• 제목/요약/키워드: video games

검색결과 257건 처리시간 0.029초

Cloud-Based Gaming Service Platform Supporting Multiple Devices

  • Kim, Kyoung Ill;Bae, Su Young;Lee, Dong Chun;Cho, Chang Sik;Lee, Hun Joo;Lee, Kyu Chul
    • ETRI Journal
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    • 제35권6호
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    • pp.960-968
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    • 2013
  • To implement a cloud game service platform supporting multiple users and devices based on real-time streaming, there are many technical needs, including game screen and sound capturing, audio/video encoding in real time created by a high-performance server-generated game screen, and real-time streaming to client devices, such as low-cost PCs, smart devices, and set-top boxes. We therefore present a game service platform for the running and management of the game screen, as well as running the sound on the server, in which the captured and encoded game screen and sound separately provide client devices through real-time streaming. The proposed platform offers Web-based services that allow game play on smaller end devices without requiring the games to be installed locally.

A Cross-Layer Approach to Fair Resource Allocation for Multimedia Service in WiMAX

  • Hong, Seok-Hoon;Lee, Yong-Hun;Jung, Jae-Yoon;Suh, Doug-Young
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제4권6호
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    • pp.1006-1022
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    • 2010
  • In this paper, a cross-layer resource allocation mechanism is proposed for wireless multimedia service. In particular, a game theory based on quality of service (QoS) for multimedia users is introduced to deal with the fairness of network resource allocation in wireless networks. Moreover, the channel states of wireless users are additionally regarded under the cross-layer design in WiMAX environment. In details, the bargaining solution is adopted to discover the efficient and fair resource allocation strategy for multimedia service in considering QoS in the peak signal-to-noise ratio (PSNR) and the channel states in the carrier-to-interface ratio (CINR). The proposed mechanism is illustrated and evaluated by simulation results of transmitting video sequences in WiMAX environment.

A Study for analysis of Inverse Kinematics system to Character Animations & Motion Graphics education

  • Cho, Hyung-ik;Shin, Seung-Jung
    • International journal of advanced smart convergence
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    • 제10권3호
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    • pp.149-156
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    • 2021
  • Today, 3D softwares have become an essential tool in all areas of Video, including Movies, Animations, CFs, Motion Graphics and Games. One of the most commonly used fields is the 3D character video part. However, these 3D character animations and motion graphics softwares are difficult to learn and too much to learn, making it difficult to learn them all in a university education with a limited time of four years. In this paper, many Inverse kinematics tools, which are essential in the 3D character animations and motion graphics field, compare and analyze the strengths and weaknesses of each tool, focusing on Bone, Character Studio, and Character Animation Toolkit, which are most commonly used in work fields. And use Delphi techniques for 3D experts to secure objectivity. Therefore, for universities that require large amounts of teaching in a limited time, I propose an analysis of which of the above three Inverse Kinetics tools is advantageous for students to select and focus on for efficient education.

저가 카메라를 이용한 스마트 장난감 게임을 위한 모형 자동차 인식 (Recognition of Model Cars Using Low-Cost Camera in Smart Toy Games)

  • 강민혜;홍원기;고재필
    • 대한임베디드공학회논문지
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    • 제19권1호
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    • pp.27-32
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    • 2024
  • Recently, there has been a growing interest in integrating physical toys into video gaming within the game content business. This paper introduces a novel method that leverages low-cost camera as an alternative to using sensor attachments to meet this rising demand. We address the limitations associated with low-cost cameras and propose an optical design tailored to the specific environment of model car recognition. We overcome the inherent limitations of low-cost cameras by proposing an optical design specifically tailored for model car recognition. This approach primarily focuses on recognizing the underside of the car and addresses the challenges associated with this particular perspective. Our method employs a transfer learning model that is specifically trained for this task. We have achieved a 100% recognition rate, highlighting the importance of collecting data under various camera exposures. This paper serves as a valuable case study for incorporating low-cost cameras into vision systems.

Depth Images-based Human Detection, Tracking and Activity Recognition Using Spatiotemporal Features and Modified HMM

  • Kamal, Shaharyar;Jalal, Ahmad;Kim, Daijin
    • Journal of Electrical Engineering and Technology
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    • 제11권6호
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    • pp.1857-1862
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    • 2016
  • Human activity recognition using depth information is an emerging and challenging technology in computer vision due to its considerable attention by many practical applications such as smart home/office system, personal health care and 3D video games. This paper presents a novel framework of 3D human body detection, tracking and recognition from depth video sequences using spatiotemporal features and modified HMM. To detect human silhouette, raw depth data is examined to extract human silhouette by considering spatial continuity and constraints of human motion information. While, frame differentiation is used to track human movements. Features extraction mechanism consists of spatial depth shape features and temporal joints features are used to improve classification performance. Both of these features are fused together to recognize different activities using the modified hidden Markov model (M-HMM). The proposed approach is evaluated on two challenging depth video datasets. Moreover, our system has significant abilities to handle subject's body parts rotation and body parts missing which provide major contributions in human activity recognition.

화상회의 시스템에서 수신능력 예측을 이용한 흐름제어에 관한 연구 (A Study on the Flow Control Based Estimated Receiving Capacity on the Video Conference System)

  • 김상진;남지승
    • 한국멀티미디어학회논문지
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    • 제6권3호
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    • pp.488-495
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    • 2003
  • 멀티미디어 통신은 네트워크의 발달로 인하여 날로 그 응용분야가 발전되어 가고 있다. 일반 가정에서 사용되는 가전제품의 원격 제어에서부터 특수분야인 의료, 게임, 화상 회의와 화상채팅에 이르기까지 우리 생활의 전역에 사용되어지고 있다. 이러한 멀티미디어 통신의 필수적인 요건은 많은 양의 데이터를 고속으로 전송해야 한다는 것이다. 그러나 고속의 네트워크 환경에서 통신망의 전송률이 데이터를 처리하는 프로세서의 처리속도를 초과하는 경우 네트워크의 성능을 저하하는 병목현상이 각 노드에 발생하여 데이터 전송의 속도가 느려지고, 많은 양의 패킷 손실을 유발하는 주요 원인으로 지목되어져 왔다. 본 논문에서는 이러한 병목현상을 완화하기 위하여 클라이언트 프로세서의 처리능력을 감안, 수신능력을 예측하고 그에 따른 흐름제어방법을 제시하며 실제 구현을 통하여 성능을 평가하였다.

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중계 영상을 활용한 야구 경기 분석 방법 (Baseball Game Analysis Method Using Broadcast Video)

  • 손종웅;이명진
    • 방송공학회논문지
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    • 제25권4호
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    • pp.576-586
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    • 2020
  • 레이더나 라이더 센서를 활용한 야구 경기 분석은 많은 비용이 요구된다. 본 논문에서는 중계 비디오에서 피치 샷과 타구 샷을 검출하고, 카메라의 움직임 기반 타구 궤적 생성 알고리즘을 제안한다. 제안하는 알고리즘은 객체 검출과 옵티컬 플로우 기반 피치 샷과 타구 샷 검출 이후, 프레임 간 변환 관계를 통해 프레임 내 타구 위치와 타구 궤적을 계산한다. 제안 방법은 KBO 중계 영상 시퀀스 3개에 대해 성능을 평가하였고 피치 샷과 타구 샷 검출 정확도와 검출률은 89-95[%] 이내의 성능을 보였으며, 평균 타구 위치 거리차이는 13.6[m], 방향 차이 7.5°, 파울 분류 정확도 98.6%의 성능을 보였다.

모바일게임의 신규 광고 융복합 수익모델 제안 (Proposal of new advertising Convergence profitable model of mobile game)

  • 김태규;허태인;정형원
    • 디지털융복합연구
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    • 제13권8호
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    • pp.431-438
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    • 2015
  • 스마트폰이 대중화되고 모바일광고 산업이 많이 발전되었고 모바일광고의 종류도 많이 생겨나고 있다. 모바일게임에서도 많은 개발자가 무료게임을 출시하고 광고를 서비스하는 서비스 업체의 SDK를 이용하여 광고 수익을 내고 있다. 모바일 IGA는 배너, 전면광고, 전면 비디오광고 3가지의 형태로 광고를 사용하고 있으며 각각의 광고는 장단점을 가지고 있다. 현재 많은 게임이 전면광고와 전면 비디오광고를 이용하지만 이러한 광고 수익모델 방식은 유저들의 게임플레이 시간을 일부 사용하는 광고 방식이다. 이러한 방식의 단점을 개선하기 위해서 많이 사용했던 3가지의 광고 수익모델을 분석하여 해당 요소를 찾고, 선행연구들의 연구결과를 이용하여 새로운 광고의 융복합 수익모델을 제안하였다.

멀티미디어 트래픽을 위한 MCDT (Multiple-Class Dynamic Threshold) 알고리즘 (Multiple-Class Dynamic Threshold algorithm for Multimedia Traffic)

  • 김상윤;이성창;함진호
    • 대한전자공학회논문지TC
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    • 제42권12호
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    • pp.17-24
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    • 2005
  • 현재 사용되고 있는 Internet상의 트래픽은 어플리케이션의 종류에 따라 다양한 수준의 QoS 요구조건, 즉, Delay, Loss 그리고 Throughput성능에 대한 요구조건을 오청하고 있다. TCP protocol을 사용하는 ETP서비스나 E-Mail 등의 서비스는 Delay나 Loss 성능보다는 Throughput성능에 대한 요구가 높은 편이기 때문에 앞의 두 성능악화의 반대급부로서 Throughput성능을 보장받곤 한다. 반면에, 대부분 UDP protocol을 사용하는 real-time streaming 어플리케이션, 예를 들면, IP telephony, Video conferencing, 혹은 network games등의 어플리케이션은 여타의 것들에 비하여 Throughput 보다는 delay나 loss에 대한 성능을 상대적으로 높게 요구한다. 하지만 현재의 AQM들은 best-effort 서비스에 초점을 맞추고 있다. 즉, throughput 성능을 위하여 delay나 loss성능을 희생하고 있기 때문에 다양한 어플리케이션에 적합한 서비스를 제공하기 힘들다. 따라서 본 논문에서는 각 어플리케이션이 필요로 하는 QoS 성능을 고려하여 어플리케이션들을 세 가지 클래스로 분류한 뒤 적합한 QoS 요구조건을 고려한 새로운 AQM 알고리즘을 제안한 뒤, 시뮬레이션을 통하여 다른 AQM 알고리즘과 비교 분석하고 그에 대한 결론을 도출한다.

보건계열 대학생들의 성별 차이에 따른 스마트폰 중독 관련 주요 요인 분석 (Analysis of Major Factors Related to Smartphone Addiction According to Gender Differences in Health College Students)

  • 추연기;배원식;김해인
    • 대한통합의학회지
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    • 제10권2호
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    • pp.135-143
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    • 2022
  • Purpose : This study was to compare and analyze major factors related to smartphone addiction according to the gender of health-related college students. Methods : 720 people who voluntarily participated and agreed to fill out the questionnaire were randomly sampled. Smartphone addiction was measured using the Smartphone Addiction Scale Short Version (SAS-SV), sleep quality was measured using the Pittsburgh Sleep Quality Index (PSQI), anxiety symptoms were measured using the self-assessment anxiety scale (SAS), and depression symptoms were measured using the self-assessment depression scale (SDS). In addition, the age of each individual and the main function of smartphone use were also investigated. Results : The prevalence of smartphone addiction was higher among female students than male students (p<.05), while male students mainly played games and female students mainly used multimedia (video/music) viewing and social networking services (p<.05). In addition, male students showed a high association with smartphone addiction in the group where games were the main function of smartphone use, the group with low sleep quality, and the group with anxiety symptoms (p<.05), but for female students, multimedia (video/music) Or, the group in which social networking service is the main function of smartphone use, the group with low sleep quality, and the group with symptoms of anxiety and depression showed a high correlation with smartphone addiction (p<.05). Conclusion : It is expected that the results of this study will be used as basic data for providing customized solutions considering the characteristics of smartphone addicts.