• Title/Summary/Keyword: XBox

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A prospect analysis of next generation console game machines : with a XBOX ONE and PLAY STATION 4 (차세대 콘솔 게임기 전망 분석 (XBOX ONE과 PLAY STATION4를 중심으로))

  • Cho, Hyung-ik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.529-532
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    • 2013
  • Today, Game console on the market share of the game are very large. As technology advances, console game machines have developed the abilities, and more amazing graphics and great game play has provided. In this Electronic Entertainment Expo (E3), Microsoft and Sony, The two prominent company known for console game, announced the company's next-generation console game machines which is the XBOX-ONE & PLAY STATION4. They hint at a prelude for the next console game machines This paper will analyze merits and demerits of each console game machines, I will suggest the result of analyses about the fact that which machine will succeed in the market.

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The Effects of Virtual Reality Interactive Games on the Balance Ability of Elderly Women with Knee Osteoarthritis (가상현실 상호작용 게임이 무릎 골관절염 여성 노인의 균형능력에 미치는 영향)

  • Wi, Sam-Yeol;Kang, Jong-Ho
    • Journal of the Korean Society of Physical Medicine
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    • v.7 no.3
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    • pp.387-393
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    • 2012
  • 연구목적 : 본 연구는 Xbox 360 Kinetic Sensor를 사용한 가상현실 상호작용 게임이 무릎 골관절염을 앓는 여성 노인의 균형능력에 미치는 영향을 알아보는 것이다. 연구방법 : 65세 이상의 지역사회에 거주하는 여성 노인으로 무릎 골관절염으로 진단받은 40명을 대상자로 선정하였다. 대상자는 20명씩 무작위로 실험군과 대조군에 배치되었다. 실험군은 Xbox 360 Kinetic Sensor를 사용한 가상현실 상호작용 게임을 매 30분, 주 3회, 4주간 처치하였다. 대조군은 가상현실 상호작용 게임을 적용하지 않았다. 결과 측정은 눈을 뜬 상태와 눈을 감은 상태에서 신체 중심의 이동거리로 측정하였다. 연구결과 : 실험군의 신체중심 이동거리는 눈을 뜬 상태와 눈을 감은 상태 모두 중재 전보다 유의하게 증가하였다. 또한 중재후 실험군의 신체중심 이동거리는 눈을 뜬 상태와 눈을 감은 상태 모두 대조군보다 유의하게 높게 증가하였다. 결론 : Xbox 360 Kinetic Sensor를 이용한 가상현실 상호작용 게임은 무릎 골관절염을 앓는 여성 노인의 균형 능력을 증진시키는데 효과적이었다.

A study about multi platform environment game character development (멀티 플랫폼 환경 게임 캐릭터 개발 방법에 관한 모델 연구)

  • Choi, tae-jun;Ryu, seuc-ho
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.647-651
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    • 2007
  • Game was begun to sell to multi platform rather than is sold as a title of a kinds of machine since some moment. In case of competition flag species such as PS (Play Station) or XBOX, there is 'Final Fantasy', 'Gear of War' masterpiece. However, title of game was begun to manufacture to multi platform and this is step that much games are manufactured to multi platform by selection of game developers to minimize danger by production cost rise of game. About game character development method in multi platform surrounding that this research is such game character abstract of multi platform and multi platform environment direction for multi platform through analysis and example proposal to basis data for presentation utilize wish to.

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Developing a Virtual Drone Flight Training Contents for Beginner (드론 기초 운항법 교육을 위한 가상드론 트레이닝 콘텐츠 제작)

  • Park, Min-Ah;Yun, Chan;Woo, Tack
    • Journal of Korea Game Society
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    • v.19 no.5
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    • pp.53-62
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    • 2019
  • A drone market is growing fast. Nevertheless, basic drone flight training contents are not actively developing or studying. For solving this problem, first, the researcher has studied a method of training basic drone flight skills and analyzed various existing drone training contents. Then, the researcher designed a game via the researched method above that trains drone flight skills. The modern gamepad, like an Xbox controller, was key mapped to operate as a standard drone radio controller. Further research will develop drone training content for specialized purpose fields.

A Design and Implementation of Mobile Game Based on Windows Phone Platform (Windows Phone Platform 기반의 모바일 게임 설계 및 구현)

  • Park, Jin-Yang
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.10
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    • pp.91-97
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    • 2014
  • In this paper, we design and implement a mobile game based on windows phone platform. Visual Studio and the Windows Mobile software development kit(SDK) and developer tool kits (DTK) make it possible to create software for the Windows Mobile platform in Visual C#. Also The XNA Framework is the set of .NET libraries that developers will code against to build games. XNA Framework support PC and XBOX and a ZUNE HD multiplex platform environment and 2D and 3D games provides the necessary functions to a development. XNA Framework is to make it easier to develop games because the codes which are succeeded creates with automatic, implements a game development relation resource and the game logic. The key idea of our game is that we use shooting and ranking system to raise fun.

Development of Kinect-Based Pose Recognition Model for Exercise Game (운동 게임을 위한 키넥트 센서 기반 운동 자세 인식 모델 개발)

  • Park, Kyoung Shin
    • KIPS Transactions on Computer and Communication Systems
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    • v.5 no.10
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    • pp.303-310
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    • 2016
  • Recently there has been growing popularity in exergame, such as Wii Sport or Xbox Fitness game, which enables users to get physical exercise while playing the games. In such experienced exercise games, the user's posture recognition is very important to find out exactly how much the users need to take their body posture as compared to the proper posture. This paper proposes a new exercise posture recognition model designed for the exercise game content for the elderly. The proposed model is based on extracting feature points of a skeleton model provided by the Kinect sensor to generate the feature vectors to recognize the user's exercise posture information. This paper describes the design and implementation of the exercise posture recognition model and demonstrates the feasibility of this proposed posture recognition model through a simple experiment. The experimental results showed 94.52% of average accordance rate for 12 exercise postures of 10 participants.

Real-Time Virtual-View Image Synthesis Algorithm Using Kinect Camera (키넥트 카메라를 이용한 실시간 가상 시점 영상 생성 기법)

  • Lee, Gyu-Cheol;Yoo, Jisang
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38C no.5
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    • pp.409-419
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    • 2013
  • Kinect released by Microsoft in November 2010 is a motion sensing camera in xbox360 and gives depth and color images. However, Kinect camera also generates holes and noise around object boundaries in the obtained images because it uses infrared pattern. Also, boundary flickering phenomenon occurs. Therefore, we propose a real-time virtual-view video synthesis algorithm which results in a high-quality virtual view by solving these problems. In the proposed algorithm, holes around the boundary are filled by using the joint bilateral filter. Color image is converted into intensity image and then flickering pixels are searched by analyzing the variation of intensity and depth images. Finally, boundary flickering phenomenon can be reduced by converting values of flickering pixels into the maximum pixel value of a previous depth image and virtual views are generated by applying 3D warping technique. Holes existing on regions that are not part of occlusion region are also filled with a center pixel value of the highest reliability block after the final block reliability is calculated by using a block based gradient searching algorithm with block reliability. The experimental results show that the proposed algorithm generated the virtual view image in real-time.

The Effect of Dance Educational of Physical and Emotional on Experience Dance Game (댄스게임 체험에 따른 신체적·정서적 무용교육효과)

  • Lee, Ji-Seol;An, Byong-Ju
    • Journal of Korea Game Society
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    • v.12 no.4
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    • pp.65-75
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    • 2012
  • This study aims at identifying the physical, emotional effect on dance education by using "Dance Central" among Xbox-360 Games. In order to achieve the target, this study adopts case study methodology through Dance Central program among qualitative methods. The participants of this study were 8 adults who do not have experienced dance games from a homogeneous group composed of persons into who are called the Net Generation. The period of this study was from July 18, 2011 to August 14, 2011, during which the observation was conducted for 5 weeks. In total, 15 times of participant observation were made. Dance game experience Through data collection and analysis Participatory Video, self-reports, un-Structured interview, Observations. As a result of the study, the educational effect of aspects physical, emotional and the of dance game was analyzed into dance educational aspect. Educational effect on physical aspect was divided into subjects of 'preceded rhythm and familiarity of dance moves', 'changes by type of moves' and 'dance game requiring active physical activities'. Emotional learning effect was divided into subjects including, 'alleviation of stress'. 'changes of fun by stage and concentration' and 'dance game which has no risk of addiction'.

Physical activity convergence contents for health care of the elderly (융합형 노인건강관리 신체활동 콘텐츠)

  • Kang, Sunyoung;Kang, Seungae
    • Convergence Security Journal
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    • v.15 no.7
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    • pp.63-68
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    • 2015
  • In rapid aging society, the disease prevention and management for healthy life of the elderly is very important. Regular physical activity is known to be a useful intervention for the physical and mental health of the elderly. In this study, we explore the convergence contents using IT technology as the intervention for encouraging the regular physical activity in the elderly. There are u-Healthcare and serious game as the convergence of health care and IT technology, and the serious game which is added special purpose such as education, training, and treatment to the fun-one of the game element- can be suitable to provide a variety of contents that leads to physical activity in the elderly. The contents inducing physical activities are "Puffer(ATARI, USA)", "WiiFit(Nintendo, JAPAN)", "Age Invaders(MXR Lab, SINGAPORE)", "Xbox $360^{\circ}$+kinect(Microsoft, USA)", "Tangible bicycle game(Donsin Univ., KOREA)", and "3D Gateball game(Soongsil Univ., KOREA)", and these contents can help health care of the elderly. By increasing physical activity through the use of these contents, it will be able to promote physical fitness and body function required in daily life, disease prevention, and maintain health in the elderly.

윈도우즈 폰 7의 보안 체계 연구

  • Park, Min-Woo;Kim, Jong-Myoung;Chung, Tai-Myoung
    • Review of KIISC
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    • v.21 no.1
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    • pp.38-43
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    • 2011
  • 스마트폰은 어플리케이션 마켓의 활성화와 SNS 서비스의 이용이 증가하면서 사람들에게 많은 관심을 받고 있는 휴대기기이다. 스마트폰은 사용자의 기호에 따라 어플리케이션을 설치하여 개인화 할 수 있는 특징을 지녔다. 따라서 스마트폰은 사용자에 따라 다량의 개인 정보를 저장하고 있을 수 있으며, 카메라 모듈, GPS 모듈과 같이 상황 정보를 감지할 수 있는 센서들을 내장하고 있어 신뢰할 수 있는 강한 보안 서비스가 요구된다. 윈도우즈 폰 7은 기존의 윈도우즈 시스템이나 Xbox LIVE, Zune, Windows Azure 등과 연동할 수 있는 특징을 가진 모바일 운영체제이다. 본 논문에서는 모바일 운영체제 중 국내에 아직 잘 알려지지 않은 윈도우즈 폰 7의 보안 체계에 대해 분석한다.