ratio in the case of MLA students and KSA female students. 10) In the case of male students, 38% of KSA and 54% students of MLA did not play computer game at all, and 70% of the female students in total did not play computer game. Also, the proper control-method was in need because the result showed that KSA's male students spent more time in playing computer game than MLA's male students did. 61% of KSA female students and 53% of MLA female students answered that they did not play compute game at all during weekends. Whereas It showed that 26% of KSA male students played computer game over 3 hours during weekends. 11) The biggest reason for being unable to participate in the leisure activity was the insufficiency of time due to homework or studying for quiz. The laziness also showed high percentage of 19$\sim$25% varying between the groups. 12) The life satisfaction of KSA male students was visibly higher(p<.05) than that of MLA male students but the significantly difference wasn't shown in the case of female students.

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A Study on the Web Novel Writer's Identity as a Media Content Producer: An In-Depth Interview and Self-description (미디어 콘텐츠 생산자로서 웹소설 작가의 정체성 연구: 심층 인터뷰와 자기기술지를 중심으로)

  • Kim, Mi-Sook
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.658-675
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    • 2022
  • With the advent of the OTT platform, the world has become an era in which the same media content is shared and reacted in real time by being grouped into one culture. This study attempts a producer study of web novel writers, who are producers of the web novel market that is expanding into webtoons, dramas, and movies with IP (intellectual property rights) of the original story at a time when Korean K-content such as "Squid Game" and "Weird Lawyer Woo Young-woo" leads the global market. In this study, web novel writers were viewed as producers of commercial media content, not just 'Novelist', and their identities and characteristics of the labor process were examined. Web novel writers began writing web novels as a side job or two jobs, and cited the fact that they can make profits alone without barriers to entry and without incurring capital or facility costs. Although there is no barrier to entry, most writers experience severe failure in their first work, which is attributed to the misunderstanding that the word "writer" is someone who writes what they want in any genre. Web novels are different, so writers go through the process of realizing that in order to succeed by writing web novels, they must be thoroughly in the audience's shoes and write them according to the trends and codes they want. Web novel writers expressed their identity as "story sellers," "story producers," "people who can produce IP alone," and "people who satisfy fantasies that cannot be achieved in reality," and in common, there was a strong sense of being a person who provides stories and makes profits or sales. Regarding the burden of writing a huge amount of web novels, the writer with a high income expressed a generous position that "the income is higher than the effort," but ordinary writers complained of difficulties in the hard work, saying, "It seems like I am working hard on writing that I have to write constantly.