• Title/Summary/Keyword: Motion-Based Game

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Augmented Reality Game Interface Using Hand Gestures Tracking (사용자 손동작 추적에 기반한 증강현실 게임 인터페이스)

  • Yoon, Jong-Hyun;Park, Jong-Seung
    • Journal of Korea Game Society
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    • v.6 no.2
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    • pp.3-12
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    • 2006
  • Recently, Many 3D augmented reality games that provide strengthened immersive have appeared in the 3D game environment. In this article, we describe a barehanded interaction method based on human hand gestures for augmented reality games. First, feature points are extracted from input video streams. Point features are tracked and motion of moving objects are computed. The shape of the motion trajectories are used to determine whether the motion is intended gestures. A long smooth trajectory toward one of virtual objects or menus is classified as an intended gesture and the corresponding action is invoked. To prove the validity of the proposed method, we implemented two simple augmented reality applications: a gesture-based music player and a virtual basketball game. In the music player, several menu icons are displayed on the top of the screen and an user can activate a menu by hand gestures. In the virtual basketball game, a virtual ball is bouncing in a virtual cube space and the real video stream is shown in the background. An user can hit the virtual ball with his hand gestures. From the experiments for three untrained users, it is shown that the accuracy of menu activation according to the intended gestures is 94% for normal speed gestures and 84% for fast and abrupt gestures.

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Analyze on Compatible Story Value between Games and Films (영화와 게임의 호환 가능한 Story Value 분석 - 영화의 게임화, 게임의 영화화 사례를 중심으로)

  • Lee, Ja-Hye
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.645-650
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    • 2008
  • Currently, the motion picture and game are leading the entertainment industry based on "One Source Multi Use" system, Games and films hold widely the subjects and stories in common, but we seldom find the successful cases, In each case of cinematizing game or making game of a film, the question is "Story Value" the essential of storytelling. This study cross analyzed Story Value of both cases of games based on the films and cinematized games, and propose an compatible Story Value between games and films.

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EIC(Evolutional Intelligent Character) 모델을 이용한 지능적인 실시간 게임 캐릭터의 구현

  • Kwang, Seung-Gwan;Ahn, Tae-Hong;Kim, Kook-Song;Kim, Jong-Hyuck;Kim, Hong-Ki
    • Journal of Korea Game Society
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    • v.2 no.2
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    • pp.60-65
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    • 2002
  • In the majority of today's computer games, the behaviour of characters are controlled by pre-defined game logic or pre-generated motion. As game developers strive for richer and more interactive games, they often encounter limitations with this approach. This paper attempts to construct a game model using Genetic Algorithms (GAs) in order to produce more intelligent and compelling computer games. Based on teaming ability, the use of GAs will enable the characters to continually evolve, providing a changing and dynamic game environment. A real-time game was implemented to investigate the performance and limitations of the system.

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Research for using MYO in Motion-based game development (MYO를 이용한 체감형 게임 개발 연구)

  • Won, You-Gi;Ahn, Seon-Min;Yoon, Seon-Jeong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.01a
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    • pp.41-42
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    • 2015
  • 직접 몸동작을 취하는 체감형 게임이 사용자들의 관심을 받고 있다. 새롭게 등장한 NUI(Natural User Interface)를 사용하는 MYO를 이용해서 개발을 하면 사용자들에게 강한 몰입감과 조작의 편의성을 높일 수 있을 것으로 판단하고 이와 관련된 자료조사를 하였다. 본 연구자료는 MYO를 이용한 게임 개발에 관심이 있는 개발자들에게 가이드가 될 것으로 기대한다.

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Example Based Motion Generation and its Applications with Efficient Control for Arbitrary Morphologies (다양한 골격의 효과적인 제어가 가능한 예제 기반의 모션 생성과 응용)

  • Choung, Yu-Jean;Kang, Kyung-Kyu;Kim, Dong-Ho
    • Journal of Korea Game Society
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    • v.9 no.1
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    • pp.127-134
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    • 2009
  • This paper presents a motion generation technique for arbitrary morphologies with the user defined correspondences between joints. Users can define the controlling part in the source character and the part to be controlled in the target character in our system. To remove the restriction in the morphology of the target character, we use the pair of example posture sets. In our system, in order to provide the correspondence regardless of the number of joints, the deformed part in the target character is simplified into the direction vector. The final postures are then generated with the weighted sum of the examples. Our experimental results demonstrate that our approach can generate motions for various target characters and can control the user defined joints in real-time.

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Implementation of a Physically Based Motion Engine (물리 기반 모션 엔진의 구현)

  • 정일권;박기주;이인호
    • Proceedings of the IEEK Conference
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    • 2003.07d
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    • pp.1415-1418
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    • 2003
  • Recent performance improvement in computer and graphics hardware makes it possible to simulate a physical phenomenon in real time. VR department at ETRI has implemented a fast and robust physically based motion engine (PBM) for their general-purpose 3D online game engine. 'Dream 3D'. This paper shows the underlying algorithms of the PBM and introduces the structure and implementation results of it briefly.

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Methods for Swing Recognition and Shuttle Cock's Trajectory Calculation in a Tangible Badminton Game (체감형 배드민턴 게임을 위한 스윙 인식과 셔틀콕 궤적 계산 방법)

  • Kim, Sangchul
    • Journal of Korea Game Society
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    • v.14 no.2
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    • pp.67-76
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    • 2014
  • Recently there have been many interests on tangible sport games that can recognize the motions of players. In this paper, we propose essential technologies required for tangible games, which are methods for swing motion recognition and the calculation of shuttle cock's trajectory. When a user carries out a badminton swing while holding a smartphone with his hand, the motion signal generated by smartphone-embedded acceleration sensors is transformed into a feature vector through a Daubechies filter, and then its swing type is recognized using a k-NN based method. The method for swing motion presented herein provides an advantage in a way that a player can enjoy tangible games without purchasing a commercial motion controller. Since a badminton shuttle cock has a particular flight trajectory due to the nature of its shape, it is not easy to calculate the trajectory of the shuttle cock using simple physics rules about force and velocity. In this paper, we propose a method for calculating the flight trajectory of a badminton shuttle cock in which the wind effect is considered.

Comparison of simulation racing reality using simulation racing data based on racing equipment (레이싱 장비 기반의 시뮬레이션 레이싱 데이터를 활용한 시뮬레이션 레이싱 현실성 비교)

  • Lee, Yoseb;Lim, Young-Han
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.393-398
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    • 2022
  • In order to experience and compete in car racing in reality, the barrier to entry is very high. It takes a lot of money and time to recruit or participate in a license, expensive vehicle, and stadium where the game can be played. Because of this problem, various equipment is used to create a feeling similar to real racing in their own space through sim racing equipment. Equipment similar to this reality is called sim racing equipment. The sim racing equipment can be divided into three categories. The first is a racing game device that can run virtual racing, the second is a steering wheel, seat, and cradle that are linked to the racing game device, and the third is a racing motion device that allows the body to experience the direction of movement in the racing game. In this thesis, the feeling of real car racing is based on game racing, and how similar reality to real racing is through the steering wheel and cradle equipment, which are equipment that can control game racing, and motion equipment that allows you to experience the direction of game racing. Let's check how the difference between real racing and data value changes through the G-Force direction and speed change values.

Fast Motion Synthesis of Quadrupedal Animals Using a Minimum Amount of Motion Capture Data

  • Sung, Mankyu
    • ETRI Journal
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    • v.35 no.6
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    • pp.1029-1037
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    • 2013
  • This paper introduces a novel and fast synthesizing method for 3D motions of quadrupedal animals that uses only a small set of motion capture data. Unlike human motions, animal motions are relatively difficult to capture. Also, it is a challenge to synthesize continuously changing animal motions in real time because animals have various gait types according to their speed. The algorithm proposed herein, however, is able to synthesize continuously varying motions with proper limb configuration by using only one single cyclic animal motion per gait type based on the biologically driven Froude number. During the synthesis process, each gait type is automatically determined by its speed parameter, and the transition motions, which have not been entered as input, are synthesized accordingly by the optimized asynchronous motion blending technique. At the start time, given the user's control input, the motion path and spinal joints for turning are adjusted first and then the motion is stitched at any speed with proper transition motions to synthesize a long stream of motions.

Correlation between Brain Cognition and Cyberdisease in VR Media (VR매체에서의 뇌인지와 사이버 멀미의 상관관계)

  • Kim, Min-Seo;Kim, Kyun-Ho;Kim, Yu-Ri;Kim, Eun-Seo;HUH, Won-Whoi
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.603-611
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    • 2022
  • As the era of metaverse approaches, there are challenges that need to be solved. Among them, 'cyber motion sickness' is a representative problem from 2016;when VR technology began to attract attention. According to the theory of sensory conflict, motion sickness is caused when the perceived direction of motion information and the expected value are not the same. The paper was written to theoretically explore the relationship between brain cognition and cyber motion sickness, and to prove the effect of user immersion on motion sickness symptoms based on this. Through the SSQ experiment, it was found that the rotation value of the camera aggravates the symptoms of cyber motion sickness and can alleviate cyber motion sickness by increasing the immersion of the game by giving the viewer visual and shift missions to solve. This study was conducted to solve the problem of cyber motion sickness during the process of developing the VR rhythm game "beatale", and it is expected to be the basis for improving cyber motion sickness not only in the development of the project but also in the production of VR contents in the future.