• Title/Summary/Keyword: game graphic data

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A study on the computer simulation model of the closed moving system using the nutation force (폐쇄된 계의 장동 힘에 의한 이동장치의 컴퓨터 씨뮬레이션 모델에 관한 연구)

  • Chung, Byung-Tae
    • Journal of the Korea Computer Industry Society
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    • v.6 no.2
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    • pp.331-336
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    • 2005
  • The closed movement produced vertically on the position of a motor is a notation movement produced by a notation force , while the horizontal movement can be shown by the coriolis force and the transverse force of realizing that the closed movement of the closed system is to be rotation motion. The notation movement is a vertical closed movement and by searching the equation which becomes an equation model, after comparing the simulation data from the equation model with data of a real device to use it into the computer simulation model, the additional variable elements were decided. As the result, the energy imbalance element is added as a variable about load which is relevant to friction coefficient and pole of a motor in the gravitational field. The simulation can be applied as a real physical law of the graphic game and haptic program.

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Self-Powered Smart Jump-Rope to Transform an Intensive Physical Activity into Electricity-Generating Fun Experience (고강도의 줄넘기 운동을 지속 가능하고 즐거운 경험으로 만들기 위한 에너지 자립형 스마트 줄넘기)

  • Jo, Jonghyun;Yeo, Jungjin;Park, Heajeong;Ryu, Munho;Yang, Yoonseok
    • Journal of the HCI Society of Korea
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    • v.9 no.2
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    • pp.13-21
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    • 2014
  • Jump-rope is a simple and effective exercise, but its intensive exercise load and monotonous pattern make it difficult to perform consistent workout. On the other hand, jumping rope accompanies large amount of kinetic energy which can be converted into electrical energy. In this study, we designed and implemented a self-powered jump-rope which can support the low-power embedded Bluetooth system inside it. The embedded system wirelessly transmits the acceleration data measured during jumping-rope exercise to a smartphone. We also developed a smartphone app which can count the number of jumps and provide real-time feedback with sound and animated graphic effects in a game context. Pilot test using the prototype smart jump-rope verified that it can be useful to motivation for the jump-rope exercise and make the exercise more effective by providing users with precise information about their exercise. We expect that the developed self-powered jump-rope will change the exercise from an intensive physical activity into electricity-generating fun experience combined with smartphone game, which maximize the benefit of the consistent jump-rope exercise.

Implementation of Underwater Simulation of a Net using OpenMP (OpenMP 병렬프로그램을 이용한 그물의 수중형상 시뮬레이션 구현)

  • Park, Myeong-Chul;Park, Seok-Gyu
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.2
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    • pp.11-17
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    • 2008
  • The net shape effects by the various vectors in underwater. Each particle of the net calculating the effect of all vectors augments an accuracy and reality. But, the time complexity becomes larger because of huge calculation. The previous techniques reduced a physics reality. And embodied the underwater virtual reality which augments visual reality with simulation. In this paper, parallel processing the particles, it embodied the simulation which is satisfied a physical reality and time reality. The parallel processing used the OpenMP, and the reality graphic expression used the OpenGL. The simulation which this paper Proposes will be the possibility becoming the fundamental data for a model analysis or a specialist system from game and marine field.

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Interface Design Guideline for Personalization of Interactive TV Service - Focusing on SkyLife's SkyTouch Service - (쌍방향TV 서비스의 개인화를 위한 인터페이스 디자인 가이드라인 -스카이라이프의 스카이터치 서비스를 중심으로 -)

  • Goo, Min-Jung;Lee, Tae-Il
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.129-140
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    • 2007
  • This study attempts to investigate the personalized schemes of interface for the interactive TV sonics enhancing the satisfaction of users from the standpoints of the user and to suggest designing guidelines. In the preface, firstly, the purpose as well as structure of the study were described, the characteristics of the interactive TV and the personalization were defined. Also, it was attempted to understand the development directions of the basic media for services. In addition, the data and elements that became the ground for this study were arranged, including the elements for designing interface, the appraisal method of usability to evaluate the requirements of users, etc. Then, the interfaces of "SkyTouch", an interactive TV sonics by Skylife having the number of users reaching one million at the moment, that is the representative runner in the interactive TV, were analyzed. Then the needs central to the navigation structure and layout for the convenience of users through the evaluation of usability were examined and arranged. In addition, the designing directions of personalized interfaces were studied in the interactive TV by analyzing the web portal sites which were being carried out prior to the personalized services. Based on the data investigated and analyzed previously, the guidelines for the interface design for the personalization of the interactive TV were suggested by classifying the navigation structure and layout, and the personalized interface design was proposed according to the suggested guidelines by applying them directly to "SkyTouch" that is currently carrying out the interactive sonics although it provides limited services in an independent style.

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