• Title/Summary/Keyword: Motion Game

검색결과 351건 처리시간 0.024초

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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    • 제13권2호
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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.

Micro soccer-playing robot based on the centralized approach (중앙집중 제어에 근거한 마이크로 축구경기 로봇)

  • ;;;Sugisaka, M.
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 1997년도 한국자동제어학술회의논문집; 한국전력공사 서울연수원; 17-18 Oct. 1997
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    • pp.621-624
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    • 1997
  • This paper presents the design procedure for soccer-playing rovots based on the centralized approach. Using a fast vision system, we obtain the configuration of each robot and then the host computer computes the desired motion and commands each robot directly via RF communication. The robot soccer game has a lot of problems such as obstacle avoidance, coordination between robots, dribbling the ball, and so on. To implement such motions, we think that the centralized approach seems to be more powerful than the distributed approach. We describe the technical tips for developing the robots in detail here and explain our strategy for getting the scores.

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Case Study of Short Animation with Facial Capture Technology Using Mobile

  • Jie, Gu;Hwang, Juwon;Choi, Chulyoung
    • International Journal of Internet, Broadcasting and Communication
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    • 제12권3호
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    • pp.56-63
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    • 2020
  • The Avengers film produced by Marvel Comics shows visual effects that were impossible to produce in the past. Companies that produce film special effects were initially equipped with large personnel and equipment, but technology is gradually evolving to be feasible for smaller companies that do not have high-priced equipment and a large workforce. The development of hardware and software is becoming increasingly available to the general public as well as to experts. Equipment and software which were difficult for individuals to purchase before quickly popularized high-performance computers as the game industry developed. The development of the cloud has been the driving force behind software costs. As augmented reality (AR) performance of mobile devices improves, advanced technologies such as motion tracking and face recognition technology are no longer implemented by expensive equipment. Under these circumstances, after implementing mobile-based facial capture technology in animation projects, we have identified the pros and the cons and suggest better solutions to improve the problem.

A Design and Implementation of Matching Card Game Based on Kinect Sensor (Kinect 센서 기반의 카드 매칭 게임 설계 및 구현)

  • Park, Jin Yang;Heo, Min Yeoung;Jo, Tae Woong;Hyun, Gun Soo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 한국컴퓨터정보학회 2016년도 제54차 하계학술대회논문집 24권2호
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    • pp.49-50
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    • 2016
  • 본 논문에서는 Kinect 센서 기반의 카드 매칭 게임을 설계하고 구현한다. 이 게임은 유아용 카드 매칭 게임으로 카드 뒷면을 화면에 배치시키고 무작위로 앞면의 그림을 보여준다. 플레이어는 앞면의 그림을 위치별로 기억하여 같은 짝의 그림을 선택하여 맞춘다. 다른 짝을 매칭 할 경우 다시 뒷면으로 뒤집히고 같은 짝을 매칭 할 경우는 해당 그림의 영어 단어를 팝업시킨다. 예를 들어 토끼 그림의 짝을 매칭 할 경우 RABBIT이란 단어를 팝업 시킨다. 그리고 플레이어는 RABBIT이란 단어를 발음하면 Kinect는 음성을 인식하여 팝업된 창을 종료하고, 게임을 계속 진행한다. 게임은 화면에 배치시키는 카드를 $2{\times}2$부터 시작하여 난이도 별로 증가 시키고 스테이지 별로 콘텐츠를 나눠 영유아들이 재미있게 게임을 즐기면서 영어 단어를 학습할 수 있는 게임이다.

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Design and Implementation of the Image Creation System based on User-Media Interaction (사용자와 미디어 사이의 상호작용 기능 제공 기반 영상 창작 시스템 설계 및 구현)

  • Song, Bok Deuk;Kim, Sang Yun;Kim, Chae Kyu
    • Journal of Korea Multimedia Society
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    • 제19권5호
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    • pp.932-938
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    • 2016
  • Recently, interactive media which maximizes audience engagement by making the audience appeal on a stage in digital media environment has been distributed more widely. In fact, there has been active movement to develop and promote a new participatory media genre with higher immersion by applying this kind of interactive media concept to advertisement, film, game and e-learning. In the conventional interactive media, digital media had to be enjoyed in particular environment where diverse sensors were installed or through a certain device to recognize a user's motion and voice. This study attempted to design and implement an image creation system which ensures interactions between a user and media in popular distribution-enabled web environment and through PC and smart devices to minimize the image producer-user constraints.

Self-consciousness Improvement Effect of Nonstructured Developmental Art Therapy on a Developmental Disordered Child -A Study on the Single Case- (비구조적 발달 미술치료를 통한 발달장애아의 자아의식 향상 효과 -단일사례를 중심으로-)

  • Kang, Young-Ja;Kang, Soung-A
    • Korean Journal of Human Ecology
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    • 제11권4호
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    • pp.321-334
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    • 2002
  • This study is a non-structured developmental art-therapy case study having done 134 times of total treatments for a 12 years old girl, having extremely poor verbal communication ability and sociality comparing to her ability in perception and motion. I presumed the cause of this gap between perceptibility and the communication ability was a problem related to self-consciousness. To cure the problem, I provided treatment programs designed to use material which can create a stable and reliable environment and can give body experiences such as painting and play-dough. As the treatment programs progressed, I found she had changed gradually to lead the game by herself and to express her favorite colors and shapes. Also she became to be able to express her experience as a simple word and to response short answers for questions.

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Implementation of Self-expression Tool with Interactive Hangeul

  • Lim, Sooyeon
    • International Journal of Internet, Broadcasting and Communication
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    • 제10권4호
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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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    • 대한전기학회 2004년도 하계학술대회 논문집 D
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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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A Study on Smart Phone's Own Technology Based Game Design (스마트폰 자체기술 활용한 게임디자인 연구)

  • Jeong, SeongYoep;Kim, Sungjin;Kim, Mijin
    • Proceedings of the Korea Contents Association Conference
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    • 한국콘텐츠학회 2010년도 춘계 종합학술대회 논문집
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    • pp.46-48
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    • 2010
  • 최근 스마트폰 동향은 기존에 연구되고 개발되어진 기술들이 다양한 현실 환경에 응용 가능하도록 새로운 기술들과 접목되어져 많은 어플리케이션에 사용되어지고 있다. 본 논문에서는 개발자와 사용자들에게 각광받고 있는 기술들로 GPS(Global Positioning System), 증강현실(Augmented Reality), 동작인식(Motion Detection)등의 기술사용을 접목한 게임사례들의 기술적 요소에 접근하여 자체기술을 활용한 게임디자인을 제안하고자 한다. 기존 휴대폰이라는 매체의 제한된 속성에서 한 단계 발전한 스마트폰 어플리케이션 기반 게임의 분석은 게임의 새로운 장르 발전과 사용자의 통합적 감각 경험에 의한 가상공간에서의 만족도를 증진시킬 수 있으리라 기대하며 이러한 기술을 토대로 차후 게임제작에 적용되었을 때 더 나은 효과를 발휘하리라 사료된다.

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A Study on Aesthetic Impression of Cinemagraphs Expressed in Advertising Media (광고매체에서 표현된 시네마그래프의 심미성 연구)

  • Kim, YoungIl;Kim, Hyeon-seok;Kim, Cheeyong
    • Journal of Korea Multimedia Society
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    • 제20권7호
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    • pp.1129-1135
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    • 2017
  • Due to the development of the media, the digital image is gradually developed, giving some motion to the still image called Cinemagraphs, thereby enhancing the visual perceptional ventilation. In today's advertising media, visual stimuli are transmitted through Cinemagraphs. Demonstrate what is conveyed by aesthetics through case studies and experimental studies. In addition, through Cinemagraphs, the possibility of aesthetic technique is confirmed, and the features of Cinemagraphs will become a new trend in the field of design studying digital images. As IT technology becomes increasingly sophisticated and easy to make, it is expressed as a cultural symbolic pleasure of the masses. The value of future research will be significant.