• Title/Summary/Keyword: 사용자 참여형

Search Result 296, Processing Time 0.197 seconds

A Serious Game Platform Design for Collaboration Game (협동게임을 위한 기능성 게임 플랫폼 설계)

  • Lee, Kwang-Jae;Lee, Chang-Jo
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.12 no.1
    • /
    • pp.72-79
    • /
    • 2007
  • This paper will analysis the Jam-O-Drum developed for collaborative musical experience at first. And we suggest the multi-user interactive game system Kom-O-Drum(Korean Jam-O-Drum) as a Serious Game Platform By combining velocity, direction and touch sensitive input devices like a korea traditional drum "Jang Go" and computer graphics imagery into an LCD or PDP display up to four simultaneous players are able to participate in a collaborative approach to game's mission. Also we introduce the design of detail input device and application fields of Kom-O-Drum for Serious Game.

  • PDF

Types of Gameplay Mechanics in Human Computation Games (휴먼 컴퓨테이션 게임의 플레이 메카닉 유형 연구)

  • Jung, Jae-Eun;Nam, Yang-Hee
    • Journal of Korea Game Society
    • /
    • v.15 no.6
    • /
    • pp.157-170
    • /
    • 2015
  • A Human Computation Game(HCG) is designed to solve difficult problems that cannot be dealt with computers with a large number of individuals' voluntary participations. Most existing relative studies focus on building more efficient system for problem solving, or the individual cases on the development of certain HCGs. However, a game is fully completed by the players who play it. Therefore, additional research is needed to annalize the ludic elements of HCGs, which induce people to play them voluntarily. We studied the purposes, tasks, and the game mechanics of 31 HCGs, then suggested how to design more enjoyable HCGs.

Building Design and Simulation in Virtual Environment using a Virtual Workbench and a Projection Wall (가상워크벤치와 프로젝션 월을 연동한 가상환경에서의 빌딩 디자인 및 시뮬레이션)

  • Lee, Sun-Min;Kwon, Doo-Young;Cho, Eun;Yoo, Hyo-Sun;Kim, Myung-Hee
    • Proceedings of the Korea Society for Simulation Conference
    • /
    • 2002.11a
    • /
    • pp.109-113
    • /
    • 2002
  • 본 연구에서는 서로 다른 형태의 VR 디스플레이 장비인 가상워크벤치와 프로젝션 월을 연동한 이종협업 가상환경을 구축하고 이러한 환경에서 단일 빌딩을 모델링 하는 전과정을 입체적으로 시뮬레이션 할 수 있는 어플리케이션에 대하여 소개한다. 수평 형태의 가상워크벤치 상에서는 건축가와 일반 사용자 혹은 견습 디자이너가 함께 참여하여 빌딩의 형태 및 색상, 재질 등을 인터랙티브하게 변화시키면서 디자인 된 모델을 단계별로 입체 시뮬레이션 할 수 있도록 하였다. 대형의 스크린을 기반으로 하는 수직형 프로젝션 월에서는 디자인 된 빌딩의 입면도를 시뮬레이션하고 빌딩의 외부 및 주변 환경을 네비게이션 할 수 있도록 하여 동일한 모델을 서로 다른 시점에서 관찰하고 의견을 교환하여 이를 모델링에 반영할 수 있도록 하였다.

  • PDF

A Study on improvement of performance of collaborative filtering recommendation system using social data (소셜 데이터를 이용한 협업필터링 추천 시스템 성능 개선 연구)

  • Joo, Jong-Min;Yang, Hyung-Jeong;Kim, Nam-Hun;Park, Sung-Hyun;Lee, Gun-Woo
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2017.11a
    • /
    • pp.660-663
    • /
    • 2017
  • 다양한 소셜 네트워크 서비스가 발달되고 많은 사람들이 소셜 미디어에 참여하면서 방대한 양의 정보가 발생하고 있다. 따라서 원하는 정보를 선별하고 가공하는 연구도 활발히 진행되고 있다. 협업필터링은 이러한 정보를 토대로 사용자에게 맞춤형 아이템을 추천해주는 알고리즘이다. 하지만 정확한 추천을 위해서는 매우 방대한 양의 정보가 필요하다. 또한 협업필터링에는 초기에는 제대로 추천이 이루어지지 않는 콜드스타터 문제가 있다. 이러한 문제를 해결하기 위해 본 논문에서는 소셜 네트워크 서비스 중의 하나인 트위터 데이터를 활용하여 협업필터링 추천 시스템의 성능을 높이고자 한다. 협업필터링의 평점에 특정 아이템 관련 트윗을 수집해서 긍정/부정을 측정하여 가중치를 부여한다. RMSE 평가 방법을 통한 실험 결과, 소셜 미디어의 긍부정 영향력을 측정하여 적용했을 때가 기존의 협업필터링 방식에 비해 약 5.5%의 성능 향상을 확인하였다.

ASIC 중요 용어집

  • Kim, Eung-Su
    • Electronics and Telecommunications Trends
    • /
    • v.3 no.2
    • /
    • pp.116-133
    • /
    • 1988
  • ASIC (Application Specific Integrated Circuit)은 직역하면 응용특정 IC, 혹은 특정용도 IC로서 LSI시장의 조사회사인 Dataquest사가 '84년경부터 사용하기 시작한 말이다. ASIC이 최근 크게 주목을 끌고있는 것은, 반도체 사용자가 자신의 제품에 개성을 불어넣기 위해서는 범용IC를 사용해온 것으로는 기술적 우위성이 확보되지 않는다고 판단했기 때문에 주문형 LSI를 강하게 추진해 왔다는 것과 반도체 메이커도 메모리IC를 중심으로 한 범용IC시장의 부진, 더우기 날로 더해가는 반도체 시장의 시장쟁탈 및 무역마찰로 인해 ASIC 시장에로의 참여가 강화되어 왔다는 점 등을 들수있다. 집적화 기술은 매년 진보하여 지금은 100만개 이상의 트랜지스터를 집적할 수 있게 되었다. 따라서 지금까지 SSI/MSI를 사용해서 회로설계한 기능단위의 칩을 프린터 기판위에 조합시켜 시스팀을 구축해 왔으나, 앞으로는 하나의 칩위에 시스팀을 구성하는 시대로 변하고 있다. ASIC은 그 요청에 따라서 one-chip화의 개념에 따라서 만들어진 것으로서, 시장환경에 대단히 유익한 디바이스로 생각할 수 있다. 시스팀의 one-chip화의 실현결과 압도적으로 소형화, 경량화, 성자원화가 달성됨과 동시에 신뢰성 및 동작성능도 우수하게 되었다. ASIC기술은 현재 주류로 되어있는 게이트 어레이를 볼때, 개발비용은 크게 감소하여 개발기간도 논리회로가 완성된다면 3~4주 정도로 단축시킬수 있다. ASIC 설계에는 각 공정에 있어서 고도의 컴퓨터 지원설계가 채용되고 제조공정에서는 첨단의 프로세서 기술 등이 이용되므로 ASIC기술은 종합적인 첨단기술의 집약이라고 불러도 좋을것이다. 이러한 기술추세에 맞추어 전자통신 동향분석지 제3권 제1호(1988.3.)에 발표된 최신 ASIC기술동향의 후속편으로 ASIC에 관련된 중요용어 50개를 선정, 알파벳 순으로 나열하여 설명하였다.

The Effect of Space Size and Dialogue Topic on Metaverse UX (대화 공간의 크기와 대화 주제가 메타버스 경험에 주는 영향)

  • Song, Stephen W.;Chung, Hanna;Chung, Donghun
    • Journal of Korea Game Society
    • /
    • v.22 no.1
    • /
    • pp.65-76
    • /
    • 2022
  • What difference does the metaverse experience have from the real world? This study investigated the effect of space size and dialogue topic on metaverse user experience. The results from a 3(space size: reality vs. metaverse in an open room vs. metaverse in a closed room) x 2(dialogue topic: positive vs. negative) mixed factorial design experiment (N = 75) revealed statistically significant effects of space on responsiveness, and dialogue topic on closeness. This result implies that designing metaverse for non-immersive devices should include careful considerations regarding the characteristics of the user's real space.

An Extended SIP-based Network Architecture and Session Management Methods for Internet QoS (QoS를 지원하는 확장 SIP 기반 네트워크 구조 및 세션 제어 방법)

  • Shin Kang-Sik;Lee Jong-Hoon;Hong Kyung-Pyo;Yoo Sang-Jo;Cho Eun-Hee
    • Journal of Korea Multimedia Society
    • /
    • v.9 no.1
    • /
    • pp.73-88
    • /
    • 2006
  • With the development of Next Generation convergence Network, the current Internet needs a new network architecture and new session establishment methods, which can support various applications requiring differentiated traffic processing and high quality of service instead of the conventional best-effort service. It is expected that, in next generation network based on All-IP. SIP will play an important role in the session establishment between the end to end user terminals. In this paper, we propose a new network architecture that can provide quality of service based on SIP using the QoS enabled SIP servers and policy servers, and we also propose a new session establishment method that apply the user's demands participating the session establishment when setting up the session using the SIP. Through simulations under various environments, we show the parameter ranges in terms of server capacity and the number of users in access networks to achieve reasonable delay bounds.

  • PDF

Development of System Requirement Management Database System from User-centered Scenario (사용자 편의를 고려한 시스템 요구사항 관리 데이터베이스 구축)

  • Jin, Moon-Sub;Park, Chan-Young;Choi, Chunho;Chung, Kyung-Ryul
    • Transactions of the KSME C: Technology and Education
    • /
    • v.1 no.2
    • /
    • pp.199-204
    • /
    • 2013
  • In this paper, a new system requirement management tool and its application on the Urban Transit Maglev Project were introduced. In most R&D projects on complexity system such as transportation system, Systems Engineering(SE) activities are included on each project, and SE teams are using commercial computer-based tools to perform the SE activities. Even though SE tools help to manage huge data and documents on engineering efficiently, but well-designed functions of SE tools which support SE activities are not sufficiently used on the whole process of system engineering. In order to computer-based SE tools are to be effectively used on project management, most engineers who takes engineering and coordination roles, at least sub-project managers should be familiar to the tool and could be easily use it, but usability of commercial SE tools are very difficult for normal engineers with no experience on SE activities and SE tools. To overcome this difficulty, we developed a new system requirement management tool considering each user's scenario on using engineering tools. The developed tool could not cover whole SE processes, but designed to perform requirement engineering such as system requirements(SRs) management, specification management, traceability management, SRs' verification activity management and so on. All the entities on SR database are inter-connected by pre-recognized traceabilities, so even non-specialists on SE can easily browse the database and find entities concern, and linked information such as interacted entities, legal or engineering constraints, coordination documents, status of development and verification and so on. Also functions for SR verification tools, TPM(Technical Performance Measure) tools, DB searching tools with traceability, and report generation tools are included on the system.

Deep Learning Based Group Synchronization for Networked Immersive Interactions (네트워크 환경에서의 몰입형 상호작용을 위한 딥러닝 기반 그룹 동기화 기법)

  • Lee, Joong-Jae
    • KIPS Transactions on Computer and Communication Systems
    • /
    • v.11 no.10
    • /
    • pp.373-380
    • /
    • 2022
  • This paper presents a deep learning based group synchronization that supports networked immersive interactions between remote users. The goal of group synchronization is to enable all participants to synchronously interact with others for increasing user presence Most previous methods focus on NTP-based clock synchronization to enhance time accuracy. Moving average filters are used to control media playout time on the synchronization server. As an example, the exponentially weighted moving average(EWMA) would be able to track and estimate accurate playout time if the changes in input data are not significant. However it needs more time to be stable for any given change over time due to codec and system loads or fluctuations in network status. To tackle this problem, this work proposes the Deep Group Synchronization(DeepGroupSync), a group synchronization based on deep learning that models important features from the data. This model consists of two Gated Recurrent Unit(GRU) layers and one fully-connected layer, which predicts an optimal playout time by utilizing the sequential playout delays. The experiments are conducted with an existing method that uses the EWMA and the proposed method that uses the DeepGroupSync. The results show that the proposed method are more robust against unpredictable or rapid network condition changes than the existing method.

Anytime Multimedia Service based on In-Home Storage (댁내 저장장치를 활용한 Anytime 멀티미디어 서비스)

  • 김광수;최태상
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.24 no.7B
    • /
    • pp.1211-1219
    • /
    • 1999
  • High quality real-time interactive multimedia services like VOD gained huge momentum by information technology industries during the middle of 1990, but failed successful commercial service deployment despite of the expectations. Among the number of reasons, lack of high bandwidth and QoS support from the network infrastructure have become main cause of the failure. On the other hand, the advance of computer industry-driven storage technologies has been reducing the price of in-home storage dramatically. This fact and the delivery of audio-visual material in a digital form to the home storage make very interesting multimedia service applications possible. It enables anytime content delivery (e.g., during off-peak time) without user interaction and anytime content play and, also, enhances utilization by reducing the loads applied to servers and networks using multicast network infrastructure. In this paper, we propose design and implementation of our anytime multimedia service system based on in-home storage, called IMPRESS-AMS.

  • PDF