- Volume 18 Issue 1
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Real-time VR Strategy Chess Game using Motion Recognition
VR기반 모션인식을 이용한 실시간 전략 체스 게임
- Kim, Young-Kwang (Department of Computer Science, Namseoul University) ;
- Yoon, Yeo-Song (Department of Computer Science, Namseoul University) ;
- Oh, Tea-Gyeoung (Department of Computer Science, Namseoul University) ;
- HwangBo, Yeung-Hwan (Department of Computer Science, Namseoul University) ;
- Hwang, Jeong-Hee (Department of Computer Science, Namseoul University)
- 김영광 (남서울대학교 컴퓨터학과) ;
- 윤여송 (남서울대학교 컴퓨터학과) ;
- 오태경 (남서울대학교 컴퓨터학과) ;
- 황보영환 (남서울대학교 컴퓨터학과) ;
- 황정희 (남서울대학교 컴퓨터학과)
- Received : 2016.09.23
- Accepted : 2017.02.25
- Published : 2017.02.28
Virtual reality(VR) is known as immersive multimedia or computer-simulated reality, is a computer technology that replicates an environment, real or imagined, and simulates a user's physical presence and environment to allow for user interaction. Virtual realities artificially create sensory experience including sight, touch, hearing, and smell. Owing to the use of a single device in most VR contents, user have difficulty in manipulating user interface and game object. And also immersion of the game goes down because they can't see the mouse and keyboard in virtual space. In this paper, we design and implement the chess game to easily and accurately control user interface to improve the immersion in game.
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- Implementation of a Low-cost Virtual Reality System Using Smart Phone vol.19, pp.7, 2018, https://doi.org/10.9728/dcs.2018.19.7.1237
- Implementation of Multi Channel Network Platform based Augmented Reality Facial Emotion Sticker using Deep Learning vol.19, pp.7, 2018, https://doi.org/10.9728/dcs.2018.19.7.1349
- EEG Data Reliability Graph Generation Technique for Space-based VR Content Analysis vol.20, pp.1, 2019, https://doi.org/10.9728/dcs.2019.20.1.7