User Perception on Character Clone of Crowds based on Perceptual Organization

군중에서의 캐릭터 복제에 관한 지각체제화 기반 사용자 인지

  • 변혜원 (성신여자대학교 IT학부) ;
  • 박윤영 (성신여자대학교 미디어정보학부)
  • Published : 2009.11.15

Abstract

When simulating large crowds, it is inevitable that the models and motions of many characters will be cloned. McDonnell et al. analyzed user's perception to find cloned characters. They established that clones of appearance are far easier to detect than motion clones. In this paper, we expand McDonnell's research[1], with the focus on multiple clones and the appearance variety in real-time game environment. Introducing the perceptual organization, we show the appearance variety of crowd clones by using game items and texture modulation. Other factors that influence the ability to detect clones were examined, such as the moving direction and distance between character clones. Our results provide novel insights and useful thresholds that will assist in creating more realistic crowds of game environments.

MMORPG 게임이나 가상환경에서 대규모 군중이 등장할 때 군중을 구성하는 수많은 캐릭터들을 신속하고 편리하게 생성하기 위한 방법론으로서 캐릭터 외형과 동작의 복제가 제시되고 있다. McDonnell[1] 등은 인지실험을 통해 사용자가 동작보다 얼굴 모양, 상의, 하의 등 신체의 외형 변화에 민감하게 반응한다는 결과를 보였다. 본 논문에서는 실시간 게임 환경에서 중요한 역할을 하는 캐릭터 아이템과 군중 이동 패턴의 2가지 요소를 이용하여 캐릭터를 복제하는 새로운 방법을 제안한다. 이 방법을 이론적으로 검증하기 위하여 인지심리학 분야의 지각체제화 개념을 도입하고 아이템에 다양한 형태와 색상 및 패턴 요소, 장착 위치 및 복잡도를 적용함으로써 아이템을 통한 군중의 다양화가 가능함을 보였다. 또한, 다중 캐릭터 복제 쌍의 이동 방향과 상대적인 거리, 군중 속에 존재하는 그룹의 규모, 그룹간의 거리 등에 따라 변화하는 사용자의 인지를 실험하여 캐릭터의 허용 가능한 복제 범위를 제시한다.

Keywords

References

  1. McDonnell, R., L.arkin, M., S. Dobbyn, S., Collins, S., and O'Sullivan, C. “Clone attack! perception of crowd variety,” ACM Transactions on Graphics, vol.27, Issue 3, pp.1-8, 2008 https://doi.org/10.1145/1399504.1360625
  2. McDonnell, R., Larkin, M., S. Hernandez, B., Rudomin, I., and O'Sullivan. C. “Eye-catching Crowds: Saliency based Selective Variation,” ACM Transactions on Graphics, vol.27, Issue 3, pp.1-8, 2009 https://doi.org/10.1145/1531326.1531361
  3. Yoon Young Park, Hae Won Byun, "Relation between Character Cloning and User Perception for Real-time Game Environment," In Proceedings of the KCHI, pp.531-537, 2009
  4. Tecchia, F., Loscos, C., and Chrysanthou, Y. “Vi-sualizing crowds in real-time,” Computer Graphics forum(Eurographics), vol.21, Issue 4, pp.753-765, 2002 https://doi.org/10.1111/1467-8659.00633
  5. Dobbyn, S., Hamill, J., O'Condor, K., and O'Sullivan, C. “Geopostors: a real-time geometry/impostor crowd rendering system,” In Proceedings of the 2005 Symposium on Interactive 3D Graphics and Games(SI3D), pp.95-102, 2005 https://doi.org/10.1145/1053427.1053443
  6. Maim, J., Haegler, S., Yersin, B., Mueller, P., Thalmann, D., and Vangool, L. “Poplating ancient pompoeii with crowds of virtual romans,” In Proceedings of the 8th International Symposium on Virtual Reality, Archaeology and Cultural Heritage(VAST), pp.26-30, 2007
  7. Thalmann, D., O'Sullivan, C., Yersin, B., Maim, J., and McDonnell, R. “Populating virtual environ-ments with crowds,” In Eurographics Tutorials, vol.1, pp.25-124, 2007
  8. R. Galvao, R.G. Laycock, A. M. Day, “GPU techniques for creating visually diverse crowds in real-time,” ACM VRST, pp.78-86, October 2008 https://doi.org/10.1145/1450579.1450596
  9. Dudash, B., "Skinned instancing" In NVidia white paper
  10. J. Hamill, R. McDonnell, S. Dobbyn and C. O’Sullivan, “Perceptual evaluation of impostor re-presentations for virtual humans and buildings,” Computer Graphics Forum(Eurographics), 2005 https://doi.org/10.1111/j.1467-8659.2005.00887.x
  11. McDonnell. R., Dobbyn, S., Collins, S., and O’Sul-livan, C. "Perceptual evaluation of LOD clothing for virtual humans," In Proceedings of the 2006 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, pp.117-126. 2006
  12. Steven Yantis, “Multielement Visual Tracking: Attention and Perceptual Organization,” Cognitive Psychology, vol.24, pp.295-340, 1992 https://doi.org/10.1016/0010-0285(92)90010-Y
  13. V. E. Pettorossi, D. Bambagioni, A. M. Bronstein and M. A. Gresty, “Assessment of the perception of verticality and horizontality with self-spaced saccades,” Experimental Brain Research, 1998 https://doi.org/10.1007/s002210050435