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REFERENCE LINKING PLATFORM OF KOREA S&T JOURNALS
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Journal of Korea Game Society
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Journal DOI :
Korea Game Society
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Volume & Issues
Volume 6, Issue 4 - Dec 2006
Volume 6, Issue 3 - Sep 2006
Volume 6, Issue 2 - Jun 2006
Volume 6, Issue 1 - Mar 2006
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Augmented Reality Game Interface Using Hand Gestures Tracking
Yoon, Jong-Hyun ; Park, Jong-Seung ;
Journal of Korea Game Society, volume 6, issue 2, 2006, Pages 3~12
Recently, Many 3D augmented reality games that provide strengthened immersive have appeared in the 3D game environment. In this article, we describe a barehanded interaction method based on human hand gestures for augmented reality games. First, feature points are extracted from input video streams. Point features are tracked and motion of moving objects are computed. The shape of the motion trajectories are used to determine whether the motion is intended gestures. A long smooth trajectory toward one of virtual objects or menus is classified as an intended gesture and the corresponding action is invoked. To prove the validity of the proposed method, we implemented two simple augmented reality applications: a gesture-based music player and a virtual basketball game. In the music player, several menu icons are displayed on the top of the screen and an user can activate a menu by hand gestures. In the virtual basketball game, a virtual ball is bouncing in a virtual cube space and the real video stream is shown in the background. An user can hit the virtual ball with his hand gestures. From the experiments for three untrained users, it is shown that the accuracy of menu activation according to the intended gestures is 94% for normal speed gestures and 84% for fast and abrupt gestures.
Control of RPG Game Characters using Genetic Algorithm and Neural Network
Kwun, O-Kyang ; Park, Jong-Koo ;
Journal of Korea Game Society, volume 6, issue 2, 2006, Pages 13~22
As the development of games continues, the intelligence of NPC is becoming more and more important. Nowadays, the NPCs of MMORPGS are not only capable of simple actions like moving and attacking players, but also utilizing variety of skills and tactics as human-players do. This study suggests a method that grants characters used in RPG(Role-Playing Game) an ability of training and adaptation using Neural network and Genetic Algorithm. In this study, a simple game-play model is constructed to test how suggested intellect characters could train and adapt themselves to game rules and tactics. In the game-play model, three types of characters(Tanker, Dealer, Healer) are used. Intellect character group constructed by NN and GA, and trained by combats against enemy character group constructed by FSM. As the result of test, the proposed intellect characters group acquire an appropriate combat tactics by themselves according to their abilities and those of enemies, and adapt change of game rule.
A Study on Interrelationship between Narrative and Genres of Computer Games
Park, Tae-Soon ;
Journal of Korea Game Society, volume 6, issue 2, 2006, Pages 23~32
This article attempts to suggest a frame of game genres by appling the concept of narrative. The narrative is traditional and useful concept in game study, though the narrative of computer games is under discussion. In the main discourse, syntagmatic/paradigmatic character of narrative and the rate of importance of narrative in the game are used for two axis to set the location of computer game genres. As a result, I could find the location of computer game genres that reflects the characters of narrative.
Policy Implications from Development of Cultural Content Distribution through Digitalization - Focused on Game Industry -
Lee, Byung-Min ;
Journal of Korea Game Society, volume 6, issue 2, 2006, Pages 33~44
This article examines cultural content distribution system, particularly of game industry based on the development of digital technology. In this period of convergence and fusion, some phenomenon leads the cultural content distribution system change like value transfer from platform to content. In relation to it, especially in the game industry, three types of distribution is categorized by the industrial structure (offline, online, mobile game) through the case studies and it is expected to be evolve into a base for development of distribution integration model in the future. In conclusion, the article suggest the policy subject for the promotion of cultural content that hold so much competitiveness for long-lasting development by the improvement of distribution structure, blowing off the conflict between companies and publishers, and global business, etc.
3D Analysis of Scene and Light Environment Reconstruction for Image Synthesis
Hwang, Yong-Ho ; Hong, Hyun-Ki ;
Journal of Korea Game Society, volume 6, issue 2, 2006, Pages 45~50
In order to generate a photo-realistic synthesized image, we should reconstruct light environment by 3D analysis of scene. This paper presents a novel method for identifying the positions and characteristics of the lights-the global and local lights-in the real image, which are used to illuminate the synthetic objects. First, we generate High Dynamic Range(HDR) radiance map from omni-directional images taken by a digital camera with a fisheye lens. Then, the positions of the camera and light sources in the scene are identified automatically from the correspondences between images without a priori camera calibration. Types of the light sources are classified according to whether they illuminate the whole scene, and then we reconstruct 3D illumination environment. Experimental results showed that the proposed method with distributed ray tracing makes it possible to achieve photo-realistic image synthesis. It is expected that animators and lighting experts for the film and animation industry would benefit highly from it.
An Efficient Smoothing Algorithm Using the Change of Frame Sequence in GOP
Lee, Myoun-Jae ;
Journal of Korea Game Society, volume 6, issue 2, 2006, Pages 51~60
Smoothing is a transmission plan where variable rate video data is converted to a constant bit rate stream. Among them are CBA, MCBA, MVBA, PCRTT and others. But, in these algorithm, a transmission plan is made in according to stored frame sequence in these algorithms. In case that the number of bytes in frames in GOP differs greatly each other, this may cause unnecessary transmission rate changes and may require high transmission rates abruptly when frame's byte is large. In result, it is difficult to use efficient network resource. In this paper, we proposed a smoothing algorithm that find the optimal frame sequence in short time by using backtracking method and smoothing's structure for the proposed smoothing algorithm. This algorithm decides the sequence of frames which requires the lowest variance of frame's bytes in GOP and make a transmission plan. In order to show the performance, we compared with MVBA algorithm by various evaluation factors such as the number of rate changes, peak rate, rate variability.