Flying Cake: 모바일 단말기를 이용한 실감형 게임

Flying Cake: An Augmented Game on Mobile Device

  • 발행 : 2007.01.15

초록

언제, 어디서, 누구나 대용량 네트워크를 사용할 수 있는 유비쿼터스(ubiquitous) 시대가 다가오면서, 카메라가 장착되어 있고 무선 통신이 가능한 PDA, 웨어러블(wearable) 컴퓨터와 같은 휴대용 장치가 가까운 미래에는 일상의 한 부분이 될 것이다. 이런 상황을 반영하듯, 휴대용 장치를 이용한 실감형 게임(augmented game)에 관한 다양한 연구가 진행되어 왔다. 기존의 실감형 게임들은 전통적으로 'backpack' 시스템이나 패턴마커(pattern marker)를 이용하였다. 'backpack' 시스템은 비싸고, 거추장스러우며, 사용하기 불편한 단점이 있으며, 패턴마커를 사용하면 미리 정한 장소에서만 게임을 해야 하는 단점을 가지고 있다. 본 논문에서 소개하는 게임 Flying Cake는 거추장스러운 장비 대신, 가볍고 휴대 가능한 PDA를 이용하며, 실제 세계에서 가상의 물체를 접목(overlay)하기 위해, 수동적인 패턴마커 대신 얼굴 영역을 이용한다. Flying Cake는 PDA만을 이용하여 실제 세계를 돌아다니며 카메라에 의해 입력된 영상에 접목된 가상의 캐릭터를 공격하는 일인용과 무선 랜을 통해 전송되는 상대방의 영상에 접목된 가상의 캐릭터를 공격하는 이인용을 제공하는 실감형 슈팅 게임이다. 얼굴 추출 기술을 이용하여 입력 영상의 얼굴영역에 가상의 캐릭터를 접목하며, 사용자는 가상의 캐릭터를 공격하며 게임을 즐긴다. Flying Cake는 얼굴 추출 기술을 이용하여 PDA카메라를 통해 입력된 실제 세계와 가상의 물체 사이의 상호작용을 제공하는 새로운 패러다임(paradigm)을 제공함으로써 사용자에게 새로운 즐거움을 제공할 것이다.

In the ubiquitous computing age which uses a high quantity network, mobile devices such as wearable and hand-held ones with a small tamers and a wireless communication module will be widely used in near future. Thus, a lot of researches about an augmented game on mobile devices have been attempted recently. The existing augmented games used a traditional 'backpack' system and a pattern marker. The 'backpack' system is expensive, cumbersome and inconvenient to use, and because of the pattern marker, it is only possible to play the game in the previously installed palace. In this paper, we propose an augmented game called Flying Cake using a face region to create the virtual object(character) without the pattern marker, which manually indicates an overlapped location of the virtual object in the real world, on a small and mobile PDA instead of the cumbersome hardware. Flying Cake is an augmented shooting game. This game supplies us with two types: 1) a single player which attacks a virtual character on images captured by a camera in an outdoor physical area, 2) dual players which attack the virtual character on images which we received through a wireless LAN. We overlap the virtual character on the face region using a face detection technique, and users play Flying Cake though attacking the virtual character. Flying Cake supplies new pleasure to flayers with a new game paradigm through an interaction between the user in the physical world captured by the PDA camera and the virtual character in a virtual world using the face detection.

키워드

참고문헌

  1. http://www.pbs.org/kcts/videogamerevolution/history/timeline_flash.html/
  2. http://www.gamemeca.com/
  3. http://www.inew24.com/
  4. http://www.thegames.co.kr/
  5. Z. Szalavari, E. Eckstein and M. Gervautz, 'Collaborative Gaming in Augmented Reality,' Proceedings of ACM Symposium on Virtual Reality Software and Technology, pp. 195-204, Nov. 1998
  6. T. Ohshima, K. Satoh, H. Yamamoto and H. Tamura, 'AR2Hockey: A Case Study of Collaborative Augmented Reality,' Proceedings of IEEE Virtual Reality Annual International Symposiums, pp. 268-275, Mar. 1998
  7. T. Starner, B. Leibe, B. Singletary and J. Pair, 'MIND-WARPING: Towards Creating a Compelling Collaborative Augmented Reality Game,' Proceedings of International Conference on Intelligent User Interface, pp. 256-260, Jan, 2000
  8. B. Thomas, B. Close, J. Donoghue, J. Squires, P. D. Bondi and W. Piekarski, 'First Person Indoor/Outdoor Augmented Reality Application: ARQuake,' Personal and Ubiquitous Computing, Vol. 6, Issue 1, pp. 75-86, Feb. 2002 https://doi.org/10.1007/s007790200007
  9. A. Cheok, F. Wan, X. Yang, W. Weihua, L. Huang, M. Billinghurst and H. Kato, 'Game-City: A Ubiquitous Large Area Multi-Interface Mixed Reality Game Space for Wearable Computers,' Proceedings of the International Symposiums on Wearable Computers, pp. 156-157, Oct. 2002
  10. A. Cheok, H. K. Goh, W. Liu, F. Farbiz, S. Fong, S. Teo, Y. Li and X. Yang, 'Human Pacman: a Mobile, Wide-area Entertainment System based on Physical, Social and Ubiquitous Computing,' Personal and Ubiquitous Computing, Vol. 8, Issue 2, pp. 71-81, May 2004 https://doi.org/10.1007/s00779-004-0267-x
  11. D. Waqner, T. Pintaric and F. Ledermann, 'Towards Massively Multi-User Augmented Reality on Handheld Devices,' Proceedings of the International Conference on Pervasive Computing, to be published, May 2005
  12. J. Yang and A. Waibel, 'A Real-Time Face Tracker,' Proceedings of IEEE Workshop Applications of Computer Vision, pp. 2-4, Dec. 1996
  13. G. Bradski and V. Pisaresvsky, 'Intel's Computer Vision Library: Applications in Calibration, Stereo, Segmentation, Tracking, Gesture, Face and Object Recognition,' Proceedings of IEEE Conference of Computer Vision and Pattern Recognition, Vol. 2, pp. 796-797, 2000
  14. http://fortress2.x2game.com/
  15. R. Azuma, Y. Baillot, R. Behringer, S. Feiner, S. Julier and B. MaxIntyre, 'Recent Advances in Augmented Reality,' Computer and Graphics, Vol. 21, Issue 6, pp. 34-47, Nov. 2001
  16. J. Zhang, X. Chen, J. Yang and A. Waibel, 'A PDA-based Sign Translator,' Proceedings of the IEEE International Conference on Pattern Recognition, pp. 216-219, Oct. 2002
  17. V. Vezhnevets, V. Sazonov and A. Andreeva, 'A Survey on Pixel-based Skin Color Detection Techniques,' Proceedings of International Conference on Computer Graphics and Vision, pp. 85-92, Sep. 2003
  18. S. L. Phung, A. Bouzerdoum and D. Chai, 'Skin Segmentation using Color Pixel Classification: Analysis and Comparison,' IEEE Transactions on Pattern Analysis and Machine Intelligence, Vol. 27, No. 1, pp. 148-154, Jan. 2005 https://doi.org/10.1109/TPAMI.2005.17
  19. B. D. Zarit, B. J. Super, F. K. H. Quek, 'Comparison of Five Color Models in Skin Pixel Classification,' Proceedings of International Workshop on Recognition, Analysis and Tracking of Face and Gestures in Real-Time System, pp. 58-63, 1999