Current Issue : April - June Volume : 2012 Issue Number : 2 Articles : 5 Articles
An audiovisual interface equipped with a projector, an inclina-tion sensor, and a distance sensor for zoom control has been\r\ndeveloped that enables a user to selectively view and listen to specific performers in a video-taped group performance. Dubbed\r\nConcert Viewing Headphones, it has both image and sound processing functions. The image processing extracts the portion of the\r\nimage indicated by the user and projects it free of distortion on the front and side walls. The sound processing creates imaginary\r\nmicrophones for those performers without one so that the user can hear the sound from any performer. Testing using images\r\nand sounds captured using a fisheye-lens camera and 37 lavalier microphones showed that sound locali-zation was fastest when\r\nan inverse square function was used for the sound mixing and that the zoom function was useful for locating the desired sound\r\nperformance....
Generating routes for entities in virtual environments, such as simulated vehicles or synthetic human characters, is a long-standing\nproblem, and route planning algorithms have been developed and studied for some time. Existing route planning algorithms,\nincluding the widely used A* algorithm, are generally intended to achieve optimality in some metric, such as minimum length or\nminimum time. Comparatively little attention has been given to route realism, defined as the similarity of the algorithm-generated\nroute to the route followed by real humans in the same terrain with the same constraints and goals. Commercial game engines\nhave seen increasing use as a context for research. To study route realism in a game engine, two developments were needed: a\nquantitative metric for measuring route realism and a game engine able to capture route data needed to compute the realism\nmetric. Enhancements for recording route data for both synthetic characters and human players were implemented within the\nUnreal Tournament 2004 game engine. A methodology for assessing the realism of routes and other behaviors using a quantitative\nmetric was developed. The enhanced Unreal Tournament 2004 game engine and the realism assessment methodology were tested\nby capturing data required to calculate a metric of route realism....
With the rapid growth of digital photography, sharing of photos with friends and family has become very popular. When people\r\nshare their photos, they usually organize them into albums according to events or places. To tell the story of some important events\r\nin oneââ?¬â?¢s life, it is desirable to have an efficient summarization tool which can help people to receive a quick overview of an album\r\ncontaining large number of photos. In this paper, we present and analyze an approach for photo album summarization through\r\na novel social game ââ?¬Å?Epitomeââ?¬Â as a Facebook application. This social game can collect research data, and, at the same time, it\r\nprovides a collage or a cover photo of the userââ?¬â?¢s photo album, while the user enjoys playing the game. The proof of concept of\r\nthe proposed method is demonstrated through a set of experiments on several photo albums. As a benchmark comparison to this\r\ngame, we perform automatic visual analysis considering several state-of-the-art features.We also evaluate the usability of the game\r\nby making use of a questionnaire on several subjects who played the ââ?¬Å?Epitomeââ?¬Â game. Furthermore, we address privacy issues\r\nconcerning shared photos in Facebook applications....
Virtual illustration of a human face is essential to enhance the mutual interaction in a cyber community. In this paper we propose\r\na solution to solve two bottlenecks in facial analysis and synthesis for an interactive system of human face cloning for non-expert\r\nusers of computer games. Tactical maneuvers of the gamer make single camera acquisition system unsuitable to analyze and\r\ntrack the face due to its large lateral movements. For an improved facial analysis system, we propose to acquire the facial images\r\nfrom multiple cameras and analyze them by multiobjective 2.5D Active Appearance Model (MOAAM). Facial morphological\r\ndissimilarities between a human face and an avatar make the facial synthesis quite complex. To successfully clone or retarget the\r\ngamer facial expressions and gestures on to an avatar, we introduce a simple mathematical link between their appearances. Results\r\nobtained validate the efficiency, accuracy and robustness achieved....
Computer gaming habits have a tendency to evolve with technology, the best being ones that immerse both our imagination and\r\nintellect. Here, we describe a new game platform, an Augmented Reality Rubik�s cube. The cube acts simultaneously as both the\r\ncontroller and the game board. Gameplay is controlled by the cube, and game assets are rendered on top of it. Shuffling and tilting\r\noperations on the cube are mapped to game interaction. We discuss the game design decisions involved in developing a game\r\nfor this platform, as well as the technological challenges in implementing it. Ultimately, we describe two games and discuss the\r\nconclusions of an informal user study based on those games....
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