• Title/Summary/Keyword: map recognition game

Search Result 7, Processing Time 0.017 seconds

Research of Real-Time Emotion Recognition Interface Using Multiple Physiological Signals of EEG and ECG (뇌파 및 심전도 복합 생체신호를 이용한 실시간 감정인식 인터페이스 연구)

  • Shin, Dong-Min;Shin, Dong-Il;Shin, Dong-Kyoo
    • Journal of Korea Game Society
    • /
    • v.15 no.2
    • /
    • pp.105-114
    • /
    • 2015
  • We propose a real time user interface that utilizes emotion recognition by physiological signals. To improve the problem that was low accuracy of emotion recognition through the traditional EEG(ElectroEncephaloGram), We developed a physiological signals-based emotion recognition system mixing relative power spectrum values of theta/alpha/beta/gamma EEG waves and autonomic nerve signal ratio of ECG (ElectroCardioGram). We propose both a data map and weight value modification algorithm to recognize six emotions of happy, fear, sad, joy, anger, and hatred. The datamap that stores the user-specific probability value is created and the algorithm updates the weighting to improve the accuracy of emotion recognition corresponding to each EEG channel. Also, as we compared the results of the EEG/ECG bio-singal complex data and single data consisting of EEG, the accuracy went up 23.77%. The proposed interface system with high accuracy will be utillized as a useful interface for controlling the game spaces and smart spaces.

A Feasibility Study on Materialization of Seunglamdonoli, Korean Traditional Table Board Game (전통 Table Board 게임 <승람도놀이>의 특징과 현대적 실현 가능성)

  • Kihl, Tae-Suk;Chang, Ju-No;Baek, Yun-Cheol
    • Journal of Korea Game Society
    • /
    • v.8 no.2
    • /
    • pp.25-35
    • /
    • 2008
  • Seunglamdonoli was a traditional board game played during the Chosun Dynasty. In this article, I interpret its features as a board game and discuss the possibility of turning it into a mass market game like Milton Bradley's 'The Game of Life' in the U.S. Seunglamdonoli uses the dice to determine movements around a board shaped like Korea, teaching players about important geographic locations, and traditional characters in a game that relies on strategy as well as luck. With appropriate changes such as introducing a standardized game board or digitalization for use on computers, Seunglamdonoli has potential to again become a popular pastime as well as become tool for learning about Korean history, geography, and society. Furthermore it can be adapted as an educational game for any location with minimal changes.

  • PDF

An Analysis on the News Frame of Game by Korean Media (한국 언론의 게임 보도 프레임 분석)

  • Seo, Seong-Eun;Yeon, Joon-Myeong
    • Journal of Korea Game Society
    • /
    • v.17 no.6
    • /
    • pp.89-102
    • /
    • 2017
  • This study aims at examining our social recognition on and the topographic map of a game through the discourse analysis on games shown from the Korean media coverage. Media don't reflect the reality as a mirror but represent it in certain manner. If so, how Korean media organize and represent the meaning of a game? This study analyzed the game discourse from 479 articles on games by 5 daily newspapers including Chosun, Joongang, Dong-A, Kyunghyang and the Hankyoreh during 4 years' Park Geun-hye administration. Research findings show that as a single issue frames of game addiction, addiction damages and AR games including $Pok\acute{e}mon$ Go counted for much reaching up to nearly half but discourse on the play culture as an essence of a game occupied only 3.8%.

Automatic Recognition in the Level of Arousal using SOM (SOM 이용한 각성수준의 자동인식)

  • Jeong, Chan-Soon;Ham, Jun-Seok;Ko, Il-Ju
    • Science of Emotion and Sensibility
    • /
    • v.14 no.2
    • /
    • pp.197-206
    • /
    • 2011
  • The purpose of the study was to suggest automatic recognition of the subject's level of arousal into high arousal and low arousal with neural network SOM learning. The automatic recognition in the level of arousal is composed of three stages. First, it is a stage of ECG measurement and analysis. It measures the subject playing a shooting game with ECG and extracts characteristics for SOM learning. Second, it is a stage of SOM learning. It learns input vectors extracting characteristics. Finally, it is a stage of arousal recognition which recognize the subject's level of arousal when new vectors are input after SOM learning is completed. The study expresses recognition results in the level of arousal and the level of arousal in numerical value and graph when SOM learning results in the level of arousal and new vectors are input. Finally, SOM evaluation was analyzed average 86% by comparing emotion evaluation results of the existing research with automatic recognition results of SOM in order. The study could experience automatic recognition with other levels of arousal by each subject with SOM.

  • PDF

Recognition of Go Game positions using Motion Analysis and Background Update (움직임 분석 및 배경 영상 갱신을 이용한 바둑 기보 저장)

  • Kim, Min Seong;Lee, Yun Gu
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2017.06a
    • /
    • pp.215-218
    • /
    • 2017
  • 본 논문에서는 바둑 대국 동영상에서 배경 영상과의 차이를 이용하여 바둑판 내에서의 움직임을 분석하고, 분석 결과를 이용하여 바둑돌의 착수 위치 및 바둑돌의 종류를 인식하는 자동 바둑 기보 저장 알고리즘을 제안한다. 카메라의 내부 특성이 변하지 않고 렌즈 왜곡이 존재하지 않는다고 가정하였을 때, 바둑판 위에 움직임이 없는 배경 영상과 현재의 영상 간의 차이의 변화량을 블록 단위로 누적한 블록 단위 움직임 맵(Block Motion Map)을 기반으로 움직임의 존재 여부를 판단하고, 착수 후 물체의 움직임이 없어진 영상을 배경 영상으로 갱신하며, 해당 영상과 이전 배경 영상의 패치(Patch)를 이용하여 착수 위치 및 바둑돌의 종류를 인식한다.

  • PDF

3D Face Modeling based on 3D Morphable Shape Model (3D 변형가능 형상 모델 기반 3D 얼굴 모델링)

  • Jang, Yong-Suk;Kim, Boo-Gyoun;Cho, Seong-Won;Chung, Sun-Tae
    • The Journal of the Korea Contents Association
    • /
    • v.8 no.1
    • /
    • pp.212-227
    • /
    • 2008
  • Since 3D face can be rotated freely in 3D space and illumination effects can be modeled properly, 3D face modeling Is more precise and realistic in face pose, illumination, and expression than 2D face modeling. Thus, 3D modeling is necessitated much in face recognition, game, avatar, and etc. In this paper, we propose a 3D face modeling method based on 3D morphable shape modeling. The proposed 3D modeling method first constructs a 3D morphable shape model out of 3D face scan data obtained using a 3D scanner Next, the proposed method extracts and matches feature points of the face from 2D image sequence containing a face to be modeled, and then estimates 3D vertex coordinates of the feature points using a factorization based SfM technique. Then, the proposed method obtains a 3D shape model of the face to be modeled by fitting the 3D vertices to the constructed 3D morphable shape model. Also, the proposed method makes a cylindrical texture map using 2D face image sequence. Finally, the proposed method builds a 3D face model by rendering the 3D face shape model with the cylindrical texture map. Through building processes of 3D face model by the proposed method, it is shown that the proposed method is relatively easy, fast and precise than the previous 3D face model methods.

Realtime Attention System of Autonomous Virtual Character using Image Feature Map (시각적 특징 맵을 이용한 자율 가상 캐릭터의 실시간 주목 시스템)

  • Cha, Myaung-Hee;Kim, Ky-Hyub;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Multimedia Society
    • /
    • v.12 no.5
    • /
    • pp.745-756
    • /
    • 2009
  • An autonomous virtual character can conduct itself like a human after recognizing and interpreting the virtual environment. Artificial vision is mainly used in the recognition of the environment for a virtual character. The present artificial vision that has been developed takes all the information at once from everything that comes into view. However, this can reduce the efficiency and reality of the system by saving too much information at once, and it also causes problems because the speed slows down in the dynamic environment of the game. Therefore, to construct a vision system similar to that of humans, a visual observation system which saves only the required information is needed. For that reason, this research focuses on the descriptive artificial intelligence engine which detects the most important information visually recognized by the character in the virtual world and saves it into the memory by degrees. In addition, a visual system is constructed in accordance with an image transaction theory to make it sense and recognize human feelings. This system finds the attention area of moving objects quickly and effectively through the experiment of the virtual environment with three dynamic dimensions. Also the experiment enhanced processing speed more than 1.6 times.

  • PDF