Low-resolution voxel models are widely used in many computer games such as CrossyRoadTM and MinecraftTM and in many block games such as LegoTM. We present a multi-scale voxelization algorithm that abstracts a complex polygonal model to a low-resolution voxel model. Our scheme is distinguished from other voxelization schemes in the point that our scheme controls the level of abstraction according to the complexity of the model. We present a two-stage algorithm: in the first stage, we build a rough voxel model, which is carved to fit the target model in the second stage. We empoly an OpenGL-based slicing algorithm to build a rough model, which is constructed in twofolds. The exterior and interior of the model is constructed separately and merged to complete the rough model. In the second stage, we compute the silhouette of the input model and carve the rough model to improve the completeness of the final result. We test our algorithm for various polygonal models including famous animation character models to prove the excellency of our scheme.
This study was established the foundation with the expressing method on the context awareness platform by using Sensor of the Smart Phone(SP). The data were used for expressing emotions with different SP. The emotion of SP was influenced with the changing of the several variables generating real time and were determined by interacting a mix of emotion depending on the intensity and causality. First, the SP platform was analyzed, which constituted the situational awareness process that can express emotions. Second, a mathematical model for expressing emotion through the SP event design. Third, when SP have to acknowledge, assess, and respond to the current situation, emotional system is the situation immediately. The user's SP has sense as digitalized data and analysis of data on various sensors. In the point of this article, it was limited that building a two-dimensional table was established by cognitive evaluation, internal emotional state of structural regularities, and using the POMDP model number of the emotional state. In order to influence the emotional perception, the range of influence was limited. Using the tree structure of the way HSVI, the computed time was minimal for matrix operations. Last, the compensation policies were interlocked with the blood type. Designed in advance for optimum algorithms derive scenarios. Using the proposed processing methods, digitized data were applied with SP sensor information. To determine whether the right set of circumstances in order to express appropriate emotion, it was established with the numerical system.
This research is the preliminary study for development of narrative contents for improving reading skills and behavior controlling capabilities of children with ADHD. Microsoft's Kinect, a non-contact motion sensing device, and NeuroSky's MindWave, a BCI device, are connected to Unity 3D engine to capture user's motion and brainwaves, respectively. The given narrative contents interactively respond to children with ADHD while they are reading the contents and performing the given tasks presented in the behavior training game system. This study examines whether the contents are suitable for the first and second grader children. For this, The interaction with the contents is first observed by five adults and two children. Then the system is tested by three ordinary first graders. During the experiments, the children easily figure out the given texts and do what the game contents drive for the player to react. All three kids concentrate on the reading contents without leaving their seats for average 37 minutes. This experiment shows that the contents are properly designed for the first and second graders in terms of reading speed, reading completion time, complexity level, and task performance. Based on this experimental study, the interactive narrative contents will be used to conduct full-scale experiments with children with ADHD.
All games support the meaningful play, and each mechanism producing meaning is various. In mobile role-playing game, automation of in-game action standardizes movements of avatars and diversify combat challenges. Thereby players reinforce their avatars and make various repertoires so as to cope with different contents. Players predict the result of their own actions based on short-term, juicy feedbacks. In conclusion, mobile role-playing game has 'strategy' as its action mode while the unit time required for meaningful play is highly reduced. This analysis is significant in the sense that it was the first step toward integrated change of game play experiences.
Internet has become a crucial factor affecting children’s lives. Accordingly, researchers are paying attention to patterns and predictors of Internet use among children. However, little research exists on the relationship between family functioning and Internet use. In response to this gap, this study examines the association between family functioning and Internet use among school-aged children. As primary analyses, structural equation modeling was employed and gender differences were examined. The findings highlight the importance of family functioning on Internet use among school-aged children. Lower levels of family functioning led to more time using the Internet and was mediated by the purposes of Internet usage. The findings suggest that parental and community efforts to improve family functioning may prevent Internet overuse or misuse among school-aged children. Also, there is a need to consider gender differences regarding Internet use within the context of policy-making.
Paper-folding is an educational activity to enhance a creativity of children because a paper-folding game is to create various 2D or 3D shapes by folding a plane square paper with both hands. However, since previous paper-folding games provide folding designs as books, children may need a guidance of a teacher or may degrade interest. In addition, existing computer-based games have simple interfaces with one or two fingers and thus they are difficult to have direct influence on children's physical development and creativity enhancement. In this paper, we propose a computer-based paper-folding game which children fold a real paper with two hands and a computer with a camera gives various feedback. The proposed game is developed based on the CAI concept and contains elements of the Keller's ARCS theory.
In most RPG games, gameplay tends to be monotonous due to fixed character skills. This paper proposes a RPG game implementation technique which allows players' skill customization for their own gameplay. Players are allowed to customize their preferred game skills at the beginning of gameplay. We also propose a technique to guarantee game balancing by prohibiting certain skills from dominating gameplay. We implemented the proposed skill customization method together with a simple RPG game testbed. We tested a variety of player-defined skills and confirmed the method provides good game balancing during gameplay. Due to the voluntary and impromptu skill customization, a wide variety of strategy is possible even at the single game stage, which reduces boredom at the repetitive gameplay.
Communication using SNS(Social Network Service) with others has become the trend through quantified-self - users’ explicit and implicit data are measured, recorded and automatically stored- as life-logging application industry has been grown. As the life-logging application is focused on recording and sharing the data, regular and simple interactive functions are used rather than dynamic and tense features. The game elements are used popularly in the mobile applications. Also, funware factors have begun to be applied in life-logging application. This paper intends to analyze for 20 life-logging applications with sorting collection, point, feedback, exchanges, customization in funware factors. The result of this analysis is that ‘Point’ factor is far better than others, and ‘Exchanges’ and ‘Customization’ factor common in the funware. Specially, the data report in the ‘Point’ factor shows the result visually by analyzing the data based on characteristics of life-logging application. However, if Exchanges and Customization factor are used in application development and design, the value of life-logging concept is more increased. Therefore, attempts which is not a simple function as users’records but enjoyable actions are expected in design of life-logging application that is consistently rising.
CIn this paper, I discuss the minimization of the user interface of the interactive fairy tale content based on BCI and Motion Sensing Technology. For this reason, 3 version intervention interfaces of the interactive fairy tale content with Microsoft's Kinect as a non-contact motion sensing device and NeuroSky's MindWave EEG biosensor device as a BCI interface were produced and experimented. The experiments have been accomplished for four children of the first or the second graders by examining three different interactive intervention interfaces: 1) attention indicator by sparkling light; 2) the attention indicator plus behavior instructions; and 3) an indication bar for the attention level plus behavior instructions. As a result of this experimental observations, it shows that the visualized interface such as icons helps the participating children communicate with the fairy tale content system. In addition, they do communicate well without the visualized graphical interfaces when they are demanded by the realistic actions. Whereas, some communication problems have been found neither the realistic actions are requested nor the attention indicators are provided definitely.
GSA (Gaming Standards Association)’s S2S (System to System) standard provides harmonizing protocol between any gaming and non-gaming host systems in the casino back office and Casino business area. Its technical details and implementation is rarely open to the academy and public. This paper discuss our ongoing implementation of S2S protocol engine and systems, which is, to our knowledge, the first case in Korea. Our design leverages open source technologies such as Linux, Python, Django, Tornado, JQuery, and lxml. Describing the architecture and an application scenarios of ‘PlayerInfo’ class, we demonstrate how the open source technology can be utilized in the S2S system design.
In this paper, it suggests how to input what it needs under gesture based which is able to put its text 3 times faster than an existing way with voice based by a person who is a visually impaired person with a smart device that is flat display without a physical button. The suggesting way is a text input method based on gesture that after setting the touch display of the smart phone to 8 directions, then, it inputs number, English/Korean tests and special characters with initial location and central point of input texts following drag motion of the users or it controls and processes all applications in the smart devices naturally. It tries to prove efficiency of this method through real test to the visually impaired.
The objective of this study was to compare the differences between males and females in the mediating effects of academic failure tolerance on the impact of self-efficacy on game addiction among adolescents. The results are summarized as follows. First, in both men and women, self-regulation, one of sub-variables of self-efficacy, had negative effects on game addiction. Second, in men, both emotion and behavior had negative effects on game addiction, while, in women, only behaviour did so. Third, among sub-variables of self-efficacy, in males, self-regulation and task difficulty had positive effects on academic failure tolerance, while, in women, self-regulation, confidence, and task difficulty did so. Fourth, testing the mediating role of academic failure tolerance in the effect of self-efficacy on game addiction showed that there was a partial mediating effect among males, while there was a perfect mediating effect among females. All this implies that there is a need to develop programs that help students maintain positive emotions and behaviors even after they have experienced academic failure, considering the importance of academic failure tolerance for students.
Recently Korea has shown continuous growth in game, character and animation contents industry. To keep this trend in the future, we need to nurture contents related human resources. One of the good methods to nurture those quality resources is to find potential resources in early times. To do this we need to know their potentiality. To evaluate such potentiality of these candidates, we performed short-term education and evaluated contents functional production capabilities of two groups such as 27 Grade 5 students from 17 schools and 5 Grade 6 students from 5 schools in Nowon-gu, Seoul. With the same evaluation methods, they showed 100 and 95 out of 100. In Contents functional production, two groups showed 4.29 and 3.96 respectively. Therefore, we can contribute contents industry and national competitiveness if we recruit and nurture them in early times.
Omni-directional high dynamic range images are used in image-based lighting or environment mapping. In game development environment high dynamic images can be used with shader assets. Recently various 360 VR camera systems are produced which can capture omni-directional images or video images without extra image stitching. In game development environment, shader assets or assets for shaders can be made along very time-consuming complex processes. In this paper, we proposed more simple and autonomous conversion system which can use directly in Unity.