• Title/Summary/Keyword: game application

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Development of Brain-machine Interface for MindPong using Internet of Things (마인드 퐁 제어를 위한 사물인터넷을 이용하는 뇌-기계 인터페이스 개발)

  • Hoon-Hee Kim
    • Journal of Internet of Things and Convergence
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    • v.9 no.6
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    • pp.17-22
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    • 2023
  • Brain-Machine Interfaces(BMI) are interfaces that control machines by decoding brainwaves, which are electrical signals generated from neural activities. Although BMIs can be applied in various fields, their widespread usage is hindered by the low portability of the hardware required for brainwave measurement and decoding. To address this issue, previous research proposed a brain-machine interface system based on the Internet of Things (IoT) using cloud computing. In this study, we developed and tested an application that uses brainwaves to control the Pong game, demonstrating the real-time usability of the system. The results showed that users of the proposed BMI achieved scores comparable to optimal control artificial intelligence in real-time Pong game matches. Thus, this research suggests that IoT-based brain-machine interfaces can be utilized in a variety of real-time applications in everyday life.

New idea about realizing automatic collision avoidance on the sea

  • Yao, Jie;Wu, Zhaolin
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2001.10a
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    • pp.65-74
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    • 2001
  • The rapid development of computer technology and widely application of artificial intelligent provide technology support for realizing navigation automation on the sea. which has achieved great success in shipping advanced countries like japan, England, America, Germany and also in the developing country, China. However, it still remains in the studying Period up to now in aspects of collision avoidance decision-making mathematical model and reasoning mechanism. In this paper, approaches are proposed to establish the collision avoidance automation system. One of them is based on the former studies to realize automation system by make use of finite state machine theory and following the International regulations for Preventing Collision at Sea, 1972. The others are to establish the new idea about automatic collision avoidance system by taking advantage of the free flight idea, hybrid system, game theory used in air traffic management studies in recent years and the common characteristics in both air and sea traffic management.

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Development of Multimedia Contents System for Passenger in Train (차량 내 멀티미디어콘텐츠 시스템 구현에 관한 연구)

  • Chang, Duk-Jin;Kang, Song-Hee;Song, Dahl-Ho
    • Proceedings of the KSR Conference
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    • 2011.05a
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    • pp.1563-1571
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    • 2011
  • In the commercial trains, there are monitors hung on the ceiling which simply display broadcasted contents so a passenger in a cabin has only one choice of passively watching them or not. To lead the application of IT in railway, keep a passenger from tedious journey, or help a passenger having a productive time, an MCS(Multimedia Contents System) was analyzed, designed, and implemented. A passenger can select and use a content from a smart terminal that is attached at the passenger's seat. A smart terminal is one that has its own memory and processor to handle informations and interact with a user. In this paper, the contents, such as train schedule, transfer information, traveling information, e-book, TV, music, and game, that the MCS can provide were introduced. To validate the applicability of the MCS on a next generation high-speed train, a testing environment will be set on a pre-production car and tested. The successful installation of the MCS will boost up the competitive power of the next generation train in the world market.

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Vocabulary Generation Method by Optical Character Recognition (광학 문자 인식을 통한 단어 정리 방법)

  • Kim, Nam-Gyu;Kim, Dong-Eon;Kim, Seong-Woo;Kwon, Soon-Kak
    • Journal of Korea Multimedia Society
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    • v.18 no.8
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    • pp.943-949
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    • 2015
  • A reader usually spends a lot of time browsing and searching word meaning in a dictionary, internet or smart applications in order to find the unknown words. In this paper, we propose a method to compensate this drawback. The proposed method introduces a vocabulary upon recognizing a word or group of words that was captured by a smart phone camera. Through this proposed method, organizing and editing words that were captured by smart phone, searching the dictionary data using bisection method, listening pronunciation with the use of speech synthesizer, building and editing of vocabulary stored in database are given as the features. A smart phone application for organizing English words was established. The proposed method significantly reduces the organizing time for unknown English words and increases the English learning efficiency.

Development and Application of the Improved Standard based on Ethics of Information for Online Game Addiction Test of Elementary School Students (초등학생 온라인 게임 중독 검사를 위한 정보 윤리학 기반의 개선된 척도 개발과 적용)

  • Han, Ji-Hye;Jun, Woo-Chun
    • 한국정보교육학회:학술대회논문집
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    • 2010.01a
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    • pp.117-123
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    • 2010
  • 시대의 흐름에 따라 온라인 게임 중독 증상을 보이는 초등학생의 수가 증가하고 있다. 또한 온라인 게임 과몰입 청소년은 학교 및 일상생활에 많은 문제를 보이고 있으므로, 적절한 검사를 통해 가려내어 교육 및 치료를 꼭 해야 할 것이다. 이에 따라 본 연구에서는 본 논문에서는 정보 윤리학을 기반으로 온라인 게임 중독 초등학생을 유형별로 가려내기 위해, 보다 개선된 척도의 개발과 적용을 다루고 있다. 본 모형의 장점은 다음과 같다. 첫째, 기존 척도에 비해 검사 문항별 관련 도덕 항목을 구체적으로 제시하여 검사 후 교육에 도움을 줄 수 있다. 둘째, 기존 척도에 비해 항목을 보다 구체적으로 제시하여 정확한 검사가 이루어질 수 있도록 하였다. 개선된 검사도구로 실제로 측정해 본 결과, 서울 S초등학교 5학년 학생 중 고위험 사용자는 12%이며, 대부분의 학생들이 일반 또는 저위험 사용자에 속하는 결과를 알 수 있다.

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Information Management by Data Quantification with FuzzyEntropy and Similarity Measure

  • Siang, Chua Hong;Lee, Sanghyuk
    • Journal of the Korea Convergence Society
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    • v.4 no.2
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    • pp.35-41
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    • 2013
  • Data management with fuzzy entropy and similarity measure were discussed and verified by applying reliable data selection problem. Calculation of certainty or uncertainty for data, fuzzy entropy and similarity measure are designed and proved. Proposed fuzzy entropy and similarity are considered as dissimilarity measure and similarity measure, and the relation between two measures are explained through graphical illustration.Obtained measures are useful to the application of decision theory and mutual information analysis problem. Extension of data quantification results based on the proposed measures are applicable to the decision making and fuzzy game theory.

Application of Game Theory to Development Strategy and Site Selection for Riverbank Filtration (강변여과수 개발전략 수립과 적지선정을 위한 게임이론의 적용)

  • Lee, Sang-Sin;Lee, Sang-Il
    • Proceedings of the Korea Water Resources Association Conference
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    • 2009.05a
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    • pp.381-384
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    • 2009
  • 강변여과는 인공함양을 활용한 대체수자원의 대표적 방법으로 하천수를 충적층으로 통과시켜 간접취수함으로써 오염저감과 수질사고 대처 능력의 장점을 가지고 있다. 유럽을 시작으로 많은 선진국에서는 150년 정도의 개발역사를 가지고 있으며, 우리나라에서도 현재 낙동강을 중심으로 강변여과를 활용한 상수도 공급이 이루어지고 있다. 본 논문은 이러한 강변여과 개발을 위한 개발전 개발전략과 적절한 개발위치 선정에 대한 연구로서 게임이론적 접근을 시도하였다. 강변여과 개발을 위한 지자체간 협력 게임이론을 적용함으로써 협력관계를 통한 추가이익 발생이 가능하게 되어 강변여과 개발타당성을 확보할 수 있다. 본 연구에서는 입지 선정에서 대상 후보지의 인자비교를 위한 일부 항목의 자료 유무에 상관없이, 적지분석이 가능한 게임모형을 개발하고 그 적용성에 대해 검토하였다.

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A Study on a technology of extraction of motion objects (3차원 동작객체 추출기술에 관한 연구)

  • 오영진;박노국
    • Journal of Korea Society of Industrial Information Systems
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    • v.4 no.3
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    • pp.21-27
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    • 1999
  • This paper introduces the research and development of automatic generation technology to develop the character agent. The R&D of this technology includes three major elements-body model generation, automatic motion generation and synthetic human generation. Main areas of application would by cyber space- 3D game, animation, virtual shopping, on line chatting, virtual education system, simulation and security system.

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Application Research on the Evaluation Index System of Visual Anthropology : based on Delphi method and analytic hierarchy process

  • Du, Nan;Yu, Chuandong;Kim, Chee-Yong
    • Journal of Multimedia Information System
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    • v.6 no.4
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    • pp.283-292
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    • 2019
  • This paper introduces the development and current prosperity of the branch discipline of visual anthropology and describes the status and current situation of modern visual anthropology and analyzes the rationality that the achievements of visual anthropology is viewed as texts and enjoy the same achievements, making it more basis and scientific in the selection of visual anthropology in subsequent research. This article comprehensively uses Delphi method and analytic hierarchy process to construct an evaluation system of visual anthropology, as well as put forward the basic principles of screening films using this evaluation system in subsequent studies and a simple outlook for future expansion.

A Study of Machinima and Fair Use Doctrine in MMORPGs (MMORPGs에서의 머시니마와 공정이용 원칙에 관한 연구)

  • Suh, Kye-Won
    • Journal of Korea Multimedia Society
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    • v.20 no.6
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    • pp.960-968
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    • 2017
  • Machinima is a new medium of artistic expression that allows creators to produce faster and cheaper 3D animated works than ever before. However, the software owner controls all rights in the game. The principle of fair use allows for limited use of works without permission of the copyright owner for certain purposes. The application of the principle of fair use to any particular machinima will depend on the specific circumstances. In conclusion, in order to maintain the balance between the copyright owner and the user, the reasonable role of the court in Korea seems to be more important in interpreting the fair use clause.