• Title/Summary/Keyword: Game device

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Contention Free Period Allocation by Axiomatic Bargaining Game in Multi-WBAN Overlapped Environment (중첩된 다수의 WBAN 환경에서 공리적 Bargaining Game를 이용한 비경쟁구간 할당방안)

  • Su, Wei-Dong;Shin, Sang-Bae;Cho, Jin-Sung
    • Proceedings of the Korean Information Science Society Conference
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    • 2012.06d
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    • pp.246-248
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    • 2012
  • In this paper, we recommend some game theoretical schemes try to get reliability transmission and resource allocation of the contention free period in overlapped WBAN(Wireless Body Area Net works) environment. Cooperative bargaining game is considered to guarantee a reliability conflict-free transmission. We study it by considering the priorty of device and the demand number of allocated timeslots in the CFP (Contention Free Period), and guarantee the least requested timeslots through bargaining between each user.

Development of Korean Traditional game Gonu App. under Android OS2.0 Environment (안드로이드 OS2.0 환경에서 우리나라전통놀이 고누놀이 앱(App.) 개발)

  • Kang, Seung-Woo;Kim, Yang-Jib;Choi, Byung-Kab;Song, Teuk-Seob
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.05a
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    • pp.621-622
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    • 2011
  • A smartphone is a mobile device that has smiler to the computing power of the PC. People who use smartphone applications are increasing and there are a lot of applications for smartphones. Applications for educational games and hence of Korean traditional culture are still insufficient. To do this, we develop Gonu which is a traditional game.

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A Study on the Gaming Experience of the Movie <1917> - Focused on the Digital Moving Long Take Shot (영화 <1917>의 게임적 체험 연구 - 디지털 무빙 롱테이크 쇼트를 중심으로)

  • Ryu, Woo Hyun;Jung, Won Sik
    • Journal of Korea Multimedia Society
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    • v.25 no.2
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    • pp.411-420
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    • 2022
  • Entering the digital cinema era, movies and games are remediating each other. The shots of digital movies are being transformed into realistic content through digital Moving long-take shots that transcend time and space and move smoothly. At this time, the digital Moving long take shot that continuously captures the space in all directions without an external screen induces a game experience. In addition, the camera that constantly accompanies the person enhances the sense of immersion in the game in a way similar to the point of view of the game. While various immersive device contents represented by VR, AR and XR are emerging, the advent of <1917> suggests significant implications for post-cinema in that it creates a game experience while maintaining the traditional screen environment and cinematic paradigm.

The Information Leisure Activity of the Aging Generation and the Analysis of Meaning (노년기 소비자의 정보화 여가활동 연구와 의미 분석)

  • Kim, Yeon-Jeong
    • Journal of Family Resource Management and Policy Review
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    • v.14 no.4
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    • pp.323-340
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    • 2010
  • Many social and environmental changes have emerged due to the increasing size of the aging generation. This study explored the current status of the information leisure activity of the aging generation (computer use activity, internet service participation, social community participation and blogging, UCC, etc.) and the need for serious games among elderly consumers. It analyzed the current status of serious game and information leisure span as determined by experts on elderly care at the aging welfare institute. The research methods involved applying content analysis and focus group interviews. The results were as follows: The elderly are willing to enjoy the internet and economics networks. In particular, economic investment, economic news, health, meetings, and communication are the main internet search categories. The results for serious games are less interesting than those for IT participation. The components of usefulness in terms of serious games, as identified by care experts, are simplicity, a user-friendly interface, efficacy, and certainty in using the game device. Care experts recognize that serious games represent a supplementary device to traditional physical and emotional therapy.

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Coalition Formation Game Based Relay Selection and Frequency Sharing for Cooperative Relay Assisted Wireless D2D Networks with QoS Constraints

  • Niu, Jinxin;Tang, Wei;Guo, Wei
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.11
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    • pp.5253-5270
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    • 2016
  • With device-to-device (D2D) communications, an inactive user terminal can be utilized as a relay node to support multi-hop communication so that connective experience of the cell-edge user as well as the capacity of the whole system can be significantly improved. In this paper, we investigate the spectrum sharing for a cooperative relay assisted D2D communication underlying a cellular network. We formulate a joint relay selection and channel assignment problem to maximize the throughput of the system while guaranteeing the quality of service (QoS) requirements of cellular users (CUs) and D2D users (DUs). By exploiting coalition formation game theory, we propose two algorithms to solve the problem. The first algorithm is designed based on merge and split rules while the second one is developed based on single user's movement. Both of them are proved to be stable and convergent. Simulation results are presented to show the effectiveness of the proposed algorithms.

Development of virtual reality simulation game synchronized with real robot (로봇과 동기화된 가상현실 시뮬레이션 게임의 개발)

  • Shim, Jae-Youn;Yoo, Hwan-Soo;Sung, Hyun-Seong
    • Journal of Korea Game Society
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    • v.18 no.4
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    • pp.33-42
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    • 2018
  • Virtual reality can user experience the virtual world of computer and stimulate user eyesight and emotions. HMD can acquire and stimulate user behavior and sensory information. In this paper, we propose a virtual reality game using robot control. Controlling the robots using various interfaces and synchronizing them with the virtual reality game. In this paper, we use OID mat for robot movement detection based optical code recognition and Kalman filter.

A Game System Design for Local Wireless Network using Zigbee Technology (지그비 기술을 이용한 근거리 무선 네트워크 게임 시스템 설계)

  • Kang, Sung-Kwan;Kim, Kwan-Woong;Kim, Hong-Ki;Ahn, Tae-Hong
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.95-102
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    • 2011
  • At present, with the rise of smart-phone market supported the Wi-Fi, smart-phone based network content has propagated rapidly. But, network content service is difficult in feature phone and multimedia device not supporting the Wi-Fi or supporting only the bluetooth. This paper was used the zigbee technology supporting low power, low cost, availability, multi channel, broadcasting compared to the bluetooth or Wi-Fi. It will provide a variable network game development by utilizing the zigbee technology. Also, it is provide the development of variable mobile network contents using the zigbee.

Design and Implementation of the Alternative Reality Game using NFC Tags (NFC 태그를 활용한 ARG 게임의 설계 및 구현)

  • Lee, Yeongha;Khang, Seungwoo;Baek, Seunghyuk;Ha, Minho;Lee, Sangjun
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.141-148
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    • 2015
  • Most current games are composed of simple operations without a user's actual movements. because they are made up of only virtual space. For that reason, many side effects arise on a user's body and mind. The Alternative Reality Game(ARG) is new game genre that has an effect to mitigate side effects caused by activity on a virtual space. This new kind of game genre can be instrumental role in creating a greater social intimacy and a higher tendency to cooperate that potentially reaches beyond the game context. In this paper, we suggest a real implementation of ARG using mobile devices and NFC tags. In addition, a noble editor for creating an ARG and a game launcher based on mobile device are suggested.

Gesture-based Table Tennis Game in AR Environment (증강현실과 제스처를 이용한 비전기반 탁구 게임)

  • Yang, Jong-Yeol;Lee, Sang-Kyung;Kyoung, Dong-Wuk;Jung, Kee-Chul
    • Journal of Korea Game Society
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    • v.5 no.3
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    • pp.3-10
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    • 2005
  • We present the computer table tennis game using player's swing motion. We need to transform a real world coordinate into a virtual world coordinate in order to hit the virtual ball. We can not get a correct 3-dimension position of racket in environment that using one camera or simple image processing. Therefore we use Augmented Reality (AR) concept to develop the game. This paper shows the AR table tennis game using gesture and method to develop the 3D interaction game that only using one camera without any motion detection device or stereo cameras. Also, we use a scan line method to recognize gesture for speedy processing. The game is developed using ARtoolkit and DirectX that is popular tool of SDK for game development.

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The Design and Implementation of Java Application in KVM on Real-Time Operating System, iRTOS (실시간 운영체제 iRTOS 상에서의 KVM기반 자바 응용프로그램 설계 및 구현)

  • Lee, jin-wook;Kim, jong-jin;Lee, cheol-hoon
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.833-838
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    • 2009
  • Recently the use of the portable device like a PDA or a Smart-Phone increases to follow, Java technology that support Platform Independence on Hardware Flatform has become core Flatform in Software sphere. Especially Portable device use a KVM(Kilobyte Virtual Machine) of Java's various specification. In this paper, we design and implement Java Game Application for verification of KVM and verify on Real-Time Operating System iRTOS.

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