• Title/Summary/Keyword: Game interaction

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CIVE: Context-based Interactive System for Heterogeneous Distributed Virtual Environments (이기종 분산 가상 환경을 위한 컨텍스트 기반 상호작용 시스템)

  • Jang, Sei-Ie;Lee, Young-Ho;Woo, Woon-Tack
    • Journal of KIISE:Computer Systems and Theory
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    • v.32 no.5
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    • pp.209-218
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    • 2005
  • In this paper, we propose CIVE, context-based interactive system for heterogeneous distributed virtual environments that delivers contexts irom real world to virtual environment and vice versa. The proposed system ronsists of obi-UCAM for generating user's contexts, NAVER for managing virtual environment, and Interface for linking obi-UCAM with NAVER. The connection between real and virtual worid through context is brneficial in following ways. Firstly. CIVE Provides a personalized user interface for virtual environment according to a user profile such as identity, age and vernacular. Secondly, translating all input signals into context, it guarantees adaptive access that enables a user to exploit unencumbered input devices controlling a shared object in virtual environment even if he moves with his own device from a virtual system to another. Finally, it provides a mechanism for synchronizing distributed virtual systems that share context representing changes at remote nodes. The context reduces the inconsistency of representing the same data among heterogeneous systems. Therefore, CIVE plays an important role in implementing VR applications such as teleconference, game and entertainment.

A study of kinetic narrative educational contents based on English literature: A convergent approach (영문학 기반 키네틱 교육 콘텐츠의 교육적 유의미성과 현장 활용 방안 탐구)

  • Kim, Eun-Jung;Shin, Dong-il;Kim, Keum-Sun
    • Journal of Digital Convergence
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    • v.14 no.4
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    • pp.43-53
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    • 2016
  • The purpose of this study is to examine the meaningfulness and the possibility of developing kinetic narrative educational contents based on English literature with convergent approaches. To accomplish the objective, this paper examines three areas of research such as kinetic education, English literature education, and total physical response-storytelling method. It introduces the following three stages of development procedure: 1) selecting and analyzing English literature, 2) designing a prototype including the story flow, the movement and the motion interaction design, and 3) constructing motion database using Laban movement analysis. Then, how to apply it to young learners is illustrated with 'the story of the three little pigs,' Finally, implication for the field of young learner English education and English literature is discussed.

Fish-trait Simulator for Constructing Virtual Aquarium System (가상수족관 시스템 구축을 위한 어류 생태 시뮬레이터)

  • Jeong, Seung-Moon;Lee, Hyeon-Cheol;Kim, Eun-Seok;Hur, Gi-Taek;Gang, Gyeong-Heon
    • The Journal of the Korea Contents Association
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    • v.7 no.3
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    • pp.68-78
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    • 2007
  • In a virtual aquarium, the behavior of fish objects is the most important factor in respect of visual effects. In addition to the individual behavior of fish object, the interactions between objects due to their attributes, can improve the dynamics and reality of the virtual world. In this paper, we analyze the principal habits of fish objects such as the vitality, the range of movement, the maximum depth of water they can live, and the cycle of eating. Then, we suggest a method for simulating the stable marine ecosystem with controlling the behaviors, the interaction with other species, the average span of life, and all that sort of thing based on the result of analysis. Because we can freely modify the behavior of fish object by altering the values of attributes, it can be utilized in the dynamic virtual aquarium, the 3D aquarium screen saver, and the virtual fish game, and so on.

Human Motion Tracking based on 3D Depth Point Matching with Superellipsoid Body Model (타원체 모델과 깊이값 포인트 매칭 기법을 활용한 사람 움직임 추적 기술)

  • Kim, Nam-Gyu
    • Journal of Digital Contents Society
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    • v.13 no.2
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    • pp.255-262
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    • 2012
  • Human motion tracking algorithm is receiving attention from many research areas, such as human computer interaction, video conference, surveillance analysis, and game or entertainment applications. Over the last decade, various tracking technologies for each application have been demonstrated and refined among them such of real time computer vision and image processing, advanced man-machine interface, and so on. In this paper, we introduce cost-effective and real-time human motion tracking algorithms based on depth image 3D point matching with a given superellipsoid body representation. The body representative model is made by using parametric volume modeling method based on superellipsoid and consists of 18 articulated joints. For more accurate estimation, we exploit initial inverse kinematic solution with classified body parts' information, and then, the initial pose is modified to more accurate pose by using 3D point matching algorithm.

A Study of VR Interactive Storytelling for Empathy (공감을 위한 VR 인터랙티브 스토리텔링 연구)

  • Bae, Byung-Chull;Kim, Dong Gyun;Seo, Gapyuel
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1481-1487
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    • 2017
  • In this article we describe our preliminary work to create VR interactive storytelling particularly for building empathic relationships between the reader (or the player) and story characters. As a practical guideline for developing empathy-based VR interactive story, we propose four key factors: first, narrativity considering narrative theories and concepts including the notion of focalization by Gerald Genette; second, interactivity for balancing between narrative and player control in interactive storytelling domain; third, consideration of virtual reality in human computer interaction domain; fourth, empathy in narrative from the viewpoint of psychology and cognitive science. We also introduce an example interactive storytelling scenario based on Little Red Riding Hood story. Finally we conclude with our VR implementation using Unreal game engine and HTC Vive.

Visualizing Motion Data as Sequential Images in Comic Book Layout (만화책 형식 동작 데이터 시각화)

  • Lee, Kang-Hoon
    • Journal of the Korea Computer Graphics Society
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    • v.15 no.4
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    • pp.31-40
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    • 2009
  • Captured motion data is widely used today in a variety of areas including film production, game development, sports analysis, and medical rehabilitation. The ability of analyzing and processing motion data has increased rapidly for last decades. However, it is still difficult for users to quickly understand the contents of motion data consisting of a series of time-varying poses. One typical approach is to visualize consecutive poses in sequence while adjusting three-dimensional view, which is often time-consuming and laborious especially when users need to repeatedly control time and view in order to search for desired motions. We present a method of visualizing motion data as a sequence of images in comic book layout so that users can rapidly understand the overall flows of motion data, and easily identify their desired motions. The usefulness of our approach is demonstrated by visualizing various kinds of motion data including locomotion, boxing, and interaction with environments.

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EEG Dimensional Reduction with Stack AutoEncoder for Emotional Recognition using LSTM/RNN (LSTM/RNN을 사용한 감정인식을 위한 스택 오토 인코더로 EEG 차원 감소)

  • Aliyu, Ibrahim;Lim, Chang-Gyoon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.4
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    • pp.717-724
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    • 2020
  • Due to the important role played by emotion in human interaction, affective computing is dedicated in trying to understand and regulate emotion through human-aware artificial intelligence. By understanding, emotion mental diseases such as depression, autism, attention deficit hyperactivity disorder, and game addiction will be better managed as they are all associated with emotion. Various studies for emotion recognition have been conducted to solve these problems. In applying machine learning for the emotion recognition, the efforts to reduce the complexity of the algorithm and improve the accuracy are required. In this paper, we investigate emotion Electroencephalogram (EEG) feature reduction and classification using Stack AutoEncoder (SAE) and Long-Short-Term-Memory/Recurrent Neural Networks (LSTM/RNN) classification respectively. The proposed method reduced the complexity of the model and significantly enhance the performance of the classifiers.

3D Graphic Nursery Contents Developed by Mobile AR Technology (모바일 기반 증강현실 기술을 활용한 3D전래동화 콘텐츠 연구)

  • Park, Young-sook;Park, Dea-woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.11
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    • pp.2125-2130
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    • 2016
  • In this paper, we researched the excellency of 3D graphic nursery contents which is developed by mobile AR technology. AR technology has currently people's attention because of the potential to be core contents of future ICT industry. We applied AR nursery contents for kid's subtitle language selection in Korean, Chinese and English education. The original fairy tale consisted of 6~8 scenes for the 3D contents production, and was adapted and translated. Dubbing was dubbed by the native speaker using the standard pronunciation, and the effect sound was edited separately to fit the scene. After composing a scenario, constructing a 3D model, constructing a interaction, constructing a sound effect, and creating content metadata, the Unity 3D game engine is executed to create a project and describe it as a script. It provides a fun and informative tradition of fairy tales with abundant content that incorporates ICT technology, accepting advanced technology-based education, and having opportunities to perceive software in daily life.

XML-based Variable Data Publishing System with Dynamic Editing and Formatting Function (동적 편집과 포맷팅 기능을 갖는 XML 기반의 가변 데이터 출판 시스템)

  • Lim, Kwang-Taeg
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.11
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    • pp.4583-4591
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    • 2010
  • Existing XML-based variable data publishing, in which a user has to manually prepare and edit template rules, is rather difficult for general users to create documents. Especially when processing large variable XML documents such as manuals or technical documents, fast document formatting is required to provide fast response speed for editing, which the existing batch processing cannot provide. This paper proposes a variable data publishing system with dynamic editing and formatting function, which support fast formatting upon user's request for large volume documents as well as for template editing through interaction by displaying the result of template-based variable documents on WYSIWYG screen. Proposed system can be effectively used for creating customized documents with many variable data that can be changed according to individual characteristics such as individual, company or area; source documents, template documents and formatted documents adopt XML, XSLT and XPath standards suggested by W3C, which facilitates extension to web document processing system.

Design and Implementation of Interactive-typed Bluetooth Device interact with Android Platform-based Contents Character (안드로이드 플랫폼 기반의 콘텐츠 캐릭터와 연동되는 체감형 블루투스 기기의 설계 및 구현)

  • Park, Byoung-Seob;Choi, Hyo-Hun
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.11
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    • pp.127-135
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    • 2014
  • Interactive-typed devices and contents that have been often applied in the field of entertainment and game are the technology that allows you to maximize the enjoyment and participation of users through the interaction of each. In this paper, we designed an interactive-typed smartphone app that is based on the Android platform, implemented the wearable Bluetooth device to control via a interactive interface with a vibration sensor and three-axis acceleration sensor. We tested the functionality and 3-axis motion's operability by using smartphone app, interface interactive-typed device that has been developed, prove useful as a wearable Bluetooth device that has the convenience of the user. Further, it is shown that by implementing the optimized protocol of the sensor data transfer over Bluetooth, it is possible to reduce the malfunction of the content of the smart phone.