• Title/Summary/Keyword: GameMultimedia Data

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Jitter Correction of the Face Motion Capture Data for 3D Animation

  • Lee, Junsang;Han, Soowhan;Lee, Imgeun
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.9
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    • pp.39-45
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    • 2015
  • Along with the advance of digital technology, various methods are adopted for capturing the 3D animating data. Especially, in 3D animation production market, the motion capture system is widely used to make films, games, and animation contents. The technique quickly tracks the movements of the actor and translate the data to use as animating character's motion. Thus the animation characters are able to mimic the natural motion and gesture, even face expression. However, the conventional motion capture system needs tricky conditions, such as space, light, number of camera etc. Furthermore the data acquired from the motion capture system is frequently corrupted by noise, drift and surrounding environment. In this paper, we introduce the post production techniques to stabilizing the jitters of motion capture data from the low cost handy system based on Kinect.

The Spreadsheet-Based Tool Model for Efficient MMORPG Data Management (효율적인 MMORPG 데이터 관리를 위한 스프레드시트 기반 툴 모델)

  • Kang, Shin-Jin;Kim, Chang-Hun
    • Journal of Korea Multimedia Society
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    • v.12 no.10
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    • pp.1457-1465
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    • 2009
  • In MMORPG development process, spreadsheet based data management has advantages in the handling of functions and analysis of large data set. But it has limitations in inserting, deleting, searching and relational management of that. In this paper, we proposed the spreadsheet based tool model for large data set for MMORPG development. Our system can reduce the risk of data management failure in MMORPG development process and improve the efficiency of data handling in the large-scale team.

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Identification of Auto Programs by Using Decision Tree Learning for MMORPG (MMORPG에서 결정트리 학습을 적용한 자동 프로그램 확인 기법)

  • Hong, Sung-Woo;Kim, Jun-Tae;Kim, Hyung-Il
    • Journal of Korea Multimedia Society
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    • v.9 no.7
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    • pp.927-937
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    • 2006
  • Auto-playing programs are often used in behalf of human players in MMORPG(Massively Multi-player Online Role Playing Game). By playing automatically and continuously, it helps to speed up the game character's level-up process. However, the auto-playing programs, either software or hardware, do harm to games servers in various ways including abuse of resources. In this paper, we propose a way of detecting the auto programs by analyzing the window event sequences produced by the game players. In our proposed method, the event sequences are transformed into a set of attributes, and the Decision Tree learning is applied to classify the data represented by the set of attribute values into human or auto player. The results from experiments with several MMORPG show that the Decision Tree learning with proposed method can identify the auto-playing programs with high accuracy.

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Customizing feature analysis for super mario maker (슈퍼마리오 메이커의 커스터마이징 특징 분석)

  • Park, Sang-Tae;Sohn, Jong-Nam;Lee, Chang-Jo
    • Journal of Digital Convergence
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    • v.14 no.7
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    • pp.339-345
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    • 2016
  • While a game market has been growing consistently world widely, a market of arcade or video game has been detained. In this stagnation, the latest one in 2015, "Super Mario Maker" of Mario series that's been running in good for 30 years, the notable sale and growth of which are extraordinary. As for a study in customizing, a literature of game customizing and studies that are foregone were mostly handling contents about a game character. In the survey that's done in this thesis about knowledge and needs in customizinge game users have, it was shown they want to customize sides of a rule and a character. I analyzed what the main factors are in this game which uses a main concept of customizing and the reason for high profits and popularity. As a result of the analysis, four features, possibility to customize a game rule, share data among users, collaboration in marketing with NFC figure characters, offering updates with sustained and new customizing features were found out. I am certain a game customizing will be helping to meet users and be used for various industries without limit of existing character.

Design for Proximity Voice Chat System in Multimedia Environments

  • Jae-Woo Chang;Jin-Woong Kim;Soo Kyun Kim
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.3
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    • pp.83-90
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    • 2024
  • In this paper, we propose a solution to apply a proximity voice dialog system to voice dialog technology, one of the interaction systems in multimedia environments. A voice dialog between multiple users in a multimedia space is designed by adjusting the volume of the voice according to the distance between the user avatars and muting the user who is beyond the audible distance. The main feature of this research is a reliable UDP-based active server system that delivers low-quality voice data to users who are far away based on distance and does not transmit voice data to users who enter the inaudible area for economic development. The performance of the proposed system was measured in a previously completed project based on the Unity game engine, and it is expected that the system proposed in this research will be actively used in environments that provide interaction between multiple users such as met averse content and real-time battle action games.

Design and Implementation of Engine to Control Characters By Using Machine Learning Techniques (기계학습 기법을 사용한 캐릭터 제어 엔진의 설계 및 구현)

  • Lee, Jae-Moon
    • Journal of Korea Game Society
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    • v.6 no.4
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    • pp.79-87
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    • 2006
  • This paper proposes the design and implementation of engine to control characters by using machine teaming techniques. Because the proposed engine uses the context data in the rum time as the knowledge data, there is a merit which the player can not easily recognize the behavior pattern of the intelligent character. To do this, the paper proposes to develop the module which gathers and trains the context data and the module which tests to decide the optimal context control for the given context data. The developed engine is ported to FEAR and run with Quake2 and experimented far the correctness of the development and its efficiency. The experiments show that the developed engine is operated well and efficiently within the limited time.

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A Study on New Gameplay Experience Based on Brain-Computer Interface (BCI를 기반으로 하는 플레이어의 새로운 게임플레이 경험 연구)

  • Ko, Min-Jin;Oh, Gyu-Hwan;Bae, Kyoung-Woo
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.31-44
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    • 2009
  • BCI (Brain-Computer Interface) is a way to control computer by using the human brain waves. As the hardware using brain wave technologies has developed, former expensive and big sized brain wave measuring devices have recently become much smaller and cheaper in their prices, making it possible for the individuals to buy them. This predicts them to be applied in various fields of multimedia industry. This thesis is to give an insight into whether the BCI device can be used as a new gaming device approaching it in a game designing point of view. At first, we proposed game play elements that can effectively utilizing the BCI devices, systematize, and produced a game prototype adopting the BCI device based on such game play elements. Next, we verified it with statistical data analysis to show that the prototype adopting the BCI device gives more clear and efficient controls in its game play than a game of only adopting keyboard & mouse devices and analysis verified that BCI-based game play elements provide users with a more intuitive and interesting experience than traditional non-BcI-based game play elements. The results will give a guideline for effective game design methodology for making BCI based games.

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A Study on the mobile Augmented reality of game Pokemon Go (모바일 증강현실 게임 포켓몬Go의 특성 연구)

  • Joo, Eun-Ryeong;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.473-480
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    • 2019
  • Recently, local game companies have been increasingly producing PC-based game that were popular with users among the existing commercialized games into mobile games through remakes. In this paper, we studied how console-based game influenced mobile augmented reality game . Through this process, we extracted five characteristics of mobile augmented reality, then interpreted and classified the meaning of this. Based on released in 2016, the scope of research is limited to console and mobile games previously released. According to the analysis, showed 50 characteristics and borrowed 78% from its existing Pokemon, 22% from its new production, and contained 24% reality. We also found that the Pokemon game series , and the exotic series had much influence on production. Based on this research data, we hope that augmented reality games for mobile will be made more active using existing game contents. It is also hope that such activities will lead to the growth of the home and abroad game industry.

CUDA based Lossless Asynchronous Compression of Ultra High Definition Game Scenes using DPCM-GR (DPCM-GR 방식을 이용한 CUDA 기반 초고해상도 게임 영상 무손실 비동기 압축)

  • Kim, Youngsik
    • Journal of Korea Game Society
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    • v.14 no.6
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    • pp.59-68
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    • 2014
  • Memory bandwidth requirements of UHD (Ultra High Definition $4096{\times}2160$) game scenes have been much more increasing. This paper presents a lossless DPCM-GR based compression algorithm using CUDA for solving the memory bandwidth problem without sacrificing image quality, which is modified from DDPCM-GR [4] to support bit parallel pipelining. The memory bandwidth efficiency increases because of using the shared memory of CUDA. Various asynchronous transfer configurations which can overlap the kernel execution and data transfer between host and CUDA are implemented with the page-locked host memory. Experimental results show that the maximum 31.3 speedup is obtained according to CPU time. The maximum 30.3% decreases in the computation time among various configurations.

Emotion Adjustment Method for Diverse Expressions of Same Emotion Depending on Each Character's Characteristics (캐릭터 성격에 따른 동일 감정 표현의 다양화를 위한 감정 조정 방안)

  • Lee, Chang-Sook;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.37-47
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    • 2010
  • Along with language, emotion is an effective means of expression. By expressing our emotions as well as speaking language, we can deliver our message better. Because each person expresses the same emotion differently, this expression is a useful gauge to measure an individual personality. To avoid monotonous emotional expression from virtual characters, therefore, it is necessary to adjust the creation and deletion of the same emotion depending on each character's personality. This paper has attempted to define personality characteristics that have an impact on each emotion and propose a method to adjust the emotions. Furthermore, the relationship between particular emotion and personality characteristics has been defined by matching the significance of specified personality characteristics with the lexical meaning. In addition, using the Raw Score, the weighted value which is necessary for the adjustment, continuance and deletion of each emotion has been defined. Then, emotion was properly adjusted. When the same emotion was adjusted using actual personality test data, different results have been observed by personality. This paper has been conducted using NEO Personality Inventory (NEO-PI) which consisted of 5 broad domains and 30 sub domains.