Shin-Jin Kang

This page is a disambiguation page, it actually contains mutiple papers from persons of the same or a similar name.

Bibliography

2023
Game effect sprite generation with minimal data via conditional GAN.
Expert Syst. Appl., 2023

Deep Embedded Clustering Framework for Mixed Data.
IEEE Access, 2023

2022
Pleasure-arousal-outlier model for quantitative evaluation of game experiences.
J. Supercomput., 2022

Floor plan optimization for indoor environment based on multimodal data.
J. Supercomput., 2022

Sequential UI behaviour prediction system based on long short-term memory networks.
Behav. Inf. Technol., 2022

Analytical Framework for Facial Expression on Game Experience Test.
IEEE Access, 2022

2021
Behavior analysis method for indoor environment based on app usage mining.
J. Supercomput., 2021

Learning Media on Mathematical Education based on Augmented Reality.
KSII Trans. Internet Inf. Syst., 2021

Eyeglass Remover Network based on a Synthetic Image Dataset.
KSII Trans. Internet Inf. Syst., 2021

TrafficBERT: Pre-trained model with large-scale data for long-range traffic flow forecasting.
Expert Syst. Appl., 2021

2020
Facial Feature Based Image-to-Image Translation Method.
KSII Trans. Internet Inf. Syst., 2020

Mixed Reality System for Virtual Chemistry Lab.
KSII Trans. Internet Inf. Syst., 2020

Graph Based Wave Function Collapse Algorithm for Procedural Content Generation in Games.
IEICE Trans. Inf. Syst., 2020

A Survey on Churn Analysis in Various Business Domains.
IEEE Access, 2020

Image-to-Image Translation Method for Game-Character Face Generation.
Proceedings of the IEEE Conference on Games, 2020

2019
Game Sprite Generator Using a Multi Discriminator GAN.
KSII Trans. Internet Inf. Syst., 2019

Generating a Ball Sport Scene in a Virtual Environment.
KSII Trans. Internet Inf. Syst., 2019

A visual-physiology multimodal system for detecting outlier behavior of participants in a reality TV show.
Int. J. Distributed Sens. Networks, 2019

Fast Terrain-Adaptive Motion Generation using Deep Neural Networks.
Proceedings of the SIGGRAPH Asia 2019 Technical Briefs, 2019

Automatic Generation of Game Content using a Graph-based Wave Function Collapse Algorithm.
Proceedings of the IEEE Conference on Games, 2019

2018
Erratum to: Development of a low-cost wearable sensing glove with multiple inertial sensors and a light and fast orientation estimation algorithm.
J. Supercomput., 2018

Development of a low-cost wearable sensing glove with multiple inertial sensors and a light and fast orientation estimation algorithm.
J. Supercomput., 2018

2017
Augmented-Reality Survey: from Concept to Application.
KSII Trans. Internet Inf. Syst., 2017

Predicting the Currency Market in Online Gaming via Lexicon-Based Analysis on Its Online Forum.
Complex., 2017

2015
Virtual ball player - Synthesizing character animation to control a virtual ball from motion data using interaction patterns.
Vis. Comput., 2015

Quest reward optimization method for massive multiplayer online role playing games.
Telecommun. Syst., 2015

Line recognition algorithm for 3D polygonal model using a parallel computing platform.
Multim. Tools Appl., 2015

Automated spatio-temporal analysis techniques for game environment.
Multim. Tools Appl., 2015

Observations of Device Orientation Decisions on Mobile Videos.
Int. J. Distributed Sens. Networks, 2015

2014
Analyzing repetitive action in game based on sequence pattern matching.
J. Real Time Image Process., 2014

Crowd Control with Vector Painting.
J. Res. Pract. Inf. Technol., 2014

2013
Automatic player behavior analysis system using trajectory data in a massive multiplayer online game.
Multim. Tools Appl., 2013

System for Evaluating Usability and User Experience by Analyzing Repeated Patterns.
Proceedings of the Design, User Experience, and Usability. Design Philosophy, Methods, and Tools, 2013

2010
Live path: adaptive agent navigation in the interactive virtual world.
Vis. Comput., 2010

Decimation of human face model for real-time animation in intelligent multimedia systems.
Multim. Tools Appl., 2010

2009
Procedural Synthesis using Vortex Particle Method for Fluid Simulation.
Comput. Graph. Forum, 2009

Hardware-Accelerated Sumi-e Painting for 3D Objects.
Proceedings of the Computational Science, 2009

2003
Hardware-Accelerated Real-Time Rendering for 3D Sumi-e Painting.
Proceedings of the Computational Science and Its Applications, 2003


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