• Title/Summary/Keyword: Game device

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Factors Influencing Mobile Internet Service Acceptance: Extension of Technology Acceptance Model Using The Flow Theory (무선인터넷서비스 수용의 영향요인 분석: 플로우이론을 가미한 기술수용모델의 확장)

  • Chang, Chung-Moo;Kim, Jong-Uk;Kim, Tae-Ung
    • Asia pacific journal of information systems
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    • v.14 no.3
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    • pp.93-120
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    • 2004
  • The current study investigates major factors which influence the acceptance of mobile internet services based on the theoretical backgrounds of the technology acceptance model(TAM) and the flow theory. This research extended the Davis' TAM model(1989) by including the flow concept as another major factor towards the intention to use the mobile device in order to explain the acceptance of divers mobile services. According to the marketing studies(Ghani & Desphande, 1994; Novak, Hoffman & Yung, 2000), flow is regarded a psychological state in which one is absorbed in something he or she is doing, and is known to be widely adopted in explaining one's acceptance in the area of game, sports, and even hobby. This study developed a research model to explain the use of mobile services employing usefulness, ease of use and flow as major research variables, and collected 221 survey responses from the high school students who had experiences with such mobile services as game and audio file download. The results of the current research indicates that usefulness and flow influence the intension to use mobile services, but the effect of ease of use did not appear significant to the intention to use. It was also found that flow affects both usefulness and ease of use, and then ease of use next influences usefulness.

Development of Multi User Games using 3D Graphics and Multicasting (원격 다중 참여자 3차원 그래픽스 게임 개발)

  • Kim, JongSeong;Park, JiHun
    • Journal of the Korea Computer Graphics Society
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    • v.4 no.1
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    • pp.67-77
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    • 1998
  • In this paper we describe a development of a multi user game using 3D graphics and multicasting. First, we represent a virtual reality world by 3D graphics technology. Next, we use computer communication technology for the purpose of interaction among multi users. As a result, multi users share 3D graphics objects and play games. The goal of this paper is a development of a system that enables multi users to play games sharing a virtual world represented by 3D graphics. We use the OpenInventor library and C++ language for 3D graphics scene representation, and IP multicasting protocols for computer communication. The system allows to use Polhemus Fastrak 3D input device that recognizes the 3D position and 3D orientation. As an example we present a game that demonstrates the effect of piano concert by multi piano players who are distributed in a computer network.

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The Kom-O-Drum(Korean Jam-O-Drum) Design to Promote Collaboration (협동성 증진을 위한 코모드럼(Korean Jam-O-Drum)의 설계)

  • Lee, Kwang-Jae;Lee, Chang-Jo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.215-219
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    • 2006
  • This paper will analysis the Jam-O-Drum developed for collaborative musical experience at first. And we suggest the multi-user interactive game system Kom-O-Drum(Korean Jam-O-Drum). By combining velocity sensitive input devices like a korean drum "Jang Go" and computer graphics imagery into an LCD or PDP display, up to four simultaneous players are able to participate in a collaborative approach to game's mission. Also we introduce the input device specifications and application fields of Kom-O-Drum.

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Morphing and Warping using Delaunay Triangulation in Android Platform (안드로이드 플랫폼에서 들로네 삼각망을 이용한 모핑 및 와핑 기법)

  • Hwang, Ki-Tae
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.137-146
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    • 2010
  • According to rapid advent of the smartphone, software technologies which have been used on PCs are being introduced into the smartphone. This paper introduces an implementation of an application software under the Android platform using morphing and warping technology. It composes two face images with morphing technology and also transforms an original face image using warping technology for fun. For this, the image is triangulated by Delaunay Triangulation based on control points which are created by simple LCD touches on the mobile device. The implementation case of this paper will be a good reference for the development of applications like games using morphing and warping technologies over Android platforms.

A Study on the Minimum Weight Difference Threshold in a VR Controller with Moment Variation (VR 컨트롤러의 모멘트 변화에 따른 최소 무게 차이 인지에 관한 연구)

  • Baek, Mi-Seon;Kim, Huhn
    • Journal of Korea Game Society
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    • v.20 no.1
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    • pp.13-22
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    • 2020
  • This study is about the VR controller that can provide an enhanced experience in VR by augmenting the sense of weight. In this study, the method of changing the center of gravity of the controller was used as a means of transmitting the sense of weight. The experiment was carried out with a device that could change the center of gravity to find the minimum distance at which people can perceive the difference in weight. The results showed that the weight difference between the two stimuli can be perceived at a distance of about 5 cm regardless of the position of the starting stimulus.

OpenGL ES 2.0 based Shader Compilation Method for the Instruction-Level Parallelism (OpenGL ES 2.0 기반 셰이더 명령어 병렬 처리를 위한 컴파일 기법)

  • Kim, Jong-Ho;Kim, Tae-Young
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.69-76
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    • 2008
  • In this paper, we present the architecture of graphics processor and its instruction format for the mobile device. In addition, we introduce tile shader data structure for the on/off-line compilation based on the OpenGL ES 2.0 and a new optimization method based on the ILP(Instruction-Level Parallelism). This paper shows where a processor with the sane core clock is being used, the shader instruction resulted from the compile structure and method in this paper is approximately 1.5 to 2 times faster than a code based on the single instruction.

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Development of the Training System for Equilibrium Sense Using the Unstable Platform (불안정판을 이용한 평형감각 훈련시스템 개발)

  • Piao, Yong-Jun;Yu, Mi;Kwon, Tae-Kyu;Hong, Chul-Un;Kim, Nam-Gyun
    • Journal of the Korean Society for Precision Engineering
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    • v.22 no.8 s.173
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    • pp.192-198
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    • 2005
  • In this paper, we propose a new training system for the improvement of equilibrium sense using unstable platform. The equilibrium sense, which provides orientation with respect to gravity, is important to integrate the vision, somatosensory and vestibular function to maintain the equilibrium sense of the human body. In order to improve the equilibrium sense, we developed the software program such as a block game, pingpong game using Visual C++. These training system for the equilibrium sense consists of unstable platform, computer interface and software program. The unstable platform was a simple structure of elliptical-type which included tilt sensor, wireless RF module and the device of power supply. To evaluate the effect of balance training, we measured and evaluated the parameters as the moving time to the target, duration to maintain cursor in the target of screen and the error between sine curve and acquired data. As a results, the moving time to the target and duration to maintain cursor in the target was improved through the repeating training of equilibrium sense. It was concluded that this system was reliable in the evaluation of equilibrium sense. This system might be applied to clinical use as an effective balance training system.

Study on Application of Interactive Contents for Effective Smart Education (효과적인 스마트 교육을 위한 인터랙티브 콘텐츠 적용에 관한 연구)

  • Son, Joon Ho;Oh, Moon Seok
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.3
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    • pp.207-221
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    • 2014
  • Education environment of modern society is rapidly changing along the usage of various device and development of contents. Learners of diverse age groups and genders are exposed in smart education environment. Thus in order to investigate effective smart education contents production, this study classified interactive types that affect learning satisfaction into CAI (Computer Assisted Instruction) based , NCS (Network Communication System) based , and NTS (New Technology System) based . Then we investigated how each interactive types affect immersion, utility, self-efficacy, practicality, and stimulation. The effects were measured according to the learner's gender and age. As the result, interactive types do affect smart education, where male had higher learning satisfaction for CAI based, game type, and wiki type while female had higher satisfaction for relationship establishment type and experience type. Also, for age group, the 10s preferred NTS based, 20~30s NCS based, and 40s and over CAI based interactive type. Thus, if satisfaction levels according to gender and age are considered when producing smart education contents, it may be possible to create educative contents that meet the dispositions of the learners.

Design and Implementation of Application for Monitoring Companion Animals in Smart Devices (반려견 관리를 위한 앱의 설계 및 구현)

  • Kwon, Dae-Wan;Park, Dong-Won
    • Journal of the Korea Convergence Society
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    • v.7 no.2
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    • pp.7-12
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    • 2016
  • The health of the companion animal is one of the most important factors for the owners. However, many owners are not aware of their companion's obesity condition. Data shows that 40% of dogs are suffering from obesity. This application is designed for and compatible with high-volume-user devices such as Android-based devices. The size of the application is reduced keeping standard data such as weight and vaccination date of species on servers and analyzing and fetching these data when user inquires about. Finally, the application has an added component of community space in order to share the knowledge among the number of users.

A Novel Authentication Protocol for Secure WiBro Services (안전한 WiBro 서비스를 위한 새로운 인증 프로토콜)

  • Koo, Jung-Sook;Kim, Jin-Geun;Bak, Jong-Hyeok;Koo, Jung-Doo;Lee, Gi-Sung
    • Proceedings of the KAIS Fall Conference
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    • 2008.05a
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    • pp.224-227
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    • 2008
  • 사용자가 안전한 WiBro 서비스를 받기 위해서 사용자 단말과 ACR(Access Control Router) 간에 인증이 선행되어야 한다. 그렇지 않을 경우, 많은 공격 위험으로부터 노출될 수 있다. 따라서 한국정보통신기술협회(TTA)에서는 휴대인터넷(와이브로$^{TM}$) 서비스를 위한 상호 인증 절차 표준을 제정하였다. 이 표준 프로토콜은 PISIM(Portable Internet Subscriber Identity Module)을 이용하여 PE(Portable Equipment)와 ACR 간에 상호 인증을 수행한다. 그러나 표준은 인증에 필요한 메시지의 수가 대체적으로 많은 편이며 PISIM의 분실과 에러가 발생했을 경우에는 사용자는 무선인터넷 서비스를 사용할 수 없게 된다. 따라서 본 논문에서는 ACR과 PSS 간에 키 동의 프로토콜을 수행하여 PSS를 인증한다. 이때 PSS의 계산량을 지원하기 위한 PSD(Power Support Device)가 키 동의 프로토콜에 참여하게 된다. 이렇게 생성된 키는 ACR과 안전한 통신 세션을 맺고 있는 KAS(Key Authentication Server)에 PSS의 식별자와 키 정보를 암호화에서 저장한다. 끝으로 제안된 프로토콜의 안전성과 효율성을 분석한다.

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