• Title/Summary/Keyword: Real-time Game

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AI, big data, and robots for the evolution of biotechnology

  • Kim, Haseong
    • Genomics & Informatics
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    • v.17 no.4
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    • pp.44.1-44.3
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    • 2019
  • Artificial intelligence (AI), big data, and ubiquitous robotic companions -the three most notable technologies of the 4th Industrial Revolution-are receiving renewed attention each day. Technologies that can be experienced in daily life, such as autonomous navigation, real-time translators, and voice recognition services, are already being commercialized in the field of information technology. In the biosciences field in Korea, such technologies have become known to the local public with the introduction of the AI doctor Watson in large number of hospitals. Additionally, AlphaFold, a technology resembling the AI AlphaGo for the game Go, has surpassed the limit on protein folding predictions-the most challenging problems in the field of protein biology. This report discusses the significance of AI technology and big data on the bioscience field. The introduction of automated robots in this field is not just only for the purpose of convenience but a prerequisite for the real sense of AI and the consequent accumulation of basic scientific knowledge.

Implementation of Metaverse User-Avatar Interaction using Real-time Motion Data (실시간 모션 데이터를 활용한 메타버스 사용자-아바타 상호작용 구현)

  • Gang In Lee;Eun Hye Noh;Young Jae Jo;Yong-Hwan Lee
    • Journal of the Semiconductor & Display Technology
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    • v.22 no.4
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    • pp.172-178
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    • 2023
  • With the expansion of metaverse content and hardware platforms, various interactions in the virtual world have been built, raising expectations for an increase in immersion which is a major element of the metaverse. However, among hardware platforms that increase virtual immersion elements, the typical HMD platform can be a barrier to new user inflows due to its high cost. Thus, this paper focused on improving virtual-to-real interactions by extracting motion data using relatively inexpensive webcam equipment in PC environments, utilizing Unity game engines, Photon unity network, multi-platform implementations, and Barracuda neural network inference libraries.

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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.

An Action Information Management Method for Creating Adaptive NPC (적응형 NPC를 생성하는 행동 정보 관리 기법)

  • Kim, Na-Ra;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.103-113
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    • 2008
  • Although people have had more opportunities to enjoy various types of game, most of players have felt less satisfaction with the games. This is the reason that since most Non-player Characters (NPCs) are simple and uniform, they have some limitations for competing with a variety of players. Thus, technologies for creating intelligent NPCs that can compete with each player at a similar level are required. In this paper, we present an action information management method for creating adaptive NPCs based on the algorithm for calculating their action efficiency. This algorithm is useful to the adaptation method for saving and controlling player-appropriate action. In our method, adaptive NPCs observe the actions of players and collect the relationship data between status and action. The efficiency value of the action data is calculated and data of similar status are grouped, and finally stored at the action database. The game system of NPC updates the action database and stores diverse actions. Then, NPC selects action with high efficiency value. We have tested our algorithm on an action game. A random test subject performed a one-on-one game against an adaptive NPC in real-time. As a result, the action dispositions of both the subject and NPC are analyzed in a log file to determine whether or not the disposition of the subject is similar to that of the NPC. The statistics of the diverse test results shows that NPCs become adaptive to players with error rate within less than 6%.

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A Study on User Interface for Quiz Game Contents using Gesture Recognition (제스처인식을 이용한 퀴즈게임 콘텐츠의 사용자 인터페이스에 대한 연구)

  • Ahn, Jung-Ho
    • Journal of Digital Contents Society
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    • v.13 no.1
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    • pp.91-99
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    • 2012
  • In this paper we introduce a quiz application program that digitizes the analogue quiz game. We digitize the quiz components such as quiz proceeding, participants recognition, problem presentation, volunteer recognition who raises his hand first, answer judgement, score addition, winner decision, etc, which are manually performed in the normal quiz game. For automation, we obtained the depth images from the kinect camera which comes into the spotlight recently, so that we located the quiz participants and recognized the user-friendly defined gestures. Analyzing the depth distribution, we detected and segmented the upper body parts and located the hands' areas. Also, we extracted hand features and designed the decision function that classified the hand pose into palm, fist or else, so that a participant can select the example that he wants among presented examples. The implemented quiz application program was tested in real time and showed very satisfactory gesture recognition results.

A Case on Residens' Participation Workshop for Cohousing Plan (코하우징 계획을 위한 주민참여 워크숍 사례 - 30~40대 주부를 대상으로 -)

  • Cho, Jeong-Hyun;Choi, Jung-Shin
    • Journal of Families and Better Life
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    • v.27 no.6
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    • pp.155-169
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    • 2009
  • Resident participation plays much of a rule to the cohousing, which is organized independently and has the characteristics of community life, especially in the initial state of cohousing process. However, it is hard to realize the resident participation in proper order due to lack of a personal time, individual effort and an insufficient knowledge related with cohousing. So, it is thought that the guidance of cohousing expert and coordinator is needed to enable the residents to perform in an active attitude. The development of educational program and workshop connected with resident participation is also accompanied. In this study, to make the positive and systematic participation of cohousing residents, we established the workshop program and performed workshop with our developed program, based on preceding researches and examples. We selected the object of workshop as five housewives in thirties and forties. Workshop was consisted of six process steps. (1) Introduction and question of workshop and cohousing (2) examining and arranging the opinion (3) Master plan of cohousing village (4) Planning of common living space (5) Planning of individual living space (6) Analysis of final results and evaluation of workshop. The workshop held six times and it took about five~six hours per each meeting. Workshop participants expressed their opinion actively and attended in a positive manner in order to the design of their desired village and cohousing. During workshop process, the players established the common target of their village by means of life card, target card game. Also, based on the common target, the layout of village was planned using a collage game and card arrangement game. By workshop activity, the members started to recognize the significance of participation on the drawing board and improve their technique of communication and decision-making. Furthermore, workshop process made it possible to approach the concrete forms of their cohousing village. Especially, in the closing phase, the participant satisfaction about workshop and cohousing is increased suddenly and expressed their intention to join the real workshop related with cohousing.

Analysis of Marketing Channel Competition under Network Externality (네트워크 외부성을 고려한 마케팅 채널 경쟁 분석)

  • Cho, Hyung-Rae;Rhee, Minho;Lim, Sang-Gyu
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.40 no.1
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    • pp.105-113
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    • 2017
  • Network externality can be defined as the effect that one user of a good or service has on the value of that product to other people. When a network externality is present, the value of a product or service is dependent on the number of others using it. There exist asymmetries in network externalities between the online and traditional offline marketing channels. Technological capabilities such as interactivity and real-time communications enable the creation of virtual communities. These user communities generate significant direct as well as indirect network externalities by creating added value through user ratings, reviews and feedback, which contributes to eliminate consumers' concern for buying products without the experience of 'touch and feel'. The offline channel offers much less scope for such community building, and consequently, almost no possibility for the creation of network externality. In this study, we analyze the effect of network externality on the competition between online and conventional offline marketing channels using game theory. To do this, we first set up a two-period game model to represent the competition between online and offline marketing channels under network externalities. Numerical analysis of the Nash equilibrium solutions of the game showed that the pricing strategies of online and offline channels heavily depend not only on the strength of network externality but on the relative efficiency of online channel. When the relative efficiency of online channel is high, the online channel can greatly benefit by the network externality. On the other hand, if the relative efficiency of online channel is low, the online channel may not benefit at all by the network externality.

A Cooperation Strategy of Multi-agents in Real-Time Dynamic Environments (실시간 동적인 환경에서 다중 에이전트의 협동 기법)

  • Yoo, Han-Ha;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Game Society
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    • v.6 no.3
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    • pp.13-22
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    • 2006
  • Games such as sports, RTS, RPG, which teams of players play, require advanced artificial intelligence technology for team management. The existing artificial intelligence enables an intelligent agent to have the autonomy solving problem by itself, but to lack interaction and cooperation between agents. This paper presents "Level Unified Approach Method" with effective role allocation and autonomy in multiagent system. This method allots sub-goals to agents using role information to accomplish a global goal. Each agent makes a decision and takes actions by itself in dynamic environments. Global goal of Team coordinates to allocated role in tactics approach. Each agent leads interactive cooperation by sharing state information with another using Databoard, As each agent has planning capacity, an agent takes appropriate actions for playing allocated roles in dynamic environments. This cooperation and interactive operation between agents causes a collision problem, so it approaches at tactics side for controlling this problem. Our experimental result shows that "Level Unified Approach Method" has better performance than existing rental approach method or de-centralized approach method.

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In-depth Analysis of Soccer Game via Webcast and Text Mining (웹 캐스트와 텍스트 마이닝을 이용한 축구 경기의 심층 분석)

  • Jung, Ho-Seok;Lee, Jong-Uk;Yu, Jae-Hak;Lee, Han-Sung;Park, Dai-Hee
    • The Journal of the Korea Contents Association
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    • v.11 no.10
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    • pp.59-68
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    • 2011
  • As the role of soccer game analyst who analyzes soccer games and creates soccer wining strategies is emphasized, it is required to have high-level analysis beyond the procedural ones such as main event detection in the context of IT based broadcasting soccer game research community. In this paper, we propose a novel approach to generate the high-level in-depth analysis results via real-time text based soccer Webcast and text mining. Proposed method creates a metadata such as attribute, action and event, build index, and then generate available knowledges via text mining techniques such as association rule mining, event growth index, and pathfinder network analysis using Webcast and domain knowledges. We carried out a feasibility experiment on the proposed technique with the Webcast text about Spain team's 2010 World Cup games.

Affective interaction to emotion expressive VR agents (가상현실 에이전트와의 감성적 상호작용 기법)

  • Choi, Ahyoung
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.5
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    • pp.37-47
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    • 2016
  • This study evaluate user feedback such as physiological response and facial expression when subjects play a social decision making game with interactive virtual agent partners. In the social decision making game, subjects will invest some of money or credit in one of projects. Their partners (virtual agents) will also invest in one of the projects. They will interact with different kinds of virtual agents which behave reciprocated or unreciprocated behavior while expressing socially affective facial expression. The total money or credit which the subject earns is contingent on partner's choice. From this study, I observed that subject's appraisal of interaction with cooperative/uncooperative (or friendly/unfriendly) virtual agents in an investment game result in increased autonomic and somatic response, and that these responses were observed by physiological signal and facial expression in real time. For assessing user feedback, Photoplethysmography (PPG) sensor, Galvanic skin response (GSR) sensor while capturing front facial image of the subject from web camera were used. After all trials, subjects asked to answer to questions associated with evaluation how much these interaction with virtual agents affect to their appraisals.