• Title/Summary/Keyword: Video 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.

Reduction of Presentation Latency in Thin-Client of Cloud System (클라우드 시스템의 씬 클라이언트에서의 표시 지연 절감)

  • Kang, Seung Soo;Ko, Hyun;Yoon, Hee Yong
    • KIPS Transactions on Computer and Communication Systems
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    • v.2 no.4
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    • pp.163-176
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    • 2013
  • Cloud-based streaming game service has numerous merits, but it may suffer from presentation latency in a thin-client. It is an important issue especially for game service which needs instantaneous response to user inputs. This research proposes the methods for reducing the presentation latency between the server unit and the thin-client unit. The approaches proposed to be employed with server unit include the source/sync video format equalization, encoding format configuration according to the media type, and the S/W implementation for transmitting clock periodically. The methods for the thin-client unit include the decreasing the number of instructions, use of light encryption algorithm, and improvement on H/W decoding. The proposed schemes are tested with a commercialized streaming service platform, which reveals the reduction of presentation latency as large as a few hundred milliseconds and reaches the acceptable level (about 100 milliseconds).

Study of Korean College Students' Perspectives on Virtual Reality Game Experience (가상현실 게임 경험에 대한 한국 대학생들의 관점연구)

  • Um, Namhyun
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.152-162
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    • 2019
  • In Korea there has been scant research on VR games. This work focuses then on college students' perceptions of VR games, factors motivating them to experience VR games, the important features of VR games. This study presents the results of in-depth interview with 10 college students who had recently experienced VR games. VR games, it is found, provide a high level of virtual reality, immersiveness, and controllability. Such attributes may be considered distinctive to mobile, PC, and video games. Gamers' intention to re-experience VR games is influenced by the following important factors: 4D effects in VR games, various VR game contents, freedom in games, unique experience chances, sense of reality, sense of thrill, action-based experiences, and playing in group (multiple player). Study findings also suggest that three important features in VR games known as immersion, engagement, and virtual presence play a pivotal role in influencing positive attitudes toward VR games. Practical implications are also discussed.the help of information technology.

Contingent Interactivity of New Media Contents: Film Re-cut and Game Modding (뉴미디어 콘텐츠의 우연적 상호작용성: 영화 리컷과 게임 모딩)

  • Kim, Mookyu
    • The Journal of the Korea Contents Association
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    • v.19 no.6
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    • pp.481-490
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    • 2019
  • The purpose of this paper is to recognize and embody the implications of the concept of interactivity. Among the many types of interactivity already proposed, this paper sheds light especially on the so-called contingent interactivity. The contingency means a condition in which a particular performance or selection of a subject is considered neither necessary nor conclusive, and also the potential for various activities of this subject. The contingent interaction comes into being when the involvements of users in dealing with a message or content are experimental or creative. The interaction does not orient toward the completion of content or the immersion to a particular reality. Rather, the results of a user's contingent performance are not the finalized content and have characteristics that lead to the continuous modification. In order to embody this meaning of contingent interactivity, the paper examined the two example, the film re-cut and game modding. In both cases, it is comprehensive that the user of these two new media activities lies in the contingent situation.

A comparative analysis of play songs and lyrics among children of Han heritage in the context of socioeconomic development (사회경제발전에 따른 한민족 아동 놀이와 놀이 노래의 특성)

  • Soon-Hyung Yi
    • Korean Journal of Culture and Social Issue
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    • v.17 no.1
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    • pp.155-174
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    • 2011
  • The purpose of this study was to compare the kinds of plays and the meanings of words in play songs among children of Han heritage. A total of three data sets were used. Data for two of the data sets were obtained from only South Korean children in 1990 and 2005, respectively, while the other data set contained responses from South Korean, Chinese Korean, and North Korean children collected in 1999. The three societies of Han heritage differed in the level of economic and industrial development and ideological orientation, and each society tended to socialize and educate their children in different ways. The kind of plays and the lyrics of the play songs were different in each stage by the level of economic and industrial development, and ideological orientation. In each society, a dominant play changed periodically. For instance, physical play decreased while television, video, and internet game plays increased. The increase in internet game play was related to the level of industrial development. Although three groups shared some common play songs prior to 1945, they have developed their own play songs after 1945 according to their respective social ideological characteristics. Notwithstanding these differences in play songs, common themes, materials, rhythms, and the Korean emotionality exist across all groups.

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Development of Digital Games Based on Historical Material and its Design Components - With History Based Games of 5 Countries (역사소재 기반 디지털게임의 발전과정 및 기획요소 연구 - 동.서양 5개국의 역사소재 게임을 중심으로)

  • Moon, Man-Ki;Kim, Tae-Yong
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.460-479
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    • 2007
  • When culture took large part in industrial area, every country has tried to utilize own cultural contents for educational or commercial purpose and the various cultures and histories are recognized as a main concept or subject so that a number of scholars who study history increase. In video game field, special characteristics of interface that audiences participate in the game to complete story-telling is considered as efficient material for learning process. As observed above, it is important to analyze the games that every country makes and export to the world in which the video games is understood as a play of human in general. This Paper has firstly analyzed the most favorite historical games developed in Korea, the USA, Japan, Taiwan and Germany from 1980 to 2005 and secondly, compared that wars and historical origin appears in game scenario, a world view and background story and finally after point out the preferable era and genre of the countries then propose the promising way of design for historical video games. In the process of analysis of a view and heroes in historical games, we compared the real persons, the real historical events and novel in which 11.8% only employed the real persons in 8 out of 68 games. Also the real history and background story are appeared in 37 games which is 54.4% of them. We discovered that the main material that is popular for each country is the historical backing rather than real persons where the favorite historical background is chosen at which they are proud of; 3-Throne era with strong ancient Gogurye for Korea, the 1st and 2nd World Wars and the Independence War for the USA, the tide of war around Middle age for Japan, ancient history of Europe for Germany. The favorite age for video games is Ancient times with 37 games for 54.4%, Middle Age with 7 games fer 10.3%, the prehistoric age with 5 games for 7.35%, remote age with 1 for 1.47%, while current historical games favor Ancient or Modern Age.

Effect of virtual reality training using 3-dimensional video gaming technology on spatiotemporal gait parameters in older adults (삼차원 가상현실 운동 프로그램이 노인의 시공간적 보행변수에 미치는 효과)

  • Lee, Yongwoo
    • Journal of the Korean Society of Physical Medicine
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    • v.11 no.1
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    • pp.61-69
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    • 2016
  • PURPOSE: This study was conducted to investigate the effect of the virtual reality training (VRT) using 3-dimensional video gaming technology on spatiotemporal gait parameters in older adults. METHODS: The study participants were divided into two groups: the VRT group and the control group. Those in the VRT group were enrolled in a VRT, which was conducted for 60 min per day, two times a week, during the 6-week research. The Wii-Fit balance board game was used for the VRT intervention. The VRT consisted of 6 different types of games, namely, jogging, swordplay, ski jump, hula hoop, tennis, and step dance. A 3-dimensional TV was used for 3-dimensional display. Participants in both the groups received 3 sessions of fall prevention education, at the first, third, and fifth weeks. Their gait parameters were measured by using OptoGait. RESULTS: After 6 weeks of the VRT, the spatial gait parameters of the participants, that is stride length and step length, were significantly improved compared with those of the control group participants (p<0.05). The temporal gait parameters, such as velocity, cadence, stride time, and step time, also showed improvement after the completion of the VRT training (p<0.05). Both the temporal and spatial gait parameters of the VRT group participants showed improvement after 6 weeks of the program compared with those of the control group participants (p<0.05). CONCLUSION: The VRT using 3-dimensional video gaming technology might be beneficial for improving gait parameters to prevent falls among older adults.

Hybrid Health Care System Designs in a Wireless Network Environment (무선 네트워크 환경에서 하이브리드 헬스케어 시스템 설계)

  • Roh, Chang-Bae;Seo, Laiwon
    • Journal of Digital Contents Society
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    • v.16 no.3
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    • pp.457-462
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    • 2015
  • Hybrid video call healthcare system that we propose in thesis is a service for powerless people rather than ordinary people. This system is for communication between users and protectors(or volunteers). To reduce the underprivileged through the 'Malbeot Nanumi' is the purpose of the system. Hybrid Health Care System using a video call and temperature/humidity/pulse sensors that we propose in thesis can connect sensors with software, and save p2p connection information for 'Malbeot Nanumi' service by database. And health check data can save locally. Hybrid Health Care System in a Wireless Network Environment is a system that elderly people living alone is to be a conversation. The purpose of this thesis is to develop the software and to design a convenient UI to the user, And increasing consumption of care system by increasing the happiness index and increasing aging population.

Non-rigid 3D Shape Recovery from Stereo 2D Video Sequence (스테레오 2D 비디오 영상을 이용한 비정형 3D 형상 복원)

  • Koh, Sung-shik
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.2
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    • pp.281-288
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    • 2016
  • The natural moving objects are the most non-rigid shapes with randomly time-varying deformation, and its types also very diverse. Methods of non-rigid shape reconstruction have widely applied in field of movie or game industry in recent years. However, a realistic approach requires moving object to stick many beacon sets. To resolve this drawback, non-rigid shape reconstruction researches from input video without beacon sets are investigated in multimedia application fields. In this regard, our paper propose novel CPSRF(Chained Partial Stereo Rigid Factorization) algorithm that can reconstruct a non-rigid 3D shape. Our method is focused on the real-time reconstruction of non-rigid 3D shape and motion from stereo 2D video sequences per frame. And we do not constrain that the deformation of the time-varying non-rigid shape is limited by a Gaussian distribution. The experimental results show that the 3D reconstruction performance of the proposed CPSRF method is superior to that of the previous method which does not consider the random deformation of shape.

Image Mosaic from a Video Sequence using Block Matching Method (블록매칭을 이용한 비디오 시퀀스의 이미지 모자익)

  • 이지근;정성태
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.7 no.8
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    • pp.1792-1801
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    • 2003
  • In these days, image mosaic is getting interest in the field of advertisement, tourism, game, medical imaging, and so on with the development of internet technology and the performance of personal computers. The main problem of mage mosaic is searching corresponding points correctly in the overlapped area between images. However, previous methods requires a lot of CPU times and data processing for finding corresponding points. And they need repeated recording with a revolution of 360 degree around objects or background. This paper presents a new image mosaic method which generates a panorama image from a video sequence recorded by a general video camera. Our method finds the corresponding points between two successive images by using a new direction oriented 3­step block matching methods. Experimental results show that the suggested method is more efficient than the methods based on existing block matching algorithm, such as full search and K­step search algorithm.