• Title/Summary/Keyword: Game device

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Stereo vision based virtual reality game using position/orientation sensors and vibrotactile device (위치/방향 센서 및 진동촉각 장치를 이용한 입체 영상 기반 가상 현실 게임)

  • Yong, Ho-Joong;Back, Jong-Won;Jang, Tae-Jeong
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.88-93
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    • 2006
  • 대부분의 입체 영상물은 단지 화면을 입체로 보여주는 것만이 목적이다. 그러나 만약 입체 영상으로 표현된 가상 물체를 손가락을 뻗어 실제로 만져볼 수 있다면 현실감은 더욱 증가할 것이다. 본 연구에서는 입체영상 장치로 만든 가상 비누방울들을 실제 자기 손가락으로 터뜨리는 듯한 느낌을 가질 수 있도록 해주는 가상 현실 게임 시스템을 만들었다. 이 때 두 개의 위치/방향 센서를 이용하여 손가락 끝과 머리의 움직임을 추적하여 가상 공간과 현실 공간의 두 좌표계를 서로 일치시켜 볼 수 있도록 하였으며, 자체 제작한 진동촉각 장치를 이용하여 비누방울을 터뜨릴 때 손가락에 약한 진동 촉감을 제공하여 실제로 자신이 비누방울을 터뜨리는 듯한 느낌을 갖도록 하였다. 이러한 시도를 통해 입체영상 기술을 이용한 가상현실 게임에서의 진동촉각 장치의 활용 가능성을 확인하였다.

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An Exploratory Study on Future Economic Activity of Digital Convergence Generation (디지털 컨버전스 세대의 미래경제활동 특성에 관한 연구)

  • Kim, Yeon-Jeong;Park, Ki-Ho
    • Journal of Information Technology Services
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    • v.10 no.4
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    • pp.33-46
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    • 2011
  • This research focus on the economic activity as consumer and producer traits of future customers in the convergence age. We assess level of convergence for digital devices and services respectively by questionnaire survey and interview for 14 professions. And then, for evaluating convergence level and usage of digital services of each respondents, we conducted the questionnaire survey for 343 samples. Findings of our research hold that the group who showed higher level of convergence tends to use the socialized digital services more. Convergence generation were heavy users in appstore on smart-phone and wireless game and more participating. In digital service area, facebook/cyworld, twitter, UCC, portal, internet community in digital service. Convergence generation are global network communication, buying decision making activity, actively opinion expression, prosumer attitude, dependency on digital device, experience based purchase behavior, enthusiastic information sharing.

A Time Prediction Model of Cursor Movement with Path Constraints (궤도상을 이동하는 커서 이동시간의 예측 모델)

  • Hong, Seung-Kweon;Kim, Sung-Il
    • Journal of Korean Institute of Industrial Engineers
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    • v.31 no.4
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    • pp.334-340
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    • 2005
  • A mouse is an important input device that is used in most of all computer works. A mouse control time prediction model was proposed in this study. Especially, the model described the time of mouse control that made a cursor to move within path constraints. The model was developed by a laboratory experiment. Cursor movement times were measured in 36 task conditions; 3 levels of path length, 3 levels of path width and 4 levels of target's width. 12 subjects participated in all conditions. The time of cursor movement with path constraints could be better explained by the combination of Fitts' law with steering law($r^2=0.947$) than by the other models; Fitts' law($r^2=0.740$), Steering law($r^2=0.633$) and Crossman's model($r^2=0.897$). The proposed model is expected to be used in menu design or computer game design.

Design and Implementation of the Image Creation System based on User-Media Interaction (사용자와 미디어 사이의 상호작용 기능 제공 기반 영상 창작 시스템 설계 및 구현)

  • Song, Bok Deuk;Kim, Sang Yun;Kim, Chae Kyu
    • Journal of Korea Multimedia Society
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    • v.19 no.5
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    • pp.932-938
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    • 2016
  • Recently, interactive media which maximizes audience engagement by making the audience appeal on a stage in digital media environment has been distributed more widely. In fact, there has been active movement to develop and promote a new participatory media genre with higher immersion by applying this kind of interactive media concept to advertisement, film, game and e-learning. In the conventional interactive media, digital media had to be enjoyed in particular environment where diverse sensors were installed or through a certain device to recognize a user's motion and voice. This study attempted to design and implement an image creation system which ensures interactions between a user and media in popular distribution-enabled web environment and through PC and smart devices to minimize the image producer-user constraints.

Unity 3D Game Contents for Learning based on Tangible Interface using Virtual Reality Device (가상현실기기를 활용하는 텐저블 인터페이스 기반의 학습용 Unity 3D 게임 콘텐츠 제작)

  • Bak, Seon-Hui;Kang, Si-Young;O, In-Hwan;Kim, Jeong-Ho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.04a
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    • pp.387-390
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    • 2017
  • 최근 현대 사회에 '가상현실'개념이 도입됨에 따라 '가상현실'기술이 적용된 게임 콘텐츠들이 활성화되고 있는 추세이다. 이와 더불어 기존의 GUI와 NIUI에서 발전된 새로운 인터페이스로 텐저블 인터페이스(Tangible Interface)가 급부상하면서 관련 인터페이스를 활용한 연구 또한 필요한 시점이며, 이를 기반으로 하여 '가상현실'기술과 텐저블 인터페이스를 융합한 새로운 게임 콘텐츠를 제안을 하고자 '가상현실' 기기를 활용한 텐저블 인터페이스 기반의 학습용 Unity 3D 게임 콘텐츠를 제작하였다.

3D Actual Experiencing Dance Contents Development using PC Camera and Motion Capture Device (PC 카메라와 모션 캡쳐를 이용한 3차원 체험형 댄스 콘텐츠 개발)

  • Kim, Jong-Nam;Lee, Seung-Chan;Jung, Young-Kee
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.1075-1080
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    • 2007
  • 본 논문에서는 댄스를 디지털콘텐츠와 접목시켜 누구나 쉽고 재미있게 즐길 수 있는 체험형 콘텐츠를 개발하고자 한다. 개발된 콘텐츠에서는 마우스나 키보드 등의 정적 입력 인터페이스를 벗어나 체험자의 능동적 참여를 위해 영상처리기술을 통해 PC 카메라로부터 얻은 영상에서 체험자의 모습을 분리하고 댄스 모션이 적용된 3D 모델과 같은 공간에 출력하여 두 모델간의 동작을 비교함으로써 같은 동작을 취하고 있는지를 판단하게 된다. 이때 체험자에게 어떠한 센서나 마커도 부착하지 않고 강건한 환경에서의 체험자 영상만을 추출하기 위한 방법과 댄스 모델과 체험자의 움직임 비교 방법을 새로이 제안하였다.

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The Meeting between Engineering Education and Humanities through a Movie (영화를 통한 공학교육과 인문학의 만남)

  • Kim, Joong-chul
    • Journal of Engineering Education Research
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    • v.18 no.6
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    • pp.57-63
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    • 2015
  • The purpose of this paper is to find a method to combine engineering education and the humanities by means of the movie genre. Although the science technology has developed and our living standard has improved, humanities has a tendency to be underestimated. Humanities has been treated as something antiquated, uninteresting or worn-out because it has no economic value or usefulness in itself. Engineering students need flexible, analytic and critical thought as well as the qualities in constructing key questions and trying to solve themselves. Communicative and understanding abilities are also required to them. Movies as a constructive visual device show problems with the reality. Especially, the science-related movie genre offers them an opportunity to think over why humanities matters as well as what matters in human being. The movies make engineering students think, discuss and argue on the humanity.

An Implementation of Education Puzzle for Cooperative Learning System Based on SDG(Single Display Groupware) (SDG(Single Display Groupware) 기반의 협동학습 교육퍼즐 시스템 구현에 관한 연구)

  • Kim, Myung-Gwan;Park, Han-Jin
    • The Journal of Korean Association of Computer Education
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    • v.11 no.6
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    • pp.95-102
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    • 2008
  • In this paper through the implementation of cooperative learning using SDG, education puzzle actually applies to computer training. SDG(Single Display Groupware) which one computer display have a multi-input devices can work as a collaborative system. Learners are performing together through SDG-based cooperative learning system. SDG cooperative learning with a multi-input device is superior to traditional learning with individual. We have implementation of the puzzle game with this fact. This system through effective education and raising their children's education participation rate will be able to do.

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Development of Edutainment Contents using the Multi-touch Table Top Display (멀티터치 테이블 탑 디스플레이를 활용한 에듀테인먼트 콘텐츠 구현)

  • Bak, Seon Hui;Lee, Jeong Bae;Kim, Eung Soo;Lee, Chang Jo
    • Journal of Korea Multimedia Society
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    • v.18 no.12
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    • pp.1569-1577
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    • 2015
  • Recently, the development of IT technology, utilization of smart devices 3-5-year-old infants Upon smart device penetration rate per household increases has also sharply increased. In this paper, the educational contents for kid are considered and implemented by reflecting this trend. Content that has been produced in this paper are based on learning theory of constructivism, was to be performed naturally learn the content of the table-top display of applying the NUI technology. Also, the content creation that can help you learn infants through experiments crafted tabletop display interface content, it is believed to be the basis for the improvement of usability.

A Security Assessment on the Designated PC service

  • Lee, Kyungroul;Yim, Kangbin
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.12
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    • pp.61-66
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    • 2015
  • In this paper, we draw a security assessment by analyzing possible vulnerabilities of the designated PC service which is supposed for strengthening security of current online identification methods that provide various areas such as the online banking and a game and so on. There is a difference between the designated PC service and online identification methods. Online identification methods authenticate an user by the user's private information or the user's knowledge-based information, though the designated PC service authenticates a hardware-based unique information of the user's PC. For this reason, high task significance services employ with online identification methods and the designated PC service for improving security multiply. Nevertheless, the security assessment of the designated PC service has been absent and possible vulnerabilities of the designated PC service are counterfeiter and falsification when the hardware-based unique-information is extracted on the user's PC and sent an authentication server. Therefore, in this paper, we analyze possible vulnerabilities of the designated PC service and draw the security assessment.