• Title/Summary/Keyword: Game project

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Normal and Malicious Application Pattern Analysis using System Call Event on Android Mobile Devices for Similarity Extraction (안드로이드 모바일 정상 및 악성 앱 시스템 콜 이벤트 패턴 분석을 통한 유사도 추출 기법)

  • Ham, You Joung;Lee, Hyung-Woo
    • Journal of Internet Computing and Services
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    • v.14 no.6
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    • pp.125-139
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    • 2013
  • Distribution of malicious applications developed by attackers is increasing along with general normal applications due to the openness of the Android-based open market. Mechanism that allows more accurate ways to distinguish normal apps and malicious apps for common mobile devices should be developed in order to reduce the damage caused by the rampant malicious applications. This paper analysed the normal event pattern from the most highly used game apps in the Android open market to analyse the event pattern from normal apps and malicious apps of mobile devices that are based on the Android platform, and analysed the malicious event pattern from the malicious apps and the disguising malicious apps in the form of a game app among 1260 malware samples distributed by Android MalGenome Project. As described, experiment that extracts normal app and malicious app events was performed using Strace, the Linux-based system call extraction tool, targeting normal apps and malicious apps on Android-based mobile devices. Relevance analysis for each event set was performed on collected events that occurred when normal apps and malicious apps were running. This paper successfully extracted event similarity through this process of analyzing the event occurrence characteristics, pattern and distribution on each set of normal apps and malicious apps, and lastly suggested a mechanism that determines whether any given app is malicious.

Lie Puzzle Dressed up as the Real---Analysis of Reversal Narrative in Hong Kong Film "Project Gutenberg" (거짓으로 진실을 은폐한 거짓 미스터리 - 홍콩영화<무쌍>의 반전서사 분석)

  • Liu, Ruobing
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.1
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    • pp.107-116
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    • 2020
  • The Hong Kong film "Project Gutenberg" has obtained the great achievements at the box office and public reputation due to such multiple factors as realistic counterfeit banknote production process, breathtaking gunfight scenes, brain-burning plot, unexpected reversal ending, personal charm of Chow Yun-Fat and so on. In terms of film narrative, the director utilized the narrator, Li Wen, to guide the police and audience in the limited angle of perspective into the scheme, and make the symbolic meaning image of the actor Chow Yun-Fat stengthen the audience's confirmation for the imagination of "painter", with the introduction of multiple narratives and flashback of different characters and scenes, and then finally, used the narrative structure with multiple lines and layers to uncover the truth. There are three great reversals in the film, each of which is overthrow for the film plot, and every overthrow is a disavowal of the audience's cognition for the previous story; therefore it brings the greatly emotional tension, making the audience get complete release and relief in the process of the psychological game of cognition, identification and decision-making at the end.

Development of a Pneumatically Driven 6 DOF Driving Simulator (공기압 구동식 6 DOF 드라이빙 시뮬레이터의 개발)

  • Kim, Geun-Mook;Kang, E-Sok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.12
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    • pp.6090-6097
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    • 2013
  • A pneumatically-driven driving simulator that provides a realistic representation of the driving environment was developed. The motion platform for the driving simulator is a mechatronic device that gives a driver the realistic feeling of an actual vehicle. The cost of the motion platform comprises the largest part of the expenses in developing a driving simulator. In this project, to develop a low-cost motion platform, the self-built motion platform based on the Stewart platform configuration that is constructed by six pneumatic cylinders was used as its actuator. The Stewart platform that moves in response to the operating signals of the joystick showed satisfactory tracking performance. We confirmed the possibility of the driving simulator using rFactor that is a commercially available racing game software.

Interactive drawing with user's intentions using image segmentation

  • Lim, Sooyeon
    • International Journal of Internet, Broadcasting and Communication
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    • v.10 no.3
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    • pp.73-80
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    • 2018
  • This study introduces an interactive drawing system, a tool that allows user to sketch and draw with his own intentions. The proposed system enables the user to express more creatively through a tool that allows the user to reproduce his original idea as a drawing and transform it using his body. The user can actively participate in the production of the artwork by studying the unique formative language of the spectator. In addition, the user is given an opportunity to experience a creative process by transforming arbitrary drawing into various shapes according to his gestures. Interactive drawing systems use the segmentation of the drawing image as a way to extend the user's initial drawing idea. The system includes transforming a two-dimensional drawing into a volume-like form such as a three-dimensional drawing using image segmentation. In this process, a psychological space is created that can stimulate the imagination of the user and project the object of desire. This process of drawing personification plays a role of giving the user familiarity with the artwork and indirectly expressing his her emotions to others. This means that the interactive drawing, which has changed to the emotional concept of interaction beyond the concept of information transfer, can create a cooperative sensation image between user's time and space and occupy an important position in multimedia society.

The Development and Application of Regional Environmental Education Program Using Environment of Dam-Focusing on the Upper Zone of Hapcheon Dam (Geochang)- (댐 환경을 활용한 지역환경 교육 프로그램의 개발과 적용)

  • Lee, Young-Woo;Nam, Young-Sook
    • Hwankyungkyoyuk
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    • v.17 no.2
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    • pp.26-37
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    • 2004
  • The goal of this paper is to develop a regional environmental education program using a regional environment of dam, and to set up a regional education for sustainable development with applying that program to the students. This environmental education program is based on Hungerford's project, which consists of 4 subjects. They are good and bad influences of dam environment which students can experience easily in daily life. Through the volunteering activities such as discussion, search and observation, pre- and post-test, study of value, presentation and game, students can decide which is a favorable strategy for preserving dam facilities well. And they are encouraged to take part in environmental preservation and practice what they learn everyday in the community. The following are the outcomes of this environmental education program: First, students are much more interested in regional and general environmental problems than before and participate in conservation activities voluntarily. Second, students express their willingness for the prevention of water pollution in Hapcheon Dam by collecting garbages and reducing synthetic detergent. Third, students demand some measures which connect the school program to citizen groups for the prevention of water pollution in Hapcheon Dam.

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Educational Effects of a H-STEAM Group Play Course in College Liberal Arts Curriculum

  • Lim, Byungro;Choi, Yunhi;Bae, Jaehyeong;Lee, SeungGwan;Baek, Soohee
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.6
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    • pp.29-37
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    • 2016
  • In this paper, we evaluated educational effects of H-STEAM group play contents(a course) and tried to suggest a convergent model for college liberal art curriculum. We opened a mixed course(math, art, engineering, and humanities) with team teaching for this purpose. For the test, we collected data from survey, K-W-L sheet, and reflection paper from 23 students who enrolled in this course. Students should do a team project during the course, propose a new group game, and write K-W-L sheet at the end of each session and reflection paper at the final stage. As a result, it is said that H-STEAM group contents had an effect on students' satisfaction and achievement. During the course, students made academic efforts and were able to construct convergent knowledge from the four fields. From this study, we are sure that H-STEAM contents can play a substitute role for the traditional liberal arts program and innovate the curriculum for the knowledge convergence society.

Synthetic Data Generation with Unity 3D and Unreal Engine for Construction Hazard Scenarios: A Comparative Analysis

  • Aqsa Sabir;Rahat Hussain;Akeem Pedro;Mehrtash Soltani;Dongmin Lee;Chansik Park;Jae- Ho Pyeon
    • International conference on construction engineering and project management
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    • 2024.07a
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    • pp.1286-1288
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    • 2024
  • The construction industry, known for its inherent risks and multiple hazards, necessitates effective solutions for hazard identification and mitigation [1]. To address this need, the implementation of machine learning models specializing in object detection has become increasingly important because this technological approach plays a crucial role in augmenting worker safety by proactively recognizing potential dangers on construction sites [2], [3]. However, the challenge in training these models lies in obtaining accurately labeled datasets, as conventional methods require labor-intensive labeling or costly measurements [4]. To circumvent these challenges, synthetic data generation (SDG) has emerged as a key method for creating realistic and diverse training scenarios [5], [6]. The paper reviews the evolution of synthetic data generation tools, highlighting the shift from earlier solutions like Synthpop and Data Synthesizer to advanced game engines[7]. Among the various gaming platforms, Unity 3D and Unreal Engine stand out due to their advanced capabilities in replicating realistic construction hazard environments [8], [9]. Comparing Unity 3D and Unreal Engine is crucial for evaluating their effectiveness in SDG, aiding developers in selecting the appropriate platform for their needs. For this purpose, this paper conducts a comparative analysis of both engines assessing their ability to create high-fidelity interactive environments. To thoroughly evaluate the suitability of these engines for generating synthetic data in construction site simulations, the focus relies on graphical realism, developer-friendliness, and user interaction capabilities. This evaluation considers these key aspects as they are essential for replicating realistic construction sites, ensuring both high visual fidelity and ease of use for developers. Firstly, graphical realism is crucial for training ML models to recognize the nuanced nature of construction environments. In this aspect, Unreal Engine stands out with its superior graphics quality compared to Unity 3D which typically considered to have less graphical prowess [10]. Secondly, developer-friendliness is vital for those generating synthetic data. Research indicates that Unity 3D is praised for its user-friendly interface and the use of C# scripting, which is widely used in educational settings, making it a popular choice for those new to game development or synthetic data generation. Whereas Unreal Engine, while offering powerful capabilities in terms of realistic graphics, is often viewed as more complex due to its use of C++ scripting and the blueprint system. While the blueprint system is a visual scripting tool that does not require traditional coding, it can be intricate and may present a steeper learning curve, especially for those without prior experience in game development [11]. Lastly, regarding user interaction capabilities, Unity 3D is known for its intuitive interface and versatility, particularly in VR/AR development for various skill levels. In contrast, Unreal Engine, with its advanced graphics and blueprint scripting, is better suited for creating high-end, immersive experiences [12]. Based on current insights, this comparative analysis underscores the user-friendly interface and adaptability of Unity 3D, featuring a built-in perception package that facilitates automatic labeling for SDG [13]. This functionality enhances accessibility and simplifies the SDG process for users. Conversely, Unreal Engine is distinguished by its advanced graphics and realistic rendering capabilities. It offers plugins like EasySynth (which does not provide automatic labeling) and NDDS for SDG [14], [15]. The development complexity associated with Unreal Engine presents challenges for novice users, whereas the more approachable platform of Unity 3D is advantageous for beginners. This research provides an in-depth review of the latest advancements in SDG, shedding light on potential future research and development directions. The study concludes that the integration of such game engines in ML model training markedly enhances hazard recognition and decision-making skills among construction professionals, thereby significantly advancing data acquisition for machine learning in construction safety monitoring.

A Study on Strategy for developing LBS Entertainment content based on local tourist information (지역 관광 정보를 활용한 LBS 엔터테인먼트 컨텐츠 개발 방안에 관한 연구)

  • Kim, Hyun-Jeong
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.151-162
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    • 2007
  • How can new media devices and networks provide an effective response to the world's growing sector of cultural and historically-minded travelers? This study emerged from the question of how mobile handsets can change the nature of cultural and historical tourism in ubiquitous city environments. As wireless network and mobile IT have rapidly developed, it becomes possible to deliver cultural and historical information on the site through mobile handset as a tour guidance system. The paper describes the development of a new type of mobile tourism platform for site-specific cultural and historical information. The central objective of the project was to organize this cultural and historical walking tour around the mobile handset and its unique advantages (i.e. portability, multi-media capacity, access to wireless internet, and location-awareness potential) and then integrate the tour with a historical story and role-playing game that would deepen the mobile user's interest in the sites being visited, and enhance his or her overall experience of the area. The project was based on twelve locations that were culturally and historically significant to Korean War era in Busan. After the mobile tour game prototype was developed for this route, it was evaluated at the 10th PIFF (Pusan International Film Festival). After use test, some new strategies for developing mobile "edutainment content" to deliver cultural historical contents of the location were discussed. Combining 'edutainment' with a cultural and historical mobile walking tour brings a new dimension to existing approaches of the tourism and mobile content industry.

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The Case Study on a Documentation of Mega Sports Event (메가 스포츠이벤트의 기록화를 위한 사례연구)

  • Cheon, Ho Jun
    • The Korean Journal of Archival Studies
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    • no.42
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    • pp.37-71
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    • 2014
  • The purpose of this study was to analyze developed case of archiving on Mega Sport Event for searching effective method on a documentation of Mega Sport Event. In order to conduct this study, literature review method was using about book, thesis and data of internet homepage for exploring the stage on Mega Sports Event and case of Mega Sports Event record management. The field study was conducted about institute related to Olympic record management institution for analysing Mega Sports Event record management. The result of this study is following: Firstly, 2012London Organizing Committee of the Olympic Games's case(The People's Record Project) is useful to ex-ante event phase. Secondly, 2000Sydney Organizing Committee of the Olympic Games's case(Olympic Games Knowledge Management Project) is useful to event operation phase. Thirdly. LA84Foundation's case(Olympic Oral History Project) is useful to ex-post event. The significance of this study which came up with the study result above can be presented as follows. Based on the result of this study, it is assumed that three case for documentation about Mega Sports Event. Lastly, the result of this study was useful to Mega Sports Event record management institution. For the more, it will be conducted to study law of Mega Sport Event record management, humane and Material resource and method related to record management of the Mega Sports Event organizing committee.

Study on Perceptions through Big data Analysis on Gambling related News in Korea (한국 사행산업 관련 뉴스의 빅데이터 분석을 통한 인식 연구)

  • Moon, HyeJung;Kim, SungKyung
    • Journal of Broadcast Engineering
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    • v.22 no.4
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    • pp.438-447
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    • 2017
  • The purpose of this study is to understand the recognition of gambling industry through the semantic analysis of news data on lottery, sports betting, horse racing and casino that was reported between 1990 to 2015 in South Korea. This paper revealed the difference between journalists' intention and public's perception about news by analyzing the frequency and connectivity of news with framing and public's interest through semantic network analysis and explored the policy characteristics and innovation task. The result of analysis, news on lottery game mainly has been reported social issue related with win such as 'winning number', 'prize money', 'suspicion of manipulation' and etc. News on sports betting has been reported mandatory information related with business project and illegal site such as 'bidding', 'illegal site', 'sales target' and etc. News about horse racing has been reported the information about the business advertisement such as 'online race track' and 'promotion'. Lastly, casino related news has been reported 'major information' such as illegality', 'gambling place' and 'foreigner'. As a result of times series analysis, news about casino in the 1990s, news about lottery in the 2000s and news about horse racing in 2010s have been increased. Public's interest also has been moved to 'business scandal', 'winning game', 'citizens' campaign' and etc. Gambling related news has been classified by four types, 1. advertising publicity(horse racing), 2. mandatory information(sports betting), 3. social issue(public agenda, lottery), 4. major information(casino). We could get the insight that news can be formed a public agenda, when news is reported as a social issue with high frequency and public's interest like lottery related news.