Hui-Yin Wu
National Chengchi University
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Publication
Featured researches published by Hui-Yin Wu.
eurographics | 2017
Hui-Yin Wu; Quentin Galvane; Christophe Lino; Marc Christie
This paper presents an open database of annotated film clips together with an analysis of elements of filmic style related to how the shots are composed, how the transitions are performed between shots and how the shots are sequenced to compose a film unit. The purpose is to initiate a shared repository pertaining to elements of film style which can be used by computer scientists and film analysts alike. Though both research communities rely strongly on the availability of such information to foster their findings, current databases are either limited to low-level features (such as shots lengths, color and luminance information), contain noisy data, or are not available to the communities. The data and analysis we provide open exciting perspectives as to how computational approaches can rely more thoroughly on information and knowledge extracted from existing movies, and also provide a better understanding of how elements of style are arranged to construct a consistent message.
smart graphics | 2015
Hui-Yin Wu; Tsai-Yen Li; Marc Christie
With the rising popularity of engaging storytelling experiences in gaming arises the challenge of designing logic control mechanisms that can adapt to increasingly interactive, immersive, and dynamic 3D gaming environments. Currently, branching story structures are a popular choice for game narratives, but can be rigid, and authoring mistakes may result in dead ends at runtime. This calls for automated tools and algorithms for logic control over flexible story graph structures that can check and maintain authoring logic at a reduced cost while managing user interactions at runtime.
smart graphics | 2014
Pei-Chun Lai; Hui-Yin Wu; Cunka Bassirou Sanokho; Marc Christie; Tsai-Yen Li
In this work we design a tool for creators of interactive stories to explore the effect of applying camera patterns to achieve high level communicative goals in a 3D animated scenario. We design a pattern language to specify high level communicative goals that are translated into simple or complex camera techniques and transitions, and then flexibly applied over a sequence of character actions. These patterns are linked to a real-movie shot specification database through elements of context such as characters, objects, actions, and emotions. The use of real movies provides rich context information of the film, and allows the users of our tool to replicate the feel and emotion of existing film segments. The story context, pattern language and database are linked through a decision process that we call the virtual director, who reasons on a given story context and communicative goals, translates them into the camera patterns and techniques, and selects suitable shots from the database. Our real-time 3D environment gives the user the freedom to observe and explore the effect of applying communicative goals without worrying about the details of actor positions, scene, or camera placement.
International Symposium on Cyber Behavior | 2013
李蔡彥; Po-Ming Chen; Hui-Yin Wu; Chih-Yu Hsu; Wen-Hung Liao; Tsai-Yen Li
eurographics | 2017
Hui-Yin Wu; Tsai-Yen Li; Marc Christie
artificial intelligence and interactive digital entertainment conference | 2016
Hui-Yin Wu; R. Michael Young; Marc Christie
Archive | 2016
Marc Christie; Hui-Yin Wu
Archive | 2015
Marc Christie; Hui-Yin Wu
International Journal of Electronic Commerce Studies | 2014
Hui-Yin Wu; Wen-Hung Liao; Po-Ming Chen; Chih-Yu Hsu; Tsai-Yen Li
motion in games | 2013
Hui-Yin Wu; Marc Christie; Tsai-Yen Li
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French Institute for Research in Computer Science and Automation
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