• Title/Summary/Keyword: 2D game

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A nonvocal communication system for emotional expression of characters in 2D games (2D 게임 캐릭터의 감정표현을 위한 비언어적 커뮤니케이션 시스템 제안)

  • Hong, Soo-Hyeon;Lee, Young-Suk;Lee, Mi-Young
    • Journal of Digital Contents Society
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    • v.12 no.3
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    • pp.397-407
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    • 2011
  • Characters' nonvocal communication plays an essential role in delivering lines and expressing emotions. A character in a game is represented with its nonvocal behavior combined with a large number of lines. In this paper, characters' nonvocal communication behaviors are categorized and analyzed. Furthermore, characters' gestures and movements are designed with bones for character gesture generation in 2D games. Besides, characters' movements are visualized. In brief, a nonvocal communication system for emotional expression of characters in 2D games is proposed.

Virtual Block Game Interface based on the Hand Gesture Recognition (손 제스처 인식에 기반한 Virtual Block 게임 인터페이스)

  • Yoon, Min-Ho;Kim, Yoon-Jae;Kim, Tae-Young
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.113-120
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    • 2017
  • With the development of virtual reality technology, in recent years, user-friendly hand gesture interface has been more studied for natural interaction with a virtual 3D object. Most earlier studies on the hand-gesture interface are using relatively simple hand gestures. In this paper, we suggest an intuitive hand gesture interface for interaction with 3D object in the virtual reality applications. For hand gesture recognition, first of all, we preprocess various hand data and classify the data through the binary decision tree. The classified data is re-sampled and converted to the chain-code, and then constructed to the hand feature data with the histograms of the chain code. Finally, the input gesture is recognized by MCSVM-based machine learning from the feature data. To test our proposed hand gesture interface we implemented a 'Virtual Block' game. Our experiments showed about 99.2% recognition ratio of 16 kinds of command gestures and more intuitive and user friendly than conventional mouse interface.

A Study on the Current Status and Forecast on Chinese Game in Relation to Game Platform-Focus on SNG (게임플랫폼의 다양화에 따른 중국 게임의 동향 및 전망 - SNG를 중심으로 -)

  • Kim, Yun-Kyung
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.81-88
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    • 2010
  • This study will explore the current status and forecast on Chinese game in relation to game platform. Chinese market has recently developed increasing game platform in the Chinese Market. This paper presents an analysis of Korean game industry's competitive strategy in the Chinese market on the basis of SNG. It explores the new platform such as Webgame and SNS service develops implications for Korean game industry. A new strategy responding to Chinese market and needs is more likely to be successful than a global integration strategy.

Study of Capturing Real-Time 360 VR 3D Game Video for 360 VR E-Sports Broadcast (360 VR E-Sports 중계를 위한 실시간 360 VR 3D Stereo 게임 영상 획득에 관한 연구)

  • Kim, Hyun Wook;Lee, Jun Suk;Yang, Sung Hyun
    • Journal of Broadcast Engineering
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    • v.23 no.6
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    • pp.876-885
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    • 2018
  • Although e-sports broadcasting market based on VR(Virtual Reality) is growing in these days, technology development for securing market competitiveness is quite inadequate in Korea. Global companies such as SLIVER and Facebook already developed and are trying to commercialize 360 VR broadcasting technology which is able to broadcast e-sports in 4K 30FPS VR video. However, 2D video is too poor to use for 360 VR video in that it brings less immersive experience and dizziness and has low resolution in the scene. this paper, we not only proposed and implemented virtual camera technology which is able to capture in-game space as 360 video with 4K 3D by 60FPS for e-sports VR broadcasting but also verified feasibleness of obtaining stereo 360 video up to 4K/60FPS by conducting experiment after setting up virtual camera in sample games from game engine and commercial games.

Software Development Education through Developing a usable Multiplayer Online Game (다중 사용자 온라인 게임 개발을 통한 소프트웨어 개발 교육)

  • Yoon, Ilmi;Ng, Gary;Kwon, Oh Young
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.4 no.2
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    • pp.38-45
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    • 2012
  • Building a game has been used as effective and attractive way of teaching computer science. Building a usable Multi-player Game is requires important aspects of technology, teamwork and software engineering principles. The whole class was structured in to several teams and students needed to join one or two teams. Each team presented their progress, discussed future milestones and troubleshoots, updated documents for clearer communication and utilized SVN(Subversion) throughout the semester. Unlike usual class setting, all students worked collaboratively together like one company to achieve the goal. In one semester, students started from concept design and completed a working Multiplayer Online Game called "deBugger" (Fall 2009), and "World of Balance" (Fall 2011), while learning game design, 3D graphics, Game Engine, Server-client architecture, Game Protocol, network programming, database, Software Engineering principles, and large application development as a team project.

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1vs1 Online-Based Mobile Board Game (1vs1 온라인 기반 모바일 보드게임)

  • Hur, Tai-Sung;Cho, Hyeon-Seon;Go, Bo-Ram
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.07a
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    • pp.149-150
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    • 2015
  • 게임 앱은 현재 앱 시장에서도 상위를 차지하는 분류 중에 하나이다. 게임을 앱 사용자에게 널리 이용하게 하기 위해서는 게임이 재미있고, 쉽게 접근할 수 있어야한다. 본 프로젝트에서는 인기리에 방영한 TV프로그램인 '더 지니어스'에 나온 보드게임들 중 1vs1(데스매치) 게임중 레이저장기, 결합, 인디언홀덤, 십이장기, 기억의 미로, 혹과 백을 온라인 안드로이드 모바일 게임으로 구현하였다. 게임을 만들기 위한 툴로는 세계적인 게임 개발 엔진으로 사용되고 있는 유니티(Unity)를 사용하였다. 유니티는 멀티플랫폼 3D/2D 게임 및 인터랙팁브(interactive) 콘텐츠를 말들 수 있는 개발 엔진이다. 본 프로젝트는 오목, 체스 등과같이 누구나 가볍게 즐길 수 있는 2인 실시간 보드게임으로 '더 지니어스'를 통해 게임을 접한 사람들의 흥미를 이용하여 쉽게 다가갈 수 있을 것이다.

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Calculation of Gravity in a 2D Game (2D 게임에서의 중력 계산)

  • Nam, Seung-Hyeon;Bang, Jung-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.01a
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    • pp.353-354
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    • 2019
  • 게임에서 캐릭터가 점프 하는 중 플레이어가 스킬을 사용하면, 모든 물체가 정지 되는 기능을 구현해야 하는 상황에 놓이게 된다. Unity Engine에 내장 된 중력을 사용하면, 플레이어가 스킬을 사용 할 때 Rigid Body 속성을 사용하여 움직임을 제한할 수 있다. 그러나, 스킬 사용으로 인한 움직임정지를 해제 할 때 물체의 이전 속력이 사라져 움직임이 부자연스럽게 된다. 이를 해결하기 위해 수학 계산을 통해 시간 값에 따른 중력 값을 대입 하는 방법을 사용하면, 속력이 매우 커 타일을 통과해서 지나가는 현상이 나타난다. 본 논문에서는 다음 프레임 위치 계산을 통해 이러한 문제를 보정하는 방법과 수학 계산식을 통해 속력을 계산했을 때의 문제점 보완 방법 등에 대하여 연구하였다.

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A Study on High-level Pathfinding Algorithm in Side View 2D Games (사이드 뷰 2D 게임에서의 고수준 길찾기 알고리즘에 대한 연구)

  • Hwan-Jin You;Bum-Ro Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.167-170
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    • 2023
  • 게임 플랫폼의 고도화와 게임 구현 기술의 발전을 통해 이루어지고 있는 개발 환경의 효율성 제고를 통해 이전에 게임의 구현 자체에 소요하는 시간을 게임 콘텐츠의 질적 향상을 위해 투입할 수 있는 여건이 형성되고 있다. 본 논문은 게임에서 등장하는 NPC가 보다 사실적인 추론을 통해 플레이어를 추적하도록 지정하는 알고리즘을 고수준의 카테고리로 구분하여 구현하여, 개발 과정에서의 NPC 구현에 효율성을 제고하는 기법을 제안한다. NPC가 플레이를 추적하는 스토리를 기반으로 하는 게임에서 NPC가 플레이어의 위치에 도달하기 위한 길찾기 알고리즘은 필수적이다. 일반적으로 사용되는 최단 거리 길찾기 알고리즘인 다익스트라(Dijkstra)의 경우, 효율적이지만 플레이어가 NPC의 경로를 예측 가능할 수 있기에 게임의 재미 향상에 걸림돌이 되는 단점이 있다. 본 논문에서는 최단 거리 길찾기를 구현하면서 다양한 게임 스토리 상의 설정으로 지정할 수 있는 다양한 방법론을 연구하였으며, 이를 구현하기 위한 고수준 길찾기에 대한 방법을 제시한다.

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Comparison of Reinforcement Learning Activation Functions to Improve the Performance of the Racing Game Learning Agent

  • Lee, Dongcheul
    • Journal of Information Processing Systems
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    • v.16 no.5
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    • pp.1074-1082
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    • 2020
  • Recently, research has been actively conducted to create artificial intelligence agents that learn games through reinforcement learning. There are several factors that determine performance when the agent learns a game, but using any of the activation functions is also an important factor. This paper compares and evaluates which activation function gets the best results if the agent learns the game through reinforcement learning in the 2D racing game environment. We built the agent using a reinforcement learning algorithm and a neural network. We evaluated the activation functions in the network by switching them together. We measured the reward, the output of the advantage function, and the output of the loss function while training and testing. As a result of performance evaluation, we found out the best activation function for the agent to learn the game. The difference between the best and the worst was 35.4%.

A Hierarchical Graph Structure and Operations for Real-time A* Path finding and Dynamic Graph Problem (실시간 A* 길 찾기와 동적 그래프 문제를 위한 계층적 그래프 구조와 연산자)

  • Kim, Tae-Won;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.55-64
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    • 2004
  • A dynamic graph is suitable for representing and managing dynamic changable obstacles or terrain information in 2D/3D games such as RPG and Strategy Simulation Games. We propose a dynamic hierarchical graph model with fixed level to perform a quick A* path finding. We divide a graph into subgraphs by using space classification and space model, and construct a hierarchical graph. And then we perform a quick path fading on the graph by using our dynamic graph operators. With our experiments we show that this graph model has efficient properties for finding path in a dynamic game environment.

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