• Title/Summary/Keyword: Motion-based game

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Design and Implementation of Interactive Game based on Embedded System (내장형 시스템 기반 체험형 게임의 설계 및 구현)

  • Lee, Woosik;Jung, Hoejung;Heo, Hojin;Kim, Namgi
    • Journal of Internet Computing and Services
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    • v.18 no.4
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    • pp.43-50
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    • 2017
  • Embedded System includes touch, GPS, motion, and acceleration sensor, and can communicate with neighbor devices using wireless communication. Because Arduino with embedded system provides good environment for development and application, developers, engineers, designers, as well as artists, students have a great interest. They utilize Arduino in the robot, home appliances, fashion, culture and so on. In this paper, we design and implement a game using Arduino with embedded system which recognizes the human movement by moving away from one-dimensional game of the existing touch method. Implemented embedded system game measures gyro-sensor to recognize human movement and detects the attack success of the opponent by using touch sensor. Moreover, health of the game player is updated in the real time through the android phone-based database. In this paper, implemented embedded system-based game provides GUI screen of android phone. It is possible to select watching mode and competition mode. Also, it has low energy consumption and easy to expand because it send and receive data packet through recent Bluetooth communication.

A Study of an MEMS-based finger wearable computer input devices (MEMS 기반 손가락 착용형 컴퓨터 입력장치에 관한 연구)

  • Kim, Chang-su;Jung, Se-hyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.05a
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    • pp.791-793
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    • 2016
  • In the development of various types of sensor technology, the general users smartphone, the environment is increased, which can be seen in contact with the movement recognition device, such as a console game machine (Nintendo Wii), an increase in the user needs of the action recognition-based input device there is a tendency to have. Mouse existing behavior recognition, attached to the outside, is mounted in the form of mouse button is deformed, the left mouse was the role of the right button and a wheel, an acceleration sensor (or a gyro sensor) inside to, plays the role of a mouse cursor, is to manufacture a compact, there is a difficulty in operating the button, to apply a motion recognition technology is used to operate recognition technology only pointing cursor is limited. Therefore, in this paper, using a MEMS-based motion-les Koguni tion sensor (Motion Recognition Sensor), to recognize the behavior of the two points of the human body (thumb and forefinger), to generate the motion data, and this to the foundation, compared to the pre-determined matching table (moving and mouse button events cursor), and generates a control signal by determining, were studied the generated control signal input device of the computer wirelessly transmitting.

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Development of a Pneumatically Driven 6 DOF Driving Simulator (공기압 구동식 6 DOF 드라이빙 시뮬레이터의 개발)

  • Kim, Geun-Mook;Kang, E-Sok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.12
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    • pp.6090-6097
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    • 2013
  • A pneumatically-driven driving simulator that provides a realistic representation of the driving environment was developed. The motion platform for the driving simulator is a mechatronic device that gives a driver the realistic feeling of an actual vehicle. The cost of the motion platform comprises the largest part of the expenses in developing a driving simulator. In this project, to develop a low-cost motion platform, the self-built motion platform based on the Stewart platform configuration that is constructed by six pneumatic cylinders was used as its actuator. The Stewart platform that moves in response to the operating signals of the joystick showed satisfactory tracking performance. We confirmed the possibility of the driving simulator using rFactor that is a commercially available racing game software.

Cyber Character Implementation with Recognition and Synthesis of Speech/lmage (음성/영상의 인식 및 합성 기능을 갖는 가상캐릭터 구현)

  • Choe, Gwang-Pyo;Lee, Du-Seong;Hong, Gwang-Seok
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.37 no.5
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    • pp.54-63
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    • 2000
  • In this paper, we implemented cyber character that can do speech recognition, speech synthesis, Motion tracking and 3D animation. For speech recognition, we used Discrete-HMM algorithm with K-means 128 level vector quantization and MFCC feature vector. For speech synthesis, we used demi-syllables TD-PSOLA algorithm. For PC based Motion tracking, we present Fast Optical Flow like Method. And for animating 3D model, we used vertex interpolation with DirectSD retained mode. Finally, we implemented cyber character integrated above systems, which game calculating by the multiplication table with user and the cyber character always look at user using of Motion tracking system.

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A Study on the Trend Analysis St Environment of Motion Graphic. -Focused on Historical Backgrounds of Motion Graphic Appearance- (모션그래픽의 환경과 경향분석에 관한 연구 -모션그래픽 출현의 역사적 배경을 중심으로 -)

  • Kim, Jae-Myoung
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.5-14
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    • 2005
  • Graphic Design is being developed as a unique genre and widely applied to movie, TV broadcasting, music video, computer an, web design, animation, and game. Some university added motion graphics in their curriculum recently. However Motion Graphic has not been defined clearly and pedagogy of motion graphics was not studied enough. Motion Graphic is not merely moving picture. Its typical purpose and concept are evolving because of the diversified application. Meta-synthesis between media and hybrid development based on diverse approach and composite presentational methods are also changing Motion Graphic. Various technology such as photograph, analytical engine, hypermedia, multimedia, digital composite picture, network and interface should be studied to understand Motion Graphic. This study reviews the historic background of Motion Graphic mainly related to its advent. A fundamental definition of Motion Graphic including the space and time is suggested and the international trend is introduced. Future Motion Graphic and possible development was also predicted.

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Multi-player Contents for Upper Limb Rehabilitation based on VR (VR 기반의 상지 재활 훈련용 멀티플레이 콘텐츠)

  • Shin, Sung-Wook;Lee, Hyeok-Min;Moon, Ho-Sang;Chung, Sung-Taek
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.3
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    • pp.115-120
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    • 2019
  • Hemiplegic patients who suffered from a stroke struggle with a deterioration in upper limb functions, which can both be psychologically and physically discomforting; this can also limit patients' daily tasks involving any upper limb motions. In this study, we developed an assistive device for hemiplegic patients to improve their upper limb functions. It was manufactured to train patients by using their grip strength and the range of motion of the arm. Furthermore, we produced game contents in virtual reality to induce users' immersion and interaction. It was configured as a multi-player game to help ease the mental burden of receiving the training alone, hence allowing the patient and the caregiver to join the rehabilitation training simultaneously. The assistive device and game contents developed in this study enables patients and caregivers to easily check the degree of improvements in upper limb function by viewing quantitative analysis and visualized results.

Control system design for a manipulator under parameter perturbation

  • Shimomoto, Y.;Kisu, H.;Ishimatsu, T.
    • 제어로봇시스템학회:학술대회논문집
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    • 1994.10a
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    • pp.346-349
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    • 1994
  • This paper is concerned with a motion control of a manipulator under parametric uncertainties and external disturbances. The parametric uncertainties are regarded as internally generated disturbances in the manipulator. Based on this idea, we formulate a model reference control problem with desired disturbance attenuation. The solution of this control problem not only reduces the worst-case effect on tracking error due to internal and external disturbances (combined disturbances) as much as possible, but also achieve optimal tracking when perturbations are absent. In order to solve the control problem which is formulated in this paper we reduce it to a constrained minmax cost control problem. A differential game theory is used to treat this constrained minmax cost control problem. The differential game theory leads to a sufficient condition for the global solvability of the model reference control problem with desired disturbance attenuation.

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Real-Time Visual Production using Unity 3D

  • Lee, Dong-Min;Shin, Seung-Jung
    • International journal of advanced smart convergence
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    • v.7 no.4
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    • pp.138-146
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    • 2018
  • Generally, the animation and image production process consists of three stages: Pre-Production, Main-Production, and Post-Production. Real-time video production is also made based on this configuration. On the premise of the increase of productivity by reducing the production time effectively in the main production stage that takes the most time, this study aims to summarize the process of producing videos, focusing on the concrete main production stage. To do this, we propose a method for creating a real-time image from the point of view of the general user using Unity 3D, one of the game engines. Also, this study utilizes the Cinemachine feature provided by Unity 3D, which is suitable for the implementation of the proposed module structure.

A Control Method for designing Object Interactions in 3D Game (3차원 게임에서 객체들의 상호 작용을 디자인하기 위한 제어 기법)

  • 김기현;김상욱
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.3
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    • pp.322-331
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    • 2003
  • As the complexity of a 3D game is increased by various factors of the game scenario, it has a problem for controlling the interrelation of the game objects. Therefore, a game system has a necessity of the coordination of the responses of the game objects. Also, it is necessary to control the behaviors of animations of the game objects in terms of the game scenario. To produce realistic game simulations, a system has to include a structure for designing the interactions among the game objects. This paper presents a method that designs the dynamic control mechanism for the interaction of the game objects in the game scenario. For the method, we suggest a game agent system as a framework that is based on intelligent agents who can make decisions using specific rules. Game agent systems are used in order to manage environment data, to simulate the game objects, to control interactions among game objects, and to support visual authoring interface that ran define a various interrelations of the game objects. These techniques can process the autonomy level of the game objects and the associated collision avoidance method, etc. Also, it is possible to make the coherent decision-making ability of the game objects about a change of the scene. In this paper, the rule-based behavior control was designed to guide the simulation of the game objects. The rules are pre-defined by the user using visual interface for designing their interaction. The Agent State Decision Network, which is composed of the visual elements, is able to pass the information and infers the current state of the game objects. All of such methods can monitor and check a variation of motion state between game objects in real time. Finally, we present a validation of the control method together with a simple case-study example. In this paper, we design and implement the supervised classification systems for high resolution satellite images. The systems support various interfaces and statistical data of training samples so that we can select the most effective training data. In addition, the efficient extension of new classification algorithms and satellite image formats are applied easily through the modularized systems. The classifiers are considered the characteristics of spectral bands from the selected training data. They provide various supervised classification algorithms which include Parallelepiped, Minimum distance, Mahalanobis distance, Maximum likelihood and Fuzzy theory. We used IKONOS images for the input and verified the systems for the classification of high resolution satellite images.

Development of a Tangible Snowboard Training Simulator based on Virtual Reality (가상현실 기반의 체감형 스노우보드 시뮬레이터 개발)

  • Park, Changhoon
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.87-94
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    • 2014
  • In recent years, there has been an increasing interest in tangible sports simulators with the success of golf simulator. The main purpose of this study is to develop a tangible snowboard simulator for the beginner using virtual reality technology. This paper proposes an interactive virtual coach and high fidelity virtual environment for snowboard training. The virtual coach offers an intuitive guidance and personalized coaching feedback about the 5 fundamental riding skills. The virtual training environment uses the stereoscopic display system and motion platform to create more realistic training situation. We expect virtual reality will be used as a training aids in many sports such as taekwondo, baseball, archery and so on.