• Title/Summary/Keyword: ubiquitous game

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Authority Delegation Scheme for Secure Social Community Creation in Community-Based Ubiquitous Networks (커뮤니티 기반의 유비쿼터스 네트워크 환경에서 안전한 커뮤니티 생성 권한 위임 방안)

  • Roh, Hyo-Sun;Jung, Sou-Hwan
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.47 no.1
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    • pp.91-98
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    • 2010
  • This paper proposes authority delegation for secure social community creation and mutual authentication scheme between the community members using proxy signature in community-based ubiquitous networks. In community-based ubiquitous network, User's context-awareness information is collected and used to provide context-awareness network service and application service for someone who need it. For the many reason, i.e. study, game, information sharing, business and conference, social community could be created by members of a social group. However, in community-based ubiquitous network, this kind of the context-awareness information could be abused and created by a malicious nodes for attack the community. Also, forgery community could be built up to attack the community members. The proposed scheme using the proxy signature provides a mutual authentication and secure secret key exchange between community members, and supports secure authority delegation that can creates social community. Also, when delegation of signing authority and mutual authentication, this scheme reduces total computation time compared to the RSA signature scheme.

Effective Way of Providing Digital Contents Under Ubiquitous and Changing Media Environment (유비쿼터스와 미디어 환경의 변화에 따른 콘텐츠 수급방안)

  • Lee, Jei-Young;Ryu, Seung-Kwan
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.123-132
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    • 2007
  • This study explored the characteristics of media contents in the past, present and future. Also, it investigated the problems in terms of production of contents and circulation in order to find an effective way of providing contents that can keep pace with ubiquitous environment as well as one source multi use in various platforms and channels. In conclusion, it is viewed easy to expect that content would be the most valuable assets in ubiquitous media environments and the importance of contents will be more growing. Rather than game and enjoyment-related contents, more informative and cultural programs will be more valuable so policy-makers as well as industry need to more cultivate this area. In addition, this study presented the method for copyright protection and suggested that governmental policy fostering independent production should also be followed.

Development of Multimedia Educational System Using the Portable Embedded Machine (휴대용 임베디드 기기를 활용한 멀티미디어 교육용 시스템의 설계 및 구현)

  • Oh Se-Jong;Lee Sang-Bum;Kim Tae-Gui;Park Sung-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.7 no.4
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    • pp.608-615
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    • 2006
  • Embedded System is one of important factor of ubiquitous computing, and it has various application areas. In this paper, we develop an educational contents for the education of young children using portable embedded machine; it shows embedded system can be applied to education area as well as to industry area. The system is similar to portable game machine, and it is easy to use everywhere. It also can download new contents from host computer or internet. The developed contents forms game and multimedia to derive children's interest.

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Flying Cake: Augmented Game using PDA (Flying Cake: PDA를 이용한 실감형 게임)

  • Park, An-Jin;Yang, Jong-Yeol;Jung, Kee-Chul
    • Proceedings of the Korea Information Processing Society Conference
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    • 2005.05a
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    • pp.899-902
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    • 2005
  • 언제, 어디서, 누구나 대용량 네트워크를 사용할 수 있는 유비쿼터스(ubiquitous) 시대가 다가오면서, 카메라가 장착되어 있고 무선 통신이 가능한 PDA, 웨어러블(wearable) 컴퓨터와 같은 휴대용장치가 가까운 미래에는 일상의 한 부분이 될 것이다. 이런 상황을 반영하듯, 휴대용 장치를 이용하여 실감형 게임(augmented game)을 수행하는 다양한 연구가 진행되어 왔다. 기존의 실감형 게임들은 전통적인 ‘backpack’ 시스템을 이용하거나 패턴마커(pattern marker)를 이용하였다. ‘backpack’ 시스템은 비싸고, 거추장스러우며, 사용하기 불편한 단점을 가지고 있으며, 패턴마커를 이용하면 미리 정한 장소에서만 게임을 즐길 수 있는 단점을 가지고 있다. 본 논문에서는 Flying Cake이라는 실감형 게임을 소개하며, 거추장스러운 장비 대신, 가볍고 휴대 가능한 PDA를 이용하여 게임을 수행하며, 실제 세계에서 가상의 물체를 접목할 위치를 지정하기 위해, 미리 정해져 있는 패턴마커 대신 얼굴 영역을 이용한다. Flying Cake은 연산자원이 부족한 PDA에서 실시간으로 얼굴 영역을 찾기 위해 스킨칼라(skin-color) 모델과 CAMShift 알고리즘을 이용하며, PDA상에서 카메라를 이용하여 실제 세계와 가상의 물체 사이의 상호작용을 제공하는 새로운 게임 패러다임(paradigm)을 통해 사용자에게 새로운 즐거움을 제공한다.

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A Design of Ubiquitous Home Automation System for Domestic 35-Pyung Apartment Based on USN Environment (USN환경을 도입한 국내 35평 아파트의 유비쿼터스 홈오토메이션 시스템의 설계)

  • Shin Kyung-Chul;Oh Yong-Sun
    • Journal of Game and Entertainment
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    • v.2 no.1
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    • pp.78-86
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    • 2006
  • In this paper, we design a ubiquitous home automation system for Korean domestic 33-Pyung Apartment based on USN environment. The core of this home automation system is to give Home the 'Intelligence' so that the house can analyze and memorize the occurrences and react spontaneously on the user requirements by means of the World Model, USN, and LBS etc. Ultimately, the resident of this intelligent home might access all of these ubiquitous environments without any feelings about the equipments and peripherals. The methods of user identification, image recognition, and the ultrasonic sensors locations have been applied to Korean domestic 35-Pyung Apartment, but they will be easily generalized to be an extended model because of the flexibility of the World Model. which are confirmed by the imaginary scenario presented at the end of the main left.

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VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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Game Contents of Ubiquitous UCC with Participation (참여형 UCC를 통한 유비쿼터스 UCC놀이콘텐츠 시스템개발 - 모바일 기반 콘텐츠를 중심으로(J.E.N))

  • Kim, Jin-Sik;Park, In-Seok;Yang, Seung-Mu
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.47-52
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    • 2008
  • J.E.N(Joint Enjoyment Network) is the ubiquitous UCC play contents system that provides amusements off-line by utilizing the UCC that people are able to participate in. It is also the entertainment service system that is devised to use contents that could be enjoyed through the cell phone and to make people participate in production, in cases of meeting people off-line during their pastime. The development of this system begins from pointing out the problem of the limitation of the UCC that does participate in production but the produced contents could only be watched, and the UCC only works on-line. The goal of researching this ubiquitous UCC play contents is to suggest the UCC entertainment service system that are available off-line by applying the interactive system to UCC and, by this, to obtain the positive responses about the off-line participating UCC contents. In this research, it chooses scenario and 테스크 performance as the method of deriving the participating UCC from the off-line, and it suggests the ubiquitous UCC play contents system through analyzing the behaviors in each off-line place. Moreover, by developing the prototype that could practically perform the system, it verifies the potentialities of the UCC entertainment service. The anticipation of this study is to make people participate and enjoy not only in production, but also in the contents made. This research will provide the modern people who concern about where to go and what to do with the amusements and will also present a way of new form of contents mixed with UCC and the entertainment service.

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Context RBAC/MAC Model for Ubiquitous Environment (유비쿼터스 환경을 위한 Context RBAC/MAC Model)

  • Kim Kyu-Il;Hwang Hyun-Sik;Ko Hyuk-Jin;Shin Jun;Kim Ung-Mo;Lee Hae-Kyung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2006.05a
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    • pp.15-18
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    • 2006
  • 유비쿼터스 환경은 네트워크로 상호 연결된 디바이스들이 사용자의 상황을 인식하여 언제, 어디서나 사용자가 원하는 정보를 자동적으로 제공할 수 있는 환경을 말한다. 그러나 유비쿼터스 컴퓨팅 환경에서 시,공간의 제약 없이 정보에 접근할 수 있다는 것은 다른 환경에서보다 더 많은 보안 기술이 요구된다. 따라서 본 연구에서는 유비쿼터스 기반 하에서 개인 정보에 대해 기밀성과 무결성을 유지하면서 사용자가 원하는 정보를 자동적으로 인식할 수 있는 접근방법을 제안한다. 제안방법은 기존 RBAC에서 확장한 Context Roles를 정의하여 접근을 통제하였고 복수 정책(Multi-Policy)으로 개인 정보 및 역할 데이터 Object에 대해 제약을 두어 데이터 접근 시 상황정보에 따라 보안 등급을 지정하여 역할 정보에 대한 유출을 막는데 목적을 두었다.

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Design and Experiments of Cheap Handhold 3-Dimensional Motion Tracker (저가격 핸드헬드 3차원 동작 추적 장치의 설계와 실험)

  • Kim, Hyun-Seok;Lee, Sang-Hoon;Suh, Il-Hong;Park, Myung-Kwan
    • Proceedings of the KIEE Conference
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    • 2004.07d
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    • pp.2392-2394
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    • 2004
  • 핸드헬드 3차원 동작 추적 장치는 새로운 Human Computer Interaction의 도구로 Wearable Computing, Ubiquitous Computing, 3차원 Game 등의 분야에 요구되어 지고 있다. 본 논문에서는 저가의 관성 센서를 사용한 소형의 핸드헬드 3차원 동작 추적 장치를 설계하였다. 특히, 저가의 관성 센서를 적용하는데 있어 센서신호처리의 문제점을 제시하고, 문제점을 제거하기 위한 신호 처리 방법과 관성센서의 누적오차를 줄이기 위한 방법을 제안하고 실험으로 입증하였다.

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