• Title/Summary/Keyword: Users Movement

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Design of an Alpine Skiing Game Using ActionScript 3.0

  • Bai-Tiantain, Bai-Tiantain;Park, Jong-Hoon;Kim, Chul-Won
    • Journal of information and communication convergence engineering
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    • v.10 no.2
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    • pp.168-174
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    • 2012
  • Flash is the most popular 2D animation and game development software, supporting vector and media technology at the core, which enables the development of small and pithy games. It is widely used in Web animation, courseware, TV commercials, game development, and other works of design. In this paper, we propose a control movement function and auxiliary functions for an alpine skiing game based on ActionScript 3.0. The control movement function is designed with moving phases (i.e., free fall, sliding, projectile, and landing). The auxiliary functions include drawing path, start/restart movement, and saving the highest score. In addition, for the visual design of our game, we designed animations in connection with a character and background. In order to facilitate testing the friction, users can input a chosen friction value. Without user input, the friction default is set at 0.97.

Health Status and Health Care Service Program Needs of Senior Welfare Center Users (노인복지관 이용자의 건강상태 및 건강관리서비스 프로그램 요구도)

  • Chong, Hyun-Chong;Sohn, Tae-Yong
    • The Korean Journal of Health Service Management
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    • v.13 no.4
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    • pp.201-214
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    • 2019
  • Objectives: The purpose of this study was to identify the needs of the senior welfare center users of the health service program, and to establish a plan to adjust the health service functions of the senior center. Methods: A survey of 2,130 users of the Gyeonggi-do Senior Welfare Center was conducted from May 28 to June 30, 2018. Results: The major results of the study are as follows. First, 66.8 percent of senior welfare center users were willing to participate in health care. The requirement for health service programs was 3.87 points out of 5 points followed by cognitive ability improvement programs, senior movement programs, and chronic disease programs in lower areas. Second, the factors affecting the needs of health care service programs of senior welfare center users had a significant impact on women; the younger the age, the better the subjective health condition; the higher the number of medical conditions, the lower the out-of-patient experience; the longer the welfare center isused, the more people are willing to participate in healthcare. Conclusions: We believe that there is a need for social service policies and management to better understand the situation of senior citizens who are demanding various services due to illness and to integrate health and welfare services.

An Analysis on the Web Usage Pattern Graph Using Web Users' Access Information (웹 이용자의 접속 정보 분석을 통한 웹 활용 그래프의 구성 및 분석)

  • Kim, Hu-Gon;Kim, Jae-Gyo
    • Korean Management Science Review
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    • v.23 no.3
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    • pp.63-75
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    • 2006
  • There are many kinds of research on web graph, most of them are focus on the hyperlinked structure of the web graph. Well known results on the web graph are rich-get-richer phenomenon, small-world phenomenon, scale-free network, etc. In this paper, we define 3 new directed web graph, so called the Web Usage Pattern Graph (WUPG), that nodes represent web sites arid arcs between nodes represent a movement between two sites by users' browsing behavior. The data to constructing the WUPG, approximately 56,000 records, are gathered from some users' PCs. The results analysing the data summarized as follows : (i) extremely rich-get-richer phenomenon (ii) average path length between sites is significantly less than the previous one (iii) less external hyperlinks, more internal hyperlinks.

Soft-computing Method for Path Learning and Path Secession Judgment using Global Positioning System (위치정보 기반의 경로 학습 및 이탈 판단을 위한 소프트 컴퓨팅 기법)

  • Ra, Hyuk-Ju;Kim, Seong-Joo;Choi, Woo-Kyung;Jeon, Hong-Tae
    • Proceedings of the KIEE Conference
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    • 2004.05a
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    • pp.144-146
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    • 2004
  • It is known that Global Positioning System(GPS) is the most efficient navigation system because it provides precise position information on the all areas of Earth regardless of metrology. Until now, the size of GPS receivers has become smaller and the performance of receivers has become higher. So receivers provide the position information of not only static system but also dynamic system. Usually, users make similar movement trajectory according to their life pattern and it is possible to build up efficient database by collecting only the repeated users' position. Because position information calculated by the receiver is erroneous about 10-30m within 5% error tolerance, the position information is oscillated even on the same area. In this paper, we propose the system that can estimate whether users are out of trajectory or in dangerous situation by soft-computing method.

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Study on User-Friendly Rhythm Dance Game Utilizing Beat Element of Music (음악의 비트 요소를 활용한 사용자 친화적 리듬댄스게임 연구)

  • Yi, Tae-Ha;Jeong, Seung-Hwa;Goo, Bon-Cheol
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.43-52
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    • 2015
  • This Study suggests the user-friendly game playing method of rhythm dance game focusing on the natural interaction between music and user's movement. When the existing rhythm dance games have given the limitation to users, this study chose the game playing method using beat that is consist of basic element in dance music for minimizing the limitation. Beat feeling method automatically figures out each body position value extracted with Kinect that divided into three parts of shoulder, knee, and head. Accoring to this process, users can play the game to individual dance style, not fixed rules for game.

A Directional Perception System based on Human Detection for Public Guide Robots (공공 안내 로봇을 위한 인체 검출 기반의 방향성 감지 시스템)

  • Doh, Tae-Yong;Baek, Jeong-Hyun
    • Journal of Institute of Control, Robotics and Systems
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    • v.16 no.5
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    • pp.481-488
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    • 2010
  • Most public guide robots installed in public spots such as exhibition halls and lobbies of department store etc., have poor capability to distinguish the users who require services. As to provide suitable services, public guide robots should have a human detection system that makes it possible to evaluate intention of customers from their movement direction. In this paper, a DPS (Directional Perception System) is realized based on face detection technology. In particular, to catch human movement efficiently and reduce computational time, human detection technology using face rectangle, which is obtained from the human face, is developed. DPS determines which customer needs services of public guide robots by investigating the size and direction of face rectangle. If DPS is adapted, guide service will be provided with more satisfaction and reliability, and power efficiency also can be added up because public guide robots provide services only for the users who expresses their intentions of wanting services explicitly. Finally, through several experiments, the feasibility of the proposed DPS is verified.

Directing User's Eye Gaze Movement in an Interactive VR Animation (인터랙티브 VR 애니메이션의 시선 유도를 위한 연출)

  • Ahn, Chan-Je;Lee, Tae-gu
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.103-113
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    • 2021
  • Rather than a directing method of existing animations, VR animation needs a different method of direction. Existing animations were displayed on a screen in movie theaters. But using an existing direction method for the 360° perspective in a VR animation makes it difficult for the user's gaze to move in a way the directors have intended. I analyzed 3 VR animations with a theoretical background of Rudolf Arnheim's visual perception theory and Bruce Block's visual factors that bring high attention. In the process of perception of space, focus on the gaze, movement of the gaze, the 'movement' factor was used most often to attract the gaze. An interactive VR animation attracts user's gaze by allowing users to participate in important points of the story. With an analysis of the animation, it proposed a gaze attraction through the movement of the character with an interaction directing method for reducing motion sickness. Also, it proposed intuitively attracting gaze movement by using GUI and attracting user's participation by using an interactive event with an interaction directing method of storytelling comprehension. With two types of directing proposal, we expect it to be utilized as a basic research method for attracting users to be immersed in storytelling while reducing cyber motion sickness, which is a problem in VR animation.

Personal Training Suggestion System based Hybrid App (하이브리드 앱 기반의 퍼스널 트레이닝 제안 시스템)

  • Kye, Min-Seok;Lee, Hye-Soo;Park, Sung-Hyun;Kim, Dong-Ok;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.665-667
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    • 2014
  • Wellness is IT fused with the user manage and maintain the health of a service can help you. If you are using an existing Fitness Center to yourself by choosing appliances that fit with the risk of injury in order to learn how the efficient movement had existed for a long time was needed. To resolve, use the personal training but more expensive cost of people's problems, and shown again in the habit of exercising alone will have difficulty. This paper provides a variety of smart phones based on a hybrid app with compatibility with the platform and personalized training market system. Users of the Fitness Center is built into smart phones in the history of their movement sensors or transmits to the Web by typing directly. This is based on exercise programs tailored to users via the training market. Personal training marketplace has a variety of users, check the history of this movement he can recommend an exercise program for themselves can be applied by selecting the. This provides users with the right exercise program can do long-term exercise habits can be proactive and goal setting.

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Eye Movement Analysis on Elementary Teachers' Understanding Process of Science Textbook Graphs (초등 교사들의 과학교과서 그래프 이해 과정에 대한 안구 운동 분석)

  • Shin, Wonsub;Shin, Dong-Hoon
    • Journal of Korean Elementary Science Education
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    • v.31 no.3
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    • pp.386-397
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    • 2012
  • The purpose of this study was to find a way to improve the science textbook graph through analyzing teachers' interpretation process with eye movement tracking when they try to read the science textbook graph. Participants in this project were 10 elementary school teachers while bar graphs, line graphs, pie charts in 2007 revision science textbooks were used as materials. SMI (SensoMotoric Instruments)' iView X TM RED 120 Hz was used in order to collect eye movement data. Although subjects paid attention to the title of the graph at first, the consequence of the eye fixation was changed by the composition of the graph in case of the rest of areas. In particular, the flow of visual attention and fixation time were affected by the form and configuration of the graph. The diversity of graph construction caused confusion in interpreting graphs; the manner of presenting title, the difference of background colors, size of characters, the name of X-axis and Y-axis. Out results showed that the conformation of graphs as well as the presentation of each factor should be composed in accordance with the educational purpose for helping users to easier understanding.

Effects of whole body movements in using virtual reality headsets on visually induced motion sickness (전신 움직임을 요구하는 컨트롤러가 가상현실 디바이스에서 시지각과 가상현실 멀미에 끼치는 영향)

  • Kim, Sung-ho;Shin, Dong-Hee
    • Journal of Digital Contents Society
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    • v.18 no.2
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    • pp.283-291
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    • 2017
  • Though new body movement based input system immerged in Virtual Reality (VR), VR still has a visually induced motion sickness (VIMS) problem to be accepted for users. VIMS are caused by changes in visually perceived movement that discord with vestibular system's sense of movement. Not only Head-body movements, but also hand gestures to make commands and torso movement can affect visual movement perception by enhancing immersion and its psychological product; presence. The question arises does whole body movement and hand gesture to make commands are more dominant to arousal, presence, and VIMS? To address this question, we conducted "2 (IV1; head-body movements only vs. whole body movements) * 1" between subject design experiment. The results showed that significant effect on whole body movements and arousal, marginally significant effect on presence. Eyewear usage was a moderator between hand gesture and presence relationship.