• 제목/요약/키워드: digital games

검색결과 593건 처리시간 0.028초

e-Friendly Personalized Learning

  • Caytiles, Ronnie D.;Kim, Hye-jin
    • International Journal of Internet, Broadcasting and Communication
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    • 제4권2호
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    • pp.12-16
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    • 2012
  • This paper presents a learning framework that fits the digital age - an e-Friendly PLE. The learning framework is based on the theory of connectivism which asserts that knowledge and the learning of knowledge is distributive and is not located in any given place but rather consists of the network of connections formed from experiences and interactions with a knowing community, thus, the newly empowered learner is thinking and interacting in new ways. The framework's approach to learning is based on conversation and interaction, on sharing, creation and participation, on learning not as a separate activity, but rather as embedded in meaningful activities such as games or workflows. It sees learning as an active, personal inquiry, interpretation, and construction of meaning from prior knowledge and experience with one's actual environment.

웹기반 MMORTS 기호작용의 사용자 특성 연구 (A Study on User Characteristics Reflected in Semiotic Process of Web-Based MMORTS)

  • 윤선미
    • 한국게임학회 논문지
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    • 제11권3호
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    • pp.21-30
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    • 2011
  • 웹을 기반으로 하는 MMORTS 게임 형식은 사용자들이 게임을 인지하는 방식 또한 변형시키고 있다. 본 고에서는 MMORTS 게임에서의 사용자들의 기호작용이 MMORPG의 게임과는 다른 양상을 보인다는 점에 주목하고, 이를 퍼스의 삼원론을 통해 분석하고자 한다. MMORTS 에서 사용자들은 아바타와의 거리 두기와 지표기호 읽어내기, 상징기호를 통한 추론하기의 방식으로 기호작용을 일으킨다. 이는 웹기반 MMORTS의 사용자를 관리자, 기호해석자, 전략가로서 칭하게 하는 특성을 이끌어 내게 된다.

Text-driven Speech Animation with Emotion Control

  • Chae, Wonseok;Kim, Yejin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제14권8호
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    • pp.3473-3487
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    • 2020
  • In this paper, we present a new approach to creating speech animation with emotional expressions using a small set of example models. To generate realistic facial animation, two example models called key visemes and expressions are used for lip-synchronization and facial expressions, respectively. The key visemes represent lip shapes of phonemes such as vowels and consonants while the key expressions represent basic emotions of a face. Our approach utilizes a text-to-speech (TTS) system to create a phonetic transcript for the speech animation. Based on a phonetic transcript, a sequence of speech animation is synthesized by interpolating the corresponding sequence of key visemes. Using an input parameter vector, the key expressions are blended by a method of scattered data interpolation. During the synthesizing process, an importance-based scheme is introduced to combine both lip-synchronization and facial expressions into one animation sequence in real time (over 120Hz). The proposed approach can be applied to diverse types of digital content and applications that use facial animation with high accuracy (over 90%) in speech recognition.

교육용 게임에서의 학습 데이터 동기화 처리 (Synchronizing Learning Data in Educational Games)

  • 전성식
    • 한국정보과학회:학술대회논문집
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    • 한국정보과학회 2008년도 한국컴퓨터종합학술대회논문집 Vol.35 No.1 (C)
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    • pp.100-104
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    • 2008
  • 교육용 소프트웨어 산업이 급속히 발전하면서 온라인 게임을 플랫폼으로 하는 다양한 교육용 게임이 개발되고 있다. 현재 대부분 교육용 게임 시스템은 온라인 게임의 학습도구와 웹을 기반으로 하는 부가적 교육 학습도구로 이중화 되어 개발되고 있다. 하지만 온라인 게임의 학습 데이터 결과와 웹의 학습 데이터 결과가 일치화 되지 않아 학습자에게 올바른 학습 결과를 줄 수 없을 뿐만 아니라 게임 시스템의 학습과정에 따른 레벨 시스템을 적용하기가 어렵다. 본 논문에서는 이러한 비동기적 데이터 처리방식을 온라인 게임 시스템과 웹의 학습과정의 분기 조건에 필요한 학습결과 데이터만을 동기화 처리하는 학습 데이터 동기화 처리 방식을 구현하였다. 이러한 학습결과 데이터 동기화 처리는 위와 같은 문제점으로 다양한 학습 콘텐츠들이 온라인화 하지 못했던 문제점을 해결하고, 향후 통합 교육용 시스템과 다중 교육용 게임 시스템으로 개발 될 때 좀 더 효과적인 학습 시스템으로 개발될 수 있는 학습 데이터 처리 방식이 될 것이다.

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손동작을 이용한 아동용 게임 설계 (Developing children's games using hand motion)

  • 김혜정;이경미
    • 한국정보과학회:학술대회논문집
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    • 한국정보과학회 2005년도 가을 학술발표논문집 Vol.32 No.2 (2)
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    • pp.811-813
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    • 2005
  • 최근 아동들이 흥미와 이해, 창의적인 교육을 위한 도구로 게임을 주목하고 있다. 그러나 기존의 아동용 게임은 키보드와 마우스 같은 한정된 입력 장치를 사용하고 있어 아동들이 보다 편리하고 용이하게 게임을 즐길 수 있는 인터페이스의 개발이 요구된다. 본 논문에서는 기존의 입력 장치를 손동작을 이용한 실감형 인터페이스로 대치하는 아동용 게임설계를 제안한다. 카메라를 통해 들어온 동영상에서 손동작을 인식 및 추적하고 추적된 손동작의 의미를 기존 입력 장치의 입력 값으로 변경하여 게임의 입력 값으로 전달한다. 본 논문에서는 제안된 손동작 인터페이스를 아동용 게임에 적용시킴으로써 그 효용성을 증명한다.

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Jitter Correction of the Face Motion Capture Data for 3D Animation

  • Lee, Junsang;Han, Soowhan;Lee, Imgeun
    • 한국컴퓨터정보학회논문지
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    • 제20권9호
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    • pp.39-45
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    • 2015
  • Along with the advance of digital technology, various methods are adopted for capturing the 3D animating data. Especially, in 3D animation production market, the motion capture system is widely used to make films, games, and animation contents. The technique quickly tracks the movements of the actor and translate the data to use as animating character's motion. Thus the animation characters are able to mimic the natural motion and gesture, even face expression. However, the conventional motion capture system needs tricky conditions, such as space, light, number of camera etc. Furthermore the data acquired from the motion capture system is frequently corrupted by noise, drift and surrounding environment. In this paper, we introduce the post production techniques to stabilizing the jitters of motion capture data from the low cost handy system based on Kinect.

Direct Sequence Spread Spectrum Transmitter using FPGAs

  • Abhijit S. Pandya;Souza, Ralph-D′;Chae, Gyoo-Yong
    • Journal of information and communication convergence engineering
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    • 제2권2호
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    • pp.76-79
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    • 2004
  • The DS-SS (Direct Sequence Spread Spec1nun) transmitter is part of a low data rate (∼150 kbps - burst rate and 64 bps - average data rate) wireless communication system. It is traditionally implemented using Digital Signal processing chip (DSP). However, with rapid increase in variety of services through cell phones, such as, web access, video transfer, online games etc. demand for higher rate is increasing steadily. Since the chip rate and thereby the sampling rate requirements of the system are fairly high, the transmitter should implemented using Field programmable Gate Arrays FPGAs instead of a DSP. This paper shows the steps taken to get a working prototype of the transmitter unit on a FPGA based platform.

Flowing Water Editing and Synthesis Based on a Dynamic Texture Model

  • Zhang, Qian;Lee, Ki-Jung;WhangBo, Taeg-Keun
    • 한국멀티미디어학회논문지
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    • 제11권6호
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    • pp.729-736
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    • 2008
  • Using video synthesis to depict flowing water is useful in virtual reality, computer games, digital movies and scientific computing. This paper presents a novel algorithm for synthesizing dynamic water scenes through a sample video based on a dynamic texture model. In the paper, we treat the video sample as a 2-D texture image. In order to obtain textons, we analyze the video sample automatically based on dynamic texture model. Then, we utilize a linear dynamic system (LDS) to describe the characteristics of each texton. Using these textons, we synthesize a new video for dynamic flowing water which is prolonged and non-fuzzy in vision. Compared with other classical methods, our method was tested to demonstrate the effectiveness and efficiency with several video samples.

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Design and Implementation of Healthcare Game Content in IOT Environment

  • Yoon, Seon-Jeong
    • 한국컴퓨터정보학회논문지
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    • 제24권9호
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    • pp.29-34
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    • 2019
  • In Recently, as the interest in health has increased and the spread of smart phones has become common, the development of smart health care related contents has been active. In this paper, we introduce the design, implementation and effects of game-based content that can make walking exercise fun in the Internet of Things environment. This content calculates the consumed calories by walking the stairs with the Beacon installed, and incorporates games to encourage continuous fun activities. It also provides event functions that enable on-off-line coordination. The goal of this content is to enable busy modern people to exercise lightly, funly, and constantly in the surrounding activity space. The effect of this content has been confirmed through the review of many users participating in offline events. This content is expected to be able to converge with various types of healthcare systems with the expansion of the application space.

Ensemble Engine: Framework Design for Visual Novel Game Production

  • Choi, Jong In;Kang, Shin Jin
    • 한국컴퓨터정보학회논문지
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    • 제24권5호
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    • pp.11-17
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    • 2019
  • In this study, we propose an ensemble engine, which is a framework for game engine optimized for visual novels genre, focusing on storytelling among various game genres. The game of Visual Nobel genre is based on multi-ending story and features branching of various scenarios according to user's choice. The proposed engine supports various multi-scenarios and multi-endings based on nodes according to the characteristics of these genres. In addition, it provides a convenient and intuitive user interface that not only enhances user immersion but also provides VR function to maximize the sense of presence. We will demonstrate the usefulness of the proposed game engine by designing the framework of a game engine suitable for this feature and actually creating variety stories automatically.