• Title/Summary/Keyword: Interactive game

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CIVE: Context-based Interactive System for Heterogeneous Distributed Virtual Environments (이기종 분산 가상 환경을 위한 컨텍스트 기반 상호작용 시스템)

  • Jang, Sei-Ie;Lee, Young-Ho;Woo, Woon-Tack
    • Journal of KIISE:Computer Systems and Theory
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    • v.32 no.5
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    • pp.209-218
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    • 2005
  • In this paper, we propose CIVE, context-based interactive system for heterogeneous distributed virtual environments that delivers contexts irom real world to virtual environment and vice versa. The proposed system ronsists of obi-UCAM for generating user's contexts, NAVER for managing virtual environment, and Interface for linking obi-UCAM with NAVER. The connection between real and virtual worid through context is brneficial in following ways. Firstly. CIVE Provides a personalized user interface for virtual environment according to a user profile such as identity, age and vernacular. Secondly, translating all input signals into context, it guarantees adaptive access that enables a user to exploit unencumbered input devices controlling a shared object in virtual environment even if he moves with his own device from a virtual system to another. Finally, it provides a mechanism for synchronizing distributed virtual systems that share context representing changes at remote nodes. The context reduces the inconsistency of representing the same data among heterogeneous systems. Therefore, CIVE plays an important role in implementing VR applications such as teleconference, game and entertainment.

A Study on Game-Playing Plasticity of Modern Art Focused on Media Arts (미디어아트를 중심으로 한 현대미술의 유희성에 관한 연구)

  • Lee, See-Jeung;You, Hyun-Bea
    • Journal of Digital Contents Society
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    • v.11 no.4
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    • pp.503-511
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    • 2010
  • While various artistic trends coexisting in the 20th century, media arts that formed with the medium of a material attempts in various ways to induce the establishment of the artwork through the public communication. The visual arts that use the media satisfy both the artistry and the popularity in the area of popular culture as the form of variable. Moreover, visual arts stimulate a playful sense of human to maximize the public satisfaction that works here. This paper aims to discuss the potentials and the trends in the contemporary art by understanding the conceptual and principle background of the contemporary media art which shows the active employment the playful sense of human nature in the work in order to establish the effective communication with the public. Consequently, as the digital environment and advanced network technology which were thought to be the key elements of the popularization of media art were reached its limit, media artist, Tony oursler's artwork which was created based on human playful nature and interactive artwork that supports the audience to interact with artwork and its space are proven to be the useful devises for the public communication.

Real-time 3D Visualization Method of Landslide disaster prediction Simulation using GPU (GPU을 이용한 토사재해 예측 시뮬레이션의 3D 실시간 가시화 방법)

  • Song, Sang-Min;Cho, Kwang-Joon;Ok, Soo-yol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.7
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    • pp.1630-1638
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    • 2015
  • In this paper, we propose a GPU-based interactive and plausible visualization method for the silt and landslide simulation results computed with SPH. By empirical experiments, we verify that our GPU-accelerated screen space mesh method can be effectively used for visualizing the landslide disaster simulation. The method proposed in this paper make it possible to overcome the limitation of previous simulations where the experience obtained by trials and errors plays the most important roles. Because the realtime visualization enables interactive observation of simulation results and efficient data assimilation, the accuracy of the simulation can be significantly improved in an efficient way.

A Proposal for Improving Techniques of GTS Utilization Based on WBAN (WBAN 기반의 GTS 채널 이용률 향상기법 제안)

  • Park, Joo-Hee;Jung, Won-Soo
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.10
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    • pp.73-81
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    • 2011
  • The WBAN(Wireless Body Area Network) technology is a short distance wireless network which provides each device's interactive communication by connecting devices inside and outside of body located within 3 meters. Standardization on the physical layer, data link layer, network layer and application layer is in progress by IEEE 802.15.6 TG BAN. The The WBAN servides consists of both medical and non-medical applications. The medical application service uses the sensor that transfer the periodic traffic and have different data rates. It uses GTS method to guarantee QoS. In this paper, a new method is proposed, which are suitable design for MAC Protocol. Firstly, MAC frame structure and a primitive based on the WBAN are proposed. Secondly, we proposed the GTS algorithm improved the channel utilization based on the WFQ(Weighted Fair Queuing). The proposed scheduling method is improved channel utilization compared with i-Game(Round Robin scheduling method).

The Development of Multimedia Nutrition Education Program for Preschoolers (미취학 아동의 영양교육을 위한 멀티미디어 개발에 관한 연구)

  • Oh Yu-Jin;Kim Dong-Sik
    • Korean Journal of Community Nutrition
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    • v.11 no.3
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    • pp.338-345
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    • 2006
  • The purpose of this study was to design an interactive multimedia nutrition education program for preschoolers. Computer technology provides the opportunity to explore new and creative methods of delivering nutrition education to pre-schoolers. If this method is effective, more preschoolers can be reached with accurate and consistent nutrition education with less time and teaching staff. This program is a computer-based multimedia nutrition education program for pre-schoolers based on the Dick and Carey (Dick & Carey 2001) model of instructional design which includes analysis, design, development, and evaluation. The overall instructional goal was based on the needs of the target population. The needs assessment was a self-administered survey distributed to 1,426 parents of preschoolers, focusing on the need for preschoolers' nutrition education. The results of the survey indicated that parents wanted their children to learn reasons for eating nutritious food. Therefore, a program titled 'Nutrition Exploration' was developed with the instructional goal of teaching preschoolers the 5 Food Groups. To achieve this goal, the preschoolers were engaged in a game. They could earn colored jewels by completing the game in five sessions. The story line was that people living in a peaceful kingdom become sick after they lose the jewels. The learner takes an adventurous journey through five different countries to retrieve the jewels. These countries are 'Giwoon nahrah' (foods containing carbohydrates, such as rice and potatoes), 'Sangsang nahrah' (foods that are rich in vitamins and minerals, such as vegetables and fruits), 'Sooksook nahrah' (calcium-con-taming products such as milk), 'Teunteun nahrah' (protein-containing foods such as meat and fish) , and 'Gakeum nahrah' (products with high sugar and fat content, such as instant foods and soda). The learner who obtains five jewels in five different countries can save the kingdom. For the program to be effective and efficient, the multimedia had to be easy for the preschooler to enter, use, and exit. The verbal instructions enhanced child autonomy, and the program was developmentally appropriate so that the young child could easily manipulate the software. This research provides the basis for the continued development of computer-based nutrition education materials.

An Explorative Study on Development Direction of a Mobile Fitness App Game Associated with Smart Fitness Wear (스마트 피트니스 웨어 연동형 모바일 피트니스 앱 게임의 개발 방향 탐색)

  • Park, Su Youn;Lee, Joo Hyeon
    • Journal of Digital Contents Society
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    • v.19 no.7
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    • pp.1225-1235
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    • 2018
  • In this study, as a part of practical and customized smart contents development planning research related to smart fitness contents associated with smart wear that can monitor physical activity, we investigated the potential needs for smart fitness contents through research. As a result, the potential needs for smart fitness contents is 'accessibility to use', 'inducement of interest', 'diverse story line' were derived at the stage of 'before exercise', 'Real - time voice coaching', 'accurate exercise posture monitoring', and 'personalized exercise prescription' were derived at the stage of 'during exercise'. At the stage of 'after exercise', 'substantial reward system', 'grading system', 'body figure change monitoring' and 'everyday life monitoring' were derived. At the stage of 'connection to the next exercise', 'triggering exercise motivation', 'high sustainability' wear derived.

Multimodal Interaction Framework for Collaborative Augmented Reality in Education

  • Asiri, Dalia Mohammed Eissa;Allehaibi, Khalid Hamed;Basori, Ahmad Hoirul
    • International Journal of Computer Science & Network Security
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    • v.22 no.7
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    • pp.268-282
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    • 2022
  • One of the most important technologies today is augmented reality technology, it allows users to experience the real world using virtual objects that are combined with the real world. This technology is interesting and has become applied in many sectors such as the shopping and medicine, also it has been included in the sector of education. In the field of education, AR technology has become widely used due to its effectiveness. It has many benefits, such as arousing students' interest in learning imaginative concepts that are difficult to understand. On the other hand, studies have proven that collaborative between students increases learning opportunities by exchanging information, and this is known as Collaborative Learning. The use of multimodal creates a distinctive and interesting experience, especially for students, as it increases the interaction of users with the technologies. The research aims at developing collaborative framework for developing achievement of 6th graders through designing a framework that integrated a collaborative framework with a multimodal input "hand-gesture and touch", considering the development of an effective, fun and easy to use framework with a multimodal interaction in AR technology that was applied to reformulate the genetics and traits lesson from the science textbook for the 6th grade, the first semester, the second lesson, in an interactive manner by creating a video based on the science teachers' consultations and a puzzle game in which the game images were inserted. As well, the framework adopted the cooperative between students to solve the questions. The finding showed a significant difference between post-test and pre-test of the experimental group on the mean scores of the science course at the level of remembering, understanding, and applying. Which indicates the success of the framework, in addition to the fact that 43 students preferred to use the framework over traditional education.

A Study on the Evaluation of LLM's Gameplay Capabilities in Interactive Text-Based Games (대화형 텍스트 기반 게임에서 LLM의 게임플레이 기능 평가에 관한 연구)

  • Dongcheul Lee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.3
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    • pp.87-94
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    • 2024
  • We investigated the feasibility of utilizing Large Language Models (LLMs) to perform text-based games without training on game data in advance. We adopted ChatGPT-3.5 and its state-of-the-art, ChatGPT-4, as the systems that implemented LLM. In addition, we added the persistent memory feature proposed in this paper to ChatGPT-4 to create three game player agents. We used Zork, one of the most famous text-based games, to see if the agents could navigate through complex locations, gather information, and solve puzzles. The results showed that the agent with persistent memory had the widest range of exploration and the best score among the three agents. However, all three agents were limited in solving puzzles, indicating that LLM is vulnerable to problems that require multi-level reasoning. Nevertheless, the proposed agent was still able to visit 37.3% of the total locations and collect all the items in the locations it visited, demonstrating the potential of LLM.

Interactive content development of voice pattern recognition (음성패턴인식 인터랙티브 콘텐츠 개발)

  • Na, Jong-Won
    • Journal of Advanced Navigation Technology
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    • v.16 no.5
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    • pp.864-870
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    • 2012
  • Voice pattern recognition technology to solve the problems of the existing problems and common issues that you may have in language learning content analysis. This is the first problem of language-learning content, online learning posture. Game open another web page through the lesson, but the concentration of the students fell. Have not been able to determine the second issue according Speaking has made the learning process actually reads. Third got a problem with the mechanical process by a learning management system, as well by the teacher in the evaluation of students and students who are learning progress between the difference in the two. Finally, the biggest problem, while maintaining their existing content made to be able to solve the above problem. Speaking learning dedicated learning programs under this background, voice pattern recognition technology learning process for speech recognition and voice recognition capabilities for learning itself has been used in the recognition process the data of the learner's utterance as an audio file of the desired change to a transfer to a specific location of the server or SQL server may be easily inserted into any system or program, any and all applicable content that has already been created without damaging the entire component because the new features were available. Contributed to this paper, active participation in class more interactive teaching methods to change.

Performance Experiment of Upstream Digital Signal Transmission over Cable TV Networks in Korea (국내 케이블 TV 전송망의 상향 디지털신호 전송 성능실험)

  • 김형준;노상영;최규태;신민영;박종헌;박승권
    • Journal of Broadcast Engineering
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    • v.2 no.2
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    • pp.182-193
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    • 1997
  • In this paper, we propose technical and structural solutions for various problems in two-way digital communication services in CATV networks by actual field tests. The two-way digital communication services include VOD, video conferencing, distance learning, interactive game and internet service. We investigate the quality of T -1 level 0.544 Mbps) upstream digital signal while varying the number of subscribers in three different cells in accordance with ITU-T G.821. Based on this investigation, several ways to cope with the problems identified are suggested.

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