• Title/Summary/Keyword: Game Broadcasting

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A Study on Futsal Video Analysis System Using Object Tracking (객체 추적을 이용한 풋살 영상 분석 시스템에 관한 연구)

  • Jung, Halim;Kwon, Hangil;Lee, Gilhyeong;Jung, Soogyung;Ko, Dongbeom;Jeon, GwangIl;Park, Jeongmin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.3
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    • pp.201-210
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    • 2021
  • This paper introduces the futsal video analysis system consisting of an analysis program using object tracking technology and a web server that visualizes and provides analyzed data. In this paper, small and medium-sized organizations and amateur players are unable to provide game analysis services, so they propose a system that can solve this problem through this paper. Existing analytical systems use special devices or high-cost cameras, making them difficult for users to use. Thus, in this paper, a system is designed and developed to analyze the competitors' competitions and visualize the data using flat images only. Track an object and calculate the accumulated values to obtain the distance per pixel of the object and extract speed-related data and distance-based data based on it. Converts extracted data to graphs and images through a visualization library, making it convenient to use through web pages. Through this analysis system, we improve the problems of the existing analysis system and make data-based scientific and efficient analysis available.

Granule-based Association Rule Mining for Big Data Recommendation System (빅데이터 추천시스템을 위한 과립기반 연관규칙 마이닝)

  • Park, In-Kyu
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.3
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    • pp.67-72
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    • 2021
  • Association rule mining is a method of showing the relationship between patterns hidden in several tables. These days, granulation logic is used to add more detailed meaning to association rule mining. In addition, unlike the existing system that recommends using existing data, the granulation related rules can also recommend new subscribers or new products. Therefore, determining the qualitative size of the granulation of the association rule determines the performance of the recommendation system. In this paper, we propose a granulation method for subscribers and movie data using fuzzy logic and Shannon entropy concepts in order to understand the relationship to the movie evaluated by the viewers. The research is composed of two stages: 1) Identifying the size of granulation of data, which plays a decisive role in the implications of the association rules between viewers and movies; 2) Mining the association rules between viewers and movies using these granulations. We preprocessed Netflix's MovieLens data. The results of meanings of association rules and accuracy of recommendation are suggested with managerial implications in conclusion section.

P2P Systems based on Cloud Computing for Scalability of MMOG (MMOG의 확장성을 위한 클라우드 컴퓨팅 기반의 P2P 시스템)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.4
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    • pp.1-8
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    • 2021
  • In this paper, we propose an approach that combines the technological advantages of P2P and cloud computing to support MMOGs that allowing a huge amount of users worldwide to share a real-time virtual environment. The proposed P2P system based on cloud computing can provide a greater level of scalability because their more resources are added to the infrastructure even when the amount of users grows rapidly. This system also relieves a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the peers. In this paper, we describe the concept and basic architecture of cloud computing-based P2P Systems for scalability of MMOGs. An efficient and effective provisioning of resources and mapping of load are mandatory to realize this architecture that scales in economical cost and quality of service to large communities of users. Simulation results show that by controlling the amount of cloud and user-provided resource, the proposed P2P system can reduce the bandwidth at the server while utilizing their enough bandwidth when the number of simultaneous users keeps growing.

A Case analysis of NFT digital art works (NFT 디지털아트 작품 사례분석)

  • Yoon, Heesun;Chung, Jeanhun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.5
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    • pp.55-61
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    • 2022
  • With the rapid development of information technology, Metaverse and Non-Fungible Token (hereinafter referred to as NFT) technology will not only create new supply and demand markets for digital art creators, but also for existing art writers. As interest in and trading of virtual assets and coins increases, so does the demand for digital art trading in the NFT market. This study examines the theoretical content of NFTs, blockchains, and Metaverse, and analyzes various expressions of NFT art that are currently popular. As the case study, 100 projects were selected and analyzed in the overall OpenSea ranking, which included 2D graphics, 3D graphics and motion graphics works. Then, from the perspective of creators, the graphic styles of NFT digital art are divided into 4 types: 2D graphics, 3D graphics, 2D dynamic graphics, 3D dynamic graphics, and analyzed and studied. It is hoped that in the future, this study can suggest the direction of creating graphic styles to digital art NFT creators.

An Analysis of Uncanny Valley Effects in Virtual Character Graphics -Focusing on the character modeling of Unreal Engine Marketplace- (가상 캐릭터 그래픽에서의 언캐니 밸리 효과 분석 -언리얼 엔진 마켓플레이스의 캐릭터 모델링을 중심으로-)

  • Ji-Won, Seo;Jung-Yi, Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.1-6
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    • 2023
  • Uncanny Valley is a theory proposed by Japanese robot engineer Masahiro Mori in 1970, and refers to the point where the likability drops sharply when the appearance of a robot becomes very similar to a human being without a fully equipped robot. In this study, the theory of existing literature, related papers, and experimental data were analyzed to examine the Uncanny Valley effect that affects character design. The purpose of this study is to analyze whether the Uncanny Valley effect is applied to modeling virtual characters distributed in the Unreal Engine Marketplace. To this end, 15 characters were selected based on the similarity with humans in the Marketplace of the Unreal Engine, and similarity with humans and likability were investigated and analyzed. As a result of the experiment, it was confirmed that the Uncanny Valley effect was similarly applied to virtual character modeling, and through this, guidelines for the use of characters by indie game developers or individual developers using Unreal engines were presented. In addition, through result analysis, we tried to examine the direction to be pursued when designing characters.

A Study on Expression of NPC Colloquial Speech using Chat-GPT API in Games against Joseon Dynasty Settings (조선시대 배경의 게임에서 Chat-GPT API를 사용한 NPC 대화체 표현 연구)

  • Jin-Seok Lee;In-Chal Choi;Jung-Yi Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.3
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    • pp.157-162
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    • 2024
  • This study was conducted to implement Joseon Dynasty conversational style using the ChatGPT API to enhance the immersion of games set in the Joseon era. The research focuses on interactions between middle-class players and other classes. Two methods were employed: learning the dialogues from historical dramas set in the Joseon Dynasty and learning the sentence endings typical of the period. The method of learning sentence endings was rated higher based on self-evaluation criteria. Reflecting this, prompts were constructed to represent NPC dialogues in the game settings of the Joseon era. Additionally, a method was proposed for creating various NPC prompts using prompt combination techniques. This study can serve as a reference for NPC dialogue creation in games set in the Joseon Dynasty.

Study on the Theme Contents at Public Theme Park - Creation & Management of Public Theme Contents - (공공테마파크 특수영상에 관한 연구 - 공공테마파크 테마영상의 창작과 운영을 중심으로 -)

  • Sul, Gee-Hwan;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.399-408
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    • 2015
  • Walt Disney World focused on Theme opened in 1955. Many Theme Parks such as Everland had opened in Korea. And also Public Theme Parks were established on purpose of finding cultural identity by province government. Most of the Public Theme Parks made special Theme Images to revive the image characteristics and be stronger public theme. But these creativities of the theme images are struggling by the lack technical ability as well. This study derived several problems from the existing research and current issues and found out the future direction sought. Thus, the public theme images are to lead marketing and operating of public theme park by using storytelling and high tech, and look forward to getting position of the window to the future. In future, we must pay attention to study for creation methods and marketing, and plugging in new technology on public theme images. Continuing studies will support to enlarge the identity and educate traditional history through public theme images and park.

Study on Changes of the Regional Innovation Paradigm & the Structure of Regional Innovation System - Focused on Removal of Public Organization - (지역혁신 패러다임과 지역혁신체계의 변화에 관한 연구 - 공공기관 지역이전을 중심으로한 변화 -)

  • Sul, Gee-Hwan;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.373-381
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    • 2015
  • The public organization in the metropolitan area moved to regional province by Regional Innovation Policy in South Korea. This policy was settled to solve the problem of concentration in metropolitan areas and underdeveloped regions caused by industrial development strategy for 40 years from 1960s till 2000s. Government decided the plan under the judgement that moving public organization (or institutions) is one of National Innovation Strategy for balanced development. Furthermore, Central organizations/institutions were to be the subject of regional innovation by leading the regional innovation and building a new regional innovation system. The Purpose of this study is finding out the new direction of regional innovation paradigm and a new regional innovation system to be changed after previous public organization moving from metropolitan area to region province. And this study pointed up the problem between plan and process of Organization Removal, suggested the topics for success of New RIS, and prepared more details methods in future study.

An Analysis of the Convergence Factors, Convergence Passes, and Convergence Types in Content Industries (콘텐츠의 융합요소 및 융합경로와 융합유형 분석)

  • Rim, Myung Hwan;Lee, Jung Mann
    • Journal of Information Technology Applications and Management
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    • v.20 no.3_spc
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    • pp.295-314
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    • 2013
  • These days a great mix of traditional and digital contents such as movie, broadcasting, advertisement, e-books, music, game, animation, cartoon, character, knowledge information, and art performance are widely available. Many more are yet to come, with improved quality and added features. It is expected that all these contents will be evolved into a new breed of convergence content through the process of consolidation, expansion, integration, and recreation. Across the digital ecosystem, a new formula is being added to the industrial structure : 'Information/Content-Platform/Device-Goods/Service.' In the near future, as a result of technological innovation and convergence, the business sector will lose its boundaries as well, as businesses will be forced to look beyond the product itself and focus more on multi-functionality. Especially, in the era of creative economy, more policies need to be crafted in order to procure a new growth engine for the future with the agenda for convergence between humanities and technology. Therefore, the purpose of this paper is to analyze the concept, factors, elements, types, and cases of convergence, which are the essence of content convergence. This analysis, with its focus on the convergence process, will help identify the effects and limits of content convergence as well as the prospects for convergence contents in the smart ecosystem under the creative economic system.

A Study on the Decision and Selection of the Star Contents in the Convergence Era (융합시대의 스타콘텐츠 발굴 및 선정에 관한 연구)

  • Rim, Myung-Hwan;Park, Yong-Jae;Heo, Pil-Sun
    • Journal of Information Technology Applications and Management
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    • v.18 no.2
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    • pp.1-21
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    • 2011
  • In this era of convergence, which is characterized by the integration and combination of technology and industries, broadcasting and communications, offline and online, and devices and services, the content industry is also experiencing rapid changes including inter-genre exchange, the creation of new industries, and customized demand. Specifically, IT-based digital content industries such as the online game, e-book, mobile contents and web portal industries are no longer restricted to the boundaries of video, music and games but are being expanded into the realms of education, medicine, fashion and sports thanks to CT innovation of 3D, CG, AR/VR, VFX, etc. As such, various countries have come to recognize the convergent content industry as a new growth engine that will pick up where the IT industry left off, and are forming policies for its development accordingly. This research aims to optimize the system of content taxonomy which is currently genre-focused and unable to support technological development and convergence, and to discover and select star contents to be rigorously developed with governmental support. In this paper, 20 star contents in 8 areas were selected, and these are expected to create tremendous cultural and economic value through ongoing technological and industrial development.