• Title/Summary/Keyword: Motion Games

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A Development Of Multi-sensor System For Location Determination Of Fixed-path Movement Attractions (고정경로 이동 어트랙션의 위치 판단을 위한 다중 센서 시스템의 개발)

  • You, Eun-Jae;Jeong, Hwi-Sang;Lee, Hyoun-Sup;Kim, Jin-deog
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.5
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    • pp.709-714
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    • 2018
  • Visual Reality technology is becoming more and more interesting as it attracts people's interest. VR technology is used in various markets such as games, animation, and education. However, there were many people experiencing motion sickness such as dizziness and headache due to the delay time between hardware such as a device for sending a video after experiencing a VR image and an HMD for reproducing an image. The system proposed in this paper focuses on the environment rather than the movement of the attraction and detects the dividing line existing on the path by the proximity sensor and accurately calculates the position on the path according to the user 's motion. Since the position of the user is synchronized with the VR image, the position error of the user is improved to 0.2%.

컴퓨터 Animation의 임펙트(Impact)한 표현의 사례에 관한 연구(Softimage 3D Animation을 중심으로)

  • 김정반;김관음
    • Archives of design research
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    • v.21
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    • pp.173-182
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    • 1997
  • Technology represented by computers has made a ne w word, communication technology, and now we are at the time of opening New-Media, Multimedia, which sou nd a little unfamiliar. As the use of computers in produ cing movies, games and advertising commercial films in creases, very realistic and various transmission of infor mation is possible. This study has a purpose to suggest some possibilitie s by using softimage 3D Animation operated in the wor kstation which has an excellent function in producing co mputer animation Frist of all, I grasped the contents of light and textur e for an effective expression, the characteristics and ere ation methods of Motion Module which is the base of S oftimage 3D, and suggested general using plan through some examples of impact expression in computer animat ion to plan more lively production of computer artists, a nd produce quality products by grasping the adaptability and merits and demerits of the technique

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The Kinematic Analysis of the Last Approach Stride and Take-off Phase of BKH Athlete in the High Jump (남자 높이뛰기 BKH 선수를 중심으로 한 도움닫기 마지막 1보와 발구름 국면의 운동학적 분석)

  • Yoon, Hee-Joong;Kim, Tae-Sam;Lee, Jin-Taek
    • Korean Journal of Applied Biomechanics
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    • v.15 no.3
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    • pp.105-115
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    • 2005
  • This study was investigated the kinematic factors of the last approach strides and. take off motion for the skill improving of BKH elite male athlete. 'The subjects chosen for the study were BKH and. KASZCZYK Emillian male athletes who were participated in 2003 Dae-Gu Universiad Games. Three high speed video cameras set in 60frames/s setting were used. for recording from the last approach strides to the apex position. After digitizing motion, the Direct Linear Transformation(DLT) technique was employed to obtain 3-D position coordinates, The kinematic factors of the distance, velocity and angle variable were calculated for Kwon3D 3.1. The following conclusions were drawn; 1. It showed longer stride length, as well as faster horizontal and lateral velocity than the success trial during the approach phase. For consistent of the approach rhythm, it appeared that the subject should a short length for obtain the breaking force by the lower COG during the approach phase. 2. The body lean angle showed a small angle by a high COG during the take-off phase. For obtain the vertical displacement of the COG and a enough space form the bar after take-off, it appeared that the subject should increase the body lean angle. 3. For obtain the vertical force during the takeoff phase, it appeared that the subject should keep straight as possible the knee joint. Therefor, the subject can be obtain a enough breaking force at the approach landing.

Development and Application of Automatic Motion Generator for Game Characters (게임 캐릭터를 위한 자동동작생성기의 개발과 응용)

  • Ok, Soo-Yol;Kang, Young-Min
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.8
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    • pp.1363-1369
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    • 2008
  • As game and character animation industries are growing, techniques for reproducing realistic character behaviors have been required in various fields. Therefore, intensive researches have been performed in order to find various methods for realistic character animation. The most common approaches to character animation involves tedious user input method, simulation with physical laws based on dynamics, and measurement of actors' behaviors with input devices such as motion capture system. These approaches have their own advantages, but they all have common disadvantage in character control. In order to provide users with convenient control, the realistic animation must be generated with high-level parameters, and the modification should also be made with high-level parameters. In this paper we propose techniques for developing an automated character animation tool which operates with high-level parameters, and introduce techniques for developing actual games by utilizing this tool.

Interface Design for Motion-Based Physical Interactive Games (체감형 게임을 위한 운동 동작 기반 인터페이스 설계)

  • Jang, Won-Jun;Gil, Young-Ik;Seo, Hye-Ran;Sung, Bokyung;Kim, Da-In;Ko, Il-Ju
    • Journal of Korea Game Society
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    • v.19 no.4
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    • pp.15-26
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    • 2019
  • In this paper, an interface for the physical interactive game based on the exercise movement was designed. The interface which uses exercise motion detects was designed and applied to the physical interactive game. As a result, this application to the contents was made possible by combining the physical movements that involve motility through the training method. Furthermore, accurate exercise motions that correspond to each situation were induced using the game objects. The developed interface is expected to be used in a physical interactive game that incorporates other types of exercises.

Virtual Reality Based Fall Training System (가상현실기반 낙하훈련시스템 개발)

  • Ryu, Jae-Jeong;Kang, Seok-Joong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.12
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    • pp.1749-1755
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    • 2021
  • Virtual reality is actively applied in the fields of games, entertainment, communication, sports, and architecture. In particular, many virtual reality-based education systems are being developed in the field of education, creating efficient learning effects. In addition, virtual reality-based education is used in areas such as maintenance, fighter control, medical care, and firefighting as it can maximize the educational effect through the mastery process of the function itself through the curriculum as well as indirect experiences of dangerous situations that are difficult to experience. However, due to technical limitations, lack of contents, and lack of theoretical research, the level of application of military education and training is still insufficient. This paper aim to contribute to the development of a virtual reality-based education system as a military training system by developing a high-quality drop training system applicable to military group descent training, studying key technologies and implementation methods necessary for development.

Kinematical Analysis of Tichonkich Motion in Parallel Bars (평행봉 Tichonkich 동작의 운동학적 분석)

  • Park, Jong-Hoon;Back, Jin-Ho
    • Korean Journal of Applied Biomechanics
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    • v.15 no.3
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    • pp.21-30
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    • 2005
  • The purpose of this study is helps to make full use for perfect performance by grasping the defects of Tichonkich motion performed by athlete CSM For this, the study analyzed kinematical variables through Tichonkich motions performed at the first selection competition(1st trial) and final selection competition(2nd trial) for the dispatch to the 28th Athens Olympic Games using the three-dimensional cinematographical method with a high-speed video camera, and obtained the following results. 1. During Tichonkich motion, the execution time of up swing and the right hand moving to the left bar was shorter in the 2nd trial than the 1st one, while the execution time of down swing, the support of the left bar and the right hand moving to the right bar was longer in the 2nd trial than the 1st trial. 2. The horizontal position of COG in the 2nd trial was -35cm in the 1st stage, 42cm in the 3rd stage and 29cm in the 4th stage, that is, it showed a great swing focused on the circular movement compared to the 1st trial, while the vertical position of COG was -59cm in the 2nd stage, that is, it showed a small swing focused on a up and down movement. Also the 5th stage vertical position was 98cm, and the 6th stage vertical position was 95cm in the 2nd trial which were higher than those of the 1st trial, so it has provided magnificence required in the modern gymnastics. 3. And it was indicated that the horizontal velocity at the down swing phase proceeded forward more rapidly in the 2nd trial than that in the 1st trial, and the reverse ascent made a rapid vertical rise lessening left and right velocity change. And in the 5th stage, the 2nd trial was kept very slower in horizontal, vertical and left and right velocity that in the 1st trial, so it reached a handstand with leisurely movement. 4. In the 2nd trial, shoulder joint of the 1st, 2nd, 3rd stages kept a larger angle than that in the 1st trial, that is, it made a great swing while in the 1st trial, it showed a swing movement dependent on kick movement by the flexion and extension of hip joint. Also in the 2nd trial, the body formed a vertical posture with both hands supporting the left bar and hip joint was kept larger as $198^{\circ}$ and $190^{\circ}$ in the 5th and 6th stage than that in the 1st trial, so it made a handstand with the body uprightly stretched out, and magnificent and stable movement.

Motion Compensation Technique of H.264/AVC Software Decoder (H.264/AVC 소프트웨어 디코더의 움직임 보상 기법)

  • Jeong Sa-Kyun;Jeon Hyung-Su;Kim Eun-Mi;Yoo Cheol-Jung;Chang Ok-Bae
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.06d
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    • pp.325-327
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    • 2006
  • H.264/AVC는 ITU-T H.264와 ISO/IEC 14496-10(MPEG-4 Part 10)으로 승인된 새로운 국제 비디오 압축 표준이다. H.264/AVC는 압축부호화 효율(이하 압축률)이 높으며 MPEG-2나 MPEG-4등에 비해 압축률이 2배 이상 향상되었으나 복잡도 또한 훨씬 증가하였다. 월등한 압축성능 때문에 방송 분야(DTV 등), 저장용 시스템 분야(PVR 등)에 많은 응용 분야들에 적용하기 위한 움직임이 있다. 그러나, 디코더로 구현하면 복잡도 증가하는 문제가 발생한다. HD급을 지원하기 위한 메모리 대역폭의 경우 MPEG-2 HD에 비해 H.264/AVC만의 복잡한 움직임 보상으로 인해 2배 이상이 요구된다. H.264/AVC 디코더는 두 개의 참조픽처를 이용하여 움직임 보상하는 B-픽처와 쌍예측 픽처가있다. 여기서, 참조픽처를 각각 하나씩만 사용하여 디코딩 하면 기존의 복잡도를 줄일 수 있다. 본 논문에서 제안하는 방법은 하나의 참조픽처 선택으로 H.264/AVC 소프트웨어 디코더에서 움직임 보상을 한다. 이로 인하여 복잡도와 메모리 대역폭이 감소하는 방법을 제안한다.

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Depth Images-based Human Detection, Tracking and Activity Recognition Using Spatiotemporal Features and Modified HMM

  • Kamal, Shaharyar;Jalal, Ahmad;Kim, Daijin
    • Journal of Electrical Engineering and Technology
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    • v.11 no.6
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    • pp.1857-1862
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    • 2016
  • Human activity recognition using depth information is an emerging and challenging technology in computer vision due to its considerable attention by many practical applications such as smart home/office system, personal health care and 3D video games. This paper presents a novel framework of 3D human body detection, tracking and recognition from depth video sequences using spatiotemporal features and modified HMM. To detect human silhouette, raw depth data is examined to extract human silhouette by considering spatial continuity and constraints of human motion information. While, frame differentiation is used to track human movements. Features extraction mechanism consists of spatial depth shape features and temporal joints features are used to improve classification performance. Both of these features are fused together to recognize different activities using the modified hidden Markov model (M-HMM). The proposed approach is evaluated on two challenging depth video datasets. Moreover, our system has significant abilities to handle subject's body parts rotation and body parts missing which provide major contributions in human activity recognition.

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.