• Title/Summary/Keyword: multimedia game

Search Result 631, Processing Time 0.027 seconds

Design of Device for Rotator Cuff Training and Its Experimental Validation with sEMG (회전근개 훈련용 기기 설계와 sEMG를 활용한 실험적 검증)

  • Byun, Sangkyu;Kim, Jaehoon;Chung, Jiyong;Kim, Heeyoung;Shin, Sungwook;Lee, Eunghyuk
    • Journal of Korea Multimedia Society
    • /
    • v.24 no.8
    • /
    • pp.1035-1043
    • /
    • 2021
  • The shoulder is less stable than other joints, making it easier to onset of various shoulder disorders. In addition, limited range of motion and pain in the shoulder due to shoulder disorders restricts daily life and social activities. The problem with exercise therapy can be reduced in exercise effect by causing boredom through simple repetition of motion, thus reducing the patient's willingness to participate. Therefore, this paper aims to provide a treatment method that can induce active participation of patients by developing devices capable of passive, active, and resistance exercise and serious game contents using them. Furthermore, sEMG was used to verify whether the rotational exercise in the horizontal and vertical using serious game contents helps the shoulder movement actually. The measured sEMG signal was classified as 5 phases according to the angle of rotation and calculated the mean integrated EMG. The mean integrated EMG for the experimental results was higher in all phases when rotational was performed compared to those when both horizontal and vertical rotational exercise remained initial posture, indicating an increase in muscle activity.

Analysis of the Design Elements for the Children's Picture Books Based on VR

  • Lu, Kai;Cho, Dong Min
    • Journal of Korea Multimedia Society
    • /
    • v.24 no.7
    • /
    • pp.953-965
    • /
    • 2021
  • The research of combining virtual reality technology with the design elements of children's picture book education is a relatively new topic in virtual reality technology in recent years. Based on the combination of picture book design elements with virtual reality technology and the development of a children's picture book teaching game, this article analyzes the effectiveness of the application of virtual reality technology in children's teaching, and explores the usability of picture book design elements in teaching [1]. Through literature research methods, practical research methods and investigation research methods, this paper lucubrates the application of virtual reality technology in the design elements of children's picture book education so as to provide adequate theoretical and practical support for the research theme. The spatial positioning, vision, sound, and functional requirements of children's picture book games play a leading role in teaching. Practical statistics have proved that it is easier to promote children's mastery of teaching knowledge in a virtual environment. Moreover, use VR's game management function and setting function to solve the boringness of traditional education methods and the limitations of the teaching environment. The feasibility of game operation provides a virtual teaching platform system for children's education, and the teaching effect is remarkable.

A Virtual Reality Game Controller Based on Bluetooth (블루투스 기반의 가상현실 게임 컨트롤러)

  • Woo, Young Woon;Baek, Soon Ho;Cha, Young Ho;Kim, Geun Ho;Heo, Jong Hoon;Kim, Da-In
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2016.07a
    • /
    • pp.207-208
    • /
    • 2016
  • 본 논문에서는 아두이노와 블루투스 모듈이 결합된 블루이노2 보드를 활용한 컨트롤러를 제작하였다. 컨트롤러는 버튼, 아날로그 조이스틱, 자이로 센서로 구성되어 있으며 각 부품의 데이터 값을 블루투스로 전송하면 유니티 엔진을 이용하여 제작된 게임이 작동되는 것이다. 컨트롤러와 함께 구글 카드보드를 이용한 스마트폰으로 가상현실 게임을 체험 할 수 있게 된다.

  • PDF

Effect of Career Barrier on Occupational Engagement of College Student Majoring in Multimedia Content (멀티미디어콘텐츠 전공 대학생의 진로장벽이 진로관여행동에 미치는 영향)

  • Lee, Jung Hee;Kim, Cheeyong
    • Journal of Korea Multimedia Society
    • /
    • v.20 no.3
    • /
    • pp.543-550
    • /
    • 2017
  • The purpose of this study is to investigate the influence of career barriers on college students majoring in multimedia content on occupational engagement. Data was collected through a questionnaire survey from 446 students majoring in Multimedia content at D University in Pusan. The data were analyzed by using reliability analysis, t-test, correlations, multiple regression analysis, and hierarchical analysis with SPSS 24.0. The results are as follows. Among the career barriers, external barriers had a significant positive influence on occupational engagement, although indecisive personality, lack of job information, lack of self clarification had a significant negative influence on occupational engagement. In addition, the implications of the study on the basis of these results and the limitations and future research directions are discussed.

Functional Game Modeling for Crime Investigation (범죄수사용 기능성 게임 모델링)

  • Choi, Young-Mee;Moon, Yoon-Hee;Seo, Jae-Kook;Yoon, Seung-Kyung;Jo, Sung-Hyuk;Choo, Moon-Won
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2005.11a
    • /
    • pp.241-244
    • /
    • 2005
  • 기능성 게임은 플레이어의 흥미를 유발하는 게임적 속성을 교육과 같은 부가적 기능의 효과를 제고하기 위해 활용한다. 이 논문에서는 범죄수사 교육을 게임과 접목하여 범죄수사요원의 수사기법교육에 적용할 수 있는 시스템 모델을 제시하고자 한다.

  • PDF

Super Rabbit: A Classic Game for Mobile Platforms (Super Rabbit: 고전 게임을 응용한 모바일 게임)

  • Bae, Hyunjin;Kwon, Ji-Hee;Yang, Geun-A;Oh, Shinhye;Hong, Jiwon;Loh, Woong-Kee
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2013.11a
    • /
    • pp.1558-1559
    • /
    • 2013
  • Super Rabbit 게임은 고전 게임의 양식을 가지고 현대 사회의 유아들에게 흥미를 유발시킬 수 있는 귀엽고 다양한 캐릭터와 간단한 게임 방법을 이용하여 개발한다. 고전게임 특유의 간단한 조작방법과 짧은 여가 시간 내에 성공할 수 있는 게임을 개발하는 것이 본 연구의 목적이다.

A Wireless Location-Based Routing Algorithm in Multi-User Game Environments

  • Lee, Jong-Min;Kim, Seong-Woo;Lee, Jung-Hwa
    • Journal of Korea Multimedia Society
    • /
    • v.10 no.12
    • /
    • pp.1733-1740
    • /
    • 2007
  • In this paper, we propose a wireless location-based routing algorithm which uses the location information of its neighbor nodes and a destination node. At first, the proposed routing algorithm forwards a packet to the X direction by selecting a closest node to its destination as a next hop in terms of the X coordinate until the packet reaches closely to the packet's destination. Then the packet is forwarded to the Y direction by selecting a closest node to its destination in terms of the Y coordinate. We use a back off mechanism in case that a next hop cannot be found using the proposed routing algorithm, which resolves loops while forwarding. The experimental results show that the proposed routing algorithm performs well like the existing routing algorithms Ad hoc On-demand Distance Vector and Greedy Perimeter Stateless Routing. It is expected to use the proposed routing algorithm in the digital battlefield of military environments and survival games of commercial environments.

  • PDF

Interference Coordination for Device-to-Device (D2D) under Multi-channel of Cellular Networks

  • Zulkifli, Aunee Azrina;Huynh, Thong;Kuroda, Kaori;Hasegawa, Mikio
    • Journal of Multimedia Information System
    • /
    • v.3 no.4
    • /
    • pp.135-140
    • /
    • 2016
  • To improve the throughput of Device-to-Device (D2D) communication, we focus on the scenario where D2D pair can reuse multi-channel of cellular communication. However, as sharing same channel with cellular communication can cause interference between D2D communication and cellular communication, a proper interference management is needed. In this paper, we propose interference-based channel allocation to select the channels to be used by D2D communication and a solution from game theory perspective to optimize the D2D communication throughput under multi-channel as well as guarantee the interference from it to cellular network. The simulation results verify the stability of the proposed method.

Study on a 3 Dimension Game Engine: Development of the Game ″3D Fortress″ (3D 게임 엔진 연구: ″3D 포트리스″ 게임 개발 사례)

  • 우석진;이동희;이동건;신일경;박승호;장효선;김호준;최승관;김경식
    • Proceedings of the Korea Multimedia Society Conference
    • /
    • 2000.11a
    • /
    • pp.463-466
    • /
    • 2000
  • 온라인 3D 컴퓨터 게임에서 크게 대두되는 두 가지 기술 분야는 3D 연출 기술과 온라인 기술이다. 3D 연출 기술은 3D 가속기의 출현으로 더욱 발전을 할 수 있었고, Microsoft사의 DirectX가 나옴으로써 다양한 하드웨어를 좀더 쉽게 제어할 수 있게 되어 게임 산업은 한층 더 발전하게 되었다. 그러나 DirectXrl반의 3D 기술을 응용하여 게임 엔진을 만드는데는 게임의 특징에 따라 엔진 구성이 크게 차이가 나기 때문에 최종 게임 엔진까지는 사용자가 직접 만들어야 하는 어려움이 있다. 본 연구에서는 DirectX를 이용해서 3D 온라인 기반의 게임을 제작할 수 있는 3D 엔진을 구현하였고 포트리스 3D 라는 3차원 온라인 슈팅 게임의 개발에 적용한 사례를 발표한다.

  • PDF

A Study on the Undo Function Implementation using the Design Patterns (디자인 패턴을 이용한 Undo 기능 설계에 대한 연구)

  • Kim, Tai Suk;Kim, Jong Soo
    • Journal of Korea Multimedia Society
    • /
    • v.19 no.8
    • /
    • pp.1544-1552
    • /
    • 2016
  • If the undo/redo function is not reflected in the initial design of an application, it makes it difficult to implement the undo/redo function additionally, in this paper, we examined some examples to design the sodoku game and analyzed problems of the design to implement the undo/redo functions. For an efficient design of the undo/redo functions without using swing.undo package, we propose a class design using the Command, Memento, and Observer pattern these are used as organic. The proposed method is more efficient for distributed work than other method. We implemented a sudoku game using proposed design. In the undo/redo function testing, we could see that it works well.