• Title/Summary/Keyword: Game interaction

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Development of Content for the Robot that Relieves Depression in the Elderly Using Music Therapy (음악요법을 이용한 노인의 우울증 완화 로봇 'BOOGI'의 콘텐츠 개발)

  • Jung, Yu-Hwa;Jeong, Seong-Won
    • The Journal of the Korea Contents Association
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    • v.15 no.2
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    • pp.74-85
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    • 2015
  • The positive effect of percussion instruments can induce increases in self-esteem and decreases in depression in the elderly. Based on this, the content for a percussion instrument robot that the elderly can use to play music is developed. The elements of the interaction between the elderly and the robot through the robot content are extracted. Music that arouses positive memories in the elderly is selected as part of the music therapy robot content in order to relieve depression, and a scoring system for playing music is constructed. In addition, the interaction components of the robot's facial expressions, which stimulate emotions and sensitivity in the elderly, are also designed. These components enable the elderly to take an active part in using the instrument to change the robot's facial expressions, which have three degrees of emotion: neutral-happy, happy, and very happy. The robot is not only a music game machine: it also maximizes the relief of depression in the elderly through interactions with the robot that allow the elderly person to listen to what the robot plays and through the elderly person becoming involved and playing music along with the robot.

User Customizable Hit Action Recognition Method using Kinect (키넥트를 이용한 사용자 맞춤형 손동작 히트 인식 방법)

  • Choi, Yunyeon;Tang, Jiamei;Jang, Seungeun;Kim, Sangwook
    • Journal of Korea Multimedia Society
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    • v.18 no.4
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    • pp.557-564
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    • 2015
  • There are many prior studies for more natural Human-Computer Interaction. Until now, the efforts is continued in order to recognize motions in various directions. In this paper, we suggest a user-specific recognition by hit detection method using Kinect camera and human proportion. This algorithm extracts the user-specific valid recognition rage after recognizing the user's body initially. And it corrects the difference in horizontal position between the user and Kinect, so that we can estimate a action of user by matching cursor to target using only one frame. Ensure that efficient hand recognition in the game to take advantage of this method of suggestion.

An Implementation of Interactive Table Contents using the Projection Mapping (프로젝션 매핑 기법을 활용한 테이블 기반 상호작용 콘텐츠의 개발)

  • Lee, Bum-Ro
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.317-318
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    • 2016
  • 본 논문에서는 증강현실이나 혼합현실을 구현하기 위한 가장 현실적인 대안으로 주목받고 있는 프로젝션 매핑 기법을 활용하여 상호작용이 가능한 콘텐츠를 제작하기 위한 방법론을 제시하고 구체적인 구현의 방향성을 제시한다. 프로젝션 매핑은 구현의 측면에서 기술 문턱이 높지 않고 하드웨어의 수급이 용이하다는 점과 콘텐츠의 만족도가 매우 높다는 장점을 가지고 있어서 홀로그램과 같은 궁극의 증강현실 기술이 완성되기 이전까지 매우 현실적인 대안 기술로 인식되어 지고 있다. 본 논문에서는 이러한 프로젝션 매핑 기반의 증강현실 프레임워크를 완성하고 기본적인 상호작용이 가능한 콘텐츠를 제작하여 프로젝션 매핑 기반의 콘텐츠의 우수성과 가능성을 실증해 보이고자 한다. 향후 본 논문에서 실증한 상호작용 프로젝션 매핑 분야의 기술들은 전산업계에서 매우 파격적인 변화를 이끌어 낼 것이라고 판단된다.

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An Implementation of Multimedia Game using Speech Recognition for Windows (Windows환경에서 음성인식을 이용한 멀티미디어 게임의 구현)

  • 윤재선
    • Proceedings of the Acoustical Society of Korea Conference
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    • 1998.06e
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    • pp.335-338
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    • 1998
  • 본 논문에서는 음성인식 알고리즘인 HMM을 사용하여 Windows 환경에서 온라인으로 사용할 수 있는 음성인식 게임“Voice Illust Magic”개발에 관하여 소개한다. 사용자와 컴퓨터가 상호작용(Interaction)할 수 있는 매체를 마우스와 키보드뿐만 아니라 게임에 필요한 명령어를 음성인식으로 실행함으로써 정보전달이 매우 효과적으로 이루어져 사용자가 접근하기 쉽고 편리하게 되었으며 의사전달 효율을 높일 수 있었다. 음성인식 과정을 온라인으로 마이크를 통해 들어온 음성을 자동으로 끝점을 검출한 후, Mel-Cepstrum을 추출하여 Word 단위의 reference HMM과 비교하여 최적의 model이 선택되면, 윈도우즈에게 메시지를 보내어 마우스나 키보드가 동작하는 것과 마찬가지로 실행되도록 하였다. 또한, 입력 음성을 모든 reference pattern과 비교하는 것이 아니라 그 상황에 적용될 수 있는 표준 패턴을 한정함으로써 탐색시간을 줄일 수 있었으며 높은 인식률을 나타내었다.

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Common Cause Failure Problems in Ultra-High Reliability Systems-A View Point on Common Cause Internal Effects and Statistical Principles (초신뢰성 시스팀에서의 공통원인 실패문제-공통원인의 내부적 효과 및 통계학적 원리의 관점에서)

  • Park, P.;Ko, K.H.;Kim, C.S.;Kim, H.K.;Oh, H.S.
    • Electronics and Telecommunications Trends
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    • v.8 no.3
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    • pp.39-52
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    • 1993
  • This study involves a Common Cause Failure (CCF) problem on the ultra-high reliability required system development such as war game operations, nuclear power control, air traffic control, space shuttle missions, and large scale network communication system. The system situation problems are defined according to CCF, reliability and system fault identifications for the development cast verifications in the multi-version redundant software system. Then, CCF analysis of redundant system, system principles and statistical dependence are also described. This validation oh the CCF in the human software interaction system will notify software engineers to conceive what really is CCF contribution factor, not only the internal but the external ones.

Implementation of Self-expression Tool with Interactive Hangeul

  • Lim, Sooyeon
    • International Journal of Internet, Broadcasting and Communication
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    • v.10 no.4
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    • pp.43-49
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    • 2018
  • Modern people communicate in a digital space without being limited by physical space and time. On the internet, people's desire for self-expression is getting bigger, and the most common self-expression tool is characters. Characters are visual materials to express human thoughts and desires. This study is a method to positively express the viewer's self in an interactive Hangeul system. The proposed system produces new formative shapes and meanings of Hangeul through the process of deconstructing and reconstructing the characters. Immediate character transformations that are synchronized with the motion of the viewer act as a tool of self-expression by inducing the viewer's active interaction repeatedly. Therefore, the proposed interactive Hangeul is more than enough to be used as a new graphic tool beyond the text to be read, and it is highly likely to develop into cultural contents using it.

Design and Experiments of Cheap Handhold 3-Dimensional Motion Tracker (저가격 핸드헬드 3차원 동작 추적 장치의 설계와 실험)

  • Kim, Hyun-Seok;Lee, Sang-Hoon;Suh, Il-Hong;Park, Myung-Kwan
    • Proceedings of the KIEE Conference
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    • 2004.07d
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    • pp.2392-2394
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    • 2004
  • 핸드헬드 3차원 동작 추적 장치는 새로운 Human Computer Interaction의 도구로 Wearable Computing, Ubiquitous Computing, 3차원 Game 등의 분야에 요구되어 지고 있다. 본 논문에서는 저가의 관성 센서를 사용한 소형의 핸드헬드 3차원 동작 추적 장치를 설계하였다. 특히, 저가의 관성 센서를 적용하는데 있어 센서신호처리의 문제점을 제시하고, 문제점을 제거하기 위한 신호 처리 방법과 관성센서의 누적오차를 줄이기 위한 방법을 제안하고 실험으로 입증하였다.

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An Implementation of Education Puzzle for Cooperative Learning System Based on SDG(Single Display Groupware) (SDG(Single Display Groupware) 기반의 협동학습 교육퍼즐 시스템 구현에 관한 연구)

  • Kim, Myung-Gwan;Park, Han-Jin
    • The Journal of Korean Association of Computer Education
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    • v.11 no.6
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    • pp.95-102
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    • 2008
  • In this paper through the implementation of cooperative learning using SDG, education puzzle actually applies to computer training. SDG(Single Display Groupware) which one computer display have a multi-input devices can work as a collaborative system. Learners are performing together through SDG-based cooperative learning system. SDG cooperative learning with a multi-input device is superior to traditional learning with individual. We have implementation of the puzzle game with this fact. This system through effective education and raising their children's education participation rate will be able to do.

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Development of Edutainment Contents using the Multi-touch Table Top Display (멀티터치 테이블 탑 디스플레이를 활용한 에듀테인먼트 콘텐츠 구현)

  • Bak, Seon Hui;Lee, Jeong Bae;Kim, Eung Soo;Lee, Chang Jo
    • Journal of Korea Multimedia Society
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    • v.18 no.12
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    • pp.1569-1577
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    • 2015
  • Recently, the development of IT technology, utilization of smart devices 3-5-year-old infants Upon smart device penetration rate per household increases has also sharply increased. In this paper, the educational contents for kid are considered and implemented by reflecting this trend. Content that has been produced in this paper are based on learning theory of constructivism, was to be performed naturally learn the content of the table-top display of applying the NUI technology. Also, the content creation that can help you learn infants through experiments crafted tabletop display interface content, it is believed to be the basis for the improvement of usability.

Avatar Animation Modeling using X3D (X3D를 이용한 아바타의 애니메이션 모델링)

  • Lee, Sung-Tae;Oh, Guan-Tak;Lim, Suk-Ja;Lee, Yun-Bae
    • Proceedings of the Korea Information Processing Society Conference
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    • 2003.05a
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    • pp.67-70
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    • 2003
  • 웹 브라우저로 쉽게 접근 할 수 있는, VRML과 XML을 이용한 X3D(Extensible 3D)구조를 통해 가상공간에서 인간의 움직임에 대한 체험을 하도록 하는 Humanoid를 생성해 사용자와 상호 작용할 수 있는 방법을 제안한다. 즉 X3D의 특징, X3D를 이용하여 컴퓨터 그래픽스의 화려한 영상이 사실처럼 보이는 기술인 반사효과(Reflection), 실시간 디스플레이(Compression & Reduce), 대화식의 상호작용(Interaction)통의 Web3D 기반 3D 그래픽 표현에 대한 알고리즘을 제안하고 검증할 것이다.

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