• Title/Summary/Keyword: Reality Based Game

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A Study on the Reproduction Method of Oriental-painting on 3D Space in Virtual Reality - Based on the case of "Haedol landscape painting" (가상현실 속 3D 공간에서의 동양화 기법 재현방법 연구 - "해돌 산수화"의 사례를 중심으로)

  • Park, Min-Ji;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.33-42
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    • 2019
  • This paper is the result of research on how to represent 'Landscape' of Oriental painting in 3D space within virtual reality. Based on the similarities between the characteristics of Oriental painting and virtual reality put together three features of painting and put them into the digital content. For the expression of painting style, we produced texture, represented spaces and shadows as a content development environment, and the view point with helper storytelling.

Analysis of Parody Game as Tragicomedy (현실을 패러디한 인디게임의 희비극성 연구)

  • Han, Hye-Won;Kim, Su-jin
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.97-110
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    • 2016
  • Digital game is an entertainment content as well as a cultural content so that digital game can deliver social messages to make people confront with current problems. Based on Gonzalo Frasca's expanded model theory, this study aims to analyze independent games parodying reality on the level of the narrative and the gameplay to demonstrate that digital game can be a powerful medium to represent a satire on society. Parody games describe irrational side of society as being comical and provoke players' repetitive gameplay. Therefore, players can experience serious theme through casual play in the first-person, and realize the tragic reality directly.

Multiple GPU Scheduling for Improved Acquisition of Real-Time 360 VR Game Video (실시간 360 VR 스테레오 게임 영상 획득 성능 개선을 위한 다중 GPU 스케줄링에 관한 연구)

  • Lee, Junsuk;Paik, Joonki
    • Journal of Broadcast Engineering
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    • v.24 no.6
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    • pp.974-982
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    • 2019
  • Real-time 360 VR (Virtual Reality) stereo image acquisition technique based on game engine was proposed. However, GPU (Graphics Processing Unit) resource is not fully utilized due to bottlenecks. In this paper, we propose an improved GPU scheduling technique to solve the bottleneck of the existing technique and measure the performance of the proposed technique using the sample games of the commercial game engine. As a result, proposed technique showed an improvement of performance up to 70% and usage of GPU resources more evenly compared existing technique.

Development of a Tangible Snowboard Training Simulator based on Virtual Reality (가상현실 기반의 체감형 스노우보드 시뮬레이터 개발)

  • Park, Changhoon
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.87-94
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    • 2014
  • In recent years, there has been an increasing interest in tangible sports simulators with the success of golf simulator. The main purpose of this study is to develop a tangible snowboard simulator for the beginner using virtual reality technology. This paper proposes an interactive virtual coach and high fidelity virtual environment for snowboard training. The virtual coach offers an intuitive guidance and personalized coaching feedback about the 5 fundamental riding skills. The virtual training environment uses the stereoscopic display system and motion platform to create more realistic training situation. We expect virtual reality will be used as a training aids in many sports such as taekwondo, baseball, archery and so on.

Planning of Various Storytelling Virtual Reality Game Contents for Brain Enhancement (두뇌증진을 위한 다양한 스토리텔링 가상현실 게임 콘텐츠 기획)

  • Jin, Hwa-su;Song, Eun-jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.323-325
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    • 2021
  • With the recent revitalization of virtual reality and game industries, digital therapeutics for medical purposes are emerging. Digital therapeutics refer to sports-based therapeutics such as virtual reality contents and games that are effective in preventing, managing, and treating diseases, not drugs. Through this study, we plan and develop contents for healing and brain enhancement using virtual reality technology as a therapeutic digital therapy. Through this, it can help to improve the brain of children who are dependent on electronic devices in the digital age and rarely use their brains.

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Deep Learning Based 3D Gesture Recognition Using Spatio-Temporal Normalization (시 공간 정규화를 통한 딥 러닝 기반의 3D 제스처 인식)

  • Chae, Ji Hun;Gang, Su Myung;Kim, Hae Sung;Lee, Joon Jae
    • Journal of Korea Multimedia Society
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    • v.21 no.5
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    • pp.626-637
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    • 2018
  • Human exchanges information not only through words, but also through body gesture or hand gesture. And they can be used to build effective interfaces in mobile, virtual reality, and augmented reality. The past 2D gesture recognition research had information loss caused by projecting 3D information in 2D. Since the recognition of the gesture in 3D is higher than 2D space in terms of recognition range, the complexity of gesture recognition increases. In this paper, we proposed a real-time gesture recognition deep learning model and application in 3D space using deep learning technique. First, in order to recognize the gesture in the 3D space, the data collection is performed using the unity game engine to construct and acquire data. Second, input vector normalization for learning 3D gesture recognition model is processed based on deep learning. Thirdly, the SELU(Scaled Exponential Linear Unit) function is applied to the neural network's active function for faster learning and better recognition performance. The proposed system is expected to be applicable to various fields such as rehabilitation cares, game applications, and virtual reality.

The effect of game-based dual-task training for executive function and repetitive behaviors in patients with autism

  • Yu, Jae-ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.394-395
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    • 2022
  • Exergames are playing an important role in healthcare/rehabilitation. It has also been used to improve motivation among patients with reduced cognition. The purpose of this pilot study was to evaluate the feasibility of using augmented reality (AR) with game-based cognitive-motor training programs for executive function, restricted and repetitive behaviors (RRBs) in children with autism spectrum disorder. Sixteen children aged 6 -16 years were randomly allocated to the experimental group and control group. Outcome measures were performed before and after the intervention and included executive function, restricted and repetitive behavior. A satisfactory survey was conducted post-intervention. A statistically significant improvement was observed in working memory and cognitive flexibility in the experimental group (P<0.05). However, despite no statistical improvements in cognitive inhibition and four subscales of RRBs, promising changes were observed in all the subscales of the executive function and the behavioral outcomes. Parents appreciated the program and children enjoyed the interaction with the AR game-based training. The findings of this preliminary feasibility study showed that AR using Kinect v2 motion with a cognitive-motor game content can be used for children with autism. However, there is a need for conducting a large-scale study to evaluate his effectiveness on executive function and restricted and repetitive behaviors.

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Effects of Virtual Reality Exercise Program on Balance, Emotion and Quality of Life in Patients with Cognitive Decline

  • Lee, Geun-Ho
    • The Journal of Korean Physical Therapy
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    • v.28 no.6
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    • pp.355-363
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    • 2016
  • Purpose: In this study, we investigated the effectiveness of a 12-week virtual reality exercise program using the Nintendo Wii console (Wii) in improving balance, emotion, and quality of life among patients with cognitive decline. Methods: The study included 30 patients with cognitive decline (12 female, 18 male) who were randomly assigned to an experimental (n=15) and control groups (n=15). All subjects performed a traditional cognitive rehabilitation program and the experimental group performed additional three 40-minute virtual reality based video game (Wii) sessions per week for 12 weeks. The berg balance scale (BBS) was used to assess balance abilities. The short form geriatric depression scale-Korean (GDS-K) and the Korean version of quality of life-Alzheimer's disease (KQOL-AD) scale were both used to assess life quality in patients. Statistical significance was tested within and between groups before and after treatment, using Wilcoxon signed rank and Mann-Whitney u-tests. Results: After 36 training sessions, there were significant beneficial effects of the virtual reality game exercise on balance (BBS), GDS-K, and KQOL-AD in the experimental group when compared to the control group. No significant difference was observed within the control group. Conclusion: These findings demonstrate that a virtual reality-training program could improve the outcomes in terms of balance, depression, and quality of life in patients with cognitive decline. Long-term follow-ups and further studies of more efficient virtual reality training programs are needed.

A Study on Convergence system of IT Technology and Exercise Rehabilitation (IT기술과 운동재활의 융복합 체계 연구)

  • Kang, Seungae
    • Convergence Security Journal
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    • v.13 no.3
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    • pp.3-8
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    • 2013
  • Recently, the technology and services make progress in IT sector to facilitate the rehabilitation, as well as the exercise that aims to promote the health. To provide the opportunity for new services, various challenges have to be fulfilled, including the blurring boundaries among industries, spread of new technologies, and various demands. Seizing on this opportunity, the fusion and convergence have been accelerated. The trends towards the fusion and convergence are inherent in content industry and spreading to other sectors, which makes the cultural desire of customers fulfilled in a more diverse manner. In particular, the research has been conducted, using the game, in the new technology cultural contents which have shown noticeable fusion and convergence between IT and exercise rehabilitation areas. Such games can be classified into the motion-based game, serious game, and virtual reality game. Those game contents are forming the market fast based on the contents for education, sports, exercise rehabilitation, healthcare, etc., and have very great potential for growth. This study is intended to analyze the fusion and convergence system of exercise rehabilitation through those games and present a direction for future development.

Study of Model Based 3D Facial Modeling for Virtual Reality (가상현실에 적용을 위한 모델에 근거한 3차원 얼굴 모델링에 관한 연구)

  • 한희철;권중장
    • Proceedings of the IEEK Conference
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    • 2000.11c
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    • pp.193-196
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    • 2000
  • In this paper, we present a model based 3d facial modeling method for virtual reality application using only one front of face photography. We extract facial feature using facial photography and modify mesh of the basic 3D model by the facial feature. After this , We use texture mapping for more similarity. By experiment, we know that the modeling technic is useful method for Movie, Virtual Reality Application, Game , Clothing Industry , 3D Video Conference.

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