Pub Date : 2019-11-01DOI: 10.1109/GAME47560.2019.8980984
Kwang-ho Baek, Yun Ji, Hyungwoo Jin, Taesoo Yun
Real-time physically-based rendering of a game engine is emerging as a way to increase 3D CGI production efficiency of video contents. However, it is qualitatively different from existing 3D rendering software due to the algorithm for real-time processing of physically based rendering. In this paper, we are to propose a method of using game engines for the production of live-action contents based on the structural similarity between rendering results of 3D rendering software and game engines. The rendering results of the 3D rendering software and the game engine showed the structural similarity of high figures, but there were some differences in the shadows and reflections due to the differences in the processing of light. Therefore, game engines can be used for background production after middle distance, where structural forms are important, not shadows and reflections.
{"title":"Game Engine PBR for Background CGI Production of Live-action Contents","authors":"Kwang-ho Baek, Yun Ji, Hyungwoo Jin, Taesoo Yun","doi":"10.1109/GAME47560.2019.8980984","DOIUrl":"https://doi.org/10.1109/GAME47560.2019.8980984","url":null,"abstract":"Real-time physically-based rendering of a game engine is emerging as a way to increase 3D CGI production efficiency of video contents. However, it is qualitatively different from existing 3D rendering software due to the algorithm for real-time processing of physically based rendering. In this paper, we are to propose a method of using game engines for the production of live-action contents based on the structural similarity between rendering results of 3D rendering software and game engines. The rendering results of the 3D rendering software and the game engine showed the structural similarity of high figures, but there were some differences in the shadows and reflections due to the differences in the processing of light. Therefore, game engines can be used for background production after middle distance, where structural forms are important, not shadows and reflections.","PeriodicalId":186404,"journal":{"name":"2019 IEEE Conference on Graphics and Media (GAME)","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128437587","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}
Pub Date : 2019-11-01DOI: 10.1109/GAME47560.2019.8980979
C. S. Yusof, Tian Sheng Low, A. W. Ismail, M. Sunar
Augmented Reality (AR) merges virtual and real entities into single environment and thus, create a higher immersion and presence of virtual object in real environment. A collaborative interface allows AR entities to be shared across multiple devices. Handheld devices readily support network connectivity with high processing power can be used to enable collaborative Handheld Augmented Reality (HAR) interface for AR game. AR game is combining the complex rule in computerized game with real interaction and high immersion in physical game. This paper proposes an implementation of collaborative HAR interface in handheld devices for chess game. A design of chess game is developed, then enabled for AR display with image marker tracking by using Vuforia AR Software Development Kit. The implementation of Photon Unity Networking as the collaborative interface bridges the connection between multiple handheld devices to synchronize the AR chess game with multiuser interaction technique. The result from evaluation indicates that the chess game is readily acceptable by the users and is enhancing the gameplay experience of ordinary chess game. This paper depicts the significance in enabling a collaborative HAR interface in games to boost the gameplay experience while preserving the physical presence of the game.
{"title":"Collaborative Augmented Reality for Chess Game in Handheld Devices","authors":"C. S. Yusof, Tian Sheng Low, A. W. Ismail, M. Sunar","doi":"10.1109/GAME47560.2019.8980979","DOIUrl":"https://doi.org/10.1109/GAME47560.2019.8980979","url":null,"abstract":"Augmented Reality (AR) merges virtual and real entities into single environment and thus, create a higher immersion and presence of virtual object in real environment. A collaborative interface allows AR entities to be shared across multiple devices. Handheld devices readily support network connectivity with high processing power can be used to enable collaborative Handheld Augmented Reality (HAR) interface for AR game. AR game is combining the complex rule in computerized game with real interaction and high immersion in physical game. This paper proposes an implementation of collaborative HAR interface in handheld devices for chess game. A design of chess game is developed, then enabled for AR display with image marker tracking by using Vuforia AR Software Development Kit. The implementation of Photon Unity Networking as the collaborative interface bridges the connection between multiple handheld devices to synchronize the AR chess game with multiuser interaction technique. The result from evaluation indicates that the chess game is readily acceptable by the users and is enhancing the gameplay experience of ordinary chess game. This paper depicts the significance in enabling a collaborative HAR interface in games to boost the gameplay experience while preserving the physical presence of the game.","PeriodicalId":186404,"journal":{"name":"2019 IEEE Conference on Graphics and Media (GAME)","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129286235","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}
Pub Date : 2019-11-01DOI: 10.1109/game47560.2019.8980477
{"title":"GAME 2019 TOC","authors":"","doi":"10.1109/game47560.2019.8980477","DOIUrl":"https://doi.org/10.1109/game47560.2019.8980477","url":null,"abstract":"","PeriodicalId":186404,"journal":{"name":"2019 IEEE Conference on Graphics and Media (GAME)","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128061561","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}
Pub Date : 2019-11-01DOI: 10.1109/game47560.2019.8980701
{"title":"GAME 2019 Author Index","authors":"","doi":"10.1109/game47560.2019.8980701","DOIUrl":"https://doi.org/10.1109/game47560.2019.8980701","url":null,"abstract":"","PeriodicalId":186404,"journal":{"name":"2019 IEEE Conference on Graphics and Media (GAME)","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125098584","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}
Pub Date : 2019-11-01DOI: 10.1109/GAME47560.2019.8980511
Chan Vei Siang, F. Mohamed, M. Sunar, A. Selamat
This paper presents an alternative technique of hole-filling method in pixel nearest neighbour for 3D volume reconstruction, in order to reconstruct the voxels that are not captured by the medical imaging scanner such as ultrasound. However, many existing works claim that the pixel nearest neighbour may blur the reconstruction results especially the boundary of the anatomy. Thus, a hole-filling method based on the modified butterfly interpolation scheme is proposed. The experiments are conducted on the ultrasound and CT scan data sets. The artificial holes are simulated on these data sets in order to test the capability of various hole-filling methods, such as mean, median, Olympic, oriented sticks operation, and the proposed method. The evaluation is made based on the root mean square error (RMSE) and mean absolute error (MAE) by the comparison between original data and the reconstructed data. The visualization of the results are also conducted. The result shows that the proposed method is robust and efficient in reconstructing the missing voxel value in the ultrasound and CT scan data sets.
{"title":"Using Modified Butterfly Interpolation Scheme for Hole-filling in 3D Data Reconstruction","authors":"Chan Vei Siang, F. Mohamed, M. Sunar, A. Selamat","doi":"10.1109/GAME47560.2019.8980511","DOIUrl":"https://doi.org/10.1109/GAME47560.2019.8980511","url":null,"abstract":"This paper presents an alternative technique of hole-filling method in pixel nearest neighbour for 3D volume reconstruction, in order to reconstruct the voxels that are not captured by the medical imaging scanner such as ultrasound. However, many existing works claim that the pixel nearest neighbour may blur the reconstruction results especially the boundary of the anatomy. Thus, a hole-filling method based on the modified butterfly interpolation scheme is proposed. The experiments are conducted on the ultrasound and CT scan data sets. The artificial holes are simulated on these data sets in order to test the capability of various hole-filling methods, such as mean, median, Olympic, oriented sticks operation, and the proposed method. The evaluation is made based on the root mean square error (RMSE) and mean absolute error (MAE) by the comparison between original data and the reconstructed data. The visualization of the results are also conducted. The result shows that the proposed method is robust and efficient in reconstructing the missing voxel value in the ultrasound and CT scan data sets.","PeriodicalId":186404,"journal":{"name":"2019 IEEE Conference on Graphics and Media (GAME)","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129641163","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}
Pub Date : 2019-11-01DOI: 10.1109/GAME47560.2019.8980759
Imran Mahalil, Azmi Bin Mohd Yusof, Nazrita Ibrahim, E. M. Mahidin, M. Rusli
This paper explains the details about the development and implementation of various map presentation techniques during a development of virtual reality (VR) application. Maps presentation refers to the method of how the development is being visualized to the users including its orientation. In VR, map presentation is often considered as a secondary 2-Dimensional display which shows the location and destination points. In addition, this paper explains the technical experience as well as the findings that have been discovered. These map presentation techniques are tested using a head-mounted display to visualize a virtual world. In this study, a number of participants are invited to try and give feedback upon completing the completion of the experiment. Findings collected during the experiment shows that a proper map presentation technique increases end-users’ VR experience. In addition to a map presentation, this study also addresses issues related to map activation and orientation techniques towards improving the effectiveness during a navigation process.
{"title":"Virtual Reality Mini Map Presentation Techniques: Lessons and experience learned","authors":"Imran Mahalil, Azmi Bin Mohd Yusof, Nazrita Ibrahim, E. M. Mahidin, M. Rusli","doi":"10.1109/GAME47560.2019.8980759","DOIUrl":"https://doi.org/10.1109/GAME47560.2019.8980759","url":null,"abstract":"This paper explains the details about the development and implementation of various map presentation techniques during a development of virtual reality (VR) application. Maps presentation refers to the method of how the development is being visualized to the users including its orientation. In VR, map presentation is often considered as a secondary 2-Dimensional display which shows the location and destination points. In addition, this paper explains the technical experience as well as the findings that have been discovered. These map presentation techniques are tested using a head-mounted display to visualize a virtual world. In this study, a number of participants are invited to try and give feedback upon completing the completion of the experiment. Findings collected during the experiment shows that a proper map presentation technique increases end-users’ VR experience. In addition to a map presentation, this study also addresses issues related to map activation and orientation techniques towards improving the effectiveness during a navigation process.","PeriodicalId":186404,"journal":{"name":"2019 IEEE Conference on Graphics and Media (GAME)","volume":"57 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123311439","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}
Pub Date : 2019-11-01DOI: 10.1109/game47560.2019.8980989
{"title":"GAME 2019 Copyright Page","authors":"","doi":"10.1109/game47560.2019.8980989","DOIUrl":"https://doi.org/10.1109/game47560.2019.8980989","url":null,"abstract":"","PeriodicalId":186404,"journal":{"name":"2019 IEEE Conference on Graphics and Media (GAME)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129549434","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}
Pub Date : 2019-11-01DOI: 10.1109/GAME47560.2019.8980789
Mohd Yusoff Omar, D. R. A. Rambli, S. Sulaiman, M. F. Shiratuddin, F. Mérienne, Delphine Vanhalle
The gamification of stroke rehabilitation may increase patient’s motivation and engagement towards their rehabilitation activity and hence contributes to faster recovery. Apart from the interactive experience that games offer, it also may be used as a persuasive tool. In this view, games may be used to persuade stroke patients in shaping a good behavior towards their rehabilitation activity. This paper reports our proposed conceptual design model of building persuasive game for stroke patients that follows the Persuasive System Design Model. We incorporate the persuasive software features that includes reduction, tailoring, self-monitoring, and rewards. The proposed game architecture is also discussed in this paper.
{"title":"Proposed Conceptual Design Model of Persuasive Game for Upper limb for Stroke Rehabilitation","authors":"Mohd Yusoff Omar, D. R. A. Rambli, S. Sulaiman, M. F. Shiratuddin, F. Mérienne, Delphine Vanhalle","doi":"10.1109/GAME47560.2019.8980789","DOIUrl":"https://doi.org/10.1109/GAME47560.2019.8980789","url":null,"abstract":"The gamification of stroke rehabilitation may increase patient’s motivation and engagement towards their rehabilitation activity and hence contributes to faster recovery. Apart from the interactive experience that games offer, it also may be used as a persuasive tool. In this view, games may be used to persuade stroke patients in shaping a good behavior towards their rehabilitation activity. This paper reports our proposed conceptual design model of building persuasive game for stroke patients that follows the Persuasive System Design Model. We incorporate the persuasive software features that includes reduction, tailoring, self-monitoring, and rewards. The proposed game architecture is also discussed in this paper.","PeriodicalId":186404,"journal":{"name":"2019 IEEE Conference on Graphics and Media (GAME)","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127768431","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}
Pub Date : 2019-11-01DOI: 10.1109/GAME47560.2019.8980987
Imran Mahalil, Azmi Bin Mohd Yusof, Nazrita Ibrahim, E. M. Mahidin, M. Rusli
This paper discusses the issues and difficulties faced during the development process of several locomotion techniques that focuses on a Virtual Reality-based stress relaxation therapy. During the process, three techniques are developed and tested. These three techniques are joystick controller-based navigation, guided navigation and teleportation techniques. For each technique, the problems faced include the compatibility issues between the hardware and the software, scripting difficulties, game engine, and neural conflict and all these issues are also addressed in this paper. The discussion does not only highlight the problems faced but also suggests several solutions. In general, the objective of this development is to determine the most effective locomotion technique under the domain of VR stress therapy for relaxation. Research elements studied during the development includes determining the best technique that reduces or eliminates motion sickness during locomotion. This proposed technique is the novelty of this research. For this purpose, various locomotion techniques are studied and developed which is later used under a domain of stress therapy. Note that this research focused on issues related to the locomotion technique rather than the aspect of creating the virtual environment.
{"title":"Implementation of an effective locomotion technique in Virtual Reality Stress Therapy","authors":"Imran Mahalil, Azmi Bin Mohd Yusof, Nazrita Ibrahim, E. M. Mahidin, M. Rusli","doi":"10.1109/GAME47560.2019.8980987","DOIUrl":"https://doi.org/10.1109/GAME47560.2019.8980987","url":null,"abstract":"This paper discusses the issues and difficulties faced during the development process of several locomotion techniques that focuses on a Virtual Reality-based stress relaxation therapy. During the process, three techniques are developed and tested. These three techniques are joystick controller-based navigation, guided navigation and teleportation techniques. For each technique, the problems faced include the compatibility issues between the hardware and the software, scripting difficulties, game engine, and neural conflict and all these issues are also addressed in this paper. The discussion does not only highlight the problems faced but also suggests several solutions. In general, the objective of this development is to determine the most effective locomotion technique under the domain of VR stress therapy for relaxation. Research elements studied during the development includes determining the best technique that reduces or eliminates motion sickness during locomotion. This proposed technique is the novelty of this research. For this purpose, various locomotion techniques are studied and developed which is later used under a domain of stress therapy. Note that this research focused on issues related to the locomotion technique rather than the aspect of creating the virtual environment.","PeriodicalId":186404,"journal":{"name":"2019 IEEE Conference on Graphics and Media (GAME)","volume":"66 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122895337","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}
Pub Date : 2019-11-01DOI: 10.1109/game47560.2019.8980535
{"title":"GAME 2019 Cover Page","authors":"","doi":"10.1109/game47560.2019.8980535","DOIUrl":"https://doi.org/10.1109/game47560.2019.8980535","url":null,"abstract":"","PeriodicalId":186404,"journal":{"name":"2019 IEEE Conference on Graphics and Media (GAME)","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117260508","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}