• Title/Summary/Keyword: Video game

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Design of 2-Axis Actuator of Wire Suspension Type for CD Optical Head (와이어 부동형 CD 광학헤드용 2축 구동부 설계)

  • 최영석
    • Journal of the Korean Institute of Telematics and Electronics T
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    • v.35T no.1
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    • pp.40-47
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    • 1998
  • The optical heads as the key parts of digital audio/video players are applied extensively from general household electric appliances to computer memory or game apparatuses, and the demand of them tends to be increased according to the extension of optical medium market. In this paper, the 2-axis actuator, the key component for focus servo and tracking servo of the optical head is designed as a type of the cantilever suspended by 4 wires. The design propriety is verified through its simulation and the characteristic analysis of its mock-ups. The other factors which influence the performance of 2-axis actuators besides the design factors of them, are also verified through the mock-up analysis.

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Active Network Performance Improvement for Security Application (보안 응용을 위한 능동 네트워크 성능 향상 방안)

  • 채철주;이명선;김상국;임정목;이성현;이재광
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2004.05b
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    • pp.416-419
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    • 2004
  • Computer simulation has used to a area of military training in recent years. Computer simulation endow a military nan with field raining such as combat experience without operating combat strength or capabilities. To samely construct simulation environment against actual combat environment is to well construct ㏈ to operate war game model, associate among federates on network. we construct virtual combat environment enabling to efficiently manage network traffic among federates(or active nodes) on active network that construct virtual military training spare such as urgent combat field needed to rapidly transfer combat information including image and video.

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A Kinematical Analysis of the Kenmotsu on the Parallel Bars (평행봉 Kenmotsu 동작의 운동학적 분석)

  • Kong, Tae-Ung;Kim, Young-Sun;Yoon, Chang-Sun
    • Korean Journal of Applied Biomechanics
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    • v.15 no.3
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    • pp.61-70
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    • 2005
  • The purpose of study was to investigate the kinematic variables of Kenmotsu motion in Parallel bars. To this study, by 3 dimensional kinematical analysis of 4 male national gymnasts participants in the 28th Athens Olympic Game in 2004, kinematic data collected using video camera. Coordinate data were smoothed by using a fourth-order Butterworth low pass digital filter with cutoff frequency of 6Hz. The conclusions were as follows. 1. In P2, because the constrained swing movement made the movement of a rising back difficult7, the movements of Reg. were performed at low position after Air phase. 2. In E5 event, for the shake of a stable handstand and applied techniques like a Belle(E-value), a Belle Piked(super E-value), a vertical velocity in E2, a horizontal velocity in E3 and a vertical velocity in E4 were necessary for high velocities. 3. In E4 event, it was appeared that for a flexible body's movement of a vertical up-flight, the large angle of the shoulder joint and the flexion & extension of the hip joint were necessary in Air phase and a long flight time and vertical displacement made Reg. movements stable at the high position.

A Study on the Efficient Technique of LCD Brightness Control in the Mobile System (모바일 제품의 효율적인 LCD 밝기 조절 기법에 관한 연구)

  • Kim, JongDae;Park, YoungJoon;Kim, YoungKil
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.05a
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    • pp.451-454
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    • 2009
  • There are a lot of multimedia functions getting included in mobile devices recently, not only simple audio but visual functions as well, such as video playing, game and web browsing. Such the visual multimedia functions brought the strong requirement for much bigger LCD Display and high resolution. And the brightness of LCD is also one of major requirements and it is required to be more bright However, LCD brightness is limited to increase because of power consumption. It occupies nearly 30% of the whole system power. This thesis suggests an effective and simple method of adjusting the LCD backlight brightness, considering a characteristic of battery and user pattern.

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Metaverse and Media Richness: The Effect of UI Design on User Experience (메타버스와 미디어 풍요성: UI 디자인이 사용자 경험에 미치는 영향)

  • Song, Stephen W.;Hwang, Dongwook;Chung, Donghun
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.83-98
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    • 2022
  • The current study investigated the effect of user interface design on metaverse user's objective task performance, perceived usefulness, presence, and enjoyment. Using a 2 × 2 within-subject repeated measure experimental design, we found that users perceived the interface to be significantly more useful when additional visual cues existed and performed better for the given task. Additionally, a repeated-measure mediation analysis revealed that the effect of richer information in the interface on users' enjoyment as a function of need satisfaction was mediated by perceived usefulness. Theoretical and practical implication are derived from the result of the current study.

Interactive Influencer Status and Development Plan (가상 인터렉티브 인플루언서의 현황과 발전 방안)

  • Park, Sung Won
    • Journal of Information Technology Applications and Management
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    • v.29 no.1
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    • pp.59-70
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    • 2022
  • Recently, in platforms such as YouTube and Instagram, virtual characters resembling human life become the main characters, produce various contents, breathe with the public, and create the era of virtual humans. For example, existing game characters appear as virtual characters with unique AUs, or AI characters created by reflecting the public's preferences are actively communicating with the public through advertisements and SNS activities. As the consumption of video content through smart devices increases significantly in the post-corona era, virtual influencers are being used as all-round entertainers because there is little risk of personality controversy or production cost. there is a trend In this study, we investigated the characteristics of the case of being active as an influencer among the activities of a virtual character, and how the interactive aspect of the influencer appears by identifying the current situation through major cases. Combining this, based on the analysis of the influence of virtual influencers, the parts that producers should recognize are derived, and the differentiated characteristics of interactive virtual influencers are summarized. In addition, the difficulties of virtual influencers were investigated and problems were identified, and for the development of the content industry, a more favorable method for interaction was presented and suggestions were made to secure inner sincerity.

Negotiations in Space and Time: Changing Gender Relations in Thai Tourist-oriented Encounters

  • King, Victor T.;Rotheray, J.
    • SUVANNABHUMI
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    • v.11 no.2
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    • pp.25-57
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    • 2019
  • The paper addresses Erik Cohen's pioneering work on tourism in Thailand, specifically his publications on the relations between Thai women and foreign (farang) men in tourist-oriented encounters. Of sociological-anthropological interest is his conceptualization of these relations as "open-ended prostitution as a skilful game of luck" based on his study of a Bangkok soi (lane) in 1981-1984, and his exploration of Thai culture in terms of ambiguity and contradiction. On the basis of recent ethnographic research in the northern Thai tourist hub of Chiang Mai and wide-ranging observations on tourism development in Thailand, we examine continuity and change in these male-female engagements since Cohen's research, especially in the context of the increasing availability of such electronic agencies as social media, messaging, video chat, and internet dating. Whereas Cohen's concept of ambiguity and illusion has tended to disappear from physical spaces, it seems to have resurfaced in virtual space. The complexities of host-guest relations, and particularly the interactions both within the variegated category of "guests" themselves and then between their "hostesses" are explored in terms of sites of tourism-oriented encounters in both physical and virtual space so as to deconstruct these oppositional categories which have been formative in studies of tourism.

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A comparative study of the Metaverse platforms through college students'experiences using the Metaverse

  • Sanghui Park;Kiyoon Kim
    • International Journal of Advanced Culture Technology
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    • v.12 no.2
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    • pp.110-118
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    • 2024
  • This study was conducted to analyze the metaverse usage behavior of college students through in-depth interviews and to explore the characteristics of the major metaverse platforms with a focus on keywords. This study derived elements such as metaverse participation activities, real-world order, metaverse system, presence, and self-expression from previous research. This study examined how college students who use the metaverse perceive these variables. We present the following research results: First, the college students who participated in the study showed interest in content with many interactive elements on the metaverse platform and appeared to participate more actively in such content. Second, college students cited the ability to engage in economic activities in the metaverse as their greatest strength. It was expected that social norms applied in the real world would also be applied in the metaverse. Third, the Metaverse system, such as the Metaverse UI, UX, and servers, was found to be a factor that needs to meet users' expectations and hinders immersion. In this study, the characteristics of the metaverse platform were analyzed, focusing on essential keywords from in-depth interviews. The analysis results are as follows: It was expressed with keywords such as Zepeto has 'avatar' and 'personality expression,' Ifland has 'free decoration' and 'communication convenience,' Gathertown has 'movement convenience' and 'video chat.' Roblox has 'game-based' and 'dynamic.'

A Research on Efficient Skeleton Retargeting Method Suitable for MetaHuman

  • Shijie Sun;Ki-Hong Kim;David-Junesok Lee
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.47-54
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    • 2024
  • With the rapid development of 3D animation, MetaHuman is widely used in film production, game development and VR production as a virtual human creation platform.In the animation production of virtual humans, motion capture is usually used.Since different motion capture solutions use different skeletons for motion recording, when the skeleton level of recorded animation data is different from that of MetaHuman, the animation data recorded by motion capture cannot be directly used on MetaHuman. This requires Reorient the skeletons of both.This study explores an efficient skeleton reorientation method that can maintain the accuracy of animation data by reducing the number of bone chains.In the experiment, three skeleton structures, Rokoko, Mixamo and Xsens were used for efficient redirection experiments, to compare and analyze the adaptability of different skeleton structures to the MetaHuman skeleton, and to explore which skeleton structure has the highest compatibility with the MetaHuman skeleton.This research provides an efficient skeleton reorientation idea for the production team of 3D animated video content, which can significantly reduce time costs and improve work efficiency.

Energy expenditure measurement of various physical activity and correlation analysis of body weight and energy expenditure in elementary school children (일부 초등학생의 대표적 신체활동의 에너지소비량 측정 및 에너지소비량과 체중과의 상관성 분석)

  • Kim, Jae-Hee;Son, Hee-Ryoung;Choi, Jung-Sook;Kim, Eun-Kyung
    • Journal of Nutrition and Health
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    • v.48 no.2
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    • pp.180-191
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    • 2015
  • Purpose: There is a lack of data on the energy cost of children's everyday activities, adult values are often used as surrogates. In addition, the influence of body weight on the energy cost of activity when expressed as metabolic equivalents (METs) has not been vigorously explored. Methods: In this study 20 elementary school students 9~12 years of age completed 18 various physical activities while energy expenditure was measured continuously using a portable telemetry gas exchange system ($K_4b^2$, Cosmed, Rome, Italy). Results: The average age was 10.4 years and the average height and weight was 145.1 cm and 43.6 kg, respectively. Oxygen consumption ($VO_2$), energy expenditure and METs at the time of resting of the subjects were 5.41 mL/kg/min, 1.44 kcal/kg/h, and 1.5 METs, respectively. METs values by 18 physical activities were as follows: Homework and reading books (1.6 METs), playing game with a mobile phone or video while sitting (1.6 METs), watching TV while sitting on a comfortable chair (1.7 METs), playing video game or mobile phone game while standing (1.9 METs), sweeping a room with a broom (2.7 METs) and playing a board game (2.8 METs) belong to light intensity physical activities. By contrary, speedy walking and running were 6.6 and 6.7 METs, respectively, which belong to high intensity physical activities over 6.0 METs. When the effect of body weight on physical activity energy expenditure was determined, $R^2$ values increased with 0.116 (playing a game at sitting), 0.176 (climbing up and down stairs), 0.246 (slow walking), and 0.455 (running), which showed that higher activity intensity increased explanation power of body weight on METs value. Conclusion: This study is important for direct evaluation of energy expenditure by physical activities of children, and it could be used directly for revising and complementing the existing activity classification table to fit for children.