• Title/Summary/Keyword: player's control

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Development of Half-Mirror Interface System and Its Application for Ubiquitous Environment (유비쿼터스 환경을 위한 하프미러형 인터페이스 시스템 개발과 응용)

  • Kwon Young-Joon;Kim Dae-Jin;Lee Sang-Wan;Bien Zeungnam
    • Journal of Institute of Control, Robotics and Systems
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    • v.11 no.12
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    • pp.1020-1026
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    • 2005
  • In the era of ubiquitous computing, human-friendly man-machine interface is getting more attention due to its possibility to offer convenient services. For this, in this paper, we introduce a 'Half-Mirror Interface System (HMIS)' as a novel type of human-friendly man-machine interfaces. Basically, HMIS consists of half-mirror, USB-Webcam, microphone, 2ch-speaker, and high-speed processing unit. In our HMIS, two principal operation modes are selected by the existence of the user in front of it. The first one, 'mirror-mode', is activated when the user's face is detected via USB-Webcam. In this mode, HMIS provides three basic functions such as 1) make-up assistance by magnifying an interested facial component and TTS (Text-To-Speech) guide for appropriate make-up, 2) Daily weather information provider via WWW service, 3) Health monitoring/diagnosis service using Chinese medicine knowledge. The second one, 'display-mode' is designed to show decorative pictures, family photos, art paintings and so on. This mode is activated when the user's face is not detected for a time being. In display-mode, we also added a 'healing-window' function and 'healing-music player' function for user's psychological comfort and/or relaxation. All these functions are accessible by commercially available voice synthesis/recognition package.

Design and Implementation of NUI-based Athletic Scene Generation System

  • Choi, Jong-In
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.1
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    • pp.115-120
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    • 2019
  • In this paper, we propose a system and an intuitive interface that can create an athletic scene among athletes. We allow you to enter motion as if you were playing a game, so that the user's action becomes the player's action. The user can take various actions in front of the motion sensor and control the object flying to him. When a user specifies an opponent to pass or attack, and takes appropriate action in front of the motion sensor, the movement trajectory of the object is automatically generated by the physical optimization technique in accordance with the motion. In this way, you can create scenes where multiple players play together in a virtual environment. The method of this paper will be very useful for rapid prototyping for cinematic trailers of based on athletics games or animations.

Analysis on Playing Pattern of Mobile RPG's Combat Contents - Focus on - (모바일 역할수행 게임 전투 콘텐츠의 플레이 패턴 연구 - <세븐 나이츠>를 중심으로 -)

  • Lyou, Chul-Gyun;Kim, HwaHyun
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.69-78
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    • 2016
  • A sense of oneness between a player and an avatar is more emphasized than role-playing itself in Korean RPG playing. Because of this tendency, the main contents of smart phone-based mobile RPG are mainly focus on combat. As PvP occurs more frequently in mobile RPG, playing experiences are diversified from sensitive control to simple repetition. Also, the auto-combat function offered in game system ingenerates funs from testing a mental model that a player statistically sets before playing. This paper analyzes the process of generating fun in mobile RPG based on Ralph Koster's Game Grammar theory. is selected as subject of this analysis. The pattern of mobile RPG playing is dichotomized : automation of producing materials and concentration on raid and PvP contents.

3D View Controlling by Using Eye Gaze Tracking in First Person Shooting Game (1 인칭 슈팅 게임에서 눈동자 시선 추적에 의한 3차원 화면 조정)

  • Lee, Eui-Chul;Cho, Yong-Joo;Park, Kang-Ryoung
    • Journal of Korea Multimedia Society
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    • v.8 no.10
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    • pp.1293-1305
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    • 2005
  • In this paper, we propose the method of manipulating the gaze direction of 3D FPS game's character by using eye gaze detection from the successive images captured by USB camera, which is attached beneath HMD. The proposed method is composed of 3 parts. In the first fart, we detect user's pupil center by real-time image processing algorithm from the successive input images. In the second part of calibration, the geometric relationship is determined between the monitor gazing position and the detected eye position gazing at the monitor position. In the last fart, the final gaze position on the HMB monitor is tracked and the 3D view in game is control]ed by the gaze position based on the calibration information. Experimental results show that our method can be used for the handicapped game player who cannot use his (or her) hand. Also, it can increase the interest and immersion by synchronizing the gaze direction of game player and that of game character.

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Effects of folic acid and vitamin B12 supplementation on hematologic factors, immune factors, aerobic and anaerobic exercise ability in Women's basketball players (여자 농구선수들의 엽산과 비타민 B12 섭취가 혈액학적 요인 및 면역인자, 유·무산소성 운동능력에 미치는 효과)

  • Park, Noh-Hwan;Cho, In-ho
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.1
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    • pp.327-332
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    • 2019
  • The purpose of this study was to investigate the effect of 4 week folic acid and vitamin B12 intake on hematological, immune and aerobic anaerobic exercise performance in female basketball players. The subjects were divided into nine groups: ingestion and control group. The results were as follows; 4 weeks of folic acid and vitamin B12 before and after ingestion. There was a significant effect on intake of aerobic and anaerobic capacity, and blood factor analysis showed a significant effect on intake of RBC and Hct. In conclusion, considering the results of the above study, it is expected that folic acid and vitamin B12 intake for improvement of anaerobic and anaerobic exercise ability of female basketball player can improve the performance.

The Effects of a Shoulder Complex Stabilization Exercise Combined with Upper Extremity Patterns on Ball Control and Ball Speed in Elementary School Baseball Players (상지 패턴을 결합한 어깨 복합체 안정화 운동이 초등학교 야구선수들의 제구력과 구속에 미치는 영향)

  • Jeong, Yeon-Woo;Lee, So-Young;Seo, Tae-Hwa
    • PNF and Movement
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    • v.18 no.3
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    • pp.343-350
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    • 2020
  • Purpose: The purpose of this study was to determine how a shoulder complex stabilization exercise affects ball control and ball speed in elementary school baseball players with an instable scapula. Methods: The subjects of the study were 16 baseball players attending S elementary school in Kwangju Metropolitan City. A shoulder complex stabilization exercise was conducted three times per week for one hour for four weeks. Then, the participants were divided into a scapular instability group or stability group based on their lateral scapular slide test scores. The measurement tool was measured using the target, the ball speed tester (PR1000-BC). All inspections were measured before and after the mediation period to examine the change in the subjects according to the mediation period. Results: As a result of measuring ball control, there was a statistically significant difference in the variation over time (p < 0.05), and there was no statistically significant difference in the interaction between time and group (p > 0.05). As a result of the test of effectiveness between subjects, there was no statistically significant difference found among the groups (p > 0.05). In terms of ball speed, there was no statistically significant difference found in the variation over time (p > 0.05) as well as in the interaction between time and group (p > 0.05). In terms of the effectiveness between subjects, there was no statistically significant difference found among the groups (p > 0.05). Conclusion: It was found that the shoulder complex stabilization exercise could improve ball control for elementary school baseball players. It is believed that this will help prevent and solve possible sport damages experienced during training or competitions, thereby helping athletes use training methods to improve their exercise capacity and continue their careers.

Adaptive algorithm for optimal real-time pricing in cognitive radio enabled smart grid network

  • Das, Deepa;Rout, Deepak Kumar
    • ETRI Journal
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    • v.42 no.4
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    • pp.585-595
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    • 2020
  • Integration of multiple communication technologies in a smart grid (SG) enables employing cognitive radio (CR) technology for improving reliability and security with low latency by adaptively and effectively allocating spectral resources. The versatile features of the CR enable the smart meter to select either the unlicensed or the licensed band for transmitting data to the utility company, thus reducing communication outage. Demand response management is regarded as the control unit of the SG that balances the load by regulating the real-time price that benefits both the utility company and consumers. In this study, joint allocation of the transmission power to the smart meter and consumer's demand is formulated as a two stage multi-armed bandit game in which the players select their optimal strategies noncooperatively without having any prior information about the media. Furthermore, based on historical rewards of the player, a real-time pricing adaptation method is proposed. The latter is validated through numerical results.

A Study on Measuring the Shape of Transparent Objects using the Focal Area of Hologram Optical System (홀로그램 광학계의 초점영역을 이용한 투명 물체의 형상 측정에 관한 연구)

  • Byun, Jong-Hwan;Ryu, Young-Kee;Oh, Choon-Suk
    • Proceedings of the KIEE Conference
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    • 2005.10b
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    • pp.600-602
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    • 2005
  • Recently image display devices have become large and high quality. To control the qualities of the component, measurements of the shape and thickness of a plate glass has been required. In order to measure the shape of the specular objects, Non-Contact Optical Sensor using Hologram laser unit was proposed. The sensor has a optical system that is composed of a Hologram laser and objective lens used for CD Player, and the sensor showed high performance for measuring the shape and thickness of transparent plates. In the sensor, the temperature of the sensor body is controlled by TEC(Thermoelectric Cooler). In this paper, we proposed the measuring method to make better performance of sensor using focus error signal of a hologram laser unit. It can measure the shape and the thickness of transparent objects with the s-type focus error signal which is generated by the sensor while it goes to the object.

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Development of Biofeedback S/W Engine using Heart Rate Variable (HRV를 이용한 Biofeedback용 프로그램 개발)

  • Lee, Hyun-Min;Woo, Seung-Jin;Yang, Heui-Kyung;Kim, Dong-Jun;Kim, Kyeong-Seop;Lee, Jeong-Whan
    • Proceedings of the KIEE Conference
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    • 2007.07a
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    • pp.1906-1908
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    • 2007
  • This study describes a software engine that can evaluate human sensibility using a heart rate variable(HRV) of hypochodriac or old people, and suggest biofeedback to enhance their emotion. To develop the software engine, using PPG signal heart rate and HRV are calculated. Using the FFT spectra of HRV, human sensibility is estimated. And a biofeedback software is designed with motion image player, breathing control and other function modules.

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A Converting Method to Simulate DEVS Models on AddSIM (컴포넌트기반 체계모의환경(AddSIM)에서 실행하기 위한 DEVS 모델 변환 방법)

  • Kim, Dohyung;Oh, Hyunshik;Park, Juhye;Park, Samjoon
    • KIISE Transactions on Computing Practices
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    • v.21 no.7
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    • pp.488-493
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    • 2015
  • An AddSIM(Adaptive distributed and parallel Simulation environment for Interoperable and reusable Models) is an integrated engagement simulation environment with high-resolution weapon system models for estimation and analysis of their performance and effectiveness. AddSIM can simultaneously handle the continuous dynamical system models based on continuous time, and command, control(C2) and network system models based on a discrete event. To accommodate legacies based on DEVS(Discrete Event System Specification) modeling, DEVS legacies must first be converted into AddSIM models. This paper describes how to implement DEVS models on AddSIM. In this study a method of mapping from hierarchical DEVS models to AddSIM players was developed: The hierarchical DEVS model should be flattened into a one layered model and four DEVS functions of the model, external transition, internal transition, output and time advance, should be mapped into functions of the AddSIM player.