• Title/Summary/Keyword: Controller Realism

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The Effects of Racing Game's Realistic Input Device and Point-of-View on Arousal, Valence, Identification and Engagement (레이싱게임 입력기의 사실성과 시점의 효과: 각성, 유인가, 동일시, 관여도를 중심으로)

  • Kim, Ock-Tae
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.201-212
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    • 2011
  • This study examines the potentials of realistic controller and point-of-view to affect users' arousal, valence, identification and engagement. While media researchers have advocated the role of realistic controller and point-of-view as a possible contributor to psychological reactions of playing video game, this claim is based on a relatively small number of empirical studies. Collegiate subjects took part in an experimental investigation manipulation the level of controller realism(gamepad vs. steering wheel) and point-of-view(first person vs. third person). Results of the study showed the influence of controller realism and point-of-view on arousal, identification and engagement, and the implication of the findings are discussed.

Design of Sliding Mode Fuzzy Controller for Vibration Reduction of Large Structures (대형구조물의 진동 감소를 위한 슬라이딩 모드 퍼지 제어기의 설계)

  • 윤정방;김상범
    • Journal of the Earthquake Engineering Society of Korea
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    • v.3 no.3
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    • pp.63-74
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    • 1999
  • A sliding mode fuzzy control (SMFC) algorithm is presented for vibration of large structures. Rule-base of the fuzzy inference engine is constructed based on the sliding mode control, which is one of the nonlinear control algorithms. Fuzziness of the controller makes the control system robust against the uncertainties in the system parameters and the input excitation. Non-linearity of the control rule makes the controller more effective than linear controllers. Design procedure based on the present fuzzy control is more convenient than those of the conventional algorithms based on complex mathematical analysis, such as linear quadratic regulator and sliding mode control(SMC). Robustness of presented controller is illustrated by examining the loop transfer function. For verification of the present algorithm, a numerical study is carried out on the benchmark problem initiated by the ASCE Committee on Structural Control. To achieve a high level of realism, various aspects are considered such as actuator-structure interaction, modeling error, sensor noise, actuator time delay, precision of the A/D and D/A converters, magnitude of control force, and order of control model. Performance of the SMFC is examined in comparison with those of other control algorithms such as $H_{mixed 2/{\infty}}$ optimal polynomial control, neural networks control, and SMC, which were reported by other researchers. The results indicate that the present SMFC is an efficient and attractive control method, since the vibration responses of the structure can be reduced very effectively and the design procedure is simple and convenient.

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Implementation of User Gesture Recognition System for manipulating a Floating Hologram Character (플로팅 홀로그램 캐릭터 조작을 위한 사용자 제스처 인식 시스템 구현)

  • Jang, Myeong-Soo;Lee, Woo-Beom
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.2
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    • pp.143-149
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    • 2019
  • Floating holograms are technologies that provide rich 3D stereoscopic images in a wide space such as advertisement, concert. In addition, It is possible to reduce the 3D glasses inconvenience, eye strain, and space distortion, and to enjoy 3D images with excellent realism and existence. Therefore, this paper implements a user gesture recognition system for manipulating a floating hologram characters that can be used in a small space devices. The proposed method detects face region using haar feature-based cascade classifier, and recognizes the user gestures using a user gesture-occurred position information that is acquired from the gesture difference image in real time. And Each classified gesture information is mapped to the character motion in floating hologram for manipulating a character action. In order to evaluate the performance of the proposed user gesture recognition system for manipulating a floating hologram character, we make the floating hologram display devise, and measures the recognition rate of each gesture repeatedly that includes body shaking, walking, hand shaking, and jumping. As a results, the average recognition rate was 88%.