2009 International IEEE Consumer Electronics Society's Games Innovations Conference最新文献

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Facial expression modeling using component AAM models — Gaming applications 使用组件AAM模型的面部表情建模-游戏应用程序
2009 International IEEE Consumer Electronics Society's Games Innovations Conference Pub Date : 2009-10-23 DOI: 10.1109/ICEGIC.2009.5293579
I. Bacivarov, P. Corcoran
{"title":"Facial expression modeling using component AAM models — Gaming applications","authors":"I. Bacivarov, P. Corcoran","doi":"10.1109/ICEGIC.2009.5293579","DOIUrl":"https://doi.org/10.1109/ICEGIC.2009.5293579","url":null,"abstract":"In this paper we provide preliminary results on a new modeling approach for improved determination of facial expressions from a low-resolution video stream. An initial proof-of-concept using an extension of an Active Appearance Model (AAM) to measure facial parameters and a set of classifiers to determine facial states are described. We also discuss the potential for applying this technique to determine the emotional state of the players of a computer game and suggest how this information can be integrated into the workflow of a game. In addition we describe a number of use cases where the game environment can be adapted based on feedback from the players.","PeriodicalId":328281,"journal":{"name":"2009 International IEEE Consumer Electronics Society's Games Innovations Conference","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117149533","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 13
Video-based human motion estimation system for gaming user interface 基于视频的游戏用户界面人体运动估计系统
2009 International IEEE Consumer Electronics Society's Games Innovations Conference Pub Date : 2009-10-23 DOI: 10.1109/ICEGIC.2009.5293602
M. Milanova, L. Bocchi, T. Stoev
{"title":"Video-based human motion estimation system for gaming user interface","authors":"M. Milanova, L. Bocchi, T. Stoev","doi":"10.1109/ICEGIC.2009.5293602","DOIUrl":"https://doi.org/10.1109/ICEGIC.2009.5293602","url":null,"abstract":"This paper presents a framework for building VideoPlace-like vision-driven user interface using “optical flow“ measurements and elastic labeled silhouette. The optical flow not only detects the movements but also gives us an estimate of the direction and the speed of the movement. The proposed representation is based on a self-organizing system designed to learn to recognize both the characteristic features of the image and their spatial relationship without needs of initializations or special settings. The positions of the units composing the system allow extracting information about the position and the dynamics of the observed figure. Reported results show how it is possible to identify the skeleton (legs and torso) of the walking subject using four units. It can be observed that the low-resolution skeleton formed by the four units correctly tracks the walking pattern of the two legs, while the upper segment remains centered on the subject body.","PeriodicalId":328281,"journal":{"name":"2009 International IEEE Consumer Electronics Society's Games Innovations Conference","volume":"412 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122460734","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Vision-based real-time game interface 基于视觉的实时游戏界面
2009 International IEEE Consumer Electronics Society's Games Innovations Conference Pub Date : 2009-10-23 DOI: 10.1109/ICEGIC.2009.5293605
Youngjoon Chai, DongHeon Jang, Kyusik Chang, Taeyong Kim
{"title":"Vision-based real-time game interface","authors":"Youngjoon Chai, DongHeon Jang, Kyusik Chang, Taeyong Kim","doi":"10.1109/ICEGIC.2009.5293605","DOIUrl":"https://doi.org/10.1109/ICEGIC.2009.5293605","url":null,"abstract":"In this paper, we will introduce a fast and robust method of constituting a probability map by extracting foreground object from background image which is basic technology to be applied to vision-based real-time game interaction. We implement a neural network with one hidden layer to recognize a motion of the probability map. In this process, we extract the foreground probability map which is robust against change of illumination using local binary pattern and improve the speed using integral histogram. Also, we use a novel Gaussian window frame mask which can be applied fast in the integral histogram process and reduce noise by adaptive Gaussian sigma value depending on the strength of edge. In the following, experiments are carried out and satisfactory results are obtained which indicate the fast and robust conditions.","PeriodicalId":328281,"journal":{"name":"2009 International IEEE Consumer Electronics Society's Games Innovations Conference","volume":"77 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126802529","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
A fast algorithm for simulation of flocking behavior 一种快速模拟群集行为的算法
2009 International IEEE Consumer Electronics Society's Games Innovations Conference Pub Date : 2009-10-23 DOI: 10.1109/ICEGIC.2009.5293611
Jae-Moon Lee, Seoyeon Cho, R. Calvo
{"title":"A fast algorithm for simulation of flocking behavior","authors":"Jae-Moon Lee, Seoyeon Cho, R. Calvo","doi":"10.1109/ICEGIC.2009.5293611","DOIUrl":"https://doi.org/10.1109/ICEGIC.2009.5293611","url":null,"abstract":"This paper proposes an algorithm to enhance the performance of the spatial partitioning method for flocking behavior. Even when a moving entity (boid) in a flock changes its direction and location, its k-nearest neighbors (kNN), which influence its decision for the next direction, seldom change. Using this fact, this paper improves the performance by finding kNN of boids efficiently. A method to check that the new kNN is not changed from the previous kNN is proposed, and the correctness of the method is proven with two theorems. In order to minimize the cost of computing the new kNN, the method checks the fact that the new kNN did not change from the previous kNN. If the new kNN is not changed, the method copies the previous kNN to the new kNN instead of computing the new kNN. The proposed algorithm was implemented and its performance was compared with the original spatial partitioning method. The results of the comparison showed that the proposed algorithm outperformed the original method by about 57.7% with respect to the number of frames per second.","PeriodicalId":328281,"journal":{"name":"2009 International IEEE Consumer Electronics Society's Games Innovations Conference","volume":"149 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121443149","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
Traveling-salesman game with multiple competitors/cooperators and simultaneous move search algorithm 多竞争者/合作者旅行商博弈及同步移动搜索算法
2009 International IEEE Consumer Electronics Society's Games Innovations Conference Pub Date : 2009-10-23 DOI: 10.1109/ICEGIC.2009.5293593
N. Tomabechi, Y. Fujioka
{"title":"Traveling-salesman game with multiple competitors/cooperators and simultaneous move search algorithm","authors":"N. Tomabechi, Y. Fujioka","doi":"10.1109/ICEGIC.2009.5293593","DOIUrl":"https://doi.org/10.1109/ICEGIC.2009.5293593","url":null,"abstract":"In this paper, we present a traveling-salesman type game in which several players travel around various objects distributed in a given area and compete with each other in collecting the objects. Similar competitions can be widely found in the real world such as in selling competition, in the competitive gathering of scraps, wastes, seafood or wild foods, etc. Hence the game will be a typical subject in computer science. In this game, players move simultaneously and the number of players can be more than two. In addition, there is a possibility that some players cooperate with each other and compete against the other players. We present a novel search algorithm suitable for the game in which a move toward an object along the shortest path is taken as the basic move, and the move is stopped halfway when opponents have the advantage. In the algorithm, the moves of the players can be dealt with quasi-alternately. However, a player can make several consecutive moves, and a move already made can be aborted. A game program is developed and competitions are held among computers or between a computer and a human being. It is confirmed that the algorithm can be effectively applied to the game.","PeriodicalId":328281,"journal":{"name":"2009 International IEEE Consumer Electronics Society's Games Innovations Conference","volume":"70 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132822437","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
FPGA based stereo imaging system with applications in computer gaming 基于FPGA的立体成像系统及其在电脑游戏中的应用
2009 International IEEE Consumer Electronics Society's Games Innovations Conference Pub Date : 2009-10-23 DOI: 10.1109/ICEGIC.2009.5293586
Istvan Andorko, P. Corcoran, P. Bigioi
{"title":"FPGA based stereo imaging system with applications in computer gaming","authors":"Istvan Andorko, P. Corcoran, P. Bigioi","doi":"10.1109/ICEGIC.2009.5293586","DOIUrl":"https://doi.org/10.1109/ICEGIC.2009.5293586","url":null,"abstract":"A real-time stereo imaging system is described. It incorporates dual image acquisition chains on a single FPGA device and is able to provide real-time synchronized video output from twin CMOS imaging sensors. The platform is designed to provide hardware support for future implementations of advanced face analysis algorithms. In the context of computer gaming applications this system can provide real-time capture of a game players facial actions and expressions serving as an enabling technology for next generation gaming. Potential applications include (i) generating 3D real-time responsive game avatars and (ii) employing real-time face data for next-generation game UI.","PeriodicalId":328281,"journal":{"name":"2009 International IEEE Consumer Electronics Society's Games Innovations Conference","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133777224","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 8
Integrating virtual worlds & virtual learning environments for online education 为在线教育整合虚拟世界和虚拟学习环境
2009 International IEEE Consumer Electronics Society's Games Innovations Conference Pub Date : 2009-10-23 DOI: 10.1109/ICEGIC.2009.5293576
M. Callaghan, K. McCusker, J. Losada, J. Harkin, Shane Wilson
{"title":"Integrating virtual worlds & virtual learning environments for online education","authors":"M. Callaghan, K. McCusker, J. Losada, J. Harkin, Shane Wilson","doi":"10.1109/ICEGIC.2009.5293576","DOIUrl":"https://doi.org/10.1109/ICEGIC.2009.5293576","url":null,"abstract":"In recent years there has been significant growth in the use of 3D virtual worlds for e-learning and distance education. These immersive environments offer the ability to create complex, highly interactive simulations using in-world modeling and scripting tools. Virtual learning environments' support teaching and learning in an educational context, offering the functionality to manage the presentation, administration and assessment of coursework. However the presentation layer of virtual learning environment's are highly restrictive offering limited opportunities to create highly engaging and immersive user experiences. This paper investigates the suitability of one popular virtual world, Second Life™ for education and teaching purposes. It discusses its functionality and features and assesses its perceived limitations for use in educational context with a particular focus on the ability to link/integrate the virtual world with existing virtual learning environments. A number of demonstrative examples showing how virtual world/virtual learning environments can be integrated and linked will be shown and the potential opportunities that exist in this area discussed while identifying some of the barriers that exist to the widespread adoption of these approaches for everyday use.","PeriodicalId":328281,"journal":{"name":"2009 International IEEE Consumer Electronics Society's Games Innovations Conference","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132882728","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 37
NARCSim an agent-based illegal drug market simulation 基于agent的非法毒品市场模拟
2009 International IEEE Consumer Electronics Society's Games Innovations Conference Pub Date : 2009-10-23 DOI: 10.1109/ICEGIC.2009.5293584
D. Romano, Lawrence Lomax, P. Richmond
{"title":"NARCSim an agent-based illegal drug market simulation","authors":"D. Romano, Lawrence Lomax, P. Richmond","doi":"10.1109/ICEGIC.2009.5293584","DOIUrl":"https://doi.org/10.1109/ICEGIC.2009.5293584","url":null,"abstract":"Combined forces service interventions in the UK illegal drug market can be designed and evaluated using a serious game, where the illegal drug market can be simulated using an Agent-Based Model with a large number of different classes of human behaviour. This paper presents NARCSim the Intelligent-ABM that used to power the illegal drug market serious game under construction. NARCSim is an Agent-Based Social Simulation of Heroin, Cannabis, Cocaine users and dealers, police and treatment officers' behaviour in UK. The agents' behaviour has been formalised using X-machines and implemented on the agent-based framework FLAME.","PeriodicalId":328281,"journal":{"name":"2009 International IEEE Consumer Electronics Society's Games Innovations Conference","volume":"70 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126340718","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 7
Haptic display of 3D liquids for interactive applications 用于交互式应用的3D液体触觉显示
2009 International IEEE Consumer Electronics Society's Games Innovations Conference Pub Date : 2009-10-23 DOI: 10.1109/ICEGIC.2009.5293575
M. Vines, J. Mora, Won-sook Lee
{"title":"Haptic display of 3D liquids for interactive applications","authors":"M. Vines, J. Mora, Won-sook Lee","doi":"10.1109/ICEGIC.2009.5293575","DOIUrl":"https://doi.org/10.1109/ICEGIC.2009.5293575","url":null,"abstract":"We challenge ourselves to allow a user to feel how to stir a pool of 3D fluid in a virtual environment. Fluids are objects where the shape can not be defined using conventional polygons, and the graphical rendering and haptic rendering are purely based on mathematical calculation from the Navier-Stokes equation. Through a haptic probe the user is able to introduce perturbations in a pool of simulated liquid, and real-time haptic force feedback enables visualization of the effects of this interaction. We innovate by developing efficient methods for realtime interaction with the simulation of viscous incompressible fluids, suitable for higly interactive applications such as computer games. We focus on the problem of producing haptic visualization of real-time simulation that resembles the tactile sensation the user perceives from real fluids.","PeriodicalId":328281,"journal":{"name":"2009 International IEEE Consumer Electronics Society's Games Innovations Conference","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121036104","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 9
Enhanced real-time face models from stereo imaging for gaming applications 增强的实时人脸模型从立体成像游戏应用程序
2009 International IEEE Consumer Electronics Society's Games Innovations Conference Pub Date : 2009-10-23 DOI: 10.1109/ICEGIC.2009.5293587
M. Ionita, Istvan Andorko, P. Corcoran
{"title":"Enhanced real-time face models from stereo imaging for gaming applications","authors":"M. Ionita, Istvan Andorko, P. Corcoran","doi":"10.1109/ICEGIC.2009.5293587","DOIUrl":"https://doi.org/10.1109/ICEGIC.2009.5293587","url":null,"abstract":"Techniques for improved 2D active appearance face models are presented. When these are applied to stereoscopic image pairs we show that sufficient information on image depth is obtained to generate an approximate 3D face model. Two techniques are investigated, the first based on 2D+3D AAMs and the second using methods based on thin plate splines. The resulting 3D models can offer a practical real-time face model which is suitable for a range of applications in computer gaming. Due to the compact nature of AAMs these are also very suitable for use in embedded devices such as gaming peripherals!!","PeriodicalId":328281,"journal":{"name":"2009 International IEEE Consumer Electronics Society's Games Innovations Conference","volume":"150 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2009-10-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134223225","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 5
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