• Title, Summary, Keyword: 3D Computer Game

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3D Game Development For Dementia Prevention (치매 예방을 위한 3D 게임 개발)

  • He, Guan-Feng;Kang, Sun-Kyung;Choi, Wuk-Ho;Jung, Sung-Tae
    • Proceedings of the Korean Society of Computer Information Conference
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    • pp.233-236
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    • 2011
  • This paper proposes to use gesture recognition technology to develop 3D game for prevention of dementia. In the game, the user can choose camera mode or mouse mode to play game. In the game design, We focused on the characteristics of dementia, Developed four types of games, Including Memory training game, Math game, Logical training game and 3D visual sense training game. Each type of game is composed by a number of small games. Common feature of all the game is random, This ensures that when user play games, Basically the game will not have the same situation. For the older elderly, If can take 10 minutes a day to play the game and has always insisted on playing, For dementia preventive have a positive effect.

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3D Content Design & Implementation of VR Horseback Riding Game

  • Park, HyungSoo;Kim, HoonKi;Seo, SiO
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.4
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    • pp.73-81
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    • 2019
  • Various 3D contents are being developed using Unity 3D game engine. In this paper, the 3D content of horseback riding game, the first VR game in the country, is designed and developed. The existing riding simulator is investigated and compared to the VR riding game developed. We consider various games developed using Unity 3D game engine and serve previously developed tangible games. It is expected that development of VR riding games will prepare a new chapter in VR experience-type games. We propose the content development environment and scenario of VR riding game and present the main algorithms and main modules for real-time synchronization. The developed riding game contents are deployed to the riding system and are operated for commercial use in conjunction with the riding device. Through monitoring VR riding system, problems are derived and improvement measures are proposed. We offer a variety of additional development options to make the game more realistic in the future.

Development of 3D Running Game using NGUI (NGUI를 이용한 3D 러닝게임 개발)

  • Im, KwangHyuk;Kim, Soo Kyun;Jung, JanWoo;An, Syungog
    • Proceedings of the Korean Society of Computer Information Conference
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    • pp.335-336
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    • 2018
  • 논문에서의 게임 개발은 Unity3D 안드로이드 플랫폼 기반으로 게임 설계를 목적으로 한다. 한때 모바일 게임 시장에서 큰 인기를 누렸던 2D 러닝 게임을 Unity 3D 엔진을 이용해 3D 러닝 게임으로 개발하는 연구 배경이 되었고 간단한 조작법으로 쉽게 게임을 설계하는 것을 목적으로 한다.

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Design of Runner Game using Overlap Circle in Unity3D

  • Kim, Hyun-Jun;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.8
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    • pp.25-30
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    • 2018
  • In this paper, we design a 2D one touch runner game which controls on smart device easily using a Unity3D game engine. Unity is the creator of the world's widely-used 2D and the 3D cross-platform game engine developed by Unity Technologies. Also, Unity builds high-quality 2D and 3D games on a various hardware device. This paper shows the familiar character as a cartoon and feels to enjoy using platformer with various game users. we show that the proposed platformer method improve controlling game path on the smart device.

A Study on 3D Background Image Construction using TIP (TIP기술을 이용한 3차원 배경 영상 구축에 관한 연구)

  • Roh, Chang-Hyun;Jung, Kwang-Ho
    • Journal of Korea Game Society
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    • v.2 no.1
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    • pp.49-54
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    • 2002
  • In this paper we propose the methodology for 3D background image construction in computer games. This methodology was developed based on TIP (Tour Into the Picture) using a vanishing line Proposed by Kang et at. The methodology Proposed in this study can simply implement a 3D background for a computer game with a background model which is very complex or based on a real picture. Compared to the graphics technologies generally used, the proposed methodology does not need the process of modeling elaborate 3D information of a background, and hence can display the background even on a low grade personal computer using a small reference image. TIP technology was successfully applied to the implementation of a background model for a computer game and was found to be appropriate especially for real time games.

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Development of Horror Game using Unity 3D Engine (Unity 3D 게임 엔진을 이용한 3D 공포 게임 제작)

  • Lee, Jae-Noh;Jeon, Jin-Sun;Lee, Jong-Ha;Ryu, Tae-Hwan;Kim, Soo-Kyun;An, Sung-Ohk
    • Proceedings of the Korean Society of Computer Information Conference
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    • pp.279-280
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    • 2014
  • 현재 게임제작을 위해 많이 사용하고 있는 Unity 3D 엔진을 이용하여, 특수한 장르인 공포 게임을 제작해 본다. 이러한 공포 장르에 맞는 게임을 개발하기 위해서는 그에 맞는 함수와 Unity 3D의 기능들을 습득할 필요가 있다. 본 논문에서는 Unity 3D 게임 엔진이 제공하는 안개 효과, 사운드 효과 및 애니메이션 효과를 사용하여 공포 게임에 어울리는 시각적, 청각적 효과를 쉽게 구현하고, 그에 따르는 적절한 구현 방법에 대해 설명한다.

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A case development of High Immersion Game using Autosteroscopy 3D display and Motion device (무안경식 3D 디스플레이와 모션 디바이스를 이용한 몰입감 높은 게임 제작 사례)

  • Kim, Seung-Hyeon;Song, Yi;Oh, Hwang-Seok
    • Journal of the Korean Society for Computer Game
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    • v.30 no.2
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    • pp.49-60
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    • 2017
  • In this paper, we developed 3D games which use lip-motion input device and displayed it on a non-glass 3D display using integral video method. The games called Jenga and Cubes are developed by using unity3D. Potential immersion and usability of games displayed by integral video method is experimentally tested. Experiment participants played the test games and are surveyed to measure immersion and potential usability. In this survey, the immersion scored 3.83 out of 5 in average, and we confirmed relatively higher satisfaction than 2D display. Positive results on implementation of non-glass 3D display on game contents are obtained from the experiment and survey.

Design of 2.5D Survival Game using Inventory

  • Kim, Soo Kyun;Kim, Hong-Rae;Lee, Won Joo
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.8
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    • pp.31-36
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    • 2018
  • The survival game is characterized by the ability to survive until the item is collected and the game is completed at the specified time, and the inventory function to store the item is the core of the game. Typical survival games include 'Don't Starve', 'H1Z1', and 'Lust'. The purpose of this paper is to design a 2.5D survival game that can be enjoyed by the smart device using Unity 3D engine. Because it is designed as a mobile platform, designing light inventory function using two lists rather than existing inventory function makes it easier to design than existing inventory and light design suitable for mobile. In general, it is characterized by designing a mobile game so that it does not depend on the place of the survival game.

3D Game Rendering Engine Degine using Empty space BSP tree (Empty space BSP트리를 이용한 3D 게임 렌더링 엔진 설계)

  • Kim Hak-Ran;Park Hwa-Jin
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.3
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    • pp.345-352
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    • 2005
  • This paper aims to design Game Rendering Engine for real-time 3D online games. Previous, in order to raise rendering speed, BSP tree was used to partitioned space in Quake Game Engine. A game engine is required to develop for rapidly escalating of 3D online games in Korea. too. Currently rendering time is saved with the hardware accelerator which is working on the high-level computer system. On the other hand, a game engine is needed to save rendering time for users with low-level computer system. Therefore, a game rendering engine is which reduces rendering time by PVS look-up table using Empty space BSP tree designed and implemented in this paper

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Performance Evaluation of 3D Game Rendering with and without Frustum Culling and PVS Culling (프러스텀 컬링과 PVS 컬링 유무에 따른 3D 게임 렌더링 성능 평가)

  • Kim, Youngsik
    • Journal of the Korean Society for Computer Game
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    • v.30 no.2
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    • pp.87-95
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    • 2017
  • In this paper, the performance of 3D game rendering with and without application of frustum culling and PVS (Potentially Visible Set) culling is evaluated in FPS(frame per second). Both frustum culling and PVS culling are two representative methods to efficiently remove invisible contents before a rendering stage in a large 3D game scene. As a result of the performance evaluation, frustum culling and PVS culling have a large effect on rendering performance. In case of not applying any culling, the average performance is decreased by 15.8% compared to the case where all culling is applied. Also, in this paper, the number of portals for indoor static contents in the 3D game contents used in the experiment is larger, so that the application of PVS culling has more influence on the performance than frustum culling.