• Title/Summary/Keyword: Serious Game Development

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Development of a Gesture Recognition-Based 3D Serious Game for Silver Generation (실버세대를위한 제스처인식 기반 3D 기능성 게임 개발)

  • Gang, Seon-Gyeong;Jeong, Seong-Tae
    • Proceedings of the Korea Multimedia Society Conference
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    • 2012.05a
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    • pp.378-381
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    • 2012
  • 본 논문은 실버세대의 치매예방을 위한 제스처 인식 기반 3D기능성 게임을 제안한다. 제안된 기능성 게임은 전신 제스처 인식을 이용함으로써 사용자의 두뇌 사용능력과 신체활동성을 증가시켜 치매예방 효과를 향상시킬 수 있도록 구성하였다. 기존에 개발된 제스처 인식 기술에 사용된 카메라들은 인식률과 가동영역이 한계적이다. 보다 안정적인 전신 제스처 인식을 위해 3D depth 카메라로부터 사용자를 인식하고 사용자의 관절 정보를 획득하였으며 관절의 움직임을 분석하여 전신 제스처를 인식하였다. 게임 콘텐츠로는 치매의 대표적인 원인인 뇌세포의 퇴화에 초점을 맞춰 기억력, 논리력, 산술능력, 공간인지능력 등을 훈련할 수 있도록 구성하였다.

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A Mixed Reality based Serious Game System for Intellectual Development of Children (유아지능 계발을 위한 혼합현실 기반의 기능성 게임 시스템)

  • Xi, Yulong;Kang, Dahyeon;Park, Jisun;Um, Kyhyun;Cho, Kyungeun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.10a
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    • pp.759-760
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    • 2016
  • 대부분의 기능성 게임은 학습효과 자체에 집중함에 따라 재미가 부족한 문제가 있다. 이러한 문제점을 해결하기 위하여 본 논문에서는 혼합현실 기반의 유아지능 계발용 기능성 게임 시스템을 제안한다. 본 시스템은 가상의 게임화면과 다양한 실제 오브젝트를 결합하여 게임을 진행할 수 있도록 설계되었다.

A Study on the Development of a Sensory 3D Gate-Ball Game for the Silver Generation (실버세대를 위한 체감형 3D 게이트볼 게임 개발에 관한 연구)

  • Kang, Im-Chul;Joo, Jae-Hong;Kim, Beom-Seok;Yang, Yong-Dae;Lee, Hyun-Cheol
    • Journal of Korea Multimedia Society
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    • v.12 no.4
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    • pp.572-582
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    • 2009
  • Recently, portion of the aged population has been increased, and aging became the biggest issue that we will be facing in the future. As the aging population has increased, the silver generation is getting to account for the considerable percent of economic activities and becomes the main body of production and consumption. Although the economic activity of silver generation is increased, the development of silver contents for the leisure activities is still not revitalized. The serious silver contents and the easy-to-use interface are very important because the silver generation is relatively weaker than young people in perception, studying, and exercise, and is fragile in mobility and vitality. This paper suggests the Sensory 3D Gate-Ball game for silver generation's leisure and health maintaining along with the easy-to-use interface.

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VR Contents Design using Tangible Interaction (Tangible Interaction을 활용한 가상현실 콘텐츠 디자인에 관한 연구)

  • 이현진
    • Archives of design research
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    • v.17 no.2
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    • pp.463-470
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    • 2004
  • This paper studied tangible interaction design of VR platform and its applications that are economic In development process and cost, flexible by contents and installation conditions, and that has business potential for consumer market. The design solution uses video based virtual world and tangible interaction by motion tracking. Our platform enables a user to monitor their action and to collaborate with other users of remote place within attractive interaction feedback. We developed two design applications, Glass Xylophone 2003 and VR Class, in our platform. Glass Xylophone 2003 provides interactive music performance and helps self practice of glass xylophone. VR Class gives more serious distance learning experience with tutoring and group collaboration. They are presented in public exhibitions and tested by exhibition visitors. They showed application potential of this design solution in interactive game, distance learning, and entertainment field.

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IPR Issues in World contents Industry - Japanese countermeasures and Its Lessons to Korea - (세계 컨텐츠산업의 지적재산권 문제 - 일본의 대책과 한국에의 시사점 -)

  • Chung, Su-Won
    • Journal of Arbitration Studies
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    • v.19 no.2
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    • pp.229-243
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    • 2009
  • The content industries environment has been undergoing significant changes due to rapid technological innovation and content market expansion. Interest in the industry is growing fast both in Asia and Europe. However, in Japan content industries are showing almost zero growth with no increase in overseas expansion. Until now, Japanese content industries have been able to grow based on domestic demands. Many different factors contributed to today's zero growth in Japanese content industries. Two main reasons are: 1) Their lack of interest in overseas expansion and 2) Insufficient investment in domestic human resources development. Considerable amounts of Japanese contents including films, music, games, and animations have been distributed in many Asian countries and today piracy problems in the region are at a serious level. According to 2004 records pirated editions accounted for 85%, 16%, 19%, and 36% in China, Korea, Hong Kong, and Taiwan respectively. Pirated editions bring economic losses to Japanese copyright profits. Making it worse, they weaken the motivation to create content and make it hard to activate cultural exchanges. Losses from copyright violations in Japanese content industries are expected to keep increasing in the future. In order to make Japan competitive and grow it is crucial to take proper measures to protect copyright infringements. This study considers the current situation of the Japanese content market, infringement issues in content which is causing many problems in Asian countries, including China, and facts about losses caused by this problem.

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Development of Measurement Method and Contents for Unilateral Neglect using Eye-tracking Technique (시선추적기법을 적용한 편측무시 측정 방법 및 개선 콘텐츠 개발)

  • Choi, Junghee;Shin, Sung-Wook;Moon, Ho-Sang;Goo, Sejin;Chung, Sung-Taek
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.5
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    • pp.187-195
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    • 2018
  • In this study, using real-time gaze tracking and head tracking method, we intended to quantitatively evaluate the deviation between the patient's head and gaze direction while minimizing inspection errors due to apraxia of conventional paper-based examination respectively. As a result, we developed a software that can quantitatively measure gaze and head movement information, and computerized the line bisection and star cancelation test, which are generally used as conventional paper test. In addition, for the rehabilitation training, contents corresponding to the visual technology of Warren's visual hierarchical model lower level are implemented and can be performed repetitively and independently. This allows the patient to actively participate in rehabilitation and quantitatively compare the degree of improvement.

Information Analyses of Child Who Needs Protection in Busan (요보호아동의 정보화 실태 분석: 부산지역을 중심으로)

  • 김옥희
    • Journal of Families and Better Life
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    • v.20 no.5
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    • pp.149-166
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    • 2002
  • In this study, 1 have analyzed the state of the use of information technology by the at-risk children who are residing in Husan metropolitan area. The ultimate goal of this study is to help ensure the healthy development of the children and improve the quality of their lives in this information-oriented society. For this research, 1 surveyed 183 children living in an institution or a low-income family in Busan metropolitan area. The survey questionnaire was designed to obtain information on the respondents, socio-demographic characteristics, computer-related conditions of the immediate and social environments, patterns of computer and Internet use, their experience and degree of so called, Net-generation syndrome, Internet addiction disorder, changes in social and familial life caused by Internet use, and exposure to pornographic materials. The results show that 95.9 % of at-risk children in Husan own a computer, 60.9 % of those computers being Pentium Ⅲ. A majority of the children (74.9 %) are connected to Internet at a high-speed, using such devices as LAN, ADSL or cables. About seventy-six percent of the children have used a PC and Internet less than two years. In other words, a majority of them have not used those for a long period of time. The main results of the research are summarized in the following: There is a significant difference among at-risk children in terms of experiences in computer and Internet use according to their grade levels. There is a gender difference in the amount of time spent on computer and Internet. Boys spend more time every week on computer and Internet than girls do. There is a significant difference in the pattern of computer and Internet use, according to the type of their risk, and grade level. The so-called 'Net Generation Syndrome' is not serious in this group. A majority of the at-risk children think that Internet is more interesting than TV. They hardly shop on Internet, and they don think the advertisements on Internet are a serious problem. Also, unlike many people assumptions, their desire to communicate through on-line chatting was very low. They do not tend to buy computer game programs, and Internet Addiction Disorder was not pronounced among them. The at-risk children rarely had an exposure to pornographic materials in the cyber space. However, the exposure was more frequent for institutionalized children than children in low-income families. These results point to a need for a policy to improve the welfare of at-risk children and guarantee their right to information.

Causes of Cyber Sickness of VR Contents: An Experimental Study on the Viewpoint and Movement (VR 콘텐츠의 사이버 멀미 유발 요인: 시점과 움직임의 효과에 대한 실험 연구)

  • Jung, Ji-Young;Cho, Kwang-Su;Choi, Jinhae;Choi, Junho
    • The Journal of the Korea Contents Association
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    • v.17 no.4
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    • pp.200-208
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    • 2017
  • Despite a rapid market growth in VR, cyber sickness has become the most serious problem in terms of user experience. The aim of this study is to verify whether there are differences in user's perception of cyber sickness by the point-of-view and the movement in VR contents. An experimental testing of game playing with VR headset was conducted on the effects of two conditions: first-person and third-person views in the point-of-view condition, and yaw - pitch rotations in the head movement condition. The results showed that cyber sickness worsened in the first-person point-of-view and in the yaw rotation movement. Point-of-view and movement had main effects on the cyber sickness, but an interaction effect between point-of-view and movement was not found. Based on the findings, along with reducing VR sickness, we proposed practical implications for VR contents planning for building balanced VR user experience. Positive VR experience can be reinforced through visual design, multi-modal interface design, and experience marketing for the optimal level of contents immersion. A future research was suggested on the roll rotation for diverse content genre development.

A study on the risks of terrorism raids in domestic occurring through of the Islamic State of IS terrorist groups (IS테러단체의 공습확대에 따른 자국 내 테러발생 위험성에 관한 연구)

  • Oh, Sei-Youen;Yun, Gyeng-Hui
    • Korean Security Journal
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    • no.42
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    • pp.277-308
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    • 2015
  • Recently the Japanese hostage crisis with Syria, the stake of the pilots IS of the terror group's affiliates like Kim incident occurred while urinarado IS not an exception anymore in connection with terrorism will not be able to do. In addition, particularly against terrorist groups worldwide, IS being a hero has been marginalized and wants uncritical drugs aimed at teens, such as dialog or game IS through SNS joined nationals as well as other countries, while recommending domestic complaints until the people power or luck, put the older brother can sign up for any terror group IS the terrorist group's terrorist acts while making the environment a national mark by foreigners or immigrants can be caused by the situation. Therefore, in this study, this IS serious for the terrorist acts of the terrorist group, IS due to the expansion of the domestic terrorist group caused the terror raids of about the dangers of foreign countries to review the case, and the incident has sought ways to prevent and respond to the rapporteur. The result IS due to the expansion of the domestic terrorist group caused the terror raids of the dangers of sex exists and that causes a response to the implements are as follows. First of all, IS brokering for the site of the terrorist group's approach to counter-terrorism Act will be a, and the next, each agency and terror for the information exchange and cooperation and serves as a reexamination of terror occurred through the quick and appropriate measures should be the language. Finally, the duties related to terrorism for teens, especially education and strengthen the safety program development and against terrorism should be carried out.

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Study on the Legal Issues of New Draft of Civil Aviation Law in China (중국 민용항공법 개정 최근 동향과 주요 법적쟁점)

  • Lee, Hwa
    • The Korean Journal of Air & Space Law and Policy
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    • v.31 no.2
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    • pp.177-214
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    • 2016
  • During more than 20 years of practice, Civil Aviation Law has experienced three times of amendments since it was enacted in 1995. But these revisions are limited to the technical level. The problems and limitations have become increasingly prominent in its implementation. Firstly, the civil aviation law is the result of interests game among several departments and some legal issues was left behind and the regulation was very vague as a result. Secondly, the process of aviation legislation is the process that the country has undergone profound changes and social transformation. The 20 years is long enough for the society to undergo tremendous changes and 1995 version of civil aviation law does not keep pace of development of economy. There was a serious lag between reality and the law. In order to actively promote the development of the aviation industry and overcome implementation issues of the Civil Aviation Law, Civil Aviation Administration of China (CAAC) initiated modification procedure the law and published new draft of Civil Aviation Law in August 2016. The spirit of this modification is to learn and absorb new achievements of domestic and foreign legislation and the International Convention on civil aviation. Furthermore, the purpose of the revision is to provide favorable policy for the development of civil aviation industry and improve aviation safety and supervision, strengthen and protection of consumer rights and interests, to enhance the safety of civil aviation activities, and promote the development of general aviation. This revision concerned to the 78 articles which are revised or deleted and 24 articles added. The highlights of the draft include but not limited to the enhancement of security management, clarification of the main responsibility for production safety. And also it added the provisions related to the construction of effective tracking capability of public air transport enterprises and license system on the transport of dangerous goods. Compared with the existing civil aviation law, the draft has made a great improvements. But there are several deficiencies and limitations in the drafts. These problems need to be supplemented and perfected through further amendments in near future.