• Title/Summary/Keyword: game controller

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Evolutionary Design of a Fuzzy Logic Controller for Multi-Agent Systems

  • Jeong, Il-Kwon;Lee, Ju-Jang
    • 제어로봇시스템학회:학술대회논문집
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    • 1998.10a
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    • pp.507-512
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    • 1998
  • It is an interesting area in the field of artificial intelligence to and an analytic model of cooperative structure for multi-agent system accomplishing a given task. Usually it is difficult to design controllers for multi-agent systems without a comprehensive knowledge about the system. One of the way to overcome this limitation is to implement an evolutionary approach to design the controllers. This paper introduces the use of a genetic algorithm to discover a fuzzy logic controller with rules that govern emergent co-operative behavior: A modified genetic algorithm was applied to automating the discovery of a fuzzy logic controller jot multi-agents playing a pursuit game. Simulation results indicate that, given the complexity of the problem, an evolutionary approach to and the fuzzy logic controller seems to be promising.

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Design of an OLED Controller to Display Realtime Moving Pictures on Mobile Display (실시간 동영상 구현을 위한 모바일용 OLED 제어기 설계)

  • Cho, Young-Sung;Lee, Yong-Hwan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.2
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    • pp.877-880
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    • 2005
  • As DMB, 3D game, Internet and movie is serviced for the recent mobile devices, high resolution display devices beyond VGA become used. Implementation of real-time moving pictures of 30렌 by software programming is difficult because the performance of mobile processors is not so high. The full frame moving picture can be supported by using specific hardware. In this paper, an OLED controller that is consists of flash memory controller and OLED interface is proposed for real-time moving picture on mobile displays. The proposed OLED controller is implemented in FPGA and the performance is evaluated.

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A study on the development of game controller for children Suited to the character by the progress step in child game (아동 놀이 발달기별 특징에 적합한 아동용 게임 컨트롤러 개발에 관한 연구 - 아동의 비행기 놀이를 착안한 비행기 슈팅 게임 컨트롤러 개발 연구 -)

  • Kim, Gi-Yeong
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2008.10a
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    • pp.9-12
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    • 2008
  • 현재 게임 역사를 보면 조이스틱의 인기가 눈에 띄게 떨어졌음을 알 수 있다. 비행 시뮬레이션 장르의 게임의 수가 적어지고 있기 때문이다. 조이스틱들은 일인용 슈팅 게임을 지원하지만 마우스나 컴퓨터 키보드에 견주어 보면 정확성이 떨어진다. 최근에 나온 소수의 게임들은 콘솔 PC와 연계가 되지만 PC 사용자들에게 자동 발사 기능을 사용할 것을 요구함으로써 사용자들에게 불편을 주었다. 본 연구는 기존의 게임 컨트롤러 구성요소를 분석하고, 아동의 조작능력과 신체발달과의 상호관계를 통해 아동의 놀이 발달기별 특징에 적합한 게임 컨트롤러를 개발한다는 것을 목적으로 한다.

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Design of a Stress Measurement System for State Recognition of Game Addicts

  • Park, Myeong-Chul;Jung, Hyon-Chel;Kim, Tae-Sun
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.6
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    • pp.87-93
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    • 2017
  • In this paper, we design a small low power single channel ECG(Electrocardiogram) system of Chest Belt type with fiber-type electrodes to measure emotional state change of game addict. HRV(Heart Rate Variability) is analyzed through heart rate signal measurement and the psychological stress state is judged by using it. And it verifies its effectiveness through prototype. First, we design HR measurement module through low power MCU(Micro Controller Unit) and implement prototype level measurement system. The results showed that the difference between the addiction group and the general group was confirmed and that the system was effective. The result of this study can be used for health management such as reduction of stress of the user through music and breathing that lowers the stress by detecting the stress state of the general person or the chronic ill person.

A developed Serious Game for Rehabilitation Training (Wiimote를 이용한 재활환자용 기능성 게임 콘텐츠 설계)

  • Ok, Soo-Yol;Kam, Dal-Hyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.709-710
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    • 2009
  • Current Serious games for medical treatment and rehabilitation are not usually suitable for actual patients because of the inconvenient user interfaces. The disabled or rehabilitants have limited ability to control the game contents. Therefore, it is very important to develop proper interfaces for such serious games. In this paper, we propose a serious game that utilizes the Nintendo wiimote controller and pattern recognition techniques. We also show the possibility of such contents for the future application to actual rehabilitation.

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Development of virtual reality action game using motion controller mapping for controlling arms of a character (모션 콘트롤러 매핑을 이용해 캐릭터 양팔 제어를 할 수 있는 가상현실 액션 게임 개발)

  • Yun, Tae-Jin;Sin, Jae-Wook;Park, Jun-Woo;Go, Byong-Yun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.439-440
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    • 2019
  • 본 논문에서는 1인칭 시점 VR 게임 콘텐츠를 개발하였고, 멀티플레이를 구현할 때, 가상현실 세계에서 플레이어들끼리 대면했을 때 서로의 캐릭터가 폰 콘트롤러라는 이름의 팔만 보이는 외형을 띠고 있다. 게임에서 시각적인 부분을 간과할 수 없기에 멀티플레이 시 서로의 캐릭터가 보일 수 있도록 새로운 방법을 제안하였다. 3인칭 캐릭터를 이용해서 만든 캐릭터는 인간과 같은 외형의 스켈레톤을 사용하면 원하는 캐릭터를 사용할 수 있다. 3인칭 캐릭터의 양팔의 트랜스폼 값을 언리얼엔진4의 라이브러리인 패브릭 노드를 이용하여 모션 콘트롤러와 매핑을 시키는 방식으로 접근하였다. 이를 통해 좀더 플레이시 실감이 가능한 게임 제어기법을 적용할 수 있다.

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Feasibility of a New Desktop Motion Analysis System with a Video Game Console for Assessing Various Three-Dimensional Wrist Motions

  • Kim, Kwang Gi;Park, Chan Soo;Jeon, Suk Ha;Jung, Eui Yub;Ha, Jiyun;Lee, Sanglim
    • Clinics in Orthopedic Surgery
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    • v.10 no.4
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    • pp.468-478
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    • 2018
  • Background: The restriction of wrist motion results in limited hand function, and the evaluation of the range of wrist motion is related to the evaluation of wrist function. To analyze and compare the wrist motion during four selected tasks, we developed a new desktop motion analysis system using the motion controller for a home video game console. Methods: Eighteen healthy, right-handed subjects performed 15 trials of selective tasks (dart throwing, hammering, circumduction, and winding thread on a reel) with both wrists. The signals of light-emitting diode markers attached to the hand and forearm were detected by the optic receptor in the motion controller. We compared the results between both wrists and between motions with similar motion paths. Results: The parameters (range of motion, offset, coupling, and orientations of the oblique plane) for wrist motion were not significantly different between both wrists, except for radioulnar deviation for hammering and the orientation for thread winding. In each wrist, the ranges for hammering were larger than those for dart throwing. The offsets and the orientations of the oblique plane were not significantly different between circumduction and thread winding. Conclusions: The results for the parameters of dart throwing, hammering, and circumduction of our motion analysis system using the motion controller were considerably similar to those of the previous studies with three-dimensional reconstruction with computed tomography, electrogoniometer, and motion capture system. Therefore, our system may be a cost-effective and simple method for wrist motion analysis.

Interactive Locomotion Controller using Inverted Pendulum Model with Low-Dimensional Data (역진자 모델-저차원 모션 캡처 데이터를 이용한 보행 모션 제어기)

  • Han, KuHyun;Kim, YoungBeom;Park, Byung-Ha;Jung, Kwang-Mo;Han, JungHyun
    • Journal of Korea Multimedia Society
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    • v.19 no.8
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    • pp.1587-1596
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    • 2016
  • This paper presents an interactive locomotion controller using motion capture data and inverted pendulum model. Most of the data-driven character controller using motion capture data have two kinds of limitation. First, it needs many example motion capture data to generate realistic motion. Second, it is difficult to make natural-looking motion when characters navigate dynamic terrain. In this paper, we present a technique that uses dimension reduction technique to motion capture data together with the Gaussian process dynamical model (GPDM), and interpolates the low-dimensional data to make final motion. With the low-dimensional data, we can make realistic walking motion with few example motion capture data. In addition, we apply the inverted pendulum model (IPM) to calculate the root trajectory considering the real-time user input upon the dynamic terrain. Our method can be used in game, virtual training, and many real-time applications.

Control Of Flexible Multi-Body System

  • Cho, Sung-Ki;Kim, Jae-Hoon
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.2566-2569
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    • 2003
  • An alternative optimal control law formulation is introduced and compared with two different control law, a conventional linear quadratic regulator and the control law based on game theory. This formulation eliminates the undesired modes of the system by the projection of a controller onto the subspace orthogonal to that of the bad modes. In conventional LQR control law, the control performance can be improved only by using proper weighting matrices in performance index, normally, with high cost. The control law formulation by game theory may provide various ways to obtain the desired performance. The control law modified by the elimination of bad modes provides efficient ways to get rid of an undesired performance since it eliminates the exact modes which cause the bad control performance.

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PSD Sensor Module Based Monocular Motion Capture System (PSD센서모듈 기반 단안 모션캡쳐 시스템)

  • Kim, Yu-Geon;Ryu, Young-Kee;Oh, Choon-Suk
    • Proceedings of the KIEE Conference
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    • 2006.10c
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    • pp.582-584
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    • 2006
  • This paper describes a monocular PSD-based motion capture sensor to employ with commercial video game systems such as Microsoft's XBOX and Sony's Playstation II. The system compact, low-cost, and only requires a one-time calibration at the factory. The system includes a PSD(Position Sensitive Detector) and active infrared (IR) LED markers that are placed on the object to be tracked. The PSD sensor is placed in the focal plane of a wide-angle lens. The micro-controller calculates the 3D position of the markers using only the measured intensity and 2D position on the PSD. A series of experiments were performed to evaluate the performance of our prototype system. From the experimental results we see that the proposed system's compact size, low-cost, ease of installation, and high frame rates are suitable for high speed motion tracking in games.

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