• Title/Summary/Keyword: 닌텐도 스위치

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A Proposal for Matrix Shape Security Keypad for the Nintendo Switch (향상된 보안의 닌텐도 스위치 행렬 형태 보안 키패드 제안)

  • Kwon, Hyeok-dong;Kwon, Yong-bin;Choi, Seung-ju;Seo, Hwa-jeong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.9
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    • pp.1152-1159
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    • 2019
  • The Nintendo Switch(NSW), which appeared as an 8th generation console, has succeeded worldwide as a hybrid gaming console. The NSW has E-shop itself, users can sign in to their account and purchase games. The keypad built in the NSW is similar to QWERTY keyboard. In the password input field the input information is hidden, but it's possible to get the value entered from the keypad with shoulder surfing attack. Because of the NSW with many party or family games, there is a high probability that someone else is watching the screen nearby, which acts as a vulnerability in account security. Thus we designed the new keypad which improve from this issue. In this paper, we check the problem about the keypad which built in the NSW, we present the proposed keypad and the compared to the built in keypad by showing the test result of unspecified individuals use.

Comparative Evaluation of Exercise Effects of Motion-based Sports Game (체감형 스포츠 게임의 운동 효과 비교 평가)

  • Boo, Jae Hui;An, Ji Hyeon;Kim, Jeong Hyeon;Kim, Dong Keun;Park, Kyoung Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.3
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    • pp.403-411
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    • 2022
  • A motion-based sports game uses a motion sensor or a camera to exercise based on body movements, and it is possible to obtain exercise effects such as improving physical strength while enjoying the game. In prior works, various studies such as usability evaluation has been conducted on motion-based sports games. However, there has been no discussion about how the exercise effect is exerted on users when experiencing motion-based sports games as individual or team play. This study compared the user's exercise effects by analyzing the user's ECG (Electrocardiogram) sensor and the Kinect sensor's skeletal information using Nintendo Switch game that is played individually and as a team. In this paper, the experimental design and method, the quantitative measurement results based on ECG and Kinect, and the results of the post-test subjective measurement are discussed.