PRZEMYSLAW KROMPIEC

Dr. PRZEMYSLAW KROMPIEC


Research Focus & Metrics

Academic Career Length

13Years (2014-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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28 August 2019 in IEEE Access
Verified
Journal Article
Open access
PKPRZEMYSLAW KROMPIEC
PRZEMYSLAW KROMPIEC
Kyoungju ParkKyoungju Park
Kyoungju Park
The main purpose of virtual reality (VR) is to enhance realism and the player experience. To do this, we focus on VR interaction design methods, analyze the existing interaction solutions including both accurate and rough interaction methods, and propose a new method for creating stable and realistic player interactions in a first-person shooter (FPS) game prototype. In this research, we design and modify the existing mapping methods between physical and virtual worlds, and create interfaces such that physical devices correspond to shooting tools in virtual reality. Moreover, we propose and design prototypes of universal interactions that can be implemented in a simple and straightforward way. Proposed interactions allow the player to perform actions similar to those of real shooting, using both hands such as firing, reloading, attaching and grabbing objects. In addition, we develop a gun template with haptic feedback, and a visual collision guide that can optionally be enabled. Then, we evaluate and compare our methods with the existing solutions. We then employ these in a VR FPS game prototype and conduct a user study with participants, and the resulting user study proves that the proposed method is more stable, player-friendly and realistic.

28 September 2018 in Symmetry
Verified
Journal Article
Open access
PDF file
DLDongxue Liang
Dongxue Liang
Kyoungju ParkKyoungju Park
Kyoungju Park
PKPRZEMYSLAW KROMPIEC
PRZEMYSLAW KROMPIEC
With the advent of the deep learning method, portrait video stylization has become more popular. In this paper, we present a robust method for automatically stylizing portrait videos that contain small human faces. By extending the Mask Regions with Convolutional Neural Network features (R-CNN) with a CNN branch which detects the contour landmarks of the face, we divided the input frame into three regions: the region of facial features, the region of the inner face surrounded by 36 face contour landmarks, and the region of the outer face. Besides keeping the facial features region as it is, we used two different stroke models to render the other two regions. During the non-photorealistic rendering (NPR) of the animation video, we combined the deformable strokes and optical flow estimation between adjacent frames to follow the underlying motion coherently. The experimental results demonstrated that our method could not only effectively reserve the small and distinct facial features, but also follow the underlying motion coherently.

1 January 2017
Verified
Conference Paper
Closed access
PKPRZEMYSLAW KROMPIEC
PRZEMYSLAW KROMPIEC
KPKyoungju Park
Kyoungju Park
Goal of virtual reality (VR) is to increase the realism and user experience. In order to achieve these goals, we analyze the existing solutions and propose a new method of user interaction for a first person shooting (FPS) game prototype. In our FPS prototype, wearing a head mounted display together with two motion controllers, we design the player interaction using both hands to operate in-game firearms and mimicking shooting action in real-world. Additionally, we make use of one of the trending and free game engines in order to develop a run-able game prototype.

14 May 2016 in The Visual Computer
Verified
Journal Article
Closed access
PDF file
PKPRZEMYSLAW KROMPIEC
PRZEMYSLAW KROMPIEC
Kyoungju ParkKyoungju Park
Kyoungju Park
DLDongxue Liang
Dongxue Liang
CLChangmin Lee
Changmin Lee

1 June 2014
Verified
Conference Paper
Closed access
DRDaehyun Ryu
Daehyun Ryu
PKPRZEMYSLAW KROMPIEC
PRZEMYSLAW KROMPIEC
ELEunsung Lee
Eunsung Lee
KPKyoungju Park
Kyoungju Park
In this paper we present a serious game design for HTML5 multi cross-platform environment. Previously existing application were restricted to their specific platforms and users could not enjoy them elsewhere (Smart phones, pc, Smart TV). In this paper we take advantage of the HTML5 multi cross-platform and make use of Smart TV technology in order to bring a new type of content to the big screen where more than one person can be involved, learn and enjoy.

28 February 2017 in TECHART: Journal of Arts and Imaging Science
Verified
Journal Article
Closed access
MRMiohk Ryoo
Miohk Ryoo
PKPRZEMYSLAW KROMPIEC
PRZEMYSLAW KROMPIEC
KPKyoungju Park
Kyoungju Park