• Title/Summary/Keyword: 콘텐츠 구현

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A Study on Internet Emergency Alert Distribution System Adaptive to the Receiver Characteristics (인터넷 기반의 수신자 맞춤형 재난경보 전달시스템 연구)

  • Ahn, Soyoung;Jeon, Inchan;Kim, Jihee;Lee, Yong Tae;Choi, Seong Jong
    • Journal of Broadcast Engineering
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    • v.20 no.4
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    • pp.598-605
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    • 2015
  • Effective alerts will drastically mitigate the disaster impacts. One way to enhance the effectiveness is to prepare multiple alert distribution channels. In this paper, we propose a new emergency alert distribution system that will solve the weaknesses of the current distribution systems, such as Cell Broadcasting System and T-DMB Automatic Emergency Alert Service. The weaknesses are: the limitation of message length, small portions of terminals that can receive and display the alert signal, and one-way communication service. To solve these problems, we propose an emergency alert distribution system over the Internet with RSS (Rich Site Summary) format. The system also has the capability of adaptive alert filtering according to the receiver characteristics. We analyzed the characteristics of RSS as an alerting format, and draw functional requirements satisfying use case scenarios. We designed the system only with major requirements and verified it on our test bed. Sending richer message contents through various receiving terminals, the system will achieve more effective emergency alert service.

Changes to Gaming Acts in Game (게임에서의 게임 행위 변화)

  • Gwak, E-Sac
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.35-44
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    • 2017
  • Recent years have witnessed a surging popularity of games based on augmented reality and virtual reality. While old games embody virtual reality within the game platform, recent popular games based on augmented reality and virtual reality incorporate reality into virtual worlds. They present a new genre that is unprecedented, combined with what gamers have a passionate desire for, and thus provide new experiences. Good examples include smartphone games that were the game changer of the gaming industry in 2010 and the sensational $Pok{\acute{e}}mon$ Go that is gaining popularity nowadays. This study, thus, set out to analyze "gaming act(GA)" directly connected to the experiences of gamers to shed light on games as experiential content. The study analyzed gaming acts based on Park Sang-woo (2009) and assumed that gaming acts would change greatly according to the degree of real space intervening in game space; thus, examining changes to the gaming acts of games in two aspects of realizing virtual space from imaginations in game space and reproducing virtual space in real space.

Implementation of Educational Brain Motion Controller for Machine Learning Applications

  • Park, Myeong-Chul;Choi, Duk-Kyu;Kim, Tae-Sun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.8
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    • pp.111-117
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    • 2020
  • Recently, with the high interest of machine learning, the need for educational controllers to interface with physical devices has increased. However, existing controllers are limited in terms of high cost and area of utilization for educational purposes. In this paper, motion control controllers using brain waves are proposed for the purpose of students' machine learning applications. The brain motion that occurs when imagining a specific action is measured and sampled, then the sample values were learned through Tensor Flow and the motion was recognized in contents such as games. Movement variation for motion recognition consists of directionality and jump motion. The identification of the recognition behavior is sent to a game produced by an Unreal Engine to operate the character in the game. In addition to brain waves, the implemented controller can be used in various fields depending on the input signal and can be used for educational purposes such as machine learning applications.

A Study of Story Visualization Based on Variation of Characters Relationship by Time (등장인물들의 시간적 관계 변화에 기초한 스토리 가시화에 관한 연구)

  • Park, Seung-Bo;Baek, Yeong Tae
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.3
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    • pp.119-126
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    • 2013
  • In this paper, we propose and describe the system to visualize the story of contents such as movies and novels. Character-net is applied as story model in order to visualize story. However, it is the form to be accumulated for total movie story, though it can depict the relationship between characters. We have developed the system that analyzes and shows the variation of Character-net and characters' tendency in order to represent story variation depending on movie progression. This system is composed by two windows that can play and analyze sequential Character-nets by time, and can analyze time variant graph of characters' degree centrality. First window has a function that supports to find important story points like the scenes that main characters appear or meet firstly. Second window supports a function that track each character's tendency or a variation of his tendency through analyzing in-degree graph and out-degree. This paper describes the proposed system and discusses additional requirements.

Data Base Design Methods for Railway Facility Information using 3D Spatial (3차원 공간에서의 철도시설정보 데이터베이스 설계방안)

  • Yeon, Sang-Ho
    • Proceedings of the KSR Conference
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    • 2009.05a
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    • pp.1003-1009
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    • 2009
  • The Spatial Image contents of Geomorphology 3-D environment is focused by the requirement and importance in the fields such as, national land development plan, telecommunication facility management, railway construction, general construction engineering, Ubiquitous city development, safety and disaster prevention engineering. The currently used DEM system using contour lines, which embodies geographic information based on the 2-D digital maps and facility information has limitation in implementation in reproducing the 3-D spatial city. Moreover, this method often neglects the altitude of the rail way infrastructure which has narrow width and long length. This As the results, We confirmed the solutions of varieties application for railway facilities management using 3-D spatial image contents and database design. Also, I suggested that U-city using railway modeling about matching methods of high density elevation value using 3-D aerial photo with laser data are best approach for detail stereo modeling and simulation.

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A Study on Registration Correction and Layout for Multi-view Videos Implementation (실감영상 구현을 위한 다면영상 정합보정 및 화면구성에 대한 연구)

  • Moon, Dae Hyuk
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.531-541
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    • 2017
  • Realistic videos using multi-view videos are created so that the contents shown on multi-view displays or screens look realistic. These images have been mostly used for special videos for exhibition, but, recently, systems such as Screen X have given rise to multi-view images as a format for storytelling contents such as movies. This study used HD-level broadcasting digital video camera with three zoom lenses for shooting wide to close-up shots focusing on a person, in the same way as Screen X, and identified and analyzed problems found during multi-view image registration correction. The results of this study suggested, provided the shooting technique and equipment are improved, the multi-view format can be used for conveying stories and information. Future research will need to investigate and supplement relevant techniques that will enable production of high-quality multi-view image contents by using a cinema-grade camera with standard lenses, instead of using broadcasting-grade zoom lenses.

Modelling Perceptual Attention for Augmented Reality Agents (증강 현실 에이전트를 위한 지각 주의 모델링)

  • Oh, Se-Jin;Woo, Woon-Tack
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.47 no.3
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    • pp.51-58
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    • 2010
  • Since Augmented Reality (AR) enables users to experience computer-generated content embedded in real environments, AR agents can be visualized among physical objects in the environments where the users exist, and directly interact with them in real-time. We model perceptual attention for autonomous agents in AR environments where virtual and physical objects coexist. Since such AR agents must adaptively perceive and attend to surrounded objects relevant to their goals, our model allows the agents to determine currently visible objects from the description of what virtual and physical objects are configured in the camera's viewing area. A degree of attention is assigned to each perceived object based on its relevance to achieve agents' goals. The agents can focus on a reduced set of perceived objects with respect to the estimated degree of attention. To demonstrate the effectiveness of our approach, we implemented an animated character that was overlaid over a miniature version of campus and that attended to buildings relevant to their goals. Experiments showed that our model could reduce the character's perceptual loads even when surroundings change.

Development of Digital Leaf Authoring Tool for Virtual Landscape Production (가상 조경 생성을위한 디지털 잎 저작도구 개발)

  • Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.5
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    • pp.1-10
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    • 2015
  • This study proposes a method of developing authoring tool that can easily and intuitively generate diverse digital leaves that compose virtual landscape. The main system of the proposed authoring tool consists of deformation method for the contour of leaf blade based on image warping, procedural modeling of leaf vein and visualization method based on mathematical model that expresses the color and brightness of leaves. First, the proposed authoring tool receives leaf input image and searches for contour information on the leaf blades. It then designs leaf blade deformation method that can generate diverse shapes of leaf blades in an intuitive structure using feature-based image warping. Based on the computed leaf blade contour, the system implements the generalized procedural modeling method suitable for the authoring tool that generates natural vein patterns appropriate for the leaf blade shape. Finally, the system applies visualization function that can express color and brightness of leaves and their changes over time using a mathematical model based on convolution sums of divisor functions. This paper provides texture support function so that the digital leaves that were generated using the proposed authoring tool can be used in a variety of three-dimensional digital contents field.

A Survey of Representation Methods of Game Rules in Game Design (게임디자인에서 게임규칙 표현방법 조사연구)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.6 no.4
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    • pp.39-45
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    • 2006
  • In game developments, the design results are often modified not only in the design phase but also in the implementation and test phases. The results of game design are consisted of the results of game rule design and the results of game contend design. The results of game rule design should be correctly understood to all the participants, be efficiently managed by the given configuration controls, and be accurately verified. In this study, we carry out a survey of representation methods of game rules in game design. We have the comparison analysis of the written representation, the UML representation, the Petri net representation, and script-language representation methods about the suitability of the representation method for game rule designs. The comparison analysis is about the representation scope, the visual representation, the automated verification, and the configuration management. The analysis results show that the UML representation is the best method but it needs more convenient automated verification method.

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Development of a Tiled Display Framework for Supporting Mixed-Focus Collaboration (혼합형 협업을 지원하는 타일드 디스플레이 프레임워크 기술 개발)

  • Kim, Min-Young;Cho, Yong-Joo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.12
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    • pp.2698-2706
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    • 2010
  • Most tiled display systems supported a public workspace model where multiple users share the contents and work together on a large public screen. In this research, we developed ICE Display Framework, designed for supporting easy construction of tiled display applications allowing mixed-focus collaboration. Mixed-focus collaboration is a model that allows a number of users to work together as a group or individually on the large workspace. ICE Framework allows users to add personal contents on the tiled display without interrupting other users as well as to put shared works. In this paper, we compare ICE framework with previous research and explain the detail implementation. Then, we introduce the applications built with this framework and discuss the evaluation and analysis of the performance of the new framework.