• Title/Summary/Keyword: Real-time Game

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Real Time Haptic Effect Display for Haptic Fighting Game (체감격투게임을 위한 실시간 체감효과 디스플레이)

  • 배희정;손욱호;장병태
    • Proceedings of the Korea Multimedia Society Conference
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    • 2002.11b
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    • pp.478-481
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    • 2002
  • 가상환경을 이용한 다양한 응용분야에서는 체감에 의한 실재감을 처리하는 것이 요구되고 있다. 체감의 효과를 표현하기 위한 일반적인 형태는, PhanTom에서 사용 가능한 햅틱 라이브러리를 사용하지만, 고비공과 처리 속도 문제 때문에 그 사용의 한계를 가진다. 본 논문에서는 햅틱 렌더링의 근본적인 문제인 실시간 렌더링 문제를 극복하기 위한 비선형 보간에 의한 근사 방법을 제안한다. 제안하는 방법은 하이브리드 접근 방식으로, 캐릭터에 작용하는 동역학적 움직임을 햅틱 효과 생성을 위하여 기하학적으로 재구성함으로써 체감효과 생성에 필요한 시간을 최소화 할 수 있다. 본 논문의 결과로는 캐릭터의 빈번한 제어에서 발생되는 체감 효과를 빠르게 생성할 수 있음을 보이며, 안정적이면서 그럴 듯한 효과를 생성할 수 있음을 보인다.

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A Framework for Electroencephalogram Process at Real-Time using Brainwave

  • Sung, Yun-Sick;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Multimedia Society
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    • v.14 no.9
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    • pp.1202-1209
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    • 2011
  • Neuro feedback training using ElectroEncephalo Grams (EEGs) is commonly utilized in the treatment of Alzheimer's disease, and Attention Deficit Hyperactivity Disorder (ADHD). Recently, BCI (Brain-computer Interface) contents have developed, not for the purpose of treatment, but for concentration improvement or brain relaxation training. However, as each user has different wave forms, it is hard to develop contents controlled by such different wave. Therefore, an EEG process that allows the ability to transform the variety of wave forms into one standard signal and use it without taking a user's characteristic of EEG into account, is required. In this paper, a framework that can reduce users' characteristics by normalizing and converting measured EEGs is proposed for contents. This framework also contains the process that controls different brainwave measuring devices. In experiment a handling process applying the proposed framework to the developed BCI contents is introduced.

Analysis of the Korean Baseball League using a Markov Chain Model (마르코프 연쇄를 이용한 한국 프로야구 경기 분석)

  • Moon, Hyung Woo;Woo, Yong Tae;Shin, Yang Woo
    • The Korean Journal of Applied Statistics
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    • v.26 no.4
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    • pp.649-659
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    • 2013
  • We use a Markov chain model to analyze the Korean Baseball League. We derive the distributions of the number of runs scored and the number of batters that complete their turn at bat in a baseball game using the time inhomogeneous Markov chain. The model is tested with real data produced from the 2011 Korean Baseball League.

Estimation of gender and age using CNN-based face recognition algorithm

  • Lim, Sooyeon
    • International journal of advanced smart convergence
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    • v.9 no.2
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    • pp.203-211
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    • 2020
  • This study proposes a method for estimating gender and age that is robust to various external environment changes by applying deep learning-based learning. To improve the accuracy of the proposed algorithm, an improved CNN network structure and learning method are described, and the performance of the algorithm is also evaluated. In this study, in order to improve the learning method based on CNN composed of 6 layers of hidden layers, a network using GoogLeNet's inception module was constructed. As a result of the experiment, the age estimation accuracy of 5,328 images for the performance test of the age estimation method is about 85%, and the gender estimation accuracy is about 98%. It is expected that real-time age recognition will be possible beyond feature extraction of face images if studies on the construction of a larger data set, pre-processing methods, and various network structures and activation functions have been made to classify the age classes that are further subdivided according to age.

ANN-based Evaluation Model of Combat Situation to predict the Progress of Simulated Combat Training

  • Yoon, Soungwoong;Lee, Sang-Hoon
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.7
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    • pp.31-37
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    • 2017
  • There are lots of combined battlefield elements which complete the war. It looks problematic when collecting and analyzing these elements and then predicting the situation of war. Commander's experience and military power assessment have widely been used to come up with these problems, then simulated combat training program recently supplements the war-game models through recording real-time simulated combat data. Nevertheless, there are challenges to assess winning factors of combat. In this paper, we characterize the combat element (ce) by clustering simulated combat data, and then suggest multi-layered artificial neural network (ANN) model, which can comprehend non-linear, cross-connected effects among ces to assess mission completion degree (MCD). Through our ANN model, we have the chance of analyzing and predicting winning factors. Experimental results show that our ANN model can explain MCDs through networking ces which overperform multiple linear regression model. Moreover, sensitivity analysis of ces will be the basis of predicting combat situation.

Two step real-time highlight indexing for sport game (스포츠 경기를 위한 두 단계 실시간 하이라이트 색인 기법)

  • Kim Myounghoon;Kim Hyeokman
    • Proceedings of the Korea Information Processing Society Conference
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    • 2004.11a
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    • pp.157-160
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    • 2004
  • 디지털 방송 환경에서 메타데이터 서비스가 가장 주목 받고 있는 기술 중 하나이다. 그리고 컨텐트의 주요 장면만을 나타내는 하이라이트 메타데이터 서비스가 가장 혁신적이다. 계층 구조화된 하이라이트 메타데이터는 시청자가 다양한 관점(viewpoint)에서 방송을 시청할 수 있으며, 스포츠 경기의 하이라이트 장면만 선택적으로 볼 수 있는 서비스를 제공 한다. 하이라이트 메타데이터 서비스를 제공 하기 위해서는 실시간 하이라이트 메타데이터를 생성 하는 기법이 필요하다. 본 논문에서는 실시간 하이라이트 메타 데이터를 생성할 수 있는 두 가지 색인 단계를 정의하고, 시청자의 STB(Set-top Box) 저장된 디지털 스트림과 방송시간과의 동기화 방법을 제안한다. 그리고 하이라이트 정보를 MPEG-7 표준 스키마의 xml로 서술방법을 제안한다.

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Dynamic Role Combination and Assignment in Real-time, Multi-Agent Environments (실시간 다중 에이전트 환경에서 동적 역할 조합과 배정)

  • Park, Gun-Soo;Kwon, Ki-Duk;Kim, In-Cheol
    • Proceedings of the Korea Information Processing Society Conference
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    • 2003.05a
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    • pp.329-332
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    • 2003
  • 현재의 일반적인 다중에이전트 시스템 환경은 실시간이며 복잡한 환경을 제공한다. 또한 제한적인 통신 환경을 제공한다. 본 논문의 테스트 환경인 Unreal Tournament 의 환경은 일반적인 다중 에이전트 시스템 환경을 제공한다. UT 게임의 GameBots 시스템에서 실시간 다중 에이전트 협상 시스템의 구현을 위한 ACL (Agent Communication Language) 을 정의하였으며 그에 따른 다중 에이전트 협상 프로토콜을 정의하였다. 통신 환경은 단일 채널 환경이며 제한적인 통신을 제공한다. 에이전트들은 게임 시작과 동시에 인지 정보를 기반으로 맴을 작성하게 된다. UT 게임은 환경이 실시간으로 급변하기 때문에 최단의 협상 과정을 가져야 한다. 협상 시스템의 구성은 협상 과정에서 모든 것을 정하기엔 시간이 부족하기 때문에 빠른 협상 과정을 유도하기 위하여 협상과정의 일부분을 사전에 정의함으로써 협상과정을 단순화 시켰으며, 나머지는 실시간 협상과정을 통하여 동적으로 역할 분담을 하였다 협상 방법으로는 각 에이전트의 의견이 반영될 수 있는 투표 (voting) 방법을 사용하였다.

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Universal Composability Notion for Functional Encryption Schemes

  • Sadikin, Rifki;Park, YoungHo;Park, KilHoum;Moon, SangJae
    • Journal of Korea Society of Industrial Information Systems
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    • v.18 no.3
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    • pp.17-26
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    • 2013
  • We have developed an ideal functionality for security requirement of functional encryption schemes. The functionality is needed when we want to show the security of a functional encryption scheme in universal composable (UC) framework. A functionality $F_{fe}$ was developed to represent ideal respond of a functional encryption scheme against any polynomial time active attacker. We show that UC security notion of functional encryption scheme $F_{fe}$ is as strong as fully secure functional encryption in an indistinguishable game with chosen cipher text attack. The proof used a method that showing for any environment algorithm, it can not distinguish ideal world where the attacker play with ideal functionality $F_{fe}$ and real world where the attacker play a fully secure functional encryption scheme.

GPU-based Object Extraction for Real-time Analysis of Large-scale Radar Signal (대규모 레이더 신호 데이터의 실시간 분석을 위한 GPU 기반 객체 추출 기법)

  • Kang, Young-Min
    • Journal of Korea Multimedia Society
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    • v.19 no.8
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    • pp.1297-1309
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    • 2016
  • In this paper, an efficient connected component labeling (CCL) method was proposed. The proposed method is based on GPU parallelism. The CCL is very important in various applications where images are analysed. However, the label of each pixel is dependent on the connectivity of adjacent pixels so that it is not very easy to be parallelized. In this paper, a GPU-based parallel CCL techniques were proposed and applied to the analysis of radar signal. Since the radar signals contains complex and large data, the efficiency of the algorithm is crucial when realtime analysis is required. The experimental results show the proposed method is efficient enough to be successfully applied to this application.

Tabletop Workspace with Tangible User Interface Using Infrared Vision Sense (위치와 각도를 인지하는 책상형 인터랙션 개발)

  • Shim Han-Su
    • Journal of Game and Entertainment
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    • v.2 no.2
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    • pp.70-74
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    • 2006
  • In this paper I present a system that with infrared vision sense tracks the position and orientation of a wireless object on a tabletop display surface. The system offers two types of improvements over existing computer vision tracking approaches. First, the system tracks an object accurately without susceptibility to changes in lighting conditions. Second, the system tracks not only the orientation but button click state of the object. This system can detect these changes in real time. Finally, I present an application of the system : Color Lab Box.

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