• 제목/요약/키워드: game application

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워키태깅 : 스마트폰 환경에서 음성기반의 효과적인 영상 콘텐츠 어노테이션 방법에 관한 연구 (WalkieTagging : Efficient Speech-Based Video Annotation Method for Smart Devices)

  • 박준영;이수빈;강동엽;석영태
    • 한국IT서비스학회지
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    • 제12권1호
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    • pp.271-287
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    • 2013
  • The rapid growth and dissemination of touch-based mobile devices such as smart phones and tablet PCs, gives numerous benefits to people using a variety of multimedia contents. Due to its portability, it enables users to watch a soccer game, search video from YouTube, and sometimes tag on contents on the road. However, the limited screen size of mobile devices and touch-based character input methods based on this, are still major problems of searching and tagging multimedia contents. In this paper, we propose WalkieTagging, which provides a much more intuitive way than that of previous one. Just like any other previous video tagging services, WalkieTagging, as a voice-based annotation service, supports inserting detailed annotation data including start time, duration, tags, with little effort of users. To evaluate our methods, we developed the Android-based WalkieTagging application and performed user study via a two-week. Through our experiments by a total of 46 people, we observed that experiment participator think our system is more convenient and useful than that of touch-based one. Consequently, we found out that voice-based annotation methods can provide users with much convenience and satisfaction than that of touch-based methods in the mobile environments.

안드로이드 기반 스마트폰을 활용한 지능형 서비스 로봇 개발 (Development of Intelligent Service Robot using Smart Phone based on Android OS)

  • 문채영;류광기
    • 한국산학기술학회논문지
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    • 제13권9호
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    • pp.4193-4199
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    • 2012
  • 본 연구에서는 안드로이드 기반 스마트폰을 장착하여 지능형 로봇의 성능 구현이 가능하도록 스마트폰 애플리케이션과 로봇 플랫폼을 설계 및 구현하였다. 터치스크린, 사운드 입출력, 네트워크 그리고 각종 센서 기능을 갖고 있는 스마트폰을 전원부와 모터 등의 단순 기능을 갖는 로봇플랫폼에 접목시켜 원격제어, 홈오토메이션, 게임기, R-러닝 등의 기능을 수행할 수 있도록 구현하였다. 연구에 사용된 스마트폰은 블루투스 통신을 이용하여 로봇과 데이터를 송수신하며 원격지의 컴퓨터와는 WI-FI를 통해 인터넷으로 통신을 수행하도록 설계 하였다.

커뮤니티 참여디자인의 접근방법에 관한 연구 - 노인회관의 사례연구를 중심으로 - (A Study on the Method of Approach for Participatory Design in Community - Focused on the Case Study In a Senior Hall -)

  • 박우장
    • 한국실내디자인학회논문집
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    • 제13권4호
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    • pp.45-55
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    • 2004
  • This study theoretically investigated the conceptional and technical aspect of participatory design as an approaching scheme for participatory design in community This study operated a case study in an senior hall which is expected to be the important institution for future aging society This study discussed the tool's potentialities after investigating technique's developments and usefulness. The main result of study is as follows 1) Conceptual approachment for participatory design in community starts with the attitude of designers establishing moral, philosophical and social sense of value as the mediator in city and region. And proceed the design in the method of mediating the opinion with the members of the community and the government. 2) The technical approachment should be more concentrated with the method of making the members interested and treat the rationalized process and proceedings more important. And develop this as a tool which Is easily understandable, more convenient when working, and has a adaptability in application. 3) The given technique in case study is produced with the data of demanded rooms, preferred image, priority, and room-layout game, and verified it's usefulness by analyzing and discussing of process and technique, and this technique can be useful after specific complement work as a result.

디지털 멀티미디어 방송의 선호 콘텐츠 및 타 매체 이용특성에 따른 의용의향 요인 분석 (Analysis of DMB Adoption Intentions According to Preferred Contents and Other Media Usage Characteristics)

  • 김동주;신승도
    • 경영과학
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    • 제25권1호
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    • pp.123-138
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    • 2008
  • Recently, DMB service markets experience a rapid change with terrestrial DMB test-broadcasting for the nation-wide coverage and paid interactive data broadcasting being offered utilizing TPEG and BIFS technologies. This warrants a reexamination of a consumers' adoption intentions for DMB service. This paper uses a survey data set to analyze DMB adoption intentions and the choice between terrestrial DMB and satellite DMB services according to preferred contents and other media usage characteristics. Empirical results show that consumer who prefer TV, music, and movie contents are more likely to adopt DMB service, whereas consumers with high intentions for HSDPA subscription are less likely to adopt DMB service. This implies that continuing development of killer application and the analysis of substitutes or complements of other media are crucial for the increase of DMB adoption intentions. It is found that the more consumers prefer sports, movies and entertainment/game and put higher values in the quality of the contents, the more likely they adopt satellite DMB service. Meanwhile, the more consumers prefer TV, drama and news contents, and are sensitive to the subscription fees, they are more likely to adopt terrestrial DMB service. Therefore, it seem that consumers' DMB adoption between terrestrial and satellite services is crucially related with types and characteristics of contents offered.

에너지절약을 위한 게임화 전략의 적용사례와 제언 (A Survey on Application of Gamification for Energy Saving)

  • 임기추
    • 에너지공학
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    • 제26권2호
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    • pp.93-98
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    • 2017
  • 본고에서는 게임화 전략은 2010년 하반기부터 광범위하게 사용되기 시작하여 다양한 산업과 응용분야에서 활용이 증가하는 추세로, 에너지절약분야에서도 에너지절감 및 에너지절약 행동의 변화를 위해 적극 활용되고 있다. 에너지절약분야 게임화 적용사례는 게임속성을 반영하고 있어서 일반시민들이 재미있고 즐겁게 에너지절약에 참여할 수 있도록 설계된 특징이 있으며, 에너지사용량의 절감 및 에너지절약에 대한 인식을 변화시킬 수 있는 것으로 평가된다. 향후 에너지절약 프로그램의 게임화 적용은 에너지절약 신서비스 요구에 대한 충족이 가능하도록, 에너지절약 프로그램에 대한 적용대상 및 목표 설정을 위한 게임화 실행계획의 수립이 요청된다.

디지털 아카이브의 이용자 참여의 활성화를 위한 소셜 태깅 활용 방안 연구 (A Study on Social Tagging for Promoting Users' Participation in Digital Archives)

  • 박희진
    • 정보관리학회지
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    • 제34권3호
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    • pp.269-290
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    • 2017
  • 본 연구는 국내 문화유산기관에서 디지털 콘텐츠의 효과적인 접근과 활용을 도모하고 이용자 참여를 활성화할 수 있는 소셜 태깅의 활용방안을 제안하는 것을 목적으로 한다. 이를 위해 정보기술을 활용한 아카이브의 성과를 바탕으로 국내외 아카이브의 기술 적용 현황을 파악하고, 소셜 태깅이 적용된 국내외 디지털 아카이브의 사례연구를 통해 소셜 태킹의 활용 현황과 특성을 분석하였다. 이용자 참여 단계유형을 재구성하여 소셜 태깅을 통한 참여 단계 모델을 제시하고, 디지털 아카이브에서 이용자의 참여와 콘텐츠의 기여도를 중심으로 표현, 커뮤니케이션, 협업에 따른 소셜 태깅의 활용 방안을 제안하였다.

Modified Structural Modeling Method and Its Application: Behavior Analysis of Passengers for East Japan Railway Company

  • Nagata, Kiyoshi;Umezawa, Masashi;Amagasa, Michio;Sai, Fuyume
    • Industrial Engineering and Management Systems
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    • 제7권3호
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    • pp.245-256
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    • 2008
  • In order to cope with the ill-defined problem of human behavior being immanent uncertainty, several methodologies have been studied in game theoretic, social psychological and political science frameworks. As methods to arrange system elements systematically and draw out the consenting structural model concretively, ISM, FSM and DEMATEL based on graph theory etc. have been proposed. In this paper, we propose a modified structural modeling method to recognize the nature of problem. We introduce the statistical method to adjust the establishment levels in group decision situation. From this, it will become possible to obtain effectively and smoothly the structural model of group members in comparison with the traditional methods. Further we propose a procedure for achieving the consenting structural model of group members based on the structural modeling method. By applying the method to recognize the nature of ill-defined problems, it will be possible to solve the given problem effectively and rationally. In order to inspect the effectiveness of the method, we conduct a practical problem as an empirical study: "Behavior analysis of passengers for the Joban line of East Japan Railway Company after new railway service of Tsukuba Express opened".

전신마비 환자를 위한 EOG 기반 디스플레이 상의 응시 좌표 산출 (Extraction or gaze point on display based on EOG for general paralysis patient)

  • 이동훈;유재환;김덕환
    • 재활복지공학회논문지
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    • 제5권1호
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    • pp.87-93
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    • 2011
  • 본 논문에서는 EOG(Electrooculography) 신호를 이용하여 디스플레이상 응시하는 좌표를 산출 하는 방법을 제안하였다. 선형적인 특성을 가지는 EOG 신호를 기반으로 하여, 디스플레이와 EOG 신호의 2차원 좌표계 사이에 존재하는 회전, 스케일링, 원점의 차이를 머리의 움직임 대신에 보정 작업으로 일치시켰다. 1680*1050 해상도를 가지는 모니터에서 출력한 원의 좌표와 이를 응시 할 때 발생되는 EOG 신호에 보정 방법을 적용하여 산출된 좌표와의 비교로 성능을 평가하였다. 실험 결과에서 x, y좌표는 평균적으로 각각 56픽셀(3%), 47픽셀(4%)의 오차를 보여주고 있다. 이 연구는 전신 마비 환자를 위한 포인팅 장치나 가상현실 게임과 같은 애플리케이션을 위한 HCI(Human Computer Interface)로 활용이 가능하다.

Augmented-Reality Survey: from Concept to Application

  • Kim, Soo Kyun;Kang, Shin-Jin;Choi, Yoo-Joo;Choi, Min-Hyung;Hong, Min
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제11권2호
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    • pp.982-1004
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    • 2017
  • The recent advances in the field of augmented reality (AR) have shown that the technology is a fundamental part of modern immersive interactive systems for the achievement of user engagement and a dynamic user experience. This survey paper presents the descriptions of a variety of the new AR explorations, and the issues that are relevant to the contemporary development of the fundamental technologies and applications are discussed. Most of the literature regarding the pertinent topics-taxonomy, the core tracking and sensing technologies, the hardware and software platforms, and the domain-specific applications-are then chronologically surveyed, and in varying detail, this is supplemented with the cited papers. This paper portrays the diversity of the research regarding the AR field together with an overview of the benefits and the limitations of the competing and complementary technologies.

A Survey on Spectrum Sharing in Cognitive Radio Networks

  • Xu, Tangwen;Li, Zhenshuang;Ge, Jianhua;Ding, Haiyang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제8권11호
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    • pp.3751-3774
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    • 2014
  • With the rapid development of wireless communication, the confliction between the scarce frequency resources and the low spectral efficiency caused by the stationary spectrum sharing strategies seriously restricts the evolution of the future mobile communication. For this purpose, cognitive radio (CR) emerges as one of the most promising inventions which can overcome the spectrum shortage. As the key technology and main objective of CR, spectrum sharing can make full use of the limited spectrum, alleviate the scarcity of frequency resources and improve the system utilities, playing thereby an important role in improving the system performance of cognitive radio networks (CRNs). In this survey, the spectrum sharing in CRNs is discussed in terms of the sharing process, mainstream sharing technologies and spectrum sharing models. In particular, comparisons of different spectrum sharing strategies are concluded, as well as that of different spectrum sensing schemes in sharing procedure. Moreover, some application examples of the spectrum sharing in CRNs, such as smart grid, public safety, cellular network and medical body area networks are also introduced. In addition, our previous related works are presented and the open research issues in the field of spectrum sharing are stated as well.