• Title/Summary/Keyword: Real-time Game

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Study on R-peak Detection Algorithm of Arrhythmia Patients in ECG (심전도 신호에서 부정맥 환자의 R파 검출 알고리즘 연구)

  • Ahn, Se-Jong;Lim, Chang-Joo;Kim, Yong-Gwon;Chung, Sung-Taek
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.10
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    • pp.4443-4449
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    • 2011
  • ECG consists of various types of electrical signal on the heart, and feature point of these signals can be detected by analyzing the arrhythmia. So far, feature points extraction method for the detection of arrhythmia done in the many studies. However, it is not suitable for portable device using real time operation due to complicated operation. In this paper, R-peak were extracted using R-R interval and QRS width informations on patients. First, noise of low frequency bands eliminated using butterworth filter, and the R-peak was extracted by R-R interval moving average and QRS width moving average. In order to verify, it was experimented to compare the R-peak of data in MIT-BIH arrhythmia database and the R-peak of suggested algorithm. As a results, it showed an excellent detection for feature point of R-peak, even during the process of operation could be efficient way to confirm.

Optimization of Material Properties for Coherent Behavior across Multi-resolution Cloth Models

  • Sung, Nak-Jun;Transue, Shane;Kim, Minsang;Choi, Yoo-Joo;Choi, Min-Hyung;Hong, Min
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.8
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    • pp.4072-4089
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    • 2018
  • This paper introduces a scheme for optimizing the material properties of mass-spring systems of different resolutions to provide coherent behavior for reduced level-of-detail in MSS(Mass-Spring System) meshes. The global optimal material coefficients are derived to match the behavior of provided reference mesh. The proposed method also gives us insight into levels of reduction that we can achieve in the systematic behavioral coherency among the different resolution of MSS meshes. We obtain visually acceptable coherent behaviors for cloth models based on our proposed error metric and identify that this method can significantly reduce the resolution levels of simulated objects. In addition, we have confirmed coherent behaviors with different resolutions through various experimental validation tests. We analyzed spring force estimations through triangular Barycentric coordinates based from the reference MSS that uses a Gaussian kernel based distribution. Experimental results show that the displacement difference ratio of the node positions is less than 10% even if the number of nodes of $MSS^{sim}$ decreases by more than 50% compared with $MSS^{ref}$. Therefore, we believe that it can be applied to various fields that are requiring the real-time simulation technology such as VR, AR, surgical simulation, mobile game, and numerous other application domains.

3D Facial Landmark Tracking and Facial Expression Recognition

  • Medioni, Gerard;Choi, Jongmoo;Labeau, Matthieu;Leksut, Jatuporn Toy;Meng, Lingchao
    • Journal of information and communication convergence engineering
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    • v.11 no.3
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    • pp.207-215
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    • 2013
  • In this paper, we address the challenging computer vision problem of obtaining a reliable facial expression analysis from a naturally interacting person. We propose a system that combines a 3D generic face model, 3D head tracking, and 2D tracker to track facial landmarks and recognize expressions. First, we extract facial landmarks from a neutral frontal face, and then we deform a 3D generic face to fit the input face. Next, we use our real-time 3D head tracking module to track a person's head in 3D and predict facial landmark positions in 2D using the projection from the updated 3D face model. Finally, we use tracked 2D landmarks to update the 3D landmarks. This integrated tracking loop enables efficient tracking of the non-rigid parts of a face in the presence of large 3D head motion. We conducted experiments for facial expression recognition using both framebased and sequence-based approaches. Our method provides a 75.9% recognition rate in 8 subjects with 7 key expressions. Our approach provides a considerable step forward toward new applications including human-computer interactions, behavioral science, robotics, and game applications.

Real-time 3D Visualization Method of Landslide disaster prediction Simulation using GPU (GPU을 이용한 토사재해 예측 시뮬레이션의 3D 실시간 가시화 방법)

  • Song, Sang-Min;Cho, Kwang-Joon;Ok, Soo-yol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.7
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    • pp.1630-1638
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    • 2015
  • In this paper, we propose a GPU-based interactive and plausible visualization method for the silt and landslide simulation results computed with SPH. By empirical experiments, we verify that our GPU-accelerated screen space mesh method can be effectively used for visualizing the landslide disaster simulation. The method proposed in this paper make it possible to overcome the limitation of previous simulations where the experience obtained by trials and errors plays the most important roles. Because the realtime visualization enables interactive observation of simulation results and efficient data assimilation, the accuracy of the simulation can be significantly improved in an efficient way.

A Study on the Visualization of Paralinguistic Phonetic Information for Creative Motion Typography (창의적 모션 타이포그라피를 위한 준 음성정보의 시각화 연구)

  • Park Sun-Mi;Nam Yong-Hyun
    • Journal of Game and Entertainment
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    • v.2 no.2
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    • pp.61-69
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    • 2006
  • Along with advance in visual culture, the importance of motion graphic has been increasingly emphasized day by day, which can maximize information delivery using image illustration and typography, graphic factors of images. In addition, we can easily see increasing cases where what a designer intends is visualized using creative typography in diverse mass media such as TV commercials, movies or web. Thanks to the effects of this trend, various ways of manufacturing works have been proposed in the field of motion typography by applying diverse factors including verbal ones, time, form, motion, colors, and sound for the purpose of expressing formless semantic notions through visual form of typography. However, physiological features such as sex, age, health status, pathological conditions, and body size can have a bigger effect on the process of real communication. Therefore, if property of quasi-verbal sound can be reflected appropriately in motion typography where communication is expressed only by visual form, it can enable people to understand what a designer intends faster and more exactly.

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Reproduction based Multi-Contents Distribution Platform

  • Lee, Byung-Duck;Lee, Keun-Ho;Han, Seong-Soo;Jeong, Chang-Sung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.2
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    • pp.695-712
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    • 2021
  • As the use of smart devices is being increased rapidly by the development of internet and IT technology, the contents production and utilization rate are showing higher increase, too. In addition, the type of contents also shows very diverse forms such as education, game, video, UCC, etc. In the meantime, the contents are reproduced in diverse forms by reprocessing the original contents, and they are being serviced through the contents service platform. Therefore, the platform to make the contents reprocessing easy and fast is needed. As the diverse contents distribution channels such as YouTube, SNS, App Service, etc, easier contents distribution platform is needed, and the development of the relevant area is expected. In addition, as the selective consumption of the contents having easy accessibility through diverse smart devices is distinguished, the demand for the platform and service that can identify the contents consumption propensity by individual is being increased. Therefore, in this study, to vitalize the online contents distribution, the contents reproduction and publishing platform, was designed and materialized, which can reproduce and distribute the contents based on the real-time contents editing technology in URL unit and the consumer propensity analysis technology using the data management-based broadcasting contents distribution metadata technology and the edited image contents streaming technology. In addition, in the results of comparing with other platforms through the experiment, the performance superiority of the suggested platform was verified. If the suggested platform is applied to the areas of education, broadcasting, press, etc, the multi-media contents can be reproduced and distributed easily, through which the vitalization of contents-related industry is expected.

The Brainwave Analysis of Server System Based on Spring Framework (스프링 프레임워크 기반의 뇌파 분석 서버 시스템)

  • Choi, Sung-Ja;Kim, Gui-Jung;Kang, Byeong-Gwon
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.155-161
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    • 2019
  • Electroencephalography (EEG), a representative method of identifying temporal and spatial changes in brain activity, is a voluntary electrical activity measurable in the human scalp. Various interface technologies have been provided to control EEG activity, and it is possible to operate a machine such as a wheelchair or a robot through brainwaves. The characteristics of EEG data are collected in various types of channels in real time, and a server system for analyzing them is required to have an independent and lightweight system for the platform. In these days, the Spring platform is used as a large business server as an independent, lightweight server system. In this paper, we propose an EEG analysis system using the Spring server system. Using the proposed system, the reliability of EEG control can be enhanced, and analysis and control interface expansion can be provided in various aspects such as game and medical areas.

GPU-based modeling and rendering techniques of 3D clouds using procedural functions (절차적 함수를 이용한 GPU기반 실시간 3D구름 모델링 및 렌더링 기법)

  • Sung, Mankyu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.4
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    • pp.416-422
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    • 2019
  • This paper proposes a GPU-based modeling and rendering of 3D clouds using procedural functions. The formation of clouds is based on modified noise function made with fbm(Fractional Brownian Motion). Those noise values turn into densities of droplets of liquid water, which is a critical parameter for forming the three different types of clouds. At the rendering stage, the algorithm applies the ray marching technique to decide the colors of cloud using density values obtained from the noise function. In this process, all lighting attenuation and scattering are calculated by physically based manner. Once we have the clouds, they are blended on the sky, which is also rendered physically. We also make the clouds moving in the sky by the wind force. All algorithms are implemented and tested on GPU using GLSL.

An Efficient Hand Gesture Recognition Method using Two-Stream 3D Convolutional Neural Network Structure (이중흐름 3차원 합성곱 신경망 구조를 이용한 효율적인 손 제스처 인식 방법)

  • Choi, Hyeon-Jong;Noh, Dae-Cheol;Kim, Tae-Young
    • The Journal of Korean Institute of Next Generation Computing
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    • v.14 no.6
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    • pp.66-74
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    • 2018
  • Recently, there has been active studies on hand gesture recognition to increase immersion and provide user-friendly interaction in a virtual reality environment. However, most studies require specialized sensors or equipment, or show low recognition rates. This paper proposes a hand gesture recognition method using Deep Learning technology without separate sensors or equipment other than camera to recognize static and dynamic hand gestures. First, a series of hand gesture input images are converted into high-frequency images, then each of the hand gestures RGB images and their high-frequency images is learned through the DenseNet three-dimensional Convolutional Neural Network. Experimental results on 6 static hand gestures and 9 dynamic hand gestures showed an average of 92.6% recognition rate and increased 4.6% compared to previous DenseNet. The 3D defense game was implemented to verify the results of our study, and an average speed of 30 ms of gesture recognition was found to be available as a real-time user interface for virtual reality applications.

P2P Systems based on Cloud Computing for Scalability of MMOG (MMOG의 확장성을 위한 클라우드 컴퓨팅 기반의 P2P 시스템)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.4
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    • pp.1-8
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    • 2021
  • In this paper, we propose an approach that combines the technological advantages of P2P and cloud computing to support MMOGs that allowing a huge amount of users worldwide to share a real-time virtual environment. The proposed P2P system based on cloud computing can provide a greater level of scalability because their more resources are added to the infrastructure even when the amount of users grows rapidly. This system also relieves a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the peers. In this paper, we describe the concept and basic architecture of cloud computing-based P2P Systems for scalability of MMOGs. An efficient and effective provisioning of resources and mapping of load are mandatory to realize this architecture that scales in economical cost and quality of service to large communities of users. Simulation results show that by controlling the amount of cloud and user-provided resource, the proposed P2P system can reduce the bandwidth at the server while utilizing their enough bandwidth when the number of simultaneous users keeps growing.