• Title/Summary/Keyword: screen shooting

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A Study on Design and Interpretation of Pattern Laser Coordinate Tracking Method for Curved Screen Using Multiple Cameras (다중카메라를 이용한 곡면 스크린의 패턴 레이저 좌표 추적 방법 설계와 해석 연구)

  • Jo, Jinpyo;Kim, Jeongho;Jeong, Yongbae
    • Journal of Platform Technology
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    • v.9 no.4
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    • pp.60-70
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    • 2021
  • This paper proposes a method capable of stably tracking the coordinates of a patterned laser image in a curved screen shooting system using two or more channels of multiple cameras. This method can track and acquire target points very effectively when applied to a multi-screen shooting method that can replace the HMD shooting method. Images of curved screens with severe deformation obtained from individual cameras are corrected through image normalization, image binarization, and noise removal. This corrected image is created and applied as an Euclidean space map that is easy to track the firing point based on the matching point. As a result of the experiment, the image coordinates of the pattern laser were stably extracted in the curved screen shooting system, and the error of the target point position of the real-world coordinate position and the broadband Euclidean map was minimized. The reliability of the proposed method was confirmed through the experiment.

Development of Screen Shot System using Infrared Laser (적외선 레이저를 이용한 스크린 사격시스템 개발)

  • Kang, Sung-Jun;Kim, Jung-Hoon;Jeong, Sung-Hwan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.3
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    • pp.1325-1329
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    • 2012
  • This study suggests an indoor screen shooting system that can be connected with diverse graphic contents, through developing a gun only for indoor shooting and developing high-speed laser recognition algorithm. The dedicated gun has strong durability and was applied pneumatic solenoid valve control and invisible laser. The aim is to commercialize the indoor screen shooting system by developing a method of interacting with graphic engine through recognizing invisible laser at high speed.

Screen Image and Subjectivity of 3D First-Person Shooting Game (3D 1인칭 슈팅 게임에서의 시각적 요소와 주체)

  • Jeon, Gyong-Ran
    • Journal of Korea Game Society
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    • v.10 no.3
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    • pp.37-45
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    • 2010
  • This study examines the characteristics of screen image of 3D first-person shooting games and the newly created subjectivity by that image. 3D first-person shooting games create immersion by remediating the visual experience in the real world. The construction of subjective perspectives and comparatively clear interface are the important features of 3D first-person shooting games. The subjectivity created by this games' image is different from the subjectivity constructed by suture of film. Gamers have the dominant position of the subject of looking, gaming and narrating, but the narrating position is never permanent nor stable. Because the position has the limited sight of first-person, not the comprehensive sight of third-person.

Implementation of Shooting game using collision detection algorithm of (사각형 충돌감지알고리즘을 사용한 슈팅게임 구현)

  • Seo, Jeong-Man;Han, Sang-Hoon;Lee, Ho
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.3
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    • pp.187-192
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    • 2006
  • We reviewed the collision event with pc-based shooting games and existing collision detection algorithms. Then we proposed a new collision check technique using a small quadrilateral unit. by which existing quadrilateral collision detection techniques can be made up for. For demonstration we implemented a simple shooting game having its screen output. We proved that the proposed technique can be applied to real computer games by means of showing the experimental results and screen outputs from implemented real games.

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A Study on Registration Correction and Layout for Multi-view Videos Implementation (실감영상 구현을 위한 다면영상 정합보정 및 화면구성에 대한 연구)

  • Moon, Dae Hyuk
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.531-541
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    • 2017
  • Realistic videos using multi-view videos are created so that the contents shown on multi-view displays or screens look realistic. These images have been mostly used for special videos for exhibition, but, recently, systems such as Screen X have given rise to multi-view images as a format for storytelling contents such as movies. This study used HD-level broadcasting digital video camera with three zoom lenses for shooting wide to close-up shots focusing on a person, in the same way as Screen X, and identified and analyzed problems found during multi-view image registration correction. The results of this study suggested, provided the shooting technique and equipment are improved, the multi-view format can be used for conveying stories and information. Future research will need to investigate and supplement relevant techniques that will enable production of high-quality multi-view image contents by using a cinema-grade camera with standard lenses, instead of using broadcasting-grade zoom lenses.

A Study on Trainer and Cover Recognition Algorithm for Posture Recognition of Virtual Shooting Trainer (가상 사격 훈련자 자세인식을 위한 훈련자와 엄폐물 인식 알고리즘 연구)

  • Kim, Hyung-O;Hong, ChangHo;Cho, Sung Ho;Park, Youster
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.298-300
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    • 2021
  • The Ministry of National Defense decided to build a realistic combat simulation training system based on virtual reality and augmented reality in accordance with the expansion of the scientific training system of "Defense Reform 2.0". The realistic combat simulation training system should be able to maximize the tension and training effect as in actual combat through engagement between trainers. In addition, it should be possible to increase the effectiveness of survival training at the same time as shooting training similar to actual combat through cover training. Previous studies are suitable techniques to improve the shooting precision of the trainee, but it is difficult to practice bilateral engagement like in actual combat, and it is particularly insufficient for combat shooting training using cover. Therefore, in this paper, we propose a S/W algorithm for generating a virtual avatar by recognizing the shooting posture of the opponent on the screen of the virtual shooting trainer. This S/W algorithm can recognize the trainer and the cover based on the depth information acquired through the depth sensor and estimate the trainer's posture.

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Mobile Shooting Game with Intuitive UI and Recommendation function (직관적 UI와 추천 기능을 가진 모바일 슈팅 게임)

  • Junsu Kim;Kuil Jung;Seokjun Yoon;In-Hwan Jung;Jae-Moon Lee;Kitae Hwang
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.5
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    • pp.191-197
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    • 2023
  • Mobile shooting games are a representative example of PC games being transferred as they are. In the most mobile shooting games, joystick-like UI used in PC games have been moved to touch buttons, but the display is small, so the user's fingers cover the game screen, which is inconvenient. In mobile shooting games, in order to overcome the limitations of the small display and increase the immersion of the game, this paper introduces a user interface that integrates character movement and aiming, and intuitive UIs such as display rotation, shaking, and vibration. In addition, by analyzing the match process for each round, the character's insufficient abilities are identified and synergies to supplement the abilities are recommended in order to add fun to the game. This paper proved that the proposed goals are achieved by actually designing and implementing a mobile shooting game with the proposed functions on an Android smartphone.

The Design and Implementation of Shooting Game using Visual Basic

  • Seo, Jeong Man;Kweon, Soon Nyu
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.8
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    • pp.13-20
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    • 2016
  • The purpose of this study is to investigate and suggest nonviolent, emotionally and helpful games for young people. In this paper, the digital animation, advantages, disadvantages, production process, etc. for overseas trends were defined. Also, creating games with the Visual Basic language in the animated feature of the disadvantages of existing algorithms shows case and screen time, so delayed distortion appears respectively. The proposed algorithm improves the speed and distortion through the screen. Simply two games of in-game animation and animation in complex game features were designed for the experiment and showed the superiority of the proposed algorithm by running. In this paper, the user interface of the game for children and proposed relevant algorithms were designed and resultant screens of the game showed. Most of contemporary games are violent to children. Therefore, in order to solve such problems, the game which is not violent but educative and child-friendly was designed and implemented in this paper. The future study on the game with a more in-depth is needed for animation techniques.

State of the Art of Anti-Screen Capture Protection Techniques

  • Lee, Young;Hahn, SangGeun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.5
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    • pp.1871-1890
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    • 2021
  • The transition toward a contactless society has been rapidly progressing owing to the recent COVID-19 pandemic. As a result, the IT environment of organizations and enterprises is changing rapidly; in particular, data security is expanding to the private sector. To adapt to these changes, organizations and companies have started to securely transfer confidential data to residential PCs and personally owned devices of employees working from home or from other locations. Therefore, organizations and companies are introducing streaming data services, such as the virtual desktop infrastructure (VDI) or cloud services, to securely connect internal and external networks. These methods have the advantage of providing data without the need to download to a third terminal; however, while the data are being streamed, attacks such as screen shooting or capturing are performed. Therefore, there is an increasing interest in prevention techniques against screen capture threats that may occur in a contactless environment. In this study, we analyze possible screen capture methods in a PC and a mobile phone environment and present techniques that can protect the screens against specific attack methods. The detection and defense for screen capture of PC applications on Windows OS and Mac OS could be solved with a single agent using our proposed techniques. Screen capture of mobile devices can be prevented by applying our proposed techniques on Android and iOS.

The Effects of Roll Misalignment Errors, Shooting Distance, and Vergence Condition of 3D Camera on 3D Visual Fatigue (시각피로 모형: 카메라의 회전오차, 촬영 거리, 수렴 조건이 입체 시각피로에 미치는 영향)

  • Li, Hyung-Chul O.;Park, JongJin;Kim, ShinWoo
    • Journal of Broadcast Engineering
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    • v.18 no.4
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    • pp.589-598
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    • 2013
  • In order to understand 3D visual fatigue, it is necessary to examine the visual fatigue induced by camera parameters as well as that induced by a pre-existing 3D content. In the present study, we examined the effects of camera parameters, such as roll misalignment error, shooting distance and vergence condition on 3D visual fatigue and we modelled it. The results indicate that roll misalignment error, shooting distance and vergence condition affect 3D visual fatigue and the effect of roll misalignment error on 3D visual fatigue is evident specifically when screen disparity is relatively small.