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2019 IEEE Conference on Graphics and Media (GAME)最新文献

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Game Engine PBR for Background CGI Production of Live-action Contents 游戏引擎PBR的背景CGI生产的实景内容
Pub Date : 2019-11-01 DOI: 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.
基于游戏引擎的实时物理渲染正在成为提高视频内容3D CGI制作效率的一种方式。然而,它与现有的3D渲染软件有质的区别,因为它采用了基于物理渲染的实时处理算法。在本文中,我们将基于3D渲染软件的渲染结果与游戏引擎的结构相似性,提出一种使用游戏引擎制作真人内容的方法。3D渲染软件和游戏引擎的渲染结果显示,高人像的结构相似,但由于光线处理的不同,在阴影和反射上存在一定的差异。因此,游戏引擎可以用于中距离之后的背景制作,其中结构形式是重要的,而不是阴影和反射。
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引用次数: 1
Collaborative Augmented Reality for Chess Game in Handheld Devices 手持设备上国际象棋游戏的协同增强现实
Pub Date : 2019-11-01 DOI: 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.
增强现实(AR)将虚拟和真实的实体融合到一个环境中,从而在真实环境中创造更高的沉浸感和虚拟物体的存在感。协作界面允许AR实体在多个设备之间共享。手持设备随时支持网络连接,具有高处理能力,可用于实现AR游戏的协作手持增强现实(HAR)界面。增强现实游戏是将计算机游戏中的复杂规则与实体游戏的真实交互性和高度沉浸性相结合的产物。本文提出了一种在手持设备上实现协作HAR接口的方法。开发了一个棋类游戏的设计,然后利用Vuforia AR软件开发工具包实现了带有图像标记跟踪的AR显示。Photon Unity Networking作为协作接口的实现在多个手持设备之间架起了桥梁,通过多用户交互技术同步AR国际象棋游戏。评价结果表明,该棋类游戏易于被用户接受,增强了普通棋类游戏的游戏体验。本文描述了在游戏中实现协作HAR界面的重要性,它可以在保持游戏物理存在的同时提升游戏体验。
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引用次数: 7
GAME 2019 TOC
Pub Date : 2019-11-01 DOI: 10.1109/game47560.2019.8980477
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引用次数: 0
GAME 2019 Author Index GAME 2019作者索引
Pub Date : 2019-11-01 DOI: 10.1109/game47560.2019.8980701
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引用次数: 0
Using Modified Butterfly Interpolation Scheme for Hole-filling in 3D Data Reconstruction 利用改进的蝴蝶插值方法进行三维数据重建中的补孔
Pub Date : 2019-11-01 DOI: 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.
针对超声等医学成像扫描仪无法捕获的体素,提出了一种基于像素近邻补孔法的三维体重建替代技术。然而,许多现有的工作声称,最近邻居像素可能模糊重建结果,特别是解剖的边界。为此,提出了一种基于改进蝶形插值的补孔方法。实验是在超声和CT扫描数据集上进行的。在这些数据集上模拟了人工钻孔,以测试各种填孔方法的性能,如均值、中值、奥林匹克、定向棒操作,以及本文提出的方法。通过对原始数据和重构数据的比较,根据均方根误差(RMSE)和平均绝对误差(MAE)进行评价。对结果进行了可视化处理。结果表明,该方法在超声和CT扫描数据集中具有鲁棒性和有效性。
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引用次数: 2
Virtual Reality Mini Map Presentation Techniques: Lessons and experience learned 虚拟现实迷你地图展示技术:经验教训
Pub Date : 2019-11-01 DOI: 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.
本文详细介绍了虚拟现实(VR)应用开发过程中各种地图表示技术的开发与实现。地图呈现指的是如何向用户展示开发的可视化方法,包括其方向。在VR中,地图呈现通常被认为是显示位置和目的地点的二次二维显示。此外,本文还阐述了技术经验和发现。使用头戴式显示器对这些地图呈现技术进行了测试,以可视化虚拟世界。在本研究中,邀请了一些参与者进行尝试,并在完成实验后给出反馈。实验中收集的结果表明,适当的地图呈现技术可以提高最终用户的VR体验。除了地图展示之外,本研究还解决了与地图激活和定向技术相关的问题,以提高导航过程中的有效性。
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引用次数: 3
GAME 2019 Copyright Page GAME 2019版权页面
Pub Date : 2019-11-01 DOI: 10.1109/game47560.2019.8980989
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引用次数: 0
Proposed Conceptual Design Model of Persuasive Game for Upper limb for Stroke Rehabilitation 上肢卒中康复说服游戏概念设计模型的提出
Pub Date : 2019-11-01 DOI: 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.
脑卒中康复的游戏化可能会增加患者对其康复活动的积极性和参与度,从而有助于更快的康复。除了游戏提供的互动体验外,它还可以作为一种说服工具。从这个角度来看,游戏可以用来说服中风患者对他们的康复活动形成良好的行为。本文提出了一种基于说服系统设计模型的脑卒中患者说服游戏概念设计模型。我们结合了有说服力的软件功能,包括减少,剪裁,自我监控和奖励。本文还对所提出的游戏架构进行了讨论。
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引用次数: 4
Implementation of an effective locomotion technique in Virtual Reality Stress Therapy 一种有效的运动技术在虚拟现实应激治疗中的实现
Pub Date : 2019-11-01 DOI: 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.
本文讨论了几种运动技术在发展过程中面临的问题和困难,重点是基于虚拟现实的压力放松疗法。在此过程中,开发和测试了三种技术。这三种技术分别是基于操纵杆控制器的导航、制导导航和传送技术。对于每种技术,所面临的问题包括硬件和软件之间的兼容性问题,脚本困难,游戏引擎和神经冲突,所有这些问题也在本文中得到了解决。讨论不仅突出了面临的问题,而且提出了一些解决办法。总的来说,这一发展的目的是确定在VR压力治疗放松领域最有效的运动技术。在开发过程中研究的研究要素包括确定在运动过程中减少或消除晕动病的最佳技术。该技术是本研究的新颖之处。为此,研究和开发了各种运动技术,这些技术后来被用于应激治疗领域。请注意,这项研究关注的是与运动技术相关的问题,而不是创建虚拟环境的方面。
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引用次数: 2
GAME 2019 Cover Page 游戏2019封面
Pub Date : 2019-11-01 DOI: 10.1109/game47560.2019.8980535
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引用次数: 0
期刊
2019 IEEE Conference on Graphics and Media (GAME)
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