• Title/Summary/Keyword: Motion-Based Game

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

  • ;;;Sugisaka, M.
    • 제어로봇시스템학회:학술대회논문집
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    • 1997.10a
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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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Effects of Physical Therapy Combined with Virtual Reality Games on Pain, Function, Quality of Life, And Engagement in Post-Knee-Surgery Patients (가상현실 게임을 적용한 물리치료가 무릎 수술 후 환자의 통증, 기능 변화, 삶의 질, 동기부여에 미치는 영향)

  • Hong-Gil Kim;Ju-Hyeon Jung
    • PNF and Movement
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    • v.21 no.3
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    • pp.345-356
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    • 2023
  • Purpose: The aim of this study was to investigate the effects of physical therapy combined with a virtual reality (VR) game on pain, quality of life (QOL), engagement, and knee function in post-knee-surgery patients. Methods: Twenty-four patients who had undergone knee surgery four weeks or more before the study were recruited. Two withdrew from the study during the four-week experimental period, and a total of 22 patients were included in the final analysis. Routine physical therapy consisting of electrostimulation (10 min.) and therapeutic massage (10 min.) was the base intervention for all groups. The experimental group (n = 10) was additionally exposed to a VR game intervention, while the control group (n = 12) underwent an intervention involving similar motions as the experimental intervention but with no VR. The intervention for the experimental group used the game Rig Fit Adventure on Nintendo switch. Both groups underwent their respective interventions 3 times a week (35 min. per session) for 4 weeks. Pain was assessed using the numeric rating scale (NRS), and QOL was assessed using the EuroQol five-dimensional five-level questionnaire (EQ-5D-5L). Engagement was assessed using the Korea flow state scale (K-FSS). Finally, knee movement and function were assessed based on knee flexion and extension, range of motion (ROM), and Western Ontario and McMaster Universities Arthritis Index (WOMAC). Results: After the four-week physical therapy, both groups showed significant reductions in pain (on the NRS), increased knee ROM (flexion), better WOMAC scores, and increased EQ-5D-5L scores (p < 0.05), with the experimental group showing significantly better improvements in EQ-5D-5L and K-FSS scores (p < 0.05). Conclusion: The results of this study confirm that a VR-game-integrated intervention is effective for improving pain, QOL, engagement, and knee function in post-knee surgery patients and that VR-game-integrated interventions could be therapeutic alternatives for patients bedridden for prolonged periods with little motivation for rehabilitation.

Character Motion Control by Using Limited Sensors and Animation Data (제한된 모션 센서와 애니메이션 데이터를 이용한 캐릭터 동작 제어)

  • Bae, Tae Sung;Lee, Eun Ji;Kim, Ha Eun;Park, Minji;Choi, Myung Geol
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.3
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    • pp.85-92
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    • 2019
  • A 3D virtual character playing a role in a digital story-telling has a unique style in its appearance and motion. Because the style reflects the unique personality of the character, it is very important to preserve the style and keep its consistency. However, when the character's motion is directly controlled by a user's motion who is wearing motion sensors, the unique style can be discarded. We present a novel character motion control method that uses only a small amount of animation data created only for the character to preserve the style of the character motion. Instead of machine learning approaches requiring a large amount of training data, we suggest a search-based method, which directly searches the most similar character pose from the animation data to the current user's pose. To show the usability of our method, we conducted our experiments with a character model and its animation data created by an expert designer for a virtual reality game. To prove that our method preserves well the original motion style of the character, we compared our result with the result obtained by using general human motion capture data. In addition, to show the scalability of our method, we presented experimental results with different numbers of motion sensors.

A Study on Effective Facial Expression of 3D Character through Variation of Emotions (Model using Facial Anatomy) (감정변화에 따른 3D캐릭터의 표정연출에 관한 연구 (해부학적 구조 중심으로))

  • Kim, Ji-Ae
    • Journal of Korea Multimedia Society
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    • v.9 no.7
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    • pp.894-903
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    • 2006
  • Rapid technology growth of hardware have brought about development and expansion of various digital motion pictured information including 3-Dimension. 3D digital techniques can be used to be diversity in Animation, Virtual-Reality, Movie, Advertisement, Game and so on. 3D characters in digital motion picture take charge of the core as to communicate emotions and information to users through sounds, facial expression and characteristic motions. Concerns about 3D motion and facial expression is getting higher with extension of frequency in use and range about 3D character design. In this study, the facial expression can be used as a effective method about implicit emotions will be studied and research 3D character's facial expressions and muscles movement which are based on human anatomy and then try to find effective method of facial expression. Finally, also, study the difference and distinguishing between 2D and 3D character through the preceding study what I have researched before.

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A VR-based pseudo weight algorithm using machine learning

  • Park, Sung-Jun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.10
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    • pp.53-59
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    • 2021
  • In this paper, we propose a system that can perform dumbbell exercise by recognizing the weight of dumbbells without wearing and device. With the development of virtual reality technnology, many studies are being conducted to simulate the pysical feedback of the real world in the virtual world. Accurate motion recognition is important to the elderly for rehabilitation exercises. They cannot lift heavy dumbbells. For rehabilitation exercise, correct body movement according to an appropriate weight must be performed. We use a machine learning algorithm for the accuracy of motion data input in real time. As an experiment, we was test three types of bicep, double, shoulder exercise and verified accuracy of exercise. In addition, we made a virtual gym game to actually apply these exercise in virtual reality.

Camera Tracking Method based on Model with Multiple Planes (다수의 평면을 가지는 모델기반 카메라 추적방법)

  • Lee, In-Pyo;Nam, Bo-Dam;Hong, Hyun-Ki
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.143-149
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    • 2011
  • This paper presents a novel camera tracking method based on model with multiple planes. The proposed algorithm detects QR code that is one of the most popular types of two-dimensional barcodes. A 3D model is imported from the detected QR code for augmented reality application. Based on the geometric property of the model, the vertices are detected and tracked using optical flow. A clipping algorithm is applied to identify each plane from model surfaces. The proposed method estimates the homography from coplanar feature correspondences, which is used to obtain the initial camera motion parameters. After deriving a linear equation from many feature points on the model and their 3D information, we employ DLT(Direct Linear Transform) to compute camera information. In the final step, the error of camera poses in every frame are minimized with local Bundle Adjustment algorithm in real-time.

GPU-based modeling and rendering techniques of 3D clouds using procedural functions (절차적 함수를 이용한 GPU기반 실시간 3D구름 모델링 및 렌더링 기법)

  • Sung, Mankyu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.4
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    • pp.416-422
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    • 2019
  • This paper proposes a GPU-based modeling and rendering of 3D clouds using procedural functions. The formation of clouds is based on modified noise function made with fbm(Fractional Brownian Motion). Those noise values turn into densities of droplets of liquid water, which is a critical parameter for forming the three different types of clouds. At the rendering stage, the algorithm applies the ray marching technique to decide the colors of cloud using density values obtained from the noise function. In this process, all lighting attenuation and scattering are calculated by physically based manner. Once we have the clouds, they are blended on the sky, which is also rendered physically. We also make the clouds moving in the sky by the wind force. All algorithms are implemented and tested on GPU using GLSL.

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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    • v.12 no.3
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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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    • 2016.07a
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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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    • v.19 no.5
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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.