• Title/Summary/Keyword: Real-time Game

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Real-Time Hierarchical Techniques for Rendering of Translucent Materials and Screen-Space Interpolation (반투명 재질의 렌더링과 화면 보간을 위한 실시간 계층화 알고리즘)

  • Ki, Hyun-Woo;Oh, Kyoung-Su
    • Journal of Korea Game Society
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    • v.7 no.1
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    • pp.31-42
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    • 2007
  • In the natural world, most materials such as skin, marble and cloth are translucent. Their appearance is smooth and soft compared with metals or mirrors. In this paper, we propose a new GPU based hierarchical rendering technique for translucent materials, based on the dipole diffusion approximation, at interactive rates. Information of incident light, position, normal, and irradiance, on the surfaces are stored into 2D textures by rendering from a primary light view. Huge numbers of pixel photons are clustered into quad-tree image pyramids. Each pixel, we select clusters (sets of photons), and then we approximate multiple subsurface scattering term with the clusters. We also introduce a novel hierarchical screen-space interpolation technique by exploiting spatial coherence with early-z culling on the GPU. We also build image pyramids of the screen using mipmap and pixel shader. Each pixel of the pyramids is stores position, normal and spatial similarity of children pixels. If a pixel's the similarity is high, we render the pixel and interpolate the pixel to multiple pixels. Result images show that our method can interactively render deformable translucent objects by approximating hundreds of thousand photons with only hundreds clusters without any preprocessing. We use an image-space approach for entire process on the GPU, thus our method is less dependent to scene complexity.

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Interface of Interactive Contents using Vision-based Body Gesture Recognition (비전 기반 신체 제스처 인식을 이용한 상호작용 콘텐츠 인터페이스)

  • Park, Jae Wan;Song, Dae Hyun;Lee, Chil Woo
    • Smart Media Journal
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    • v.1 no.2
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    • pp.40-46
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    • 2012
  • In this paper, we describe interactive contents which is used the result of the inputted interface recognizing vision-based body gesture. Because the content uses the imp which is the common culture as the subject in Asia, we can enjoy it with culture familiarity. And also since the player can use their own gesture to fight with the imp in the game, they are naturally absorbed in the game. And the users can choose the multiple endings of the contents in the end of the scenario. In the part of the gesture recognition, KINECT is used to obtain the three-dimensional coordinates of each joint of the limb to capture the static pose of the actions. The vision-based 3D human pose recognition technology is used to method for convey human gesture in HCI(Human-Computer Interaction). 2D pose model based recognition method recognizes simple 2D human pose in particular environment On the other hand, 3D pose model which describes 3D human body skeletal structure can recognize more complex 3D pose than 2D pose model in because it can use joint angle and shape information of body part Because gestures can be presented through sequential static poses, we recognize the gestures which are configured poses by using HMM In this paper, we describe the interactive content which is used as input interface by using gesture recognition result. So, we can control the contents using only user's gestures naturally. And we intended to improve the immersion and the interest by using the imp who is used real-time interaction with user.

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A Study on the Spatial Configuration in the Metaverse - Focusing on Communication Game Virtual Worlds's 'Animal Crossing' - (메타버스에서의 공간 형태 구성에 관한 연구 - 커뮤니케이션 게임 가상세계 '모여봐요 동물의 숲'을 중심으로 -)

  • Yu, Yeon Seo
    • Journal of the Korean Institute of Landscape Architecture
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    • v.52 no.1
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    • pp.1-16
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    • 2024
  • Alvin Toffler mentioned that it is important for future society to keep pace with synchronization and that time deviations can hinder social development. As we experience the new normal era of untact, we have experienced an increase in non-face-to-face contact and accelerated digital transformation. Amid these rapid changes, we can maintain the need for synchronization or change in space. Therefore, we would like to study what kind of settlements people create and choose. We looked at the metaverse as an object that could indirectly find out about this, and used the content called "Animal Crossing" to collect data related to the spatial form of the metaverse. Sampling utilized a judgment sampling method during non-probability sampling to alleviate differences due to the progress of the game. The collected data was classified according to floor plan and location type and briefly organized through descriptive statistics. After matching each facility by use, data was constructed by setting coordinates for each cluster and listing them. This data was interpreted graphically on the coordinate plane for each cluster, and Euclidean analysis was performed to analyze the relationships between clusters and residential choice using a Euclidean matrix. As a result of the analysis, it could be interpreted that efficiency was pursued by arranging similar functions in close proximity. Nevertheless, when choosing a residence, it was interpreted that the intention was to create a community through arrangement adjacent to residents rather than efficiency or convenience. Due to the differences between the metaverse and the real world, it is expected that there will be limitations in equating it with reality. However, through the space expressed in the virtual world by people who are far away from the constraints of reality, we can indirectly know the wishes that we have not been able to express due to our lack of awareness.

Online Monitoring System based notifications on Mobile devices with Kinect V2 (키넥트와 모바일 장치 알림 기반 온라인 모니터링 시스템)

  • Niyonsaba, Eric;Jang, Jong-Wook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.6
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    • pp.1183-1188
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    • 2016
  • Kinect sensor version 2 is a kind of camera released by Microsoft as a computer vision and a natural user interface for game consoles like Xbox one. It allows acquiring color images, depth images, audio input and skeletal data with a high frame rate. In this paper, using depth image, we present a surveillance system of a certain area within Kinect's field of view. With computer vision library(Emgu CV), if an object is detected in the target area, it is tracked and kinect camera takes RGB image to send it in database server. Therefore, a mobile application on android platform was developed in order to notify the user that Kinect has sensed strange motion in the target region and display the RGB image of the scene. User gets the notification in real-time to react in the best way in the case of valuable things in monitored area or other cases related to a reserved zone.

Design of Traffic Generator Based on Modeling of Characteristic of Multimedia Data (멀티미디어 데이터 특성 모델링에 기반한 네트워크 트래픽 생성기의 구현)

  • Kim, Jin-Hyuk;Shin, Kwang-Sik;Yoon, Wan-Oh;Lee, Chang-Ho;Choi, Sang-Bang
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.47 no.6
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    • pp.103-112
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    • 2010
  • A study on network traffic analysis and modeling has been exclusively done due to its importance. However, conventional studies on network traffic analysis and modeling only focus on transmitting simple packet stream or traffic features of specific application, such as HTTP. In this paper, we propose a network traffic generator, which reflects the characteristics of multimedia data. To analyze the traffics of online game, which is one of the most popular multimedia contents, we modeled the distribution according to the time between packets and packet size random variable and designed the traffic generator which has the model for input. We generated the traffics of L4D(Left4Dead), WoW(World of Warcraft) with proposed network traffic generator and we found that the generated traffics have similar distributions with real data.

An Effective Physics Based Deformation Technique Using Augmented Reality Environments (증강현실 환경을 이용한 효율적인 물리기반 형상변형 기술)

  • Choi, Han-Kyun;Kim, Hyun-Soo;Park, Min-Ki;Lee, Kwan H.
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.90-93
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    • 2009
  • The use of physics based deformation methods is continuously increasing in computer graphics area such as game and simulation. Many researchers have worked on this method. However, relatively few researchers have considered the development of the user interaction to the 3D objects. This research proposes a physics-based deformation technique using AR (Augmented Reality) environments to enhance user immersion and the effectiveness of the deformation. In the AR circumstances, the physics based deformation should be accomplished in realtime. In the proposed method, we combine RBF (Radial Basis Function) [1] and LSM (Lattice Shape Matching) [2, 3] and apply it to polygonal models for real-time user interaction. The dynamics of the LSM is also calculated to trace the movement of each lattice. Finally these algorithms are implemented in AR environments.

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A preparation and Strategy against Chemical and Biological Terrorism (화생방 테러의 양상과 예방대책)

  • Kim, Kyung-Hoe
    • Korean Security Journal
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    • no.5
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    • pp.19-40
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    • 2002
  • For front, aspect of terror may have to prepare indeed even chemical terror or rocket and small size missile and radioactivity terror because is predicted to become various. Furthermore, when see motion of every countries about nuclear engineerses' bringing round and illicit sale of plutonium, our country may have to prepare in terrorism which is expected thus. So that can finish international event successfully because the United States of America supports great manpower and budget since New York's World Trade Center terror and when see that is considering terror prevention countermeasure, we operate temporarily bursting tube state complete charge team such as terror by each field specialist such as a concern interested including special CBR complete charge moving team among 2002 World Cups soccer game period ahead of international event, must consider safety countermeasure. Specially, biology weapon of chemical weapon and cholera etc. 13 kinds of 5000ton that North Korea plans CBR terror society confusion that North Korea that to terror support nation as well as nuclear weapons development suspicion is defending South Korea communization strategy as real condition that is amplified as well as is saving production brand gets imprinted uses CBR terror at normal times, when see that is planing powerlessness communization unity using CBR weapon at time of war, must operate until bias 2002 World Cups international event finishes cooperation safety countermeasure utensil safely under closer talk between the South Korea ${\cdot}$ Japan ${\cdot}$ North Korea. As for us which must serve 2002 World Cup successfully to accomplish perfectly preparedness of CBR terror firstly, all inhabitants knows well CBR protection trick, and secondly, CBR existing formation that solidify realignment CBR complete charge moving team which of course is consisted of CBR specialist compose and keeping immediate going out attitude operating, by third, that expand CBR individual protection equipment and CBR evacuation equipment and establish individual and group protection attitude naturally, supplement as there is main room that actualize CBR pollution patient's slogan countermeasure by fourth, and develop standard model for CBR terror provision by fifthBecause constructing infra of CBR safety establishing CBR preparedness that utilize it, must minimize damage and contribute inhabitants' life and property protection.

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Development of Measurement Method and Contents for Unilateral Neglect using Eye-tracking Technique (시선추적기법을 적용한 편측무시 측정 방법 및 개선 콘텐츠 개발)

  • Choi, Junghee;Shin, Sung-Wook;Moon, Ho-Sang;Goo, Sejin;Chung, Sung-Taek
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.5
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    • pp.187-195
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    • 2018
  • In this study, using real-time gaze tracking and head tracking method, we intended to quantitatively evaluate the deviation between the patient's head and gaze direction while minimizing inspection errors due to apraxia of conventional paper-based examination respectively. As a result, we developed a software that can quantitatively measure gaze and head movement information, and computerized the line bisection and star cancelation test, which are generally used as conventional paper test. In addition, for the rehabilitation training, contents corresponding to the visual technology of Warren's visual hierarchical model lower level are implemented and can be performed repetitively and independently. This allows the patient to actively participate in rehabilitation and quantitatively compare the degree of improvement.

Efficient Method to Support Mobile Virtualization-based Cloud Resource Management (모바일 가상화기반 클라우드 자원관리를 지원하는 효율적 방법)

  • Kang, Yongho;Jang, Changbok;Lee, Wanjik;Heo, Seokyeol;Kim, Jooman
    • Journal of Digital Convergence
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    • v.12 no.2
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    • pp.277-283
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    • 2014
  • Recently, various cloud service has been being provided on mobile devices as well as desktop pc and server computer. Also, Smartphone users are very rapidly increasing, and they are using it for enjoying various services(cloud service, game, banking service, mobile office, etc.). So, research to utilize resources on mobile device has been conducted. In this paper, We have suggested efficient method of cloud resource management by using information of available physical resources(CPU, memory, storage, etc.) between mobile devices, and information of physical resource in mobile device. Suggested technology is possible to guarantee real-time process and efficiently manage resources.

Multiple TIP Images Blending for Wide Virtual Environment (넓은 가상환경 구축을 위한 다수의 TIP (Tour into the Picture) 영상 합성)

  • Roh, Chang-Hyun;Lee, Wan-Bok;Ryu, Dae-Hyun;Kang, Jung-Jin
    • Journal of the Institute of Electronics Engineers of Korea TE
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    • v.42 no.1
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    • pp.61-68
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    • 2005
  • Image-based rendering is an approach to generate realistic images in real-time without modeling explicit 3D geometry. Especially, owing to its simplicity, TIP(Tour Into the Picture) is preferred to constructing a 3D background scene. Because existing TIP methods have a limitation in that they lack geometrical information, we can not expect a accurate scene if the viewpoint is far from the origin of the TIP. In this paper, we propose the method of constructing a virtual environment of a wide area by blending multiple TIP images. Firstly, we construct multiple TIP models of the virtual environment. Then we interpolate foreground and background objects respectively, to generate a smooth navigation image. The method proposed here can be applied to various industry applications, such as computer game, 3D car navigation, and so on.