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P2P Systems based on Cloud Computing for Scalability of MMOG (MMOG의 확장성을 위한 클라우드 컴퓨팅 기반의 P2P 시스템)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.4
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    • pp.1-8
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    • 2021
  • In this paper, we propose an approach that combines the technological advantages of P2P and cloud computing to support MMOGs that allowing a huge amount of users worldwide to share a real-time virtual environment. The proposed P2P system based on cloud computing can provide a greater level of scalability because their more resources are added to the infrastructure even when the amount of users grows rapidly. This system also relieves a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the peers. In this paper, we describe the concept and basic architecture of cloud computing-based P2P Systems for scalability of MMOGs. An efficient and effective provisioning of resources and mapping of load are mandatory to realize this architecture that scales in economical cost and quality of service to large communities of users. Simulation results show that by controlling the amount of cloud and user-provided resource, the proposed P2P system can reduce the bandwidth at the server while utilizing their enough bandwidth when the number of simultaneous users keeps growing.

Hakeem: An Arabic Application Aimed to Teaching Children First Aid using Augmented Reality

  • Al-ajlan, Monirah;Altukhays, Wujud;Alyousef, Deema;Almansour, Aljawharah;Alsukayt, Layan;Alajlan, Halah
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.368-374
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    • 2022
  • Children are by nature curious and enthusiastic about learning and love to explore and search for everything they see around them, but as a result of this exploration they may sometimes be exposed to dangerous situations ranging from falls to poisoning and suffocation. That is why when supporting a child's natural desire to explore the world and supporting his awareness of dangerous situations and good handling of them, helps him build a conscious scientific mind and enhance his curiosity in the natural world. It is not easy to imagine a difficult situation in which we or one of our family is in danger, unable to help ourselves or to help them in time, due to our complete ignorance of the rules of first aid. Hence the importance of learning first aid not only for the child but for the community and the world at large. "Hakeem" is an Arabic E-health educational application that aims to teach children from the age of six to eleven years first aid, in our belief that the seed of renaissance lies in the care and education of children, and the lack of Arabic content that aims to teach children first aid skills. The idea is to create a scenario in which the child is responsible for saving the person who will be in a dangerous situation using Augmented Reality (AR) technology, to increase engagement and interaction and provides a rich user experience, and according to the child's performance, he will get reward points. The game will have several levels: Beginner, Intermediate, and Hakeem, and based on the player's points he will get a title and move to the next level, and when he reaches the end, he will get the certificate.

Analysis of the Academic Research Trend of e-sports (e스포츠에 관한 연구동향 분석)

  • Oh, Sae-Sook;Kim, Dae-Hoon
    • Journal of Wellness
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    • v.7 no.2
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    • pp.113-121
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    • 2012
  • This study chose the academic journals related with e-sports for analysis among the top tier journals of National Research Foundation of Korea from 2006 to 2011 to check the academic trend Beginning in 2006, the first study of e-sports was published in the journal related with e-sports. So, the studies from 2006 to 2011 were chosen for analysis. Using Research Information Sharing Service(RISS), the keyword 'e-sports' was searched. By virtue of this process, total 27 studies were selected as final analysis. So, the academic trends are as follows. In Korea, the studies related with e-sports have started from the beginning of 2000s with internet and then it spread out via cable TV. And then from the middle of 2000s, e-sports was discussed seriously. The early subject of the studies usually focused on the measurement of e-sports based on the strategic elements as a product. After that, game addiction and violent tendency which were one of the biggest issues were raised as a constant problem and it became the academic studies of user behavior. E-sports became a recreation culture of teenagers so it has been in charge of the role of exit and the problems related with it have continuously appeared. So, the academic studies tend to have departmentalization like immersion, addiction, sociality, self-regulation and etc. But, there was a tendency that the similar contents were repeated in the view point of subject and method while the subjects were departmentalized. So, for the systematic study of e-sports, development of the unique subject, study method and verification process should be conducted continuously.

Development of virtual reality contents for vocational education Research on Semiconductor production line Clean Room Tour (직업교육을 위한 가상현실 콘텐츠 구현 반도체 생산라인 클린룸 투어 VR 중심으로)

  • Lee, Sun-Min
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.191-197
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    • 2023
  • The purpose of the study was to provide an educational environment for designing and producing virtual reality practice contents that can be used in semiconductor production lines and clean rooms. Through this process, the user can acquire practical knowledge through experiences close to reality, such as experiencing the main semiconductor solar cell manufacturing facilities as well as procedural knowledge before and after entering the clean room.. In particular, it provides users with an immersion experience close to reality by creating an environment for experiential content necessary for semiconductor and solar cell manufacturing processes and clean room entrance procedure experiential content, which is expected to improve education immersion, realism, cost, efficiency, and education satisfaction. Depending on the characteristics of Dangerous, Impossible, Counter-productive etc, immersive content makes learners immersed in the learning content, induces proactive/active learning, and embodies the learning content, resulting in positive results in the field of improving educational effectiveness.

Interaction Design of Take-Over Request for Semi-Autonomous Driving Vehicle : Comparative Experiment between HDD and HUD (반자율주행 차량의 제어권 전환 요청(TOR) 인터랙션 디자인 연구 : HDD와 HUD 비교 실험을 중심으로)

  • Kim, Taek-Soo;Choi, Song-A;Choi, Junho
    • Design Convergence Study
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    • v.17 no.4
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    • pp.17-29
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    • 2018
  • In the semi-autonomous vehicle, before reaching a fully autonomous driving stage, it is imperative for the system to issue a take-over request(TOR) that asks a driver to operate manually in a specific situation. The purpose of this study is to compare whether head-up display(HUD) is a better human-vehicle interaction than head-down display(HUD) in the event of TOR. Upon recognition of TOR in the experiment with a driving simulator, participants were prompted to switch over to manual driving after performing a secondart task, that is, playing a game, while in auto-driving mode. The results show that HUD is superior to HDD in 'ease of use' and 'satisfaction' although there is no significant difference in reaction time and subjective workload. Therefore, designing secondary tasks through HUD during autonomous driving situation improves the user experience of the TOR function. The implication of this study lies in the establishing an empirical case for setting up UX design guidelines for autonomous driving context.

A Study on Strategy for developing LBS Entertainment content based on local tourist information (지역 관광 정보를 활용한 LBS 엔터테인먼트 컨텐츠 개발 방안에 관한 연구)

  • Kim, Hyun-Jeong
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.151-162
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    • 2007
  • How can new media devices and networks provide an effective response to the world's growing sector of cultural and historically-minded travelers? This study emerged from the question of how mobile handsets can change the nature of cultural and historical tourism in ubiquitous city environments. As wireless network and mobile IT have rapidly developed, it becomes possible to deliver cultural and historical information on the site through mobile handset as a tour guidance system. The paper describes the development of a new type of mobile tourism platform for site-specific cultural and historical information. The central objective of the project was to organize this cultural and historical walking tour around the mobile handset and its unique advantages (i.e. portability, multi-media capacity, access to wireless internet, and location-awareness potential) and then integrate the tour with a historical story and role-playing game that would deepen the mobile user's interest in the sites being visited, and enhance his or her overall experience of the area. The project was based on twelve locations that were culturally and historically significant to Korean War era in Busan. After the mobile tour game prototype was developed for this route, it was evaluated at the 10th PIFF (Pusan International Film Festival). After use test, some new strategies for developing mobile "edutainment content" to deliver cultural historical contents of the location were discussed. Combining 'edutainment' with a cultural and historical mobile walking tour brings a new dimension to existing approaches of the tourism and mobile content industry.

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A Study on Virtual Reality Techniques for Immersive Traditional Fairy Tale Contents Production (몰입형 전래동화 콘텐츠 제작을 위한 가상현실 기술에 대한 연구)

  • Jeong, Kisung;Han, Seunghun;Lee, Dongkyu;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.3
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    • pp.43-52
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    • 2016
  • This paper is to study techniques of a virtual reality to maximize the depth of the users' immersion based on differentiated interactive contents using korean traditional fairy tale. In order to increase more interests in korean traditional fairy tale, we produce a interactive 3D contents and propose a new approach to a system designing applying a virtual realities such as HMD, Leap motion. First, using Korean traditional fairy tale, we generate interactive contents consisting of scenes intensifying user's tensions while interaction of game process. Based on the interactive contents generated, we design scene generation using Oculus HMD, the gaze based input processes and a hand interface using Leap motion, in order to provide a multi dimensional scene transmission and an input process method to intensify the sense of the reality. We will verify through diverse tests whether the proposed virtual reality contents based on a technique of an input process will actually intensify the immersion in the virtual reality or not while minimizing the motion sickness of the users.

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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Designing Smart Sportswear to Support the Prevention of Sports Injuries in Badminton Club Activities (배드민턴 동호회의 스포츠 상해 예방을 지원하는 스마트의류 디자인 제안)

  • Kim, Shin-Hye;Lee, Joo-Hyeon
    • Science of Emotion and Sensibility
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    • v.23 no.3
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    • pp.37-46
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    • 2020
  • This study was aimed at investigating the activities of a badminton club and designing smart wear to prevent sports injuries during badminton club activities. Everyone is familiar with sports in an aging society and clubs are gradually developing. Popular badminton club activities lead to frequent sports injuries, especially ankle injuries, which are a serious problem that hampers members' participation in sports. Therefore, this study aims to propose a prototype design for smart wear to prevent sports injuries, including ankle injuries. First, we identified the characteristics and considerations of members of badminton clubs, and the components of smart wear to prevent sports injuries. Second, members of the badminton clubs and an elite badminton player participated in a survey on the issues and requirements associated with wearing smart wear. Third, usage scenarios for smart wear were created based on literature reviews and the user assessment lists. Fourth, a prototype of the smart wear to prevent sports injuries including ankle injuries was created based on the scenarios. With the proposed smart wear, members of badminton clubs who may require assistance with sports injuries will be able to monitor said injuries, as well as their health condition, as avatars in visual games through a smart terminal. The visual game system will provide easier access to information about sports injuries and health. This smart sportswear will allow members of badminton clubs to prevent sports injuries and review their performance. This study can be utilized to design smart wear to prevent sports injuries and monitor sporting activities or bio-signals.

Availability of Mobile Art in Smartphone Environment of Augmented Reality Content Industrial Technology (증강현실 콘텐츠 산업기술의 스마트폰 환경 모바일 아트 활용 가능성)

  • Kim, Hee-Young;Shin, Chang-Ok
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.48-57
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    • 2013
  • Smartphones provide users with environment for communication and sharing information and at the same time play an important role of mobile technology and mobile art development. Smartphone technology-related researches are being accelerated especially with the advent of mobile Augmented Reality(AR) age, but the studies on user participation that is essential for AR content industry were insufficient. In that regard, the assistance from mobile art area that has already developed these characteristics is essential. Thus, this article is to classify mobile art that has not been studied a lot domestically into feature phone usage and smartphone usage and to analyze each example case with the three most used methods. The usage of feature phones which use the sound and images of mobile devices can be divided into three: installation and performing methods, single channel video art method and five senses communication method. On the other hand, the usage of smartphones that use sensors, cameras, GPS and AR can be divided into location-based AR, marker-based AR and markerless AR. Also, as a result of examining mobile AR content utilization technology by industries, combined methods are utilized; tourism and game-related industries use location-based AR, education and medicine-related industries use marker-based AR, and shopping-related industries use markerless AR. The development of AR content industry is expected to be accelerated with mobile art that makes use of combined technology method and constant communication method through active participation of users. The future development direction of mobile AR industry is predicted to have minimized HMD, integration of hologram technology and artificial intelligence and make the most of big data and social network so that we could overcome the technological limitation of AR.