• Title/Summary/Keyword: Real-time Game

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Implement remote video monitoring system to sports coaching for athletes Based of IP-Camera (IP카메라기반의 운동선수 코칭용 원격 영상모니터링 시스템)

  • Park, Cheon-Il;Kim, Kyeong-Tae;Kim, Sang-Gi;Kang, Joon-Sang;Seo, SeungBeom;Lee, Jung-Hoon;Lee, Seung-Youn;Lim, Yun-Sik;Yu, Young-Sik;Kim, Joon-Won;Lee, Jong-Hoon;Lee, Jong-Sung;Lee, Seon-Hee;Cha, Jae-Sang
    • Journal of Satellite, Information and Communications
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    • v.8 no.2
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    • pp.6-11
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    • 2013
  • Recently sports science is various attempts to improve the athletes' performances. Above all they collect a results for the data and analyze the movement of the players after the game. Based on this, they are utilized to complement the vulnerability and how to improve. However, this way is not able to understand the movement a player and the flow of the game in real time. Because they are analyzed to match results based on the data. Therefore it is possible to managed for performance enhancement used to IT technology during the game in real-time.

Development of an Interactive Virtual Reality Service based on 360 degree VR Image (360도 파노라마 영상 기반 대화형 가상현실 서비스 구축)

  • Kang, Byoung-Gil;Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.15 no.11
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    • pp.463-470
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    • 2017
  • Currently, virtual reality contents using VR images are spotlighted since they can be easily created and utilized. But because VR images are in a state of lack of interaction, there are limitations in their applications and usability.In order to overcome this problem, we propose a new method in which 360 degree panorama image and game engine are utilized to develop a high resolution of interactive VR service in real time. In particular, since the background image, which is represented by a form of panorama image, is pre-generated through a heavy rendering computation, it can be used to provide a immersive VR service with a relatively small amount of computation in run time on a low performance device. In order to show the effectiveness of our proposed method, an interactive game of a virtual zoo environment was implemented and illustrated showing that it can improve user interaction and immersion experience in a pretty good way.

Modeling and Simulation of Ontology-based Path Finding in War-game Simulation (워게임 시뮬레이션에서 온톨로지 기반의 경로탐색 모델링 및 시뮬레이션)

  • Ma, Yong-Beom;Kim, Jae-Kwon;Lee, Jong-Sik
    • Journal of the Korea Society for Simulation
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    • v.21 no.1
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    • pp.9-17
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    • 2012
  • War-game simulation models the situation of a battlefield and has been used for evaluating fighting power and analyzing the occupation of a troop. However, in war-game simulation environment, it is very complex to consider all factors which can be influenced in real battlefields. To solve the problem of the consideration, we propose an ontology-based path finding model. This model uses an ontology to conceptualize the situation data of a battlefield and represents the relations among the concepts. In addition, we extract new knowledge from the war-game ontology by defining some inference rules and share knowledge by the established rules. For the performance evaluation of the proposed model, we made a limitation on the simulation environment and measure the moving time of a troop, the fighting capability of a troop, and the necessary cost while a troop is moving. Experimental results show that this model provides many advantages in aspects of the moving time, a loss of fighting capability, and the necessary cost.

The Effects of both Social Class of Adolescents Formed in Online Game World and Gaming Time on the Acceptance of Moral Issues (온라인 게임세계에서 형성된 청소년의 사회적 지위와 게임 시간이 도덕적 문제 수용에 미치는 효과)

  • Lee, Guk-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.759-778
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    • 2021
  • This study was carried out to verify whether there were any differences in accepting moral issues between adolescents who played using characters of high status (either objectively or subjectively highly ranked within a game) in the online game world and those who played using characters of low status (either objectively or subjectively lowly ranked). It also investigated whether there were moderating interactional effects for the amount of time spent on playing games and the influence of adolescents' social statuses in games over accepting moral issues. Results showed that, overall, adolescents who played using a lower-ranking character in the game world displayed a higher acceptance of moral issues than those who played using characters of the two other categories (equal to average level or higher). Furthermore, interactional effects were observed for those who played using a low-ranking character and spent longer hours playing games, as they were more likely to accept moral issues. This study is significant in that it offers many implications, as a rare study that verified the effects of cyberspace status on moral judgements made in the real world.

Analysis on Pataphysics of Virtual Idol based on Game Character -Focus on K/DA (게임 캐릭터 기반 버추얼 아이돌의 파타피직스 연구 -K/DA를 중심으로)

  • Kim, Cho-Young;Han, Hye-Won
    • The Journal of the Korea Contents Association
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    • v.20 no.5
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    • pp.69-78
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    • 2020
  • K/DA is a K-pop virtual idol based on the game character. This study analyzed the creation process, characteristics and existential meaning of virtual idols from the perspective of Pataphysics. K/DA is a character with both characteristics of game character and K-pop girl group. Also, virtual character and real idol share the body through motion capture and augmented reality(AR). As a result, K/DA crosses virtual and reality, and at the same time becomes a pataphysical subject that does not belong to either virtual or reality. K/DA is suggested a third zone where digital subjects will be located in the future.

Priority-based Differentiated Service in Spectrum Mobility Game

  • Lu, Bingxian;Qin, Zhenquan;Wang, Lei;Sun, Liang;Zhu, Ming;Shu, Lei
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.8 no.4
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    • pp.1324-1343
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    • 2014
  • In recent years, the problem of spectrum mobility in Cognitive Radio (CR) Networks has been widely investigated. In order to utilize spectrum resources completely, many spectrum handoff techniques based on game theory have been proposed, but most studies only concern that users how to achieve better payoffs, without much attention to the diverse needs of users. In this paper, we propose a new channel-switching model based on game theory, using a prioritized approach to meet the diverse needs of users in two different modes (CQ and PS). At the same time, this paper proposes some acceleration techniques to reach the Nash equilibrium more efficiently. We evaluate the performance of the proposed schemes depending on priority using real channel availability measurements, and conclude that the channel quality function (CQ) mode provide better service for priority user but the plan-sorting (PS) mode can be more suitable in multiple priority users exist scene.

Development of Augmented Reality Indoor Navigation System based on Enhanced A* Algorithm

  • Yao, Dexiang;Park, Dong-Won;An, Syung-Og;Kim, Soo Kyun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.9
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    • pp.4606-4623
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    • 2019
  • Nowadays modern cities develop in a very rapid speed. Buildings become larger than ever and the interior structures of the buildings are even more complex. This drives a high demand for precise and accurate indoor navigation systems. Although the existing commercially available 2D indoor navigation system can help users quickly find the best path to their destination, it does not intuitively guide users to their destination. In contrast, an indoor navigation system combined with augmented reality technology can efficiently guide the user to the destination in real time. Such practical applications still have various problems like position accuracy, position drift, and calculation delay, which causes errors in the navigation route and result in navigation failure. During the navigation process, the large computation load and frequent correction of the displayed paths can be a huge burden for the terminal device. Therefore, the navigation algorithm and navigation logic need to be improved in the practical applications. This paper proposes an improved navigation algorithm and navigation logic to solve the problems, creating a more accurate and effective augmented reality indoor navigation system.

Countermeasures for Side Effects of Online Virtual Reality Games (가상 현실 인터넷 게임의 부작용 대응 연구)

  • Hong, Sung Ryong
    • Journal of Digital Contents Society
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    • v.15 no.3
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    • pp.405-412
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    • 2014
  • Computer game addiction generally signifies excessive or unhealthy inclination for computer games. Game addicts spend great amount of their time engrossed in playing games while neglecting the real world. They have the tendency to neglect important responsibilities and isolate themselves from others. Instead, they place greater importance on their status, performance, and achievement in games. Virtual stores, virtual libraries, virtual cinema, virtual trade shows, virtual schools, virtual characters have been emerging due to the popularity of the internet. An ambiguous term virtual reality has appeared in addition to the word virtual. There also appeared alien and UFO syndrome. Such social phenomenon has brought about confusion of reality and virtual world in which things that do not exist are mistakenly believed to exist. This study focuses on virtual reality games and provides an assessment of the causes and the side effects of game addiction and proposes countermeasures.

A Study on Tangible Gesture Interface Prototype Development of the Quiz Game (퀴즈게임의 체감형 제스처 인터페이스 프로토타입 개발)

  • Ahn, Jung-Ho;Ko, Jae-Pil
    • Journal of Digital Contents Society
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    • v.13 no.2
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    • pp.235-245
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    • 2012
  • This paper introduce a quiz game contents based on gesture interface. We analyzed the off-line quiz games, extracted its presiding components, and digitalized them so that the proposed game contents is able to substitute for the off-line quiz games. We used the Kinect camera to obtain the depth images and performed the preprocessing including vertical human segmentation, head detection and tracking and hand detection, and gesture recognition for hand-up, hand vertical movement, fist shape, pass and fist-and-attraction. Especially, we defined the interface gestures designed as a metaphor for natural gestures in real world so that users are able to feel abstract concept of movement, selection and confirmation tangibly. Compared to our previous work, we added the card compensation process for completeness, improved the vertical hand movement and the fist shape recognition methods for the example selection and presented an organized test to measure the recognition performance. The implemented quiz application program was tested in real time and showed very satisfactory gesture recognition results.

Limitations and Challenges of Game Regulatory Law and Policy in Korea (현행 게임규제정책의 한계와 과제 : 합리적인 규제를 위한 고려사항)

  • Kwon, Hun-Yeong
    • Journal of Information Technology Services
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    • v.13 no.3
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    • pp.149-164
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    • 2014
  • The laws and policies governing Korea's game regulations are becoming more and more topics for debate as we enter the Age of Internet. The nature of the basis for Internet regulations and policies are not rooted in freedom of speech or fundamental values of democracy, but rather focused on solving real-world problems such as protection of the youth. Furthermore, the reality is that regulatory devices for keeping the social order such as regulating gambling are being applied directly to games without consideration on the characteristics of Internet gaming, raising concerns that the expansion of constitutional values and innovative empowerment inherent to the Internet are being weakened. The Geun-Hye Park Administration which succeeded Myung-Bak Lee's Administration, even went so far as to implement the so-called "Shutdown Policy", which prohibits access to Internet games during pre-defined time zones and also instigated a time zone selection rule. In order to curb the gambling nature of Internet games, government-led policies such as the mandatory personal identification and prohibition of player selection or in other words mandatory random player selection are being implemented. These institutions can inhibit freedom of speech, which is the basis of democracy, violate the right of equality through unreasonable discrimination between domestic and foreign service providers, and infringe upon the principles of administrative law, such as laws, due process in policies, and balance in among policies and governmental bodies. Going forward, if Korea's Internet game regulations and polices is to develop in a rational manner, regulatory frameworks will need to be designed to protect the nature of the Internet and its innovative values that enable the realization of constitutional values; for example, the Internet acting as the "catalytic media for freedom of expression as a fundamental human right ", which has already been acknowledged by the Korea's Constitutional Court. At the same time, transparent procedures should be put into place that will allow diverse participation of stakeholders including game service providers, game users, the youth and parents in the legislation and enforcement process of regulatory institutions; policies will also need to be transformed to enable not only regulatory laws but also self-regulation system to be established. And in this process, scientific and empirical analysis on the expected effects before introducing regulations and the results of enforcing regulations after being introduced will need to be strengthened.