• Title/Summary/Keyword: Game device

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A Study on eye-tracking software design and development for e-sports viewing on the web (e 스포츠 웹 시청 연구를 위한 시선 분석도구 설계 및 개발)

  • Ko, Eunji;Choi, SunYoung
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.121-132
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    • 2015
  • This study suggests a design for an analytical software program and method for multitasking e-sports viewing through the web using an eye tracking device. To fulfill this task, we designed a Window of Interest (WOI) to measure and record visually on a screen wherever numerous multitasking activities occur. In addition, we developed an OBS (Opensource Broadcaster Software) plug-in that records and streams participant viewing behavior patterns in real time. The purpose of this study is as follows. First, unlike existing tools that limit web interface recording to still images, the developed tool can record dynamically via media such as videos. Second, when several windows are processed on a screen, the tool can accurately record the gaze positions of the participants. Lastly, the tool can enhance the objective validity of the data as it can be implemented in natural situations. Therefore, this study can trace natural viewing patterns and behavior as we do not create artificial experimental environments and stimuli.

Development and Usability Evaluation of Hand Rehabilitation Training System Using Multi-Channel EMG-Based Deep Learning Hand Posture Recognition (다채널 근전도 기반 딥러닝 동작 인식을 활용한 손 재활 훈련시스템 개발 및 사용성 평가)

  • Ahn, Sung Moo;Lee, Gun Hee;Kim, Se Jin;Bae, So Jeong;Lee, Hyun Ju;Oh, Do Chang;Tae, Ki Sik
    • Journal of Biomedical Engineering Research
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    • v.43 no.5
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    • pp.361-368
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    • 2022
  • The purpose of this study was to develop a hand rehabilitation training system for hemiplegic patients. We also tried to find out five hand postures (WF: Wrist Flexion, WE: Wrist Extension, BG: Ball Grip, HG: Hook Grip, RE: Rest) in real-time using multi-channel EMG-based deep learning. We performed a pre-processing method that converts to Spider Chart image data for the classification of hand movement from five test subjects (total 1,500 data sets) using Convolution Neural Networks (CNN) deep learning with an 8-channel armband. As a result of this study, the recognition accuracy was 92% for WF, 94% for WE, 76% for BG, 82% for HG, and 88% for RE. Also, ten physical therapists participated for the usability evaluation. The questionnaire consisted of 7 items of acceptance, interest, and satisfaction, and the mean and standard deviation were calculated by dividing each into a 5-point scale. As a result, high scores were obtained in immersion and interest in game (4.6±0.43), convenience of the device (4.9±0.30), and satisfaction after treatment (4.1±0.48). On the other hand, Conformity of intention for treatment (3.90±0.49) was relatively low. This is thought to be because the game play may be difficult depending on the degree of spasticity of the hemiplegic patient, and compensation may occur in patient with weakened target muscles. Therefore, it is necessary to develop a rehabilitation program suitable for the degree of disability of the patient.

A Study on Exercise Intervention for Improving Physical Activity for the Disabled: From the Perspective of Convergence Device (장애인 신체활동 증가를 위한 운동중재에 관한 연구: 융합형 디바이스 활용 관점에서)

  • Kang, Sunyoung
    • Convergence Security Journal
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    • v.19 no.5
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    • pp.85-90
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    • 2019
  • The purpose of this study is to analyze the trend of exercise intervention applying various devices to increase the physical activity of the disabled, and to suggest the exercise intervention using converged devices that meet the needs of the times due to the increase of elderly people with disabilities. Exercise intervention using converged devices applicable to the disabled is divided into two types: first, exercise intervention using virtual reality-based gamification, and second, exercise intervention based on wearable devices of wearable or body-attached such as bands and watches. For exercise intervention using converged devices that can be enjoyed by the elderly with disability, minimize of environmental limitations, and easy to personalize, there is a need for configuration requirements such as easy operation and simple rules of operation, easy device installation and wearing, a trainer who can complement immature device utilization. In order to maintain and improve the daily living performance of the elderly with disabilities who experience a significant decrease in their cognitive and physical functions, it is necessary to use a physical activity game that can be experienced and can be interested in everyday life or a variety of devices to increase the amount of physical activity.

Determinants of Mobile Application Use: A Study Focused on the Correlation between Application Categories (모바일 앱 사용에 영향을 미치는 요인에 관한 연구: 앱 카테고리 간 상관관계를 중심으로)

  • Park, Sangkyu;Lee, Dongwon
    • Journal of Intelligence and Information Systems
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    • v.22 no.4
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    • pp.157-176
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    • 2016
  • For a long time, mobile phone had a sole function of communication. Recently however, abrupt innovations in technology allowed extension of the sphere in mobile phone activities. Development of technology enabled realization of almost computer-like environment even on a very small device. Such advancement yielded several forms of new high-tech devices such as smartphone and tablet PC, which quickly proliferated. Simultaneously with the diffusion of the mobile devices, mobile applications for those devices also prospered and soon became deeply penetrated in consumers' daily lives. Numerous mobile applications have been released in app stores yielding trillions of cumulative downloads. However, a big majority of the applications are disregarded from consumers. Even after the applications are purchased, they do not survive long in consumers' mobile devices and are soon abandoned. Nevertheless, it is imperative for both app developers and app-store operators to understand consumer behaviors and to develop marketing strategies aiming to make sustainable business by first increasing sales of mobile applications and by also designing surviving strategy for applications. Therefore, this research analyzes consumers' mobile application usage behavior in a frame of substitution/supplementary of application categories and several explanatory variables. Considering that consumers of mobile devices use multiple apps simultaneously, this research adopts multivariate probit models to explain mobile application usage behavior and to derive correlation between categories of applications for observing substitution/supplementary of application use. The research adopts several explanatory variables including sociodemographic data, user experiences of purchased applications that reflect future purchasing behavior of paid applications as well as consumer attitudes toward marketing efforts, variables representing consumer attitudes toward rating of the app and those representing consumer attitudes toward app-store promotion efforts (i.e., top developer badge and editor's choice badge). Results of this study can be explained in hedonic and utilitarian framework. Consumers who use hedonic applications, such as those of game and entertainment-related, are of young age with low education level. However, consumers who are old and have received higher education level prefer utilitarian application category such as life, information etc. There are disputable arguments over whether the users of SNS are hedonic or utilitarian. In our results, consumers who are younger and those with higher education level prefer using SNS category applications, which is in a middle of utilitarian and hedonic results. Also, applications that are directly related to tangible assets, such as banking, stock and mobile shopping, are only negatively related to experience of purchasing of paid app, meaning that consumers who put weights on tangible assets do not prefer buying paid application. Regarding categories, most correlations among categories are significantly positive. This is because someone who spend more time on mobile devices tends to use more applications. Game and entertainment category shows significant and positive correlation; however, there exists significantly negative correlation between game and information, as well as game and e-commerce categories of applications. Meanwhile, categories of game and SNS as well as game and finance have shown no significant correlations. This result clearly shows that mobile application usage behavior is quite clearly distinguishable - that the purpose of using mobile devices are polarized into utilitarian and hedonic purpose. This research proves several arguments that can only be explained by second-hand real data, not by survey data, and offers behavioral explanations of mobile application usage in consumers' perspectives. This research also shows substitution/supplementary patterns of consumer application usage, which then explain consumers' mobile application usage behaviors. However, this research has limitations in some points. Classification of categories itself is disputable, for classification is diverged among several studies. Therefore, there is a possibility of change in results depending on the classification. Lastly, although the data are collected in an individual application level, we reduce its observation into an individual level. Further research will be done to resolve these limitations.

A Study on QTG(Qualification Test Guide) Generation for a Flight Training Device to be Qualifiable at FAA Level 5 (X-Plane 기반 비행훈련장치의 FAA Level 5 FTD(Flight Training Device) 인증을 위한 QTG(Qualification Test Guide) 생성방법 연구)

  • Kim, Il-Woo;Park, TaeJun;Yoon, SukJun
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.44 no.12
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    • pp.1035-1042
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    • 2016
  • By using commercial flight simulation game engine, X-Plane, we have studied QTG(Qualification Test Guide) generation that can satisfy FTD level 5. Flight model is SR-20 of Cirrus. In list of QTG, There are some items to measure control forces. therefore, we have installed CLS(Control Loading System) to flight control devices in order to make it possible to measure control forces. We made Autopilot function externally to make flight model in trim conditions because X-Plane don't provide internal trim routine function. In addition to develop an algorithm, it can automatically perform the test. To avoid the inconvenience to control as it was to be carried out in same conditions. In case of FTD level 5, it is possible to use alternative data sources not only real flight data. By using these alternative data sources, all test results satisfy a scope given by CFR Part 60.

Infrared LED Pointer for Interactions in Collaborative Environments (협업 환경에서의 인터랙션을 위한 적외선 LED 포인터)

  • Jin, Yoon-Suk;Lee, Kyu-Hwa;Park, Jun
    • Journal of the HCI Society of Korea
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    • v.2 no.1
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    • pp.57-63
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    • 2007
  • Our research was performed in order to implement a new pointing device for human-computer interactions in a collaborative environments based on Tiled Display system. We mainly focused on tracking the position of an infrared light source and applying our system to various areas. More than simple functionality of mouse clicking and pointing, we developed a device that could be used to help people communicate better with the computer. The strong point of our system is that it could be implemented in any place where a camera can be installed. Due to the fact that this system processes only infrared light, computational overhead for LED recognition was very low. Furthermore, by analyzing user's movement, various actions are expected to be performed with more convenience. This system was tested for presentation and game control.

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Object Control System Based on LED for Table Top Display (테이블 탑 디스플레이용 LED기반 객체 컨트롤 시스템 -증강현실을 위한 테이블 탑 디스플레이용 입력장치)

  • Oh, Jin-Sik;Jeong, Jong-Mun;Kim, Jeong-Sik;Yang, Hyung-Jeong;Lee, Chil-Woo
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.224-229
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    • 2008
  • In this paper, we propose an object control system on table top display to support augmented reality in which objects in real-world control computer-generated data. We developed LED-based object control system over table top display so that it is capable of controlling networked table top display. The LED-based object control system supports more natural interactive interface. In this paper, infrared LED is used to implement the object control device to be recognised by table top display. We applied LED-based object control system in air hockey game where a team has a point if their puck goes to opponent's net on a table. Since users can control objects in cyber world with the proposed object control device, it is realized augmented reality.

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A Study of Sensitivity Analysis and Traffic Performance by Competition in the Ad hoc Network (애드혹(Ad hoc) 네트워크에서 경쟁에 의한 트래픽성능 및 민감성 분석)

  • Cho, Hyang-Duck;Kim, Woo-Shik
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.47 no.3
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    • pp.39-49
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    • 2010
  • Ad hoc network is infrastructureless network, that the network topology is configured by each node. Each node capacity device function namely, accomplishes a network control and a function of management because not being Network device of the exclusively. Ad hoc networks what kind of node join or leave the network topology to facilitate the expansion of arbitrary topology, to the case which is the distance whose traffic is distant the place must overtake through the route of intermediate nodes, like these facts give an effect to performance fluctuation. Consequently, each node in order to maintain traffic of oneself stably there is a necessity which will consider traffic and congestion control from the node which traffic of a condition and oneself of traffic of the circumference and the route which compose the network will overtake through. This paper assumes the path of the band with a finite resource, and path traffic to occupy the competition and its impact on transmission performance of these competing arguments to configure the model factor to analyse the performance impact on the results presented. Like this result with the fact that from the study, it will contribute in network management policy and the technique.

Rule-based Speech Recognition Error Correction for Mobile Environment (모바일 환경을 고려한 규칙기반 음성인식 오류교정)

  • Kim, Jin-Hyung;Park, So-Young
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.10
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    • pp.25-33
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    • 2012
  • In this paper, we propose a rule-based model to correct errors in a speech recognition result in the mobile device environment. The proposed model considers the mobile device environment with limited resources such as processing time and memory, as follows. In order to minimize the error correction processing time, the proposed model removes some processing steps such as morphological analysis and the composition and decomposition of syllable. Also, the proposed model utilizes the longest match rule selection method to generate one error correction candidate per point, assumed that an error occurs. For the purpose of deploying memory resource, the proposed model uses neither the Eojeol dictionary nor the morphological analyzer, and stores a combined rule list without any classification. Considering the modification and maintenance of the proposed model, the error correction rules are automatically extracted from a training corpus. Experimental results show that the proposed model improves 5.27% on the precision and 5.60% on the recall based on Eojoel unit for the speech recognition result.

Efficient Method to Support Mobile Virtualization-based Cloud Resource Management (모바일 가상화기반 클라우드 자원관리를 지원하는 효율적 방법)

  • Kang, Yongho;Jang, Changbok;Lee, Wanjik;Heo, Seokyeol;Kim, Jooman
    • Journal of Digital Convergence
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    • v.12 no.2
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    • pp.277-283
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    • 2014
  • Recently, various cloud service has been being provided on mobile devices as well as desktop pc and server computer. Also, Smartphone users are very rapidly increasing, and they are using it for enjoying various services(cloud service, game, banking service, mobile office, etc.). So, research to utilize resources on mobile device has been conducted. In this paper, We have suggested efficient method of cloud resource management by using information of available physical resources(CPU, memory, storage, etc.) between mobile devices, and information of physical resource in mobile device. Suggested technology is possible to guarantee real-time process and efficiently manage resources.