• Title/Summary/Keyword: 플레이어

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An Analysis on the Design of Motion-Sensing Game Role Selection GUI (체감형 게임에서 캐릭터 선택 GUI 디자인 분석)

  • Huang, HaiBiao;Zheng, LingJing;Ryu, Seuc-HO
    • Journal of Digital Convergence
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    • v.18 no.7
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    • pp.383-387
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    • 2020
  • This paper studies the GUI design of motion-sensing game character selection. The game's GUI plays a role in transferring information in human-computer interaction. The purpose of this game player-oriented GUI design is to optimize the human-computer interaction, make the operation more user-friendly, reduce the user's cognitive burden, and better adapt to the user's operation needs. This paper combines examples to compare and analyze these three games from three aspects: text, color and form. In the existing motion-sensing game games, the character selection GUI has a design feature of high recognition and strong visibility. Finally, suggestions for GUI design of motion-sensing game games are given. It is hoped that in the future, reference materials will be provided for the GUI design of experience game character selection.

Tempo-oriented music recommendation system based on human activity recognition using accelerometer and gyroscope data (가속도계와 자이로스코프 데이터를 사용한 인간 행동 인식 기반의 템포 지향 음악 추천 시스템)

  • Shin, Seung-Su;Lee, Gi Yong;Kim, Hyoung-Gook
    • The Journal of the Acoustical Society of Korea
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    • v.39 no.4
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    • pp.286-291
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    • 2020
  • In this paper, we propose a system that recommends music through tempo-oriented music classification and sensor-based human activity recognition. The proposed method indexes music files using tempo-oriented music classification and recommends suitable music according to the recognized user's activity. For accurate music classification, a dynamic classification based on a modulation spectrum and a sequence classification based on a Mel-spectrogram are used in combination. In addition, simple accelerometer and gyroscope sensor data of the smartphone are applied to deep spiking neural networks to improve activity recognition performance. Finally, music recommendation is performed through a mapping table considering the relationship between the recognized activity and the indexed music file. The experimental results show that the proposed system is suitable for use in any practical mobile device with a music player.

The Design and Implementation of Internet Broadcasting Solution applied to FLV (FLV를 적용한 인터넷 방송 솔루션의 설계 및 구현)

  • Kwon, O-Byoung;Shin, Hyun-Cheul
    • Convergence Security Journal
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    • v.12 no.3
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    • pp.93-97
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    • 2012
  • In this paper, we apply the next generation Internet TV solution, FLV has been designed and implemented. Currently being broadcast in the field to compress HD video in real time, as well as live Internet VOD services are available through the online system, the Internet LIVE broadcast and VOD service easy to operate and UCC services that support the solution. VOD video cameras and in real time using H264 CORECODEC to compress MPEC4, WMV, and real-time video streaming on the Internet, and phone system that supports the first, real-time recording of camera images featured nation's first real-time encoder system (Real time encoder system) is, Web and smart environment suitable for supporting the latest CORECODEC technology and software products. Second, the video can be played in MP4 player and customize your chat, and Custer (customizing) is a possible two-way Internet Broadcasting System. Third, CMS (Contents Management System) feature video content and course management content in real time via the Android phone and iPhone streaming service is available.

Interface Correction Method for Motion Recognition Game using Kinect (키넥트를 이용한 동작인식 게임의 인터페이스 보정 방법)

  • Kang, Gyeong-Heon;Kim, Eun-Seok
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.135-150
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    • 2015
  • After the release of SDK in 2011, Kinect developed for the motion recognition games has been applied not only in game but also in various fields such as science, education, and health care. It has some problems as belated responses to player's movements, a lot of noise in the recognized data, and an untraceable player when the body is partially occluded. Because of Kinect's such peculiarities of playing environment, most Kinect games require the inconvenience of Kinect's location or player's posture correction. In this paper, we propose an interface correction method that minimizes the requirements to be asked players, manages the exceptions such as noise, and enables to process consistently the player's movements in the game using Kinect. Also, we present the delay time to be considered to develop the game using Kinect through the experiment.

Development of Coupon based Earnings Model in Smart Phone Game Market (스마트 폰 게임시장에서 쿠폰을 기반으로 한 수익 창출 프레임워크 개발)

  • Bae, Gook Jea;Lee, Jun Young;Kim, Soo Kyun;Kang, Shin Jin
    • Journal of Korea Game Society
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    • v.14 no.2
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    • pp.19-28
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    • 2014
  • This paper studies current market of smart phone game and suggests the new earning model. In paper, it is not just for spending free time but seeking profits to play game. Making profits is operated in mutual beneficial way. First, a partnership company cooperates with a game company. And then the partnership company issues coupons about its product which game players can get in game and can use in real. by this way, the partnership company can expect the advertising effect. Besides, game company can spare some burden about earning by cooperation. Eventually It is respected that users spend their money and purchase products with coupon they get in game on offline shop. In this paper, the earning model is integrated in real platform and explain the process.

Design and implementation of a Dynamic Adaptive Streaming System over HTTP (HTTP상에서 동적 적응적 스트리밍 시스템 설계 및 구현)

  • Ban, Tae-Hak;Jung, Sang-Ho;Yu, So-Ra;Kim, Ho-Gyom;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.666-668
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    • 2011
  • Last QoS / QoE technology as part of the HTTP-based adaptive streaming technology has attracted attention. In this paper, HTTP-based adaptive streaming technology Find out about the dynamic. It is based on a dynamic adaptive streaming system over HTTP was designed and implemented. The system converts by the bit rate of MPEG2-TS files, Segment Split, MPD (Media Presentation Description) between servers and clients with the creation of a dynamic and adaptive analysis of network environments over MPD File consists bitrate's player. This diverse network environments, continuous and smooth playback of video will be used in various multimedia fields.

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An Efficient Index Buffer Management Scheme for a B+ tree on Flash Memory (플래시 메모리상에 B+트리를 위한 효율적인 색인 버퍼 관리 정책)

  • Lee, Hyun-Seob;Joo, Young-Do;Lee, Dong-Ho
    • The KIPS Transactions:PartD
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    • v.14D no.7
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    • pp.719-726
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    • 2007
  • Recently, NAND flash memory has been used for a storage device in various mobile computing devices such as MP3 players, mobile phones and laptops because of its shock-resistant, low-power consumption, and none-volatile properties. However, due to the very distinct characteristics of flash memory, disk based systems and applications may result in severe performance degradation when directly adopting them on flash memory storage systems. Especially, when a B-tree is constructed, intensive overwrite operations may be caused by record inserting, deleting, and its reorganizing, This could result in severe performance degradation on NAND flash memory. In this paper, we propose an efficient buffer management scheme, called IBSF, which eliminates redundant index units in the index buffer and then delays the time that the index buffer is filled up. Consequently, IBSF significantly reduces the number of write operations to a flash memory when constructing a B-tree. We also show that IBSF yields a better performance on a flash memory by comparing it to the related technique called BFTL through various experiments.

A Dynamic Map Partition for Load Balancing of MMORPG based on Virtual Area Information (MMORPG에서의 부하 분산을 위한 가상 영역 정보 기반 동적 지역 분할)

  • Kim Beob-Kyun;An Dong-Un;Chung Seung-Jong
    • The KIPS Transactions:PartA
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    • v.13A no.3 s.100
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    • pp.223-230
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    • 2006
  • A MMORPG(Massively Multiplayer Online Role-Playing Game) is an online role-playing game in which a large number of players can interact with each other in the same world at the same time. Most of them require significant hardware requirements(e.g., servers and bandwidth), and dedicated support staff. Despite the efforts of developers, users often cite overpopulation, lag, and poor support as problems of games. In this paper, a dynamic load balancing method for MMORPGS is proposed. It tries to adapt to dynamic change of population by using dynamic map-partition method with VML(Virtual Map Layer) which consists of fields, sector groups, sectors, and cells. From the experimental results, our approach achieves about $23^{\sim}67%$ lower loads for each field server. By the modification to Virtual Area Layer, we can easily manage problems that come from changes of map data, resources' status, and users' behavior pattern.

Design and Implementation of An MP4 File Streaming System over IP Networks (IP망을 통한 MP4 파일 스트리밍 시스템의 설계 및 구현)

  • 김현철;민승홍;서덕영;김규헌;김진웅
    • Journal of Broadcast Engineering
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    • v.6 no.3
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    • pp.205-214
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    • 2001
  • In this Paper, we present an MP4 file streaming system over IP networks. Using the proposed system a user can access MP4 contents in the servers via H) networks and interact with the contents. The MP4 file format is designed to contain the media information of MPEG-4 and is object-oriented. The presented streaming server system contains GUI, session manager, splitter, SL- packetizer and transmitter. In addition, we knave implemented the client system based on the GUI -2D player, the MPEG-4 reference software. The Presented streaming system is designed use RTF for the media data requiring real-time streaming RTCP for QoS management and TCP for the data such as IOD(Initial Object Descriptor), OD(Object Descriptor) BIFS(Binary Format for Scene), which should be transmitted for the streaming and the data, such as still image and text, which can be entirely transmitted in a packet.

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Design and implementation of protection and management system of digital contents based on MPEG-21 IPMP (MPEG-21 IPMP 기반의 디지털 콘텐츠 보호 관리 시스템 설계 및 구현)

  • Jung Hoe-Kyung;Ryu Kwang-Hee;Kim Kwang-Yong;Kim Jae-Gon;Hong Jin-Woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.10 no.6
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    • pp.1003-1010
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    • 2006
  • The usage increase of digital contents required solution for protection technology and interoperability of system. MPEG(Moving Picture Experts Group) proposed MPEG-21 Multimedia Frameworks. MPEG-21 IPMP is standard that provides the means to enable digital item and rights information to be persistently managed and protected across networks and devices. In this paper, MPEG-21 IPMP based system to protect digital contents designed by four structures of license server, production server, consumption server, tool server. License server create rights information document using the XML-based REL about multimedia contents of users. Production server makes a digital item by packaging multimedia resource and metadata, which is combined by REL information and IPMP information of multimedia resource. Consumption server takes care of the functions of players that use digital item, and tool server was implement to transmit for missing tool that might occur in all procedures.