The Extraction Method of Major Articulation Points for 3D Interaction Games
키워드(원어)
키워드(영어)
action recognition, depth map, articulation points, skeleton, gesture point
저자
Ho-Wook Jang, In-Kwon Kim, Kwan-Hee Yoo
초록(원어)
초록(영어)
Action recognition technology has many application fields including gaming, human-computer interaction, security, virtual reality, etc. The technology has recently advanced and simplified by the introduction of real time depth cameras. The most famous depth camera, Kinect, has shown its success in human action recognitions by supervised learning methods. However, those method require a large number of motion capture data as the ground truth of each skeleton points. This paper proposes a human skeleton extraction method without using reference data. The method extracts the minimum number of articulation points instead of full skeleton data. The articulation points are used as an real-time interface for 3D interaction games.
Serious Game for Music Usability Test about Coloured hearing Synesthesia and its' Usability Test
키워드(원어)
키워드(영어)
Coloured hearing, Synesthesia, Serious Game, Education, Smart Platform, Game Media
저자
안상현, 박현도, 백장미, 오규환
초록(원어)
초록(영어)
The education based on synesthesia has been used to be applied for several years. Especially, We focused on the Coloured-hearing Synesthesia for music education for children who have difficulty in practicing pitch by using the serious game based on Coloured-hearing theory. Also, smart platform is flexible for several sort of video games so we expect good accessibility for children. For proving the effectiveness for education by using this technology and theory, we design the serious game for music called “Bunny’s Cave” based on Coloured-hearing theory and conduct the usability test aimed at 3rd grade student in elementary school.
Research on the Development of Economic System in Online Game
키워드(원어)
키워드(영어)
Economy System, MMORPG, Economics of Game
저자
Yong Man Kwon
초록(원어)
초록(영어)
As a macroscopic research for the economic system in MMORPG’s, I have analyzed the differentiation & characteristic of each economic system such as Picking Economy, Laissez-faire, Revised Capitalism, Neo-liberalism as well as Economic Democracy which is shown on online game. The picking economy of online game, like as Ultima Online, has the characteristic of co-work & co-distribution but the capitalist who has accumulated wealth appeared on Laissez-faire period. When the economic system of Laissez-faire has fell down, Revised Capitalism that includes the characteristics of government intervention has appeared. Finally, ArcheAge and MapleStory 2, which are represent for Neo-liberalism and economic democracy, are characterized by recovery of market functions & welfare.
Aggression in a Gaming Context: The Role of Therapeutic Catharsis Seeking, Game Self-Efficacy,~
제목(영어)
Aggression in a Gaming Context: The Role of Therapeutic Catharsis Seeking, Game Self-Efficacy, and B
키워드(원어)
키워드(영어)
Aggression, Therapeutic Catharsis Seeking, Big Five Personality Traits, Game Self-Efficacy
저자
Hye Lim Lee, Eui Jun Jeong
초록(원어)
초록(영어)
Recent studies have shown that during the playing of violent online games, it is not increased aggression but rather alleviation in aggression that is critical in determining whether playing gaming has positive outcomes on the venting of aggression. Drawingthe aggression catharsis perspective and gaming research, we extend this line of investigation by exploring whether gaming results in a decrease in aggression, across a wide variety of games. Using dataa survey of 771 online game users in Korea, we examined the associations among Therapeutic Catharsis Seeking, Game Self-Efficacy, Big Five Personality Traits, Game genre (violentnonviolent), Daily online gaming time, and Demographic variables. Results showed that therapeutic catharsis seeking and game self-efficacy decreased user aggression. Neuroticism negatively affected aggression while agreeableness enhanced the degree of aggression regardless of game genre. These findings have important implications for the use of gaming as a mood management tool.
Design and Performance Profiling of Multi-Rigid-Body Game Characters using Bullet Physics Engine
키워드(원어)
키워드(영어)
Multi-Rigid-Body Game Character, Performance Profiling, Bullet Physics Engine, Joint
Constraint
저자
Youngsik Kim
초록(원어)
초록(영어)
This paper analyzes the simulation operation flow of Bullet physics engine. Based on this analysis, four kinds of multi-rigid-body game characters are designed. This paper also profiles the performance metrics such as the CPU utilization, the memory usage, and the computation time by multi-rigid-body character simulations. For the CPU utilization, the Tongs Vehicle is the best and provides 45.1% less than the other character simulations. The computation times of the Four-leg robot and the Dragon are longer than those of the others. The memory usage of the Dragon simulation is the largest, which is average 1.32 times more than the others. Because all parts of Dragon are composed of triangular mesh models in 3DMax. The performance profiling with the criteria such as reducing the computation time and the computing resources, the complexities of the collision shapes, and the number of rigid bodies takes an important role in the design of the multi-rigid-body game characters.
An Exploratory Study on Computer literacy(Children Game) of childcare teachers Determinants Using Lo
키워드(원어)
키워드(영어)
Childcare Teachers, Computer Literacy, Logistic Regression, Children Game
저자
Kyoung Seob Song, Sok Young Hong
초록(원어)
초록(영어)
The purpose of this study was to investigate the environmental factors that affect the computer literacy of childcare teachers. A survey was conducted to get information about teachers' ICT utilization ability and their physical and educational condition. Binary logistic regression analysis was performed using SPSS 17.0 program on the data of 293 teachers who work in childcare centers in capital area, and the following results were obtained. First, computer-related physical environment and computer training did not affect the teachers' computer literacy. Second, taking computer course had effects on the basic skills, word-processing ability, internet communication ability and computer program utilization. Third, the number of hours of using computers affected the ability to install and maintain computers. Fourth, the purchase of computer-related books and magazines and the number of computer programs they use had an effect on their computer program utilization. These results have significance in that they imply what is needed for improving childcare teachers' computer literacy in terms of institutional support.
In this study, we designed and implemented a protection application utilizing baby play mat. Proposed application can be configured contents to educate and play a crossword puzzle. While parents and children are away for a while, it is possible to observe play behavior of children and control contents with a smart-phone leveraging the Internet of Things(IoT) technology. The mat is designed to play the play-based education contentsthe game for children(aged 0-3). The computing environment of the smart play mat was building by utilizing RFID, Arduino and sensors. This study is expected to be used in various places that require protection of children such as the child-care center, nursery and preschool.
An Analysis of Success Factors of Mobile Game for Decision-making of Publishing Business
키워드(원어)
키워드(영어)
Mobile Game, Online Game, Evaluation Factor, Publishing, Development, Sourcing, AHP
저자
Dong Kuk Park, Gooman Park
초록(원어)
초록(영어)
South Korea has led the global online game markets successfully in the mobile game platform based social network service with commercialization and showed the potential of the mobile game market. Currently, Korea's game industry is accelerating the global expansion for the mobile game market based on online game technology and mobile infrastructure. However, recently as mobile games attract attention in the mobile business and digital entertainment markets, the competition grows so fast. Cooperation between game developers and publishers have important implications in mobile games as well as online games for competitiveness through selection and concentration. This study was designed to support decision making at the outsourcing for publisher and the development of mobile games with key success factor analysis. The key evaluation factors of the mobile game were extracted through the literature review and expert groups, and then the relative importance between each factor was derived to take advantage of the AHP, Multi-criteria decision method. Differences between the online game and mobile game were analysed in this evaluation process. Also we were able to verify this evaluation model by applying the released mobile game. As a result, accomplishment and gambling in the mobile game was found to be a key factor. Also differentiation factorsonline game were social factor, scalability, reliability. Unlike the previous studies which have been focused on online games, this study offers the guideline of the decision making for the business success in the mobile game development and the sourcing, the most important steps in publishing business.
The Effect of adolescent game players Game using pattern, psychology factor on Leadership
키워드(원어)
키워드(영어)
adolescent game players, game using pattern, psychology factor, game leadership, leadership
저자
Joo Woo Kim, Dae Young Lee, Min Chul Kim, Eui Jun
초록(원어)
초록(영어)
There are general surveys on factors related to Leadership. However, less is known about the relationships between Leadership, game using pattern, psychology factor. This study sought to clarify several of these relationships. Using dataa survey of 1800 adolescent game users in South Korea, we conducted a structure equation modeling to explore the association between psychological factor(Extraversion, Social Intelligence, Self Esteem, Self Control), game using pattern(Game Time, Online Community, Game Norm, Game Efficacy, Game Leadership) and demographic variables(Age and Gender). Results showed that Extraversion, Social Intelligence, Self Esteem, Self Control(psychological factor), Game Leadership(game using pattern) Use increase Leadership. while Game Time(psychological factor) decrease Leadership. And Game Time, Online Community, Game Norm, Game Efficacy(game using pattern), Social Intelligence(psychological factor) Use increase Game Leadership. The implications of these results are discussed.
Adobe After Effect 2.5D movie filtering using automatically generated height map
키워드(원어)
키워드(영어)
Automatically generated height map, Face detect, 2.5D image, Movie filtering
저자
Seokhyun Ghan, Seongah Chin
초록(원어)
초록(영어)
In this paper, we propose a method to automatically generate a height map image that can be useful for creating 2.5D clip. To this end, we used a Viola - Jones algorithm that segments eyes, nose and mouth of the image and analyzed the characteristics of each to derive the height value that is used for producing a final height map . Finally, we can apply the height map to create photo-realistic images that can be easily reproduced for synthesizing 2.5D animation in Adobe. To verify the proposed method, we have carried out a user study between 2.5D movies clips which are proposed our automatic method and a manually generated method.
HMD를 이용한 공포게임에서 적대적 상황을 유발하는 오브젝트의 유무가 몰입도에 주는 영향에 관한 연구
제목(영어)
A study on the effect of hostile on the player’s immersion in a horror game played using HMD
키워드(원어)
키워드(영어)
Horror Game, Oculus Rift, EEG, VR
저자
Hoon Hee Nam, Won Hyung Lee
초록(원어)
초록(영어)
Since the invention of Oculus, consumers have experienced high level of immersion and the sense of reality at lower cost. It greatly increased virtual reality contents, and horror games are being loved as well. In this study, a brain-wave analysis was used to investigate the impact of hostile s on the player's immersion, in a horror game where the sense of immersion is maximized using an Oculus Rift, a type of Head-Mounted Display(HMD) equipment. Paired t-test was conducted in order to verify if the difference of the immersion level between two games is meaningful. The result was that the difference of attention was statistically meaningful, whereas that of meditation was not. Also, experiments were performed to investigate the correlation between the moving speed of hostile s and the player's immersion.
Action Game with Automatic Background Music Generation Using Genetic Algorithm
제목(영어)
Action Game with Automatic Background Music Generation Using Genetic Algorithm
키워드(원어)
키워드(영어)
Genetic algorithm, Background music, Computer game
저자
Dae Yeol Kim, Soo Young Cho, Chan Hyeong Park, Cha
초록(원어)
초록(영어)
The genetic algorithm (GA), one of the artificial intelligence (AI), is developed based on Darwin's theory of evolution, i.e., the mating of randomly selected s. If more optimal solution is generated, then it is better to repeat the process of setting the optimum value. In this paper, the method of background music using the genetic algorithm is exploited when the computer game is executed each time. As a result, it has created several music that can be used in the actual game, and it could be confirmed that the other music that is created is different music when performed each time.
부모들의 온라인 게임 인식 개선을 위한 개입 전략 : 온라인 게임 인식 유형별 특성을 중심으로
제목(영어)
Personalized intervention strategies for improving parents' perception of online games: Focusing
키워드(원어)
키워드(영어)
online game, parent’s perception type, intervention strategies, improvement of perception on
online game
저자
Jee Yeon Kim, Young Yim Doh
초록(원어)
초록(영어)
This study attempts to analyze the characteristics of parent's perception types of online game and suggest personalized intervention strategies for improving parents' perception of online games. The data was collected through the online survey345 parents. First, the parent's perception types of online game were classified as 4 types through online game perception scale. Second, the characteristics of parent's perception types of online game were analyzed by integrating the results of this research and previous study. As a result, each type of perceptions has differences in the criteria of positive-negative perception of online games, the attitude and reaction to children’s gaming, game familarity, Internet literacy of parents and etc. Third, based on the characteristics of perception types of online game, we suggest intervention strategies for improving parents' perception of online games. This study holds its significance in suggesting the personalized intervention strategies based on the characteristics of perception types of online game.
Item trading, game laws, game items, item brokerage sites, taxable items
저자
Yun Myung Kim, Won Hyung Lee
초록(원어)
초록(영어)
Legally item trading is prohibited, but in fact has been made. Transactions between individuals can be a problem with the reliability of the transaction. Game item sales between individuals than through the intermediary site is due to legal vulnerable. Game operators may prohibit item trading through the terms and conditions. Because the interrupt transaction item game stable operation. The point at which conflict gamers and game operators. Reliability of trading, is time to review the policy on such items secured transactions tax. The game operators to review the legal way to providing a system for mediating in the game.
지연 렌더링 기반 3D 게임 시각적 효과들의 스크린 해상도에 따른 렌더링 속도 및 PSNR 비교 분석
제목(영어)
Comparison of Rendering Speeds and PSNRs of 3D Game Visual Effect Techniques based on Deferred Rende
키워드(원어)
키워드(영어)
Deferred Rendering, 3D Visual Effect Techniques, FPS(Frame per Second),
PSNR(Peak Signal-to-Noise Ratio)
저자
Youngsik Kim
초록(원어)
초록(영어)
For the 3D game visual effects, the deferred rendering can only consider only the scene image resolution regardless of the scene complexity. Therefore, it is effective in processing realistic visual effects using many geometric buffers as multiple render targets. This paper uses the deferred rendering for the 3D game visual effects such as dynamic lights, specular, shadow, motion blur, and water shading. The 3D game supporting deferred rendering is developed to evaluate various 3D rendering effects with variation of the screen resolution in terms of the rendering speed and PSNR image quality. The performance results show that the rendering speed of the 3D visual effect techniques with 1280x960 resolution is average 56.0% better than that with 640x480 resolution. Also, the average PSNR is getting better as the screen resolution gets higher. The PSNR of the 3D visual effect techniques with 1152x864 resolution is average 30.9% better than that with 640x480 resolution.