• Title/Summary/Keyword: 인용기능

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Development and Analysis of Walking Game Using Controllers of Hand Buttons and Footboards (Title: Paldokangsan2) (손잡이/발판 컨트롤러를 이용한 걷기게임 '팔도강산2' 개발 및 효과성 연구)

  • Kim, KyungSik;Oh, SeongSuk;Ahn, Joonhee;Ahn, JinHo
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.95-104
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    • 2013
  • We have developed a serious game for the elderly named 'Paldokangsan 2' in 2012 as a next version of 'Paldokangsan 1'. 'Paldokangsan 1' was a walking game for two people using controllers of armrests and footboards with PC. 'Paldokangsan 2' had additional purpose to assist cognitive, physical, and psychological functions of the elderly. Especially, walking activity was implemented in a way that a player walks around the old traditional market place in 1970's while remembering and choosing healthy food to buy. We also developed two mini games for the elderly and people with functional disability with the similar purpose as 'Paldokangsan2'. 219 older adults (age$$\geq_-$$ 65) recruited from Asan city community center participated in the study. The result showed that the game play exerted positive effects on memory, concentration and vitality of the elderly.

Development of a Serious Game using EEG Monitor and Kinect (뇌파측정기와 키넥트를 이용한 기능성 게임 개발)

  • Jung, Sang-Hyub;Han, Seung-Wan;Kim, Hyo-Chan;Kim, Ki-Nam;Song, Min-Sun;Lee, Kang-Hee
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.189-198
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    • 2015
  • This paper is about a serious game controlled by EEG and motion capture. We developed our game for 2 users competitive and its method is as follows. One player uses a controlling interface using EEG signals based on the premise that the player's facial movements are a depiction of the player's emotion and intensity throughout the game play. The other player uses a controlling interface using kinect's motion capture technology which captures the player's vertical and lateral movements as well as state of running. The game shows the first player's EEG as a real-time graphic along the map on the game screen. The player will then be able to pace himself based on these visualization graphics of his brain activities. This results in higher concentration for the player throughout the game for a better score in the game. In addition, the second player will be able to improve his physical abilities since the game action is based on real movements from the player.

A Study on Revitalization and Development of Digital Talking Book Based on the DAISY Format (DAISY 포맷 기반의 디지털음성도서 개발 및 서비스 방안 연구)

  • Jang, Bo-Seong;Kim, Gyu-Hwan;Yi, Hyun-Jung
    • Journal of Korean Library and Information Science Society
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    • v.40 no.3
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    • pp.295-315
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    • 2009
  • This study suggested a scheme of revitalization and development of digital talking books(DTB) for the print disable people. In Korea, the number of print disabled people is quickly increasing because of increasing of the acquired blind and the elderly in population. To promote information service and to encourage active participation from the group categorized as print disabled people, library is required two distinctive considerations, design and implementation of authoring tool for DTB and policy and administrative consideration for revitalization for DTB service to the print disable people.

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A Study on the Authentication Mechanism that Information Sharing in Peer-to-Peer Environment (Peer-to-Peer 환경에서의 정보 공유를 위한 인증 메커니즘에 관한 연구)

  • Lee, Jeong-Ki;Bae, Il-Ho;Park, Chan-Mo;Lee, Joon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2002.11a
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    • pp.588-591
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    • 2002
  • P2P(Peer-to-Peer) can compose free network and take away center server function or problem about authentication is risen between each User because is opening network that can participate between each User weakening. We desire to authenticate request about service to user who is admited between each user to limit connection. Wish to admit Kerberos authentication mechanism to mechanism that can do information sharing safety in P2P environment to solve this in this treatise and design authentication mechanism.

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Project management system for employment (취업 프로젝트 관리 시스템)

  • Hur, Tai-Sung;Lim, Ji-Soo;Hwang, In-Yong;Lee, Seong-Han
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.195-196
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    • 2014
  • 취업열기가 뜨거워지고 있는 가운데 취업시장의 문턱에 들어서는 학생들은 본인의 이력관리를 위해 수많은 노력을 하고 있다. 이 시스템은 교내의 모든 학생들이 미래 직업을 준비할 수 있도록 하고 학교생활을 하는 과정에서 자기성찰의 기회를 제공하여 자기 계발 방향을 찾도록 하는 것이 주된 목적이다. 따라서 본 시스템은 취업시장의 문화를 혁신하고자 하는데 목적이 있다. 본 개발 시스템은 학생의 대내외적인 활동에 활용되는 모든 자료를 체계적으로 정리 및 관리할 수 있는 시스템으로 대학에서 취업을 목적으로 진행하는 프로젝트 관련수업의 결과물과 포트폴리오 관리에 목표를 두고 주로 학생의 취업연계 기능에 초점을 맞추어 개발되었다. 학생들은 학생간의 포트폴리오 정보를 공유하고 해당 시스템의 평가모듈을 통해 교수의 조언과 평가를 받아 보다나은 결과물을 창출 할 수 있다. 이렇게 학생, 교수, 기업이 서로 의사교류를 통해 원만한 관계를 유지할 수 있으며 학생과 기업 간의 win-win 효과를 얻을 수 있다.

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정부정책 - 주택거래 정상화로 서민 생활안정 도모

  • 대한설비건설협회
    • 월간 기계설비
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    • s.263
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    • pp.46-49
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    • 2012
  • 정부는 지난 5월 10일 '주택거래 정상화 및 서민 중산층 주거안정 지원방안'을 발표했다. 이번 지원방안은 주택시장 과열기에 도입했던 규제들을 정상화해 시장기능이 원활히 작동하도록 하는 한편 실수요자들의 내집 마련 지원을 확대하고 중소형 임대주책 공급 등 서민 주거안정을 강화하는 것이 핵심이다. 여기에는 $\bigtriangleup$강남 3구에 적용되던 투기지역 지정 해제 $\bigtriangleup$일반공공택지내 분양권 전매제한 기간 2년으로 단축 $\bigtriangleup$민영주택 재당첨 제한 사실상 전면 폐지 $\bigtriangleup$양도세 비과세 대상 주택보유기간 2년으로 단축$\bigtriangleup$2년 미만 보유주택에 부과하던 중과세 세율 부담 완화 등이 포함됐다. 또 자금지원과 중소 임대주택 공급확대를 위해 $\bigtriangleup$우대금리 보금자리론 지원대상 및 한도 확대 $\bigtriangleup$생애최초 주택구입자금 확대 $\bigtriangleup$동일인 대출보증 한도 증액 $\bigtriangleup$세대구분형 아파트 적용 범위 확대 $\bigtriangleup$2~3인용 도시형생활주택에 대한 주택기금 지원한도 증액 $\bigtriangleup$1대1 재건축 주택규모 제한 완화 등도 담겼다. 그러나 이번 대책에는 건설 부동산시장이 고대했던 DTI 규제 완환 방안은 가계부채 증가에 대한 우려 때문에, 취득세 추가 감면 조치는 지방자치단체 재정난에 대한 우려 때문에 포함되지 않았다.

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A Study on the DAISY Service Interface for the Print-Disabled (독서장애인을 위한 DAISY 서비스 인터페이스 구성에 관한 연구)

  • Bae, Kyung-Jae
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.22 no.3
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    • pp.173-188
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    • 2011
  • This research intended to identify empirical recommendations for designing the DAISY service interface and used a case-based method. The case of this research was LG Digital Talking Book Library(http://voice.lg.or.kr) of LG Sangnam Library. A group of experts evaluated the current DAISY interface serviced by the web. After evaluation, major recommendations were suggested and these recommendations were used to develop the new DAISY Interface. Major recommendations were consideration of the reading flow of the screen-reader program, prevention of perception as an error about the time delay, development of web-based software, support for convenient functions and prevention of shortcut key overlap and so on.

A Study on Transtextuality and Effect on Replayability of Easter Eggs in Digital Games (디지털 게임에 나타난 이스터에그의 트랜스텍스트성과 리플레이어빌리티의 향상 연구)

  • Nam, Seo-Hyun;Han, Hye-Won
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.3-18
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    • 2022
  • This study focuses on transtextuality of Easter egg and its effect on replayability. This paper categorizes Easter eggs of digital game into five types based on game elements, and applies Gerard Genette's transtextuality theory by analyzing function and meaning of Easter eggs based on quotation, allusion, and annotation of intertext and paratext. In conclusion, Easter eggs as transtext form game ritual by linking inside and outside of the game, as well as developers and players. Through this process, Easter egg enhances replayability of digital games by extending the narrative of the game.

A Mobile Newspaper Application Interface to Enhance Information Accessibility of the Visually Impaired (시각장애인의 정보 접근성 향상을 위한 모바일 신문 어플리케이션 인터페이스)

  • Lee, Seung Hwan;Hong, Seong Ho;Ko, Seung Hee;Choi, Hee Yeon;Hwang, Sung Soo
    • Journal of the HCI Society of Korea
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    • v.11 no.3
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    • pp.5-12
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    • 2016
  • The number of visually-impaired people using a smartphone is currently increasing with the help Text-to-Speech(TTS). TTS converts text data in a mobile application into sound data, and it only allows sequential search. For this reason, the location of buttons and contents inside an application should be determined carefully. However, little attention has been made on TTS service environment during the development of mobile newspaper application. This makes visually-impaired people difficult to use these applications. Furthermore, a mobile application interface which also reflects the desire of the low vision is necessary. Therefore, this paper presents a mobile newspaper interface which considers the accessibility and the desire of various visually impaired people. To this end, the proposed interface locates buttons with the consideration of TTS service environment and provides search functionality. The proposed interface also enables visually impaired people to use the application smoothly by filtering out the words that are pronounced improperly and providing the proper explanation for every button. Finally, several functionalities such as increasing font size and color reversal are implemented for the low vision. Simulation results show that the proposed interface achieves better performance than other applications in terms of search speed and usability.

Development of an On-line Consultant Training System for Consulting-Supervision (컨설팅장학을 위한 온라인 컨설턴트 교육 시스템 개발)

  • Hong, Gak-Pyo;Rha, MinJu;Jung, Jae-Hun;Kim, Mihye;Yoo, Kwan-Hee
    • The Journal of the Korea Contents Association
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    • v.14 no.7
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    • pp.18-28
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    • 2014
  • With the reformation of organization and function of local office of education in 2010, consulting-supervision is introduced to schools as a system for education reform to improve the quality of school education. However, a dedicated on-line portal system that can provide integrated management on the functionalities of consulting-supervision has not been implemented yet. To successfully operate consulting-supervision in schools, it is also needed to provide an on-line consultant education system, that can support teachers to train themselves as a supervision-consultant. In this paper, we introduce an on-line consultant training system that provides various learning activity tools for consultant training based on Learning Activity Management System(LAMS) and Action Learning. The system consists of Management stage, Analysis stage, Solution stage, and Action stage for the empowerment of consultants' expertises, and is named as MASA. Brain-writing, SWOT(Strengths, Weaknesses, Opportunities, and Threads) analysis, 5Whys, decision grid, PMI(Plus, Minus, Interesting), and black chart techniques were developed in MASA as learning activity tools for consultant training.