코로나19의 확산과 함께 야외 운동이 제한되면서 실내에서 체감형 게임을 이용하는 이용자 수가 늘고 있다. 게이머를 대신하는 아바타 형식의 캐릭터 디자인 커스터마이징 시스템은 게이머에게 게임에 대한 매력을 높일 수 있다는 측면에서 개발자들에게 중요한 연구주제의 하나이다. 본 논문은 판매량이 많고 캐릭터 커스터마이징이 가능 한 체감형 게임을 게임 분석 사례로 선택하였다. 선택된 세 개 게임의 캐릭터 커스터마이징 시스템 분석을 통해 커스터마이징 시스템의 중요한 요소를 추출하였다. 마지막으로 체감형 게임 캐릭터 커스터마이징 시스템의 단점을 도출하고 선택 시스템,변형 시스템,부분 시스템에 대해 개선안을 제시하였다. 이러한 제안이 향후 체감형 게임 캐릭터 커스터마이징 시스템 설계에 나름의 참고가 되기를 기대한다.
Vitamin D deficiency has become a social problem in many countries as modern people’s indoor living time increases and their exposure to natural light shortens. In order to solve this problem, sun exposure is recommended. Outdoor activity guide service is provided by providing accurate UV-related information, while UV lighting technology is being developed in order to provide UV dose to indoor residents. However, these methods have limitations in directly supporting adequate UV doses for those who have difficulty in carrying out outdoor activities, whereas UV lighting does not provide accurate safety information about exposure. In this paper, a UVB-LED special lighting that supports indoor residents to meet a daily recommended UVB dose is proposed. First, the UVB-LED light source that can achieve an optimal UVB dose is selected. Its lighting characteristics are measured and analyzed and then a combination and control condition of the light source that can safely provide UVB dose are derived. After a stand-type lighting equipment considering ease of use is designed, a UVB-LED special lighting that meets the photobiological safety standard of lighting (Risk Group 2) is developed. The expected amount of vitamin D synthesis by distance and use duration is calculated through a performance test for the proposed lighting. The test results show that when the proposed lighting is used at a distance of 20 cm for 33–40 min, the daily recommended vitamin D synthesis can be achieved.
This paper studies the GUI design of motion-sensing game character selection. The game's GUI plays a role in transferring information in human-computer interaction. The purpose of this game player-oriented GUI design is to optimize the human-computer interaction, make the operation more user-friendly, reduce the user's cognitive burden, and better adapt to the user's operation needs. This paper combines examples to compare and analyze these three games from three aspects: text, color and form. In the existing motion-sensing game games, the character selection GUI has a design feature of high recognition and strong visibility. Finally, suggestions for GUI design of motion-sensing game games are given. It is hoped that in the future, reference materials will be provided for the GUI design of experience game character selection.
The Tech Shop, which provides an environment for fast prototyping by using 3D printers and various work tools, is a place where the fusion design education can be realized and creative ideas can be produced in the era of industrial 4.0. The purpose of this study is to propose and establish the possibility of a tech shop for the revitalization of local businesses in the Chungcheong province where many of contents related universities and institutions are located. For this purpose, we reviewed the necessity and the requirements of a tech shop, and analyzed the necessary components of a tech shop for successful operation. If the proposed tech shop is built and efficient operation is applied, it is expected that many of prototypes based on good ideas could be quickly produced and commercialized.
We propose a method for estimating the weight of the light source position to content-based image retrieval (CBIR) through retrieving image data. The image retrieval method makes use of a multi-dimensional descriptor expressing the features of the image. A multi-directional Gabor filter is then applied in order to extract the contour direction of the image, and a color correlation is applied in order to analyze the distribution of the position between the colors in the image. An HSV histogram and chromatic distribution information were obtained for the color composition analysis, and the light source position in the image was estimated for the main region extraction. The relative similarity between the images was measured through a relative comparison between each descriptor. In conventional image retrieval, there is a disadvantage in terms of the large computational intensity required, because the accuracy is degraded when simple information is used or when the result is estimated through a comparison of complex image components. However, the proposed method adds a light source location analysis element in order to ensure accurate retrieval. Image retrieval using the proposed method achieves an average retrieval accuracy of 85%, indicating that its reliability is superior to that of previously described methods.
Although various kinds of VR services are being carried out in the tourism field, The virtual reality experiences are still costly, since they could be realized in a limited space with some kinds of expensive equipment such as HMD. In this study, we propose a mobile virtual reality tourism experience using an easy and simple Google card board and user's smartphone because most tourist sites are outdoors and most of users like enjoying sightseeing and experience at the same time. For this purpose, we constructed a system that provides tourist information in real time employing both the IoT and VR techniques. Especially we develpoed a tourism contents for the UNESCO World Heritage Communities of Baekje Historical Site and Songsanri Tumulus. In addition, we virtually restored the royal palace in Gongju and confirmed the historical experience by VR flatform could be popular with people.
Currently, virtual reality contents using VR images are spotlighted since they can be easily created and utilized. But because VR images are in a state of lack of interaction, there are limitations in their applications and usability.In order to overcome this problem, we propose a new method in which 360 degree panorama image and game engine are utilized to develop a high resolution of interactive VR service in real time. In particular, since the background image, which is represented by a form of panorama image, is pre-generated through a heavy rendering computation, it can be used to provide a immersive VR service with a relatively small amount of computation in run time on a low performance device. In order to show the effectiveness of our proposed method, an interactive game of a virtual zoo environment was implemented and illustrated showing that it can improve user interaction and immersion experience in a pretty good way.
디자이너는 자신의 저작권을 관리하는 주체가 되어야 한다. 예상치 못하게 디자이너는 자신의 저작권을 침해당하는 경우와 자신이 타인의 저작권을 침해하는 경우에 놓일 수 있다. 하지만 디자이너가 이러한 경우 어떻게 대응해야하는지 훈련되어 있는 디자이너는 많지 않다. 침해자 측에 저작권 침해 사실을 알리는 과정부터, 소송 여부의 판단, 디자인 유사성의 판단 기준 등 디자이너가 주체적으로 판단해야할 것들이 상당히 많다. 본 연구는 2012년부터 2014년까지 진행된 저작권 소송(사건번호 서울중앙지방검찰청 2012형 제30854호, 서울지방법원 2012년 가합 제 102749호) 과정 분석을 통해 디자이너를 위한 저작권 침해 대응 방안을 연구하였다. 그리고 대응과정을 체계화하여 개인의 대응, 법적대응, 판결과정을 정리하여 참고할 수 있도록 하였다. 향후 저작자가 저작권 침해에 대응할 수 있는 다양한 프로세스에 대한 연구가 요구된다. Designers need to manage their copyrights. Designers be placed in both situations. The two situations is sometimes the case that infringes their copyrights and infringes the copyrights of others. But most designers do not know what to do to deal with this situation. Designers have to judge a lot of things for themselves. Designers should inform the user that you have infringed my copyright. And they will have to think about the legal proceedings. This paper was written based on the legal process, conducted from 2012 to 2014. Copyright infringement countermeasures for designers through this case were investigated. And to organize a correspondence course was organized personal correspondence, legal action, ruling process. The study of the processes for copyright holders themselves to respond to the piracy situation is needed.
모바일 게임에서 데이터는 매우 중요한 요소이다. 모바일 게임 시장이 발전하면서 이제는 콘텐츠의 힘으로 만 유지되는 시장이 아닌, 철저한 분석과 유저 행동에 대한 이해를 바탕으로 업데이트와 마케팅을 진행해야하는 시장으로 바뀌었으며, 운영 시스템의 필요성은 날로 중요해 지고 있다. 하지만 실제로는 모바일 게임의 특성상 개발인력이 소규모인 경우가 많기 때문에 운영부서가 따로 존재하지 않는 회사가 많으며, 마켓의 다양성으로 인해 성공적인 서비스 제공에 한계점이 있다. 본 연구에서는 이러한 문제점을 극복하고자 실제 개발된 모바일 게임을 기준으로 구축한 모바일 게임 운영 시스템에 대해 제안하고 있으며, 그 유용성에 대해 보여주고자 한다. 적용결과 유저들에게 손쉽게 답변과 환불 처리를 할 수 있었으며, 분석 시스템의 데이터를 바탕으로 사용자 행동 패턴 등을 분석하여, 추가 콘텐츠를 기획하는데 큰 도움이 되었다. In the area of mobile game, the job of data analysis is very important. As the mobile game market is being expanded, the characteristics of the market have been so much changed, that the contents updating and marketing strategy should be built on thorough understanding and analysis result of the gamers' needs and their play pattern. Thus the importance of the mobile game management system can not be overemphasized. However, in practice, most of the mobile game companies are small scale, and they have intrinsic problem to provide successful game service to user with a dedicated operating team. To overcome these problems, this paper suggests an efficient mobile game management system based on our already developed mobile game. And the effectiveness of our system is illustrated by our case examples such as prompt response to user question or refund request. Our proposed system also played an important role to plan additional contents update, providing scientific data analysis result on user's play pattern and purchase trend.