• Title/Summary/Keyword: Rhythm game

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A Study on the Generation Method of Visual-Auditory Feedback for BCI Rhythm Game (BCI 리듬게임을 위한 시청각 피드백 생성에 관한 연구)

  • Kim, Cheol-Min;Kang, Gyeong-Heon;Kim, Eun-Seok
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.15-26
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    • 2013
  • In recent years, studies in BCI game with popular BCI devices are progressing actively by the development of BCI(Brain Computer Interface) techniques. Most of BCI games have developed as experimental contents for researching. On the game control paradigm, it is insufficient to conduct a study about induced methods of proper barinwave to control the BCI game. In this study, we suggest a rhythm game using BCI which has a new play element that visualizes the rhythm of music and represents the notes of music in sound and a generation method of visual-auditory feedback through the synchronization of the tempo of music with brainwave. Experimental Results make certain that our suggestion is possible for the improvement of game score through the induction of brainwave that is necessary to control the game.

Study on User-Friendly Rhythm Dance Game Utilizing Beat Element of Music (음악의 비트 요소를 활용한 사용자 친화적 리듬댄스게임 연구)

  • Yi, Tae-Ha;Jeong, Seung-Hwa;Goo, Bon-Cheol
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.43-52
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    • 2015
  • This Study suggests the user-friendly game playing method of rhythm dance game focusing on the natural interaction between music and user's movement. When the existing rhythm dance games have given the limitation to users, this study chose the game playing method using beat that is consist of basic element in dance music for minimizing the limitation. Beat feeling method automatically figures out each body position value extracted with Kinect that divided into three parts of shoulder, knee, and head. Accoring to this process, users can play the game to individual dance style, not fixed rules for game.

Development of Rhythm Game based on Object-Oriented Software Engineering (객체지향 소프트웨어 공학 기법을 이용한 리듬 게임의 개발)

  • Oh, Young Seok;Lim, Joon Suk;Hwang, Seong Oun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.8 no.4
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    • pp.105-110
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    • 2008
  • Recently computer technologies have been actively applied in our daily life such as music and game, etc. One representative example is rhythm game. In the paper, we develop a new rhythm game using PC with two drums attached based on object-oriented software engineering.

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Rhythm Game Design for Effective Music Education (리듬게임을 활용한 효과적인 음악교육 게임 제작)

  • Park, Seung-Ie;Kihl, Tae-Suk
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.33-42
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    • 2012
  • This study is intended to design a rhythm game improving the student's capacity to learn and appreciate music. This game was tested in the music classes of an elementary school. The note patterns reflecting melody affected the perception of pitch, duration, and loudness of the music. This study also presented that the factor influencing students' immersion in music and learning music was the multi-sense of sight, hearing, and touch.

An Analytic Study on Latin Rhythm of K-POP (K-POP의 라틴 리듬 차용 분석 연구)

  • Lee, Yoon-Sang;Chung, Jae-Youn
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.6
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    • pp.45-52
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    • 2019
  • This study focuses on analyzing rhythms revealed in music songs of Korean third-generation idol girl groups. The development of genre and development of rhythm continues and the rhythm of Third World music is strong worldwide. The development of genres and rhythms continues and the rhythms of the Third World music are winning big popularity world wide. In the past, Third World rhythms were used only in countries where rhythm originated and neighboring countries, and the rhythms between countries were combined to occur in various conersence composite forms. In the past, the Third World rhythms were used only in rhythm-oriented countries and neighboring countries, and the rhythms between countries were combined in various and composite forms The changes in the global music market and the structure of the Korean pop music market show the same pattern in the local pop music genre. This study analyzes the phenomenon in which the Dembow rhythm and the tresillo rhythm, one of the rhythms of the Third World music, are concentrated in third-generation idol music, and notes that a certain number of combinations appear in rhythms and melodies. Moreover, this study identifies and compares the origin, the structure and the application cases of the Dembow rhythm and the tresillo rhythm by analyzing 12 songs of Korean third-generation idol girl groups. A game, as a sort of media like a movie, may be subjected to an ambivalent evaluation in accordance with the quality of each content. In this regard, it is necessary to have an active discussion about which game has desirable contents. Emotion which is an influential factor on interaction among players in game design needs to be approached from a social perspective. Also, based on social emotions associated with players, a significant relationship between emotional vocabularies and game emotions should be understood in comparison with social emotions within the game. based on social emotions regarding players As a result, social emotions within the game exhibited differences from the meaning of the terms. It is supposed that this result was caused by the ethical standards and differences in the real world. Accordingly, for qualitative enhancement of games, it is required to utilize the contents of this study, since emotions within the game are based on social emotions regarding players.

Design of Contactless Gesture-based Rhythm Action Game Interface for Smart Mobile Devices

  • Ju, Da-Young
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.585-591
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    • 2012
  • Objective: The aim of this study is to propose the contactless gesture-based interface on smart mobile devices for especially rhythm action games. Background: Most existing approaches about interactions of smart mobile games are tab on the touch screen. However that way is such undesirable for someone or for sometimes, because of the disabled person, or the inconvenience that users need to touch/tab specific devices. Moreover more importantly, new interaction can derive new possibilities from stranded game genre. Method: In this paper, I present a smart mobile game with contactless gesture-based interaction and the interfaces using computer vision technology. Discovering the gestures which are easy to recognize and research of interaction system that fits to game on smart mobile device are conducted as previous studies. A combination between augmented reality technique and contactless gesture interaction is also tried. Results: The rhythm game allows a user to interact with smart mobile devices using hand gestures, without touching or tabbing the screen. Moreover users can feel fun in the game as other games. Conclusion: Evaluation results show that users make low failure numbers, and the game is able to recognize gestures with quite high precision in real time. Therefore the contactless gesture-based interaction has potentials to smart mobile game. Application: The results are applied to the commercial game application.

The Effects of Game-based Functional Electrical Stimulation(FES) on Alpha rhythm in EEG (게임 기반의 기능적 전기자극이 뇌파의 알파 리듬에 미치는 효과)

  • In, Young-Ryeol;Lim, Hyunmi;Ku, Jeonghun
    • Journal of Biomedical Engineering Research
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    • v.38 no.4
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    • pp.190-196
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    • 2017
  • This study aims to investigate how the game based FES paradigm influences on EEG spectrum. Thirteen subjects were recruited for this study. We selected Fp1, Fp2, F3, F4, T3, T4, P3 and P4 for the EEG recording and the wrist was selected as the FES rehabilitation site. EEG spectrum were compared between FES only and FES with game condition. The results showed that FES game significantly suppressed alpha rhythm in EEG compared to the FES only condition.

Guitar Rhythm Game Using Motion Capture (모션 캡쳐를 이용한 기타 리듬게임)

  • Park, DongGyu;Jeong, JeongSu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.5
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    • pp.1106-1112
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    • 2013
  • Microsoft released motion sensing device named Kinnect on early 2010, which is available for developing Xbox 360 game and entertainment software. Also many third party libraries and applications are developed for Kinnect. In this paper, we studied and developed guitar rhythm game on Kinnect using three sensor units on it. Rhythm game is the most popular game genre for many game devices including PC, console device, and smart phone. The main reasons for their popularity depends on their simplicity, short learning time and physical activity with rhythms. We developed the game screen and layout on DirectX 11, also we used OpenNI library for recognize physical activity of gamer's body and fingers, and OpenGL for body gestures on the game.

Research of intelligent rhythm service of edutainment humanoid robot (에듀테인먼트 휴머노이드 로봇의 지능적인 율동 서비스 연구)

  • Yoon, Taebok;Na, Eunsuk
    • Journal of Korea Game Society
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    • v.18 no.4
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    • pp.75-82
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    • 2018
  • With the development of information and communication technology, various methods have been tried to provide learners with a fun educational environment through fun and interest. It is a good example to utilize technologies such as games and robots in education for edutainment and game-based learning. In this study, we propose an intelligent rhythm education system using user data collection and analysis for humanoid robot rhythm generation. To do this, the user selects music and inputs rhythm information according to the selected music. The robot utilization data of this user extracts patterns through collection and analysis. Patterns are based on frequency, and FFT similarity comparison method is applied when past data is insufficient. The proposed method is validated through experiments of kindergarten children.