• Title/Summary/Keyword: Video Platforms

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First-Person Shooter Game Development using Unreal Engine (언리얼 엔진을 통한 FPS 게임 개발)

  • Kim, Soo-Kyun;Kang, Heau-Jo;Sung, Kyung
    • Journal of Advanced Navigation Technology
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    • v.14 no.5
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    • pp.718-724
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    • 2010
  • The Unreal Engine is a free game engine developed by Epic Games. In this paper, we propose a First Person Shooter (FPS) game development using free Unreal Development Kit. The merit of Unreal engine provide a hight degree of portability, and it is a tool used by many game developers today, supporting a multitude of platforms on personal computers and many video game consoles with free toolkit. But it is required high-performance PC to develop game. This toolkit doe s not high-quality computer programming skill, just possible to develop FPS game easily.

Service Platform of Grid Systems for Ubiquitous Multimedia Applications (유비쿼터스 멀티미디어 응용을 위한 그리드 시스템의 서비스 플랫폼)

  • Park Eun-jeong;Shin Heon-shik
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.31 no.1B
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    • pp.9-18
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    • 2006
  • Advances in wireless network are enabling the development of ubiquitous multimedia services. These multimedia services need efficient platforms to comply with the requirements of mobile computing. We introduce an adaptive service platform based on mobile agent and grid systems while specifying the challenges of ubiquitous multimedia services and focusing on frequent disconnections and scarce resources. We applied our platform to framework RtoA (Ready-to-Attend) which supports mobile users to access compute-intensive multimedia service, specifically, mobile education and video conferencing. RtoA includes hand-off, speaker and listener service which enable people to attend a conference or a class with satisfying quality of multimedia service. ns-2 based simulation verifies that our scheme is an efficient way to reduce energy consumption of mobile devices and to improve the response time of mobile applications.

Implementation of Data Storage Media Control and Command(DSM-CC) Core User-to-User Interface for MPEG-2 Bit Stream Transport

  • Park, Seong-Jong;Kim, Yong-Han;Kim, Jae-Woo;Lee, Ho-Jang;Shim, Jae-Kyu;Kim, Jae-D.;Koh, Jong-Seong
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1998.06b
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    • pp.79-84
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    • 1998
  • This paper describes implementation of the core DSM-CC UU interface. It briefly describes the reference model for the DSM-CC and related standards that should be reviewed for the implementation. The Common Object Request Broker Architechture, Revision 2.0 (CORBA 2.0) is sued as a remote procedure call (RPC) scheme for the UU Interface. Entire system was implemented with C++ on Windows NT platforms. The implementation procedure has been decomposed ito two tasks. The first task is to implement the Naming Service for service navigation. The Naming Service is one of the CORBA Services that extend the core CORBA specification. A client GUI is implemented for easy navigation among various services. The second task is to construct multimedia server and client for a Video-on-Demand (VoD) system. MPEG-2 Transport Stream is transported via ATM AAL5 using the Windows Socket 2.2 ATM extension API. A GUI enables the user to navigate the service domain and select a program. After the selection the user can control the MPEG-2 stream with VCR-like buttons.

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A Method for Analyzing and Evaluating the Golf Swing Using the Force Platform Data (지면반력분석기를 이용한 골프 스윙의 분석 평가 방법)

  • Sung, Rak-Joon
    • Korean Journal of Applied Biomechanics
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    • v.20 no.2
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    • pp.213-219
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    • 2010
  • The purpose of this study is developing a method to analyze and evaluate a golf swing motion using the ground reaction force (GRF) data. Proper weight shifting is essential for a successful shot in golf swing and this could be evaluated by means of the forces between the feet and ground. GRF during the swing were measured from 15 low-handicapped male golfers including professionals. Four clubs(driver, iron 3, iron 5, and iron 7) were selected to analyze the differences due to different characteristics of club. Swings of each subject were taken using a high speed video camera and GRF data were taken simultaneously by two AMTI force platforms. To simplify the GRF data, forces of the three major component of GRF(vertical, lateral, anterior-posterior force) at 10 predefined temporal events for each trial were selected and the mean of each event were calculated and evaluated. Analyzed vertical GRF (VGRF) data could be divided into two different styles, one-legged and two legged. One-legged style shows good weight transfer to the target leg and most of the previous study shows this style as a typical pattern of good players. Therefore the data from the iron 5 swing obtained from 10 one-legged style golfers are provided as criteria for the evaluation of a swing.

Electromagnetic Forces Measurement of Various Electric Appliances and Places (각종 전기기기 및 장소에서의 전자파 측정)

  • Kim, Deok-Won;Ryu, Chang-Yong;Kim, Su-Chan;Yoon, Hyung-Ro
    • Proceedings of the KOSOMBE Conference
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    • v.1995 no.05
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    • pp.179-182
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    • 1995
  • Although air, water, and noise pollutions have been widely recognized, electromagnetic forces(EMF) hazard has been rarely recognized as a pollution and very little studies has been done in this country. Thus, in this study electromagnetic forces radiated by various home appliances, once machines, and communication equipments were measured and so were several places radiating strong EMF such as subway stations and electric substations. Among the home appliances microwave oven senates lots of magnetic field and microwaves, and electric mattress does strong magnetic field. In video game room strong magnetic and considerable electric fields were measured. It was observed strong magnetic field inside of electric powered train and very strong magnetic and electric fields on some platforms. Hand-phone and car-phone radiate very hazardous level of microwaves to brain and that they rapidly come into wide use. In this study data base for various electric machines and places radiating strong EMFs were constructed and could be used for future epidemiological studies.

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The Role of Narrative Transportation in Web Series as Branded Entertainment

  • SULESTARINI, Yusarifah;WULANDARI, Nuri;NASUTION, Reza A.
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.11
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    • pp.439-447
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    • 2020
  • The dynamics of communications powered by the Internet, specifically from the increased use of social media, has led marketers to find creative channels to engage with the customers. One of the recent channels, "branded entertainment", is becoming familiar as an advertising strategy in which the content presented is a marketing tool for the advertising of certain brands. The current study examined the case of a branded-entertainment channel and the mechanism of the advertising instrument that leads to purchase intention. The specific purpose of this research is to investigate whether there is evidence of the role of narrative transportation and the fantasy proneness leading towards purchase of the brand advertised. To arrive at the conclusion, the study using web series sponsored by an artificial sweetener brand and employs a quantitative survey to question the audience. The findings contribute toward the understanding of how consumers respond to branded entertainment via video-sharing platforms. It is indicated that the stories presented in the web series can stimulate the audience to fantasize. Thus, the advertising message conveyed through narrative persuasion can form a favorable attitude toward the brand, which leads to intention to purchase. Practical elements are identified along with limitations and future research suggestions.

A Study on Types and Characteristics of Arcade Games from a Historical Perspective (역사적 관점으로 본 아케이드 게임의 유형 및 특징에 대한 연구)

  • Kum, Bo-Sang;Kim, Dong-Hyun
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.149-158
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    • 2011
  • This study investigated the types and characteristics of arcade games that have marked the beginning of the game industry. Arcade game equipment have been largely evolved from 'mechanical arcade game equipment' to 'electro-mechanical arcade game equipment', and to 'video arcade game equipment' In these evolution processes, arcade games have had unique characteristics distinct from other game platforms. These characteristics included the properties of 'space' and 'time', 'original form of gameplay', 'simple interface' and 'performance feasibility.' The recent stagnation of arcade games was due to the fact that the characteristics of arcade games started to lose their unique characteristics since these were also spread to other platform of games.

Real-time Speed Limit Traffic Sign Detection System for Robust Automotive Environments

  • Hoang, Anh-Tuan;Koide, Tetsushi;Yamamoto, Masaharu
    • IEIE Transactions on Smart Processing and Computing
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    • v.4 no.4
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    • pp.237-250
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    • 2015
  • This paper describes a hardware-oriented algorithm and its conceptual implementation in a real-time speed limit traffic sign detection system on an automotive-oriented field-programmable gate array (FPGA). It solves the training and color dependence problems found in other research, which saw reduced recognition accuracy under unlearned conditions when color has changed. The algorithm is applicable to various platforms, such as color or grayscale cameras, high-resolution (4K) or low-resolution (VGA) cameras, and high-end or low-end FPGAs. It is also robust under various conditions, such as daytime, night time, and on rainy nights, and is adaptable to various countries' speed limit traffic sign systems. The speed limit traffic sign candidates on each grayscale video frame are detected through two simple computational stages using global luminosity and local pixel direction. Pipeline implementation using results-sharing on overlap, application of a RAM-based shift register, and optimization of scan window sizes results in a small but high-performance implementation. The proposed system matches the processing speed requirement for a 60 fps system. The speed limit traffic sign recognition system achieves better than 98% accuracy in detection and recognition, even under difficult conditions such as rainy nights, and is implementable on the low-end, low-cost Xilinx Zynq automotive Z7020 FPGA.

Design of Educational Contents for Korean Listening of Foreigners (외국인을 위한 한국어 듣기교육용 콘텐츠의 설계)

  • Song, Jong-Yoon;Moon, Sang-Ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.953-955
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    • 2010
  • Most domestic educational mobile contents put special stress on learning foreign languages such as English, and usually the telecommunications companies and the education companies partner to provide mobile terminals with the contents such as video files. Recently the trend of mobile platforms for the educational contents have been changed because of the release the many kinds of smart phones like iPhone and Google Phone. In this paper, we design the educational contents for Korean listening education to aid to study Korean effectively as a foreign language. It carries out a detailed design to realize and run the contents based on the Android OS which is an open source platform backed by Google.

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A Study on the Predictive Analytics Powered by the Artificial Intelligence in the Movie Industry

  • Song, Minzheong
    • International journal of advanced smart convergence
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    • v.10 no.4
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    • pp.72-83
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    • 2021
  • The use of the predictive analytics (PA) powered by the artificial intelligence (AI) is more important in the movie sector during the COVID-19 pandemic, because Hollywood witnessed the impact of the 'Netflix Effect' and began to invest in data and AI. Our purpose is to discover a few cases of the AI centered PA in the movie industry value chain based on five objectives of PA: Compete, grow, enforce, improve, and satisfy. Even if movie companies' interest is to predict future success for competing with over-the-tops (OTTs) at a first glance, it is observed, once they start to use the PA with the AI, they try to utilize the enhanced PA platforms for remaining four objectives. As a result, ScriptBook, Vault, Pilot, Cinelytic and Merlin Video (Merlin) are use cases for the objective 'compete.' Movio of Vista Group International and Datorama of Salesforce are use cases for the objective 'grow.' Industrial Light & Magic (ILM) and Geena Davis Institute on Gender in Media (GDI) with Disney are use cases for the objective 'enforce.' Watson, Benjamin, and Greenlight Essential are use cases for the objective 'improve.' Disney Research (DR) with Simon Fraser University and California Institute of Technology is the use case for the objective 'satisfy.'