• Title/Summary/Keyword: Design game

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In-Situ based Trajectory Editing Method of a 3D Object for Digilog Book Authoring (디지로그 북 저작을 위한 3D 객체의 In-Situ 기반의 이동 궤적 편집 기법)

  • Ha, Tae-Jin;Woo, Woon-Tack
    • Journal of the HCI Society of Korea
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    • v.5 no.2
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    • pp.15-24
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    • 2010
  • A Digilog Book is an augmented reality (AR) based next generation publication supporting both sentimental analog emotions and digitized multi-sensory feedbacks by combining a conventional printed book and digital contents. As a Digilog Book authoring software, ARtalet provides an intuitive authoring environment through 3D user interface in AR environment. In this paper, we suggest ARtalet authoring environment based trajectory editing method to generate and manipulate a movement path of an augmented 3D object on the Digilog Book. Specifically, the translation points of the 3D manipulation prop is examined to determine that the point is a proper control point of a trajectory. Then the interpolation using splines is conducted to reconstruct the trajectory with smoothed form. The dynamic score based selection method is also exploited to effectively select small and dense control points of the trajectory. In an experimental evaluation our method took the same time and generated a similar amount of errors as the usual approach, but reduced the number of control points needed by over 90%. The reduced number of control points can properly reconstruct a movement path and drastically decrease the number of control point selections required for movement path modification. For control manipulation, the task completion time was reduced and there was less hand movement needed than with conventional method. Our method can be applicable to drawing or curve editing method in immersive In-Situ AR based education, game, design, animation, simulation application domains.

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Media Literacy Education in the Australian Curriculum: Media Art (호주 국가교육과정 예술과목 'Media Art' 에 나타난 미디어 리터러시 교육)

  • Park, Yoo-Shin
    • Cartoon and Animation Studies
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    • s.48
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    • pp.271-310
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    • 2017
  • This paper examines the composition and the content of media art which is an art education subject in a national curriculum of Australia; and discusses implications for Korean education curriculums. Media covered by Media Art subject in Australia are the multi types of general media including TV, movie, video, newspaper, radio, video game, the internet, and mobile media; and their contents. The purpose of ACARA's media art education curriculum is to improve creative use, knowledge, understanding, and technology of communication techniques for multiple purposes and the audiences. Through the Media Art subject, both the students and the community are able to participate in the actual communications with the rich culture surrounding them and to develop the knowledge and understanding of the 5 core concepts of language, technology, system, audience and re-creation while testing the culture. The implication of this study is as the following. ACARA's media art education curriculum has been developed as an independent educational program and has a special significance within Australian education curriculums. Although ACARA's media art education curriculum is formed as an independent subject, it is suggested within the curriculum to instruct in close connection with other subjects upon execution. Its organization and elaborateness in curriculum composition are very effective in terms of the teacher's teaching-learning design and as well as the evaluation. This seems to show a good model of leading media literacy curriculum. ACARA's media art education curriculum can be a great reference in introducing media literacy to Korean national education curriculums.

Use of Smart Devices of Infants and Preschool-children and Their Mothers' Perceptions (영유아의 스마트기기 사용 실태 및 어머니의 인식)

  • Lee, Su Mi;Seo, Hyun Ah;Han, Hee Jung
    • Korean Journal of Childcare and Education
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    • v.10 no.2
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    • pp.111-131
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    • 2014
  • This study aims to research the use of smart devices of infants and preschool children, and their mothers' perception about it. Moreover, the goal of this study is to collect preliminary data about problems from the use of smart devices, and to prevent the problems. Therefore, the questions of inquiry for this study are: 1. How do infants and preschool children use smart devices? 2. How do mothers perceive their children using smart devices? Four hundred and forty mothers, who send their child to a day-care center or kindergarten in Busan, participated in this research and data among 397 of them were analyzed using PASW 18.0 program. The answers to a multiple-choice question were converted into a frequency and percentage. To verify the difference of factors, Chi-squared Test and One-way Analysis of Variance methods were used. The following are findings of this study: 1. Most of the families owning smart devices allow their children to use a smart device when children want it, and children use it for entertainment purpose before their bedtime. Children start to use a smart device mostly around the age of 4. Compared to girls, boys spend a longer time on smart devices playing mobile game. In addition, the research indicated that the children of younger mothers tend to use smart devices in earlier ages than the children of elder mothers. 2. Mothers of preschool children have higher perception about the availability of their child using smart devices compare to the mothers of day-care center. However, the research showed that elder mothers have more positive perceptions about all the other five lower factors, (e.g. educational characteristic, entertainment characteristic, design, safety, and smart recognition).

The Effect of the Satisfaction after Consumption and Consumer Self-Confidence for Hedonic Products on Transaction Coupling (소비 후 만족도와 소비자 자신감이 거래 커플링에 미치는 영향 - 쾌락적 제품을 중심으로 -)

  • Kang, Seong-Min;Kang, Hyun-Mo
    • CRM연구
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    • v.4 no.2
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    • pp.1-17
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    • 2011
  • In the study of transaction coupling and consumer behavior it is argued that the satisfaction after consumption and consumer self-confidence would affect the degree of transaction coupling. Based on Kivetz(1999), this study expand transaction coupling which is a mental accounting process. Satisfaction after consumption and consumer self-confidence have been frequently cited as a key construct for predicting various consumer-related behaviors. The purpose of this research is to examine the effect of satisfaction after consumption and consumer self-confidence for hedonic products on transaction coupling. In order to explain the impact of consumer self-confidence clearly, the authors used a five-factor(i.e., information acquisition, consideration-set formation, personal and social outcomes, persuasion knowledge and marketplace interfaces). Using the scenario about baseball game, the authors manipulated the consumer satisfaction after consumption (satisfaction vs. dissatisfaction) between-subjects design. And consumer self-confidence was measured based on Bearden et al.(2001). The results of experimental study showed that the main effects of satisfaction after consumption is significant. The larger consumer satisfaction after consumption reflected a higher degree of transaction coupling. The 2-way interaction between satisfaction after consumption and consumer self-confidence is also significant. Specifically, the transaction coupling differentiation from satisfaction after consumption tends to be larger at high consumer-self confidence than at low one.

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Design and Implementation of a Physical Network Separation System using Virtual Desktop Service based on I/O Virtualization (입출력 가상화 기반 가상 데스크탑 서비스를 이용한 물리적 네트워크 망분리 시스템 설계 및 구현)

  • Kim, Sunwook;Kim, Seongwoon;Kim, Hakyoung;Chung, Seongkwon;Lee, Sookyoung
    • KIISE Transactions on Computing Practices
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    • v.21 no.7
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    • pp.506-511
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    • 2015
  • IOV is a technology that supports one or more virtual desktops, and can share a single physical device. In general, the virtual desktop uses the virtual IO devices which are provided by virtualization SW, using SW emulation technology. Virtual desktops that use the IO devices based on SW emulation have a problem in which service quality and performance are declining. Also, they cannot support the high-end application operations such as 3D-based CAD and game applications. In this paper, we propose a physical network separation system using Virtual Desktop Service based on HW direct assignments to overcome these problems. The proposed system provides independent desktops that are used to access the intranet or internet using server virtualization technology in a physical desktop computer for the user. In addition, this system can also support a network separation without network performance degradation caused by inspection of the network packet for logical network separations and additional installations of the desktop for physical network separations.

Analysis of the Awareness and Needs of Early Childhood Teachers for Developing of Young Children's Creativity Program Using Physical Computing (피지컬 컴퓨팅을 활용한 유아 창의성 프로그램 개발을 위한 유아교사의 인식 및 요구 분석)

  • Park, Sun-Mi
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.5
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    • pp.89-97
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    • 2021
  • The purpose of this study was to examine the awareness of early childhood teachers for early childhood creativity programs using physical computing in an effort to provide future direction for program development. The findings were as follows: First, 43.8 percent of teachers answered they were neutral about the need for these programs, while 40.5 percent replied these programs were necessary. Second, 73.8 percent thought the utilization of physical computing tools would be useful. Third, the largest group thought that the programs should be provided for five-year-olds. Regarding the frequency of programs, once or twice a week were considered most appropriate. Concerning the length of each activity, 20 to 30 minutes was identified as ideal, and study subjects preferred small group activities. In regard to the most effective theme for these programs, tools for daily life were considered best. As for educational content to be included in program planning, scientific inquiry and experiment were viewed as best, followed by the design/ production/utilization of creative works, game and play, and producing and playing musical instruments. Evaluation by a creativity test was chosen as the most desirable evaluation method.

A New Dual Connective Network Resource Allocation Scheme Using Two Bargaining Solution (이중 협상 해법을 이용한 새로운 다중 접속 네트워크에서 자원 할당 기법)

  • Chon, Woo Sun;Kim, Sung Wook
    • KIPS Transactions on Computer and Communication Systems
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    • v.10 no.8
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    • pp.215-222
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    • 2021
  • In order to alleviate the limited resource problem and interference problem in cellular networks, the dual connectivity technology has been introduced with the cooperation of small cell base stations. In this paper, we design a new efficient and fair resource allocation scheme for the dual connectivity technology. Based on two different bargaining solutions - Generalizing Tempered Aspiration bargaining solution and Gupta and Livne bargaining solution, we develop a two-stage radio resource allocation method. At the first stage, radio resource is divided into two groups, such as real-time and non-real-time data services, by using the Generalizing Tempered Aspiration bargaining solution. At the second stage, the minimum request processing speeds for users in both groups are guaranteed by using the Gupta and Livne bargaining solution. These two-step approach can allocate the 5G radio resource sequentially while maximizing the network system performance. Finally, the performance evaluation confirms that the proposed scheme can get a better performance than other existing protocols in terms of overall system throughput, fairness, and communication failure rate according to an increase in service requests.

Does sports intelligence, the ability to read the game, exist? A systematic review of the relationship between sports performance and cognitive functions (게임을 읽는 머리, 스포츠 지능이 존재하는가? 스포츠 수행과 관련된 인지기능에 관한 문헌고찰)

  • Yongtawee, Atcharat;Park, Jin-Han;Woo, Min-Jung
    • Journal of the Korea Convergence Society
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    • v.12 no.3
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    • pp.325-339
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    • 2021
  • The purpose of the study is to examine sports-related cognitive functions through a systematic review and to suggest effective instruments to measure the cognitive functions. The present study was conducted based on the systematic review and meta-analysis protocol-the PRISMA. Of 429 articles searched through keywords from 2008 to 2020, 45 articles that met the selection criteria were analyzed. It was revealed that athletes had better cognitive functions than non-athletes, that the higher the sports expertise was, the higher the cognitive functions, and that there were differences in cognitive functions according to the sport types. The primary cognitive functions related to sports performance summarized as executive functions (inhibition ability, cognitive flexibility), information processing speed, spatial ability, and attention. As tasks for measuring each cognitive function, a stop signal task for inhibition ability, a design flexibility task for cognitive flexibility, a simple and choice reaction time test for information processing, a mental rotation task for spatial ability, and an attention network test for attention are appropriate.

A Study on Virtual Environment Platform for Autonomous Tower Crane (타워크레인 자율화를 위한 가상환경 플랫폼 개발에 관한 연구)

  • Kim, Myeongjun;Yoon, Inseok;Kim, Namkyoun;Park, Moonseo;Ahn, Changbum;Jung, Minhyuk
    • Korean Journal of Construction Engineering and Management
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    • v.23 no.4
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    • pp.3-14
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    • 2022
  • Autonomous equipment requires a large amount of data from various environments. However, it takes a lot of time and cost for an experiment in a real construction sites, which are difficulties in data collection and processing. Therefore, this study aims to develop a virtual environment for autonomous tower cranes technology development and validation. The authors defined automation functions and operation conditions of tower cranes with three performance criteria: operational design domain, object and event detection and response, and minimum functional conditions. Afterward, this study developed a virtual environment for learning and validation for autonomous functions such as recognition, decision making, and control using the Unity game engine. Validation was conducted by construction industry experts with a fidelity which is the representative matrix for virtual environment assessment. Through the virtual environment platform developed in this study, it will be possible to reduce the cost and time for data collection and technology development. Also, it is also expected to contribute to autonomous driving for not only tower cranes but also other construction equipment.

Collection of Philosophical Concepts for Video Games -Theory of Art in the Age of Artificial Intelligence by Shinji Matsunaga's The Aesthetics of Video Games (인간과 컴퓨터가 공유하는 인공적인 놀이에 관한 개념상자 -마쓰나가 신지의 『비디오 게임의 미학』이 체계화하는 인공지능시대의 예술과 유희 이론)

  • Kim, Il-Lim
    • Journal of Popular Narrative
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    • v.26 no.4
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    • pp.215-237
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    • 2020
  • This paper is written to introduce and review Shinji Matsunaga's The Aesthetics of Video Games which published in Japan in 2018. Shinji Matsunaga has studied video games from a philosophical and aesthetic perspective. In The Aesthetics of Video Games, he took video games as a hybrid form of traditional games. Shinji Matsunaga particularly notes that video games can design human behaviors and experiences. From this point of view, he tries to construct a theoretical framework that will be able to describe the ways of signification in games and fiction respectively. In previous studies, video games have been mainly discussed in the context of cultural studies and entertainment culture in Japan. The Aesthetics of Video Games is distinguished from the previous studies in the following points. First, The Aesthetics of Video Games pioneered the method of studying video games in art theory. Second, it established various types of relationships with video games and traditional aesthetic concepts. Third, this book connects new concepts that emerged in the age of artificial intelligence to video games as an aesthetic action. Through this work, not only video games were discussed academically, but also the fields of aesthetics and art were expanded. The Aesthetics of Video Game is like a collection of philosophical concepts for video games. Through this book, it can be said that the path for artificial intelligence to approach human secrets is closer than before.