• Title/Summary/Keyword: digital games

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Korean Text Input System for Elderly using Grip Type Game Controller (그립형 게임 컨트롤러를 이용한 노인용 한글 입력 시스템)

  • Park, Sung-Jun;Lee, Ji-Won;Chang, Hee-Dong
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.94-102
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    • 2009
  • As an advance in medical technology development is being made, and people are increasingly aware of the importance of health, related investments and people's average life expectancy rise, which in turn leads to an increase in elderly people. Also, with a growing number of elderly people enjoying their leisure activities, the utilization of multimedia contents using computers is on the increase, leading to an activated research into the establishment of digital culture for the elderly people. This paper proposes a Korean text input system to enable the elderly to utilize digital contents. Text input interface has conventionally depended on keyboards. However, the keyboard wherein many keys are dispersed creates problems for the elderly, such as a protracted recognition of keys and a lowered concentration when they use the keyboard. To address these problems, in this paper, the grip type controller interface for console games was used and a corresponding alphabet location algorithm was developed. To verify these efforts, a simulator was developed to test 20 elderly people; as a result, their satisfaction over and convenience of using the grip type interface increased.

A Development of Game Scenario Authoring Tool (게임 시나리오 저작도구의 개발)

  • Song, Hyun-Joo;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.29-39
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    • 2009
  • Game scenarios are playing more important role as much as games are getting more sophisticated and expanded in their applications. However, general-purpose tools for production of game scenarios are still not developed. There are similar tools for the production of films or dramas and simple tools for the development of UCG. However, analysis about them shows that they are not suitable for the production of game scenarios. In this paper, we are to develop game scenario authoring tool called 'UMa' suitable for game production and easy to use. UMa is composed of synopsis entry, quest entry, DB entry, communication, display, and control component. Since UMa provides templates to make synopsis, quest, and DB, users can produce them very easily. Especially, characters and items DB are stored independently so that they may be reused to the production of scenarios for follow-up or another game. Using UMa, users can write game scenarios more easily and quickly and cooperate with each other at the same time by Web.

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A Hybrid Generation Method of Visual Effects for Mobile Entertainment Applications (모바일 엔터테인먼트 애플리케이션을 위한 혼합적 시각 효과 생성 방법)

  • Kim, Byung-Cheol
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.367-380
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    • 2015
  • This paper proposes a hybrid rendering method which combines pre-computed global illumination results and interactive local illumination techniques and thus could interactively produce photo-realistic visual effects for mobile entertainment applications. The proposed method uses the programmable shading capability of OpenGL, a de facto standard for computer graphics library so that it can be deployed in a real-world development environment. Also, it increases the rendering time by a negligible amount compared to normal rendering time since the pre-computed results are used as operands of plain arithmetic operations. Therefore it is expected to be applicable in practice for mobiles games which require real-time responsiveness to users.

Analysis of Chinese Game Cosplay Photography - Focused on 'Qiwei Zoe' - (중국 게임 코스프레(cosplay) 사진 연구 - '칠미조(七味zoe)'를 중심으로-)

  • Jin, Tao;Lee, Sang Eun;Yang, Jong Hoon
    • The Journal of the Korea Contents Association
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    • v.17 no.11
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    • pp.470-478
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    • 2017
  • Costume play is an act of imitating the appearance or behavior of characters in digital games, cartoons or animations. In recent years, cosplay culture has become popular in China as the digital game is made into a movie. The number of cosers has also increased. Especially, Qiwei Zoe has been very popular among cosers because her cosplay photography reflects the understanding of the cosplay culture. A number of cosers admit that her work shows a commercial and artistic potential of cosplay photography. This paper analyzed how she maintains the contents of the original but creatively reimplementing them. She shoots the fantastic image of the character like it really exists in reality so that she can avoid excessive editing work. She emphasizes the character's action that symbolizes its personality and utilizes a variety of outdoor shooting locations similar to the original scenes. We also discussed how cosplay photographers can create cosplay photography by maintaining its artistic features.

A Korean Text Input System for Elderly using Grip Type Game Controller (그립형 게임 컨트롤러를 이용한 노인용 한글 입력 시스템)

  • Lee, Ji-Won;An, Duk-Yong;Jang, Yu-Na;Jang, Hee-Dong;Park, Sung-Jun
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.208-214
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    • 2009
  • As an advance in medical technology development is being made, and people are increasingly aware of the importance of health, related investments and people's average life expectancy rise, which in turn leads to an increase in elderly people. Also, with a growing number of elderly people enjoying their leisure activities, the utilization of multimedia contents using computers is on the increase, leading to an activated research into the establishment of digital culture for the elderly people. This paper proposes a Korean text input system to enable the elderly to utilize digital contents. Text input interface has conventionally depended on keyboards. However, the keyboard wherein many keys are dispersed creates problems for the elderly, such as a protracted recognition of keys and a lowered concentration when they use the keyboard. To address these problems, in this paper, the grip type controller interface for console games was used and a corresponding alphabet location algorithm was developed. To verify these efforts, a simulator was developed to test 20 elderly people; as a result, their satisfaction over and convenience of using the grip type interface invreased.

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Impact on organizational trust and cooperative intention from expectations of ski hobbyists for 2018 Pyeongchang Olympic Winter Games (2018평창동계올림픽에 대한 스키동호인들의 기대감이 조직신뢰 및 협력의사에 미치는 영향)

  • Kang, Myung-Goo;Suh, Dong-Hwan
    • Journal of Digital Convergence
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    • v.15 no.5
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    • pp.461-469
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    • 2017
  • This study is to investigate the relationship among anticipation, organizational trust and cooperative intention of members of ski club for 2018 Pyeongchang Winter Olympics. Moreover, to provide the basic data for Gangwon-do Province, Pyeongchang-gun and 2018 Pyeongchang Winter Olympics committee and to propose a plan to become a successful tournament by leading to take active participation and cooperation of the ski club members. In order to achieve these objectives, this study was given to a sampling of 341 people from members of ski club in Gangwon W, F resort. First, there was correlation static (+) between expectations and organizational trust among all factors and partially impact on an organizational trust by economic/industrial and social/cultural factors as a sub factors of expectation. Second, correlation static (+) between expectations and cooperative intention among all factors and significant impact on cooperative intention by social/cultural factors as a sub factors of expectation. Third, correlation static (+) between organizational trust and cooperative intention among all factors and significant impact on cooperative intention by trust factor as a sub factors of expectation.

The Design and Development of a Onchain Game for Scalability Verification of Blockchain Platform (블록체인 플랫폼의 성능 및 확장성 검증을 위한 온체인 게임 설계 및 개발)

  • Jang, Kwang-Soo;Lee, Ook
    • Journal of Digital Convergence
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    • v.18 no.10
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    • pp.253-263
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    • 2020
  • Since the birth of the Ethereum in 2015, various decentralized applications (DApp) based on blockchain smart contract technology have appeared. However, CryptoKitty's case showed instability in terms of performance and scalability in real-world service environments. To solve this, a blockchain platform that developed a high transaction per second (TPS) has appeared, but there have been no environments and services to test it. Therefore, this paper intends to design and develop a game that can record the contents of all games on the chain and verify the performance and scalability of the blockchain platform through oversized transactions. The developed game generated a total of 6.3 million blocks and 8.9 million transactions through by 682 and verified the improved performance and scalability of the existing platform. Additionally, the maximum TPS was measured at 1,309 during the test period. In the future, it is expected that performance and scalability can be compared in a realistic environment through the method presented in this paper.

Development and Evaluation of a Nutrition Education Website for the Prevention and Management of Childhood Obesity (어린이의 비만 예방과 관리를 위한 영양교육 웹사이트 개발 및 평가)

  • Yon, Mi-Yong;Park, Chan;Yoo, Kwan-Hee;Hyun, Tai-Sun
    • Korean Journal of Community Nutrition
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    • v.17 no.4
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    • pp.390-406
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    • 2012
  • Childhood obesity has rapidly increased worldwide and is one of the most serious health problems in this age group. In order to prevent and manage childhood obesity, we developed a nutrition education website. The website consisted of three parts. The first part was made for self-assessment with regard to obesity index, dietary habits, food frequency, dietary attitude, nutrition knowledge, nutrient intake, energy expenditure, and the stage of behavioral change, and tailored messages and advice according to the assessment results. A total of 612 real-size food photos as well as a nutrient database of 3,346 foods and 541 dishes were created to help children estimate nutrient intakes accurately. In addition, an energy expenditure database of 156 activities for children was established to calculate calorie consumption. The second part was made for setting long-term and short-term goals and keeping track of the changes in energy intake and expenditure in one's own page. The third part was made for education. Various types of nutrition information were provided; texts, pictures, calculators and games. The readability and design of the website were evaluated by 46 obese children. Usefulness, design and readability of the website were found to be desirable for children. This website is expected to be used by an obese child alone or with parents or nutrition teachers in order to control body weight through healthy dietary habits and physical activities. In addition, a non-obese child can also use this website for maintaining healthy dietary habits and preventing obesity.

A Development of Grid Logic Game Contents by Using Image Processing Method (이미지처리 기법을 이용한 Grid Logic 게임 콘텐츠 개발)

  • Oh, Kab-Suk
    • Journal of Digital Contents Society
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    • v.10 no.3
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    • pp.413-421
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    • 2009
  • Recently, various kinds of arcade games are offered through the network with the internet's development. And for the Grid Logic game, it is opened up for everyone who uses the internet but it has a disadvantage that only the provided puzzles can be played. To improve this, in this paper, we developed a Grid Logic game contents using an image of user's as a puzzle. In order to do this, we suggested a threshold decision method, the pre-processing stage of image processing. We showed a method of detecting aim image from a binary image, showed up by the suggested way, and a method of changing into the game data and carrier of the meaning as a specific image at the end of the game are the objects of this paper. The suggested algorithm is constructed as a Java applet and applied to the 10 objects such as characters, logos, persons, etc. to show that this algorithm is suitable for the appropriate acquisition of the Grid Logic game data through the experiment.

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Visual Discomfort Analysis of Binocular Depth Change on 3D Stereoscopic Imaging (입체영상의 양안 깊이 변화에 따른 시청 피로도 분석)

  • Kim, Nam-Gyu
    • Journal of Digital Contents Society
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    • v.16 no.1
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    • pp.127-135
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    • 2015
  • The development of stereoscopic display hardwares and 3D authoring softwares expands its application areas from particular virtual simulation applications to general movies, games, advertising applications. However, the binocular-based 3D stereoscopic images cause fatigue to viewers. Recent performed many research results about the binocular stereoscopy's depth perception and viewers' fatigue are derived from experimental users studies. In some results, watching and making guidelines for 3D stereoscopic imaging contents are introduced. The 3D stereoscopic-related contents have the contradictory aspects, which are audiences' pursuit of a tolerable minimum fatigue and producer's its of excessive depth changes for providing viewers' immersion. This paper provides user experiments and analysis data in aspects of 3D depth changes. For use of producers, a safety zone and translational velocity of 3D depth changes are introduced. Also, on the viewer side, we present the depth change adaptation time by using an EEG device.