• Title/Summary/Keyword: 메타 게임

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An analysis on Peer-to-Peer communication mechanism based on self-sovereign identity (자기주권 신원 기반 피어-투-피어 통신 메커니즘 분석)

  • Choi, Gyu-Hyun;Kim, Geun-Hyung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.11a
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    • pp.359-362
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    • 2021
  • 자기 주권 신원 증명 기술인 DID가 강력한 인증 수단으로 떠오르고 있다. 이런 DID 기술을 사용한 DIDComm은 중앙을 거치지 않는, 사용자끼리의 통신(P2P)을 가능하게 만들어 주며, 이는 강력한 보안을 제공해 준다. 본 글은 DIDComm 기술을 활용한 P2P 메신저에 대해 작성하였다. 이를 활용한 메신저는 사용자 간의 높은 보안을 가진 통신을 제공해 줄 수 있으며 앞으로의 인터넷 시대, 메타버스 시대에서 주목할 만한 기술이다.

A Study on Digital Therapy for the Elderly Using E-Sports (e스포츠를 활용한 고령자들의 디지털 치료에 관한 연구)

  • Hye-Ra Lim;Hyo-Nam Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.65-68
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    • 2023
  • 4차 산업혁명과 메타버스와 같이 빠르게 변화하는 정보화 시대에서 디지털 사각지대에 놓인 '디지털 소외 계층'들이 존재하고 있다. 특히 고령자 같은 경우엔 빠르게 변화된 사회 속에서 보장받아야 할 디지털 교육을 받지 못하여 이제는 당연하게 누려야 할 편리함까지 놓치고 있다. 본 논문에서는 이런 문제들을 해결하기 위한 효과적인 디지털 교육 방안으로 '놀이'와 '게임' 그리고 '컴퓨터'를 융합시킨 'e스포츠'를 통해 디지털 치료제로서 제안하고자 한다. 이는 단순한 '교육'이 아닌 새로운 실버 콘텐츠로 접근하여 노인들의 또 다른 문화로 개척하며 디지털 소외 문제를 해결하는 것과 동시에 고령자들에게 'e스포츠'의 발전과 인식개선에도 기대해 본다.

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Effects of Geography Class Using Taboo Games on Student's Learning (터부 게임을 활용한 지리수업이 학습에 미치는 영향)

  • Choi, Jung-Sook;Cho, Chul-Ki
    • Journal of the Korean association of regional geographers
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    • v.20 no.2
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    • pp.230-244
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    • 2014
  • This study is to analyze the effects of geography class using taboo games on developing student's ability to think. After playing taboo games in which students explain keyword without using presented taboo words, worksheets of participants were analyzed with interviews to demonstrate what kind of thinking skills are working. The results of the analyses are as follows. First, while divergent thinking is applied to students who explain keyword in taboo games, convergent thinking is applied to students who listen to and guess them. Second, as groups play a role as explainer or answerer in turn, they can learn divergent and convergent thinking together. Third, students seem to improve high-order thinking ability like decision-making, critical thinking, metacogniton through taboo games. Fourth, students have a tendency to use a variety of direct and/or indirect experiences (especially, from media) as well as cross curricular knowledge in order to explain keyword without using taboo words.

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Converged eXpected Effects of Ai,Metaverse, and Rehabilitation Exercise to Prevent MCI in Home-Based Seniors. (재가노인의 MCI예방을 위한 AI,메타버스와 재활운동 융합적 기대효과)

  • Myung-Mi Kim
    • The Journal of the Korea institute of electronic communication sciences
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    • v.19 no.4
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    • pp.733-740
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    • 2024
  • The purpose of this study is to activate rehabilitation exercises to prevent MCI (mild cognitive impairment) in the elderly at home. Through the convergence of AI and rehabilitation exercise, we will be able to provide integrated services of medical care and rehabilitation exercise that enable integrated health management by activating rehabilitation exercise linkage in medically vulnerable communities such as rural areas and establishing exercise data. To this end, as a convergence development plan for AI and rehabilitation exercise, interdisciplinary experts will participate to produce and distribute game and rehabilitation exercise instruction manuals by type to improve cognitive function and musculoskeletal function, and systematize rehabilitation exercise programs needed for the elderly at home. The development, operation, and education of physical fitness assessment manuals can be expanded and will be of great help in early prevention of dementia.

Digital Transformation, Business Model and Metaverse (디지털 전환, 비즈니스 모형 관점에서 본 메타버스)

  • Kim, Taekyung;Kim, Shinkon
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.215-224
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    • 2021
  • Business stakeholders have shown huge interests on the way how to increase business value by integrating real world businesses with a rising metaverse concept. To understanding the utility of metaverse regarding digital transformation, this study conducted a qualitative study based on a metaverse framework from 2006 Metaverse Roadmap and reference theories on business models. Specifically, a multiple comparative case approach was adopted to investigate three metaverse application cases from 2000 to 2020. From findings, it was revealed that different metaverse features were tried to leverage traditional simulation games, social communities, and virtual communication activities to build business models. Secondly, the use of metaverse features were likely to be helpful in getting competitive advantages. However, we are also aware that stakeholder credibility should be carefully managed to sustain businesses.

A Meta-analysis of Korean Gamification Research Trends for Security Education Design (보안 교육 설계를 위한 국내 게이미피케이션 연구동향 메타분석)

  • Kim, Jong Wan;Chang, Hang Bae
    • The Journal of Society for e-Business Studies
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    • v.26 no.3
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    • pp.81-95
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    • 2021
  • This study is to design a security game to proceed in the future based on the results of analyzing 105 research trends on gamification from 2018 to 2021 according to research period, research purpose, research subject, research topic, research method, game method, and emphasis factors. was trying to find an answer to Gamification showed a trend of increasing research related to 2021 due to the increase in the importance of non-face-to-face education in 2020, and there were not many studies targeting middle and high school students, colleges, and adults. Security-related research was a relatively incomplete and limited field, as only a small number of studies on raising awareness were conducted due to access restrictions. In the future, by referring to various research cases and statistics analyzed in this study, we will try to actually implement security education cases through gamification.

Analysis of Cybersecurity Threats and Vulnerabilities in Metaverse Environment (메타버스 환경에서 사이버보안 위협과 취약점 분석)

  • Jinwon Choi;Jaewoo, Kwon;Sehee Lee;Wonhyung Park;Tae-Kyung Cho
    • Convergence Security Journal
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    • v.22 no.3
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    • pp.19-24
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    • 2022
  • Metaverse is a compound word of the English words 'meta', meaning 'virtual' and 'transcendence', and 'universe' meaning the universe. dimensional virtual world. Metaverse is a concept that has evolved one step further than virtual reality (VR, a cutting-edge technology that enables people to experience life-like experiences in a virtual world created by a computer). It has the characteristic of being able to engage in social and cultural activities similar to reality. However, there are many security issues related to this, and cybersecurity vulnerabilities may occur. This paper analyzes cybersecurity threats that may occur in the metaverse environment and checks vulnerabilities.

Development of a Translator for Automatic Generation of Ubiquitous Metaservice Ontology (유비쿼터스 메타서비스 온톨로지 자동 생성을 위한 번역기 개발)

  • Lee, Mee-Yeon;Lee, Jung-Won;Park, Seung-Soo;Cho, We-Duke
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.1
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    • pp.191-203
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    • 2009
  • To provide dynamic services for users in ubiquitous computing environments by considering context in real-time, in our previous work we proposed Metaservice concept, the description specification and the process for building a Metaservice library. However, our previous process generates separated models - UML, OWL, OWL-S based models - from each step, so it did not provide the established method for translation between models. Moreover, it premises aid of experts in various ontology languages, ontology editing tools and the proposed Metaservice specification. In this paper, we design the translation process from domain ontology in OWL to Metaservice Library in OWL-S and develop a visual tool in order to enable non-experts to generate consistent models and to construct a Metaservice library. The purpose of the Metaservice Library translation process is to maintain consistency in all models and to automatically generate OWL-S code for Metaservice library by integrating existing OWL model and Metaservice model.

Metaverse Augmented Reality Research Trends Using Topic Modeling Methodology (토픽 모델링 기법을 활용한 메타버스 증강현실 연구 동향 분석)

  • An, Jaeyoung;Shim, Soyun;Yun, Haejung
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.123-142
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    • 2022
  • The non-face-to-face environment accelerated by COVID-19 has speeded up the dissemination of digital virtual ecosystems and metaverse. In order for the metaverse to be sustainable, digital twins that are compatible with the real world are key, and critical technology for that is AR (Augmented Reality). In this study, we examined research trends about AR, and will propose the directions for future AR research. We conducted LDA based topic modeling on 11,049 abstracts of published domestic and foreign AR related papers from 2009 to Mar 2022, and then looked into AR that was comprehensive research trends, comparison of domestic and foreign research trends, and research trends before and after the popularity of metaverse concepts. As a result, the topics of AR related research were deduced from 11 topics such as device, network communication, surgery, digital twin, education, serious game, camera/vision, color application, therapy, location accuracy, and interface design. After popularity of metaverse, 6 topics were deduced such as camera/vision, training, digital twin, surgical/surgical, interaction performance, and network communication. We will expect, through this study, to encourage active research on metaverse AR with convergent characteristics in multidisciplinary fields and contribute to giving useful implications to practitioners.

Development of Multi Card Touch based Interactive Arcade Game System (멀티 카드 터치기반 인터랙티브 아케이드 게임 시스템 구현)

  • Lee, Dong-Hoon;Jo, Jae-Ik;Yun, Tae-Soo
    • Journal of Korea Entertainment Industry Association
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    • v.5 no.2
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    • pp.87-95
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    • 2011
  • Recently, the issue has been tangible game environment due to the various interactive interface developments. In this paper, we propose the multi card touch based interactive arcade system by using marker recognition interface and multi-touch interaction interface. For our system, the card's location and orientation information is recognized through DI-based recognition algorithm. In addition, the user's hand gesture tracking informations are provided by the various interaction metaphors. The system provides the user with a higher engagement offers a new experience. Therefore, our system will be used in the tangible arcade game machine.