• Title/Summary/Keyword: Text-based Games

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Emotion-based Gesture Stylization For Animated SMS (모바일 SMS용 캐릭터 애니메이션을 위한 감정 기반 제스처 스타일화)

  • Byun, Hae-Won;Lee, Jung-Suk
    • Journal of Korea Multimedia Society
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    • v.13 no.5
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    • pp.802-816
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    • 2010
  • To create gesture from a new text input is an important problem in computer games and virtual reality. Recently, there is increasing interest in gesture stylization to imitate the gestures of celebrities, such as announcer. However, no attempt has been made so far to stylize a gestures using emotion such as happiness and sadness. Previous researches have not focused on real-time algorithm. In this paper, we present a system to automatically make gesture animation from SMS text and stylize the gesture from emotion. A key feature of this system is a real-time algorithm to combine gestures with emotion. Because the system's platform is a mobile phone, we distribute much works on the server and client. Therefore, the system guarantees real-time performance of 15 or more frames per second. At first, we extract words to express feelings and its corresponding gesture from Disney video and model the gesture statistically. And then, we introduce the theory of Laban Movement Analysis to combine gesture and emotion. In order to evaluate our system, we analyze user survey responses.

Study on the Creation and Usage of Cultural Contents for 'Geotaji Folk Tale' ('거타지' 설화의 문화콘텐츠 창작과 활용)

  • Lee, Kyu-Hoon
    • The Journal of the Korea Contents Association
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    • v.8 no.8
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    • pp.119-127
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    • 2008
  • The object of this study is to find ways of a creation and an usage of cultural contents, based on the survey of the culture archetype facts, the culture elements and the narrative structure of 'Geotagi folk tale'. This story takes its place as our cultural archetype, because of its perfect narrative structure and the myth-like features in the story line. Additionally, various cultural elements implied in the text have the world wide universality as well as the unique traditional characters of Korea. Thus, for above reason, 'Geotagi folk tale' can be helpful in creating the new cultural contents. In creating and using the cultural contents of 'Geotagi folk tale', the first way is to build up the Digital contents including the data base of the original text and others, and the creation of graphics. The second way is to create the story bank utilizing hypertext. The third way is to make flash animations or games concerning the folk tale. and the fourth way is to to develop the symbols of the folk tale as animation characters.

Exploring Future of Sports Cultural Contents

  • MOON, Bo Ra;LEE, Hwan Yeol;SEO, Won Jae
    • Journal of Sport and Applied Science
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    • v.4 no.3
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    • pp.1-10
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    • 2020
  • Purpose: This study is to explore which genre of sports culture contents will show the most consistent growth in the future and analyse the development outlook based on those results. Research design, data, and methodology: Case study was used for this research as it seemed to be the most appropriate approach in order to obtain the most complete and meaningful information from a particular phenomenon. A total of 15 participants were chosen to participate in a semi-structured in-depth interview and the recordings were typed out as text. In order to ensure validity and credibility of findings, peer and member check were conducted. Results: As a result, the sports culture content that is most likely to consistently grow in the future is games. Additionally, it is expected that sports culture contents will develop as new categories of sports culture contents emerge, as the evolution of sports culture content occurs through the combination with technology, as well as the activation of sensual sports contents, and the production of sports culture contents utilizing big data. Conclusions: It is concluded that convergence of sport, cultural contents, and technology will promptly progress, and it will promote the development of sport culture contents and related industry.

Direct Geo-referencing for Laser Mapping System

  • Kim, Seong-Baek;Lee, Seung-yong;Kim, Min-Soo
    • Proceedings of the KSRS Conference
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    • 2002.10a
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    • pp.423-427
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    • 2002
  • Contrary to the traditional text-based information, 4S(GIS,GNSS,SIIS,ITS) information can contribute to the citizen's welfare in upcoming era. Recently, GSIS(Geo-Spatial Information System) has been applied and stressed out in various fields. As analyzed the data from GSIS arena, the position information of objects and targets is crucial and critical. Therefore, several methods of getting and knowing position are proposed and developed. From this perspective, Position collection and processing are the heart of 4S technology. We develop 4S-Van that enables real-time acquisition of position and attribute information and accurate image data in remote site. In this study, the configuration of 4S-Van equipped with GPS, INS, CCD and eye-safe laser scanner is shown and the merits of DGPS/INS integration approach for geo-referencing is briefly discussed. The algorithm of DGPS/INS integration fur determination of six parameters of motion is eccential in the 4S-Van to avoid or simplify the complicated computation such as photogrammetric triangulation. 4S-Van has the application of Laser-Mobile Mapping System for three-dimensional data acquisition that merges the texture information from CCD camera. The technique is also applied in the fields of virtual reality, car navigation, computer games, planning and management, city transportation, mobile communication, etc.

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A Study on the Effects of Online Word-of-Mouth on Game Consumers Based on Sentimental Analysis (감성분석 기반의 게임 소비자 온라인 구전효과 연구)

  • Jung, Keun-Woong;Kim, Jong Uk
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.145-156
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    • 2018
  • Unlike the past, when distributors distributed games through retail stores, they are now selling digital content, which is based on online distribution channels. This study analyzes the effects of eWOM (electronic Word of Mouth) on sales volume of game sold on Steam, an online digital content distribution channel. Recently, data mining techniques based on Big Data have been studied. In this study, emotion index of eWOM is derived by emotional analysis which is a text mining technique that can analyze the emotion of each review among factors of eWOM. Emotional analysis utilizes Naive Bayes and SVM classifier and calculates the emotion index through the SVM classifier with high accuracy. Regression analysis is performed on the dependent variable, sales variation, using the emotion index, the number of reviews of each game, the size of eWOM, and the user score of each game, which is a rating of eWOM. Regression analysis revealed that the size of the independent variable eWOM and the emotion index of the eWOM were influential on the dependent variable, sales variation. This study suggests the factors of eWOM that affect the sales volume when Korean game companies enter overseas markets based on steam.

Characteristics of the Mobility with Figurative Approach in Location based Games (위치기반게임의 이동성 반영 구조에 관한 문채적 접근: <패러랠 킹덤(Parallel Kingdom)>을 중심으로)

  • Kwon, Boh-Youn
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.33-42
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    • 2015
  • This study analyzes location based game focused on the figurative characteristics of mobility. The purpose of this analysis is to extend the understandings of game mobility from technical side toward rhetorical territory. Christian Metz's film theory is appropriate for analysis of the game which is visual and combinational text. According as research findings, structuralize 5-layered spatial maps. And this kind of multi-layering structure generates figurative operations. Adaptive mobility by metaphor, it reflects player's real world movement into the virtual space. Metonymy brings given mobility, it reflects character's movement through all of the virtual maps.

EcoBlog: 4d Spatial Framework for Ecological Virtual Community (EcoBlog: 생태학적 가상 커뮤니티 구현을 위한 4 차원 공간 프레임워크)

  • Lertlakkhanakul, Jumphon;Bae, Nu-Ri;Choi, Jin-Won;Chun, Chung-Yoon
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.937-944
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    • 2006
  • Although people's anxiety about the environmental problem has been getting higher, they are not provided good quality of knowledge about the environment. Based on this situation, Ecoblog can be a new type of online community to educate the public in ecological knowledge. Especially, Ecoblog can be utilized as a method of "preventive education", and it will contribute to reduce great amounts of environmental budget to restore contaminated environment to previous condition. Ecoblog also utilizes the concept of blog which user can create and append their site with chosen themes. A weblog or a blog is a non-commercial webpage regularly updated through the use of a blogging software which allows the user to "publish" kinds of amalgamations of text and graphics to the page as posts. The technology offered in Ecoblog is utilizing the concept of 4D place and game metaphor in order to provide users the sense of participation, interaction and immersion among them and the growing community. Thus, it requires applying the CAAD technology by implementing semantically well-defined building data model as a core database to create a 4D virtual community. This research focuses on defining a 4d spatial framework suitable for developing an online ecological community. Through our study, the state-of-the-art of online community has been studied at the first step. Second, the scenario of using EcoBlog described with content, visualization and navigation are defined based on the critical features derived at the first step. Finally, a 4d spatial framework composed of semantic building data model, content and rule database is constructed to propose factors that are necessary to establish an ecological virtual community. In conclusion, our framework could enhance the comprehension and interaction between users and virtual buildings in the ecological community by integrating the concept of game design, 4D CAD and semantic data model. Such framework can be applied to any online community for an educational purpose.

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Development of the Booklet ″Prevention and Management of Hypertension for Older Adults″

  • Kim, Kyungwon;Hyunjoo Kang;Eunmi Shin;Kim, Hee-Seon
    • Journal of Community Nutrition
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    • v.6 no.1
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    • pp.26-34
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    • 2004
  • Hypertension is prevalent among older adults, and nutrition is important for hypertension management. However, there are few nutrition education materials developed for older adults. The purpose of this study was to develop a booklet for prevention and management of hypertension for older adults. Based on lesson plans, topics for the booklet included introduction to hypertension, hypertension prevention through weight management, nutritional management of hypertension, and lifestyle modifications. After several revisions of the draft were made, illustrations and icons appropriate to the text were designed by a graphic designer using Illustrator 9.0 and Photoshop 6.0. The booklet consisted of four chapters and 40 pages. The first chapter dealt with information on hypertension, risk factors, complications and dietary guidelines. These were mainly explained by illustrations and characters of older adults. The second chapter included assessment of obesity, reducing fat intake and behavioral change strategies. The third chapter focused on practical tips for reducing salt, eating more fiber and calcium, and sample menus. The fourth chapter presented information for quitting smoking and drinking, and stress management. Finally, games, meal planning and quizes, were presented as reinforcement. Based on pilot testing with 10 adults aged 50 and older, minor changes were made in wording, expressions and information. This booklet is characterized by using simple and specific messages, providing tips for dietary and lifestyle changes, and using illustrations and characters of older adults to increase understanding. The revised booklet is self-explanatory and can be used by older adults or in nutrition education for older adults.

A Study on the Expression of Numerical Data by the KAS Multimedia Tool (멀티미디어 저작도구 카스에 의한 수치데이터 표현에 관한 연구)

  • 김상호;이영욱
    • Journal of the Korea Society of Computer and Information
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    • v.4 no.3
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    • pp.1-7
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    • 1999
  • This study is to design and implement the synthetic courseware that covers repeating learning, individual teaching, and effective teaching-learning games by using multimedia authoring tool KAS for numerical data of computer science which is especially a little boring and difficult to understand through blackboard-based lesson for senior high school students. It also overcomes the drawbacks of the existing CAI focused on text and image by combining various kinds of media like image, animation and sound effects. Animation of numerical data in the fields of radix conversion makes it possible for learners to check the individual learning process and visual interest. So it comes to increase the effectiveness of learning. Whenever each chapter is finished. learners' understanding can be evaluated by formative test. Applicability test of the developed CAI in Eumsung Senior High School. is statistically evaluated as more effective than that of the blackboard-based lesson.

Digital Rights Management and Rights Language (디지털 저작권관리와 Rights Language)

  • 박정희;성평식;이기동
    • Journal of Korea Society of Industrial Information Systems
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    • v.8 no.2
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    • pp.7-13
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    • 2003
  • The Internet presents a unique platform for disseminating digital content such as music, video, games, software, text, business and proprietary corporate information. It promises ubiquitous access, while at the same time fundamentally challenging the traditional rules of ownership and distribution of content. In such environment, safe protection and proper delivery of digital content would be a crucial requirement toward a new e-business model. Research on the Digital Rights Management (DRM) focuses on filling this functional vacancy of the market transition by providing a more viable business model based. XrML(eXtensible Rights Markup Language) provides a universal tool for specification of rights, fees, and issuing conditions(licenses) associated with the use and protection of digital content. ContentGuard has developed XrML to unify the Digital Rights Management(DRM) specifications and encourage interoperability. It seems that all working groups of DRM agree to use XrMl for their right description language.

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