• Title/Summary/Keyword: ubiquitous game

Search Result 58, Processing Time 0.028 seconds

A study on the System for the Mobile electronic account (모바일 기반의 디지털콘텐츠 사례 전자장부시스템에 관한 연구)

  • Song Eun-Jee
    • Journal of Digital Contents Society
    • /
    • v.6 no.1
    • /
    • pp.19-24
    • /
    • 2005
  • Mobile service is able to offer the elastic service to anyone regardless of the place and the tin. With this characteristics, the ubiquitous service could be also provided even to the place which the access was limited with the existing line service, which could improve the mutual connection and could result in the service extension Mobile communication companies, which realized the limit of sale only by telephone conversation, have made an effort to develop wireless internet with concentration as its alternation. Especially concentrating their effort both to the development of distinctive and various contents and to tin development of system for mobile service such as the mobile banking, mobile game and etc., they have done their best to secure the number of the people using the wireless internet. This study is to propose the electronic account system based on the mobile as a case study of contents production for such a mobile service. This system has its advantage to perform the financial management immediately when the income and outcome happen without limitation of the time and space. The information could be stored, searched and modified by using of the mobile phone for this system was made up for the weak point of the financial management for wired internet.

  • PDF

A 3d Viewing System for Real-time 3d Display General Monitors (범용 모니터에서 실시간 3d 디스플레이가 가능한 입체 뷰잉 시스템 개발)

  • Lee, Sang-Yong;Chin, Seong-Ah
    • Journal of the Institute of Electronics Engineers of Korea CI
    • /
    • v.49 no.2
    • /
    • pp.13-19
    • /
    • 2012
  • The techniques of 3d image processing have broadly used in the areas including movies, games, performances, exhibitions. In addition, increasing demands for practical uses have gradually extended to the areas of architecture, medicine, nuclear power plant. However, dominant techniques for 3d image processing seem to depend on multi-camera in which two stereo images are merged into one image. Also the pipeline has limitations to provide real-time 3d viewer in ubiquitous computing. It is not able to be applicable onto most general screens as well. In addition, the techniques can be utilized for the real-time 3d game play without a particular monitor or convertor. Hence, the research presented here is to aim at developing an efficient real-time 3d viewer using only mono camera which do not need post processing for editing as well.

Fishes Growth Process System using Morphing Techniques (모핑기술을 이용한 어류 성장과정 시스템)

  • Ryu, NamHoon;Seo, SeungWan;Ban, KyeongJin;Song, SeungHeon;Kim, EungKon
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2008.05a
    • /
    • pp.653-657
    • /
    • 2008
  • Industry related to digital contents is growing rapidly and is noticed as a higher value-added business. In digital reflex contents industry, computer graphics techniques are core techniques. Because they make production or scene that is difficult to photograph possible with real camera, expand a range of contents making. Lately, computer graphics techniques apply various fields such as blockbuster movie, game, educational contents, simulation etc, and there are many studies about movement of each object made up of contents or automation of object change. This paper shows the process of fishes growth, from spawn to a full-grown fish making use of 3D morphing techniques and want to plan fish growth process system that can know difference between fishes that are applied to 3D morphing techniques and normal full-grown fishes according to various environmental factors that affect growth.

  • PDF

A Study on the Web Application for Sailing Ship Location Information interface based by RIA (RIA기반의 선박항해정보를 위한 웹 애플리케이션 구축 "평택항 원양어선 항해정보현황 사례를 중심으로")

  • Jung, Hoe-Jun;Park, Dea-Woo;Han, Kyung-Don
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2009.10a
    • /
    • pp.613-616
    • /
    • 2009
  • Information present condition is using situation board by manual processing that is consisted of ship arrangement plan and letterpress and magnet etc. in Pyeongtaekhang's deep-sea fishing vessel company. Study that mark open sea far from land ship information of underway 37 ships that is accepted in every time in internet web application environment that is based on Ubiquitous Network in PC that is linked to internet. 3 through practical use of RIA of Flash technology base compose Digital Dash-Board in width grid structure only and do ship sailing addition that is operating in 6 oceans and latitude, hardness indication as well as various informations to do visual display do. Emphasized in dynamic Web Application construction because can heighten the convenience to operator and user, and take advantage of real time data.

  • PDF

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
    • /
    • v.20 no.3 s.71
    • /
    • pp.151-162
    • /
    • 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.

  • PDF

A Study on the meaning of Database follow the application of Visual Contents (전시콘텐츠 적용 환경에 따른 데이터베이스 의미 고찰)

  • Kim, Min-Su;Yoon, Se-Kyun
    • Archives of design research
    • /
    • v.18 no.1 s.59
    • /
    • pp.17-26
    • /
    • 2005
  • Nowadays, display-contents are developing to an informative environment. that is under the logic of the media operating system. To perceive the media-environments and produce the cultural contents, the cultural designers seek to understand a skin structure from making up for shape. To appreciate operating system in data and database is not only systematization of form and contents of visual contents but also variety contents into multiple-platform and integrative environments. These days, the spectacle exhibition try to express for their surface design between algorithm of data and database. the information is expressing aesthetic which means presents the integrated contents through the play instinct environment to end-user. That was given web or game to participation is developing with the cellular device and ubiquitous computing system. in the linear perspective, the end-user should be immerse more and more hyper-simulation system because of the operating algorithm of database. To do this, human have need to get the information-ability from multi-platform society. In the virtual environment, database offer the experience of an unheard-of event to end-user that prepare the participants the circumstances priority of signifiers. To do that already based on a fixed sensibility endow with narrative of the freshness- experience.

  • PDF

Games for Elderly People using u-Table (유테이블을 활용한 노인용 게임)

  • Hwang, Tae-Doo;Roh, Young-Tae;Lee, Jun;Park, Sung-Jun;Shin, Hae-Won;Kim, Jee-In
    • Journal of the Korea Computer Graphics Society
    • /
    • v.13 no.4
    • /
    • pp.13-19
    • /
    • 2007
  • Computer games for elderly people can be utilized as a tool not only for enjoying themselves but also for improving their health and quality of lives. It is reported that such games could be played in order to stimulate and enhance mental and physical capabilities of elderly people. It is also reported that traditional folk games are preferred to be played by elderly people rather than modern computer games. In this paper, we propose to use a tabletop interface, u-Table, and its corresponding natural gestures as a user interface for playing traditional folk games by elderly people. Since a table is a good place for people to get together, talk to each other and share their experiences, a tabletop interface can be used for playing games of cooperation, conversation and sharing. A set of traditional folk games were digitalized using u-Table. It was demonstrated that its users had better experiences of playing games with u-Table comparing to playing games using a mouse of a conventional computer.

  • PDF

Convergence Implementing Emotion Prediction Neural Network Based on Heart Rate Variability (HRV) (심박변이도를 이용한 인공신경망 기반 감정예측 모형에 관한 융복합 연구)

  • Park, Sung Soo;Lee, Kun Chang
    • Journal of the Korea Convergence Society
    • /
    • v.9 no.5
    • /
    • pp.33-41
    • /
    • 2018
  • The purpose of this study is to develop more accurate and robust emotion prediction neural network (EPNN) model by combining heart rate variability (HRV) and neural network. For the sake of improving the prediction performance more reliably, the proposed EPNN model is based on various types of activation functions like hyperbolic tangent, linear, and Gaussian functions, all of which are embedded in hidden nodes to improve its performance. In order to verify the validity of the proposed EPNN model, a number of HRV metrics were calculated from 20 valid and qualified participants whose emotions were induced by using money game. To add more rigor to the experiment, the participants' valence and arousal were checked and used as output node of the EPNN. The experiment results reveal that the F-Measure for Valence and Arousal is 80% and 95%, respectively, proving that the EPNN yields very robust and well-balanced performance. The EPNN performance was compared with competing models like neural network, logistic regression, support vector machine, and random forest. The EPNN was more accurate and reliable than those of the competing models. The results of this study can be effectively applied to many types of wearable computing devices when ubiquitous digital health environment becomes feasible and permeating into our everyday lives.