• Title/Summary/Keyword: 2D game

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Metabus culture and intellectual property. (메타버스 문화와 지적재산)

  • Seok, yeonseon;Kim, Soo dong;Kim, Deok min;Bae, Shin hoon;Jeong, Hyung won
    • Journal of Integrative Natural Science
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    • v.15 no.1
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    • pp.27-36
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    • 2022
  • Metabus, currently represented by Second Life on the Internet, is the next-generation 3DCG Internet world in which the 2D Internet world has evolved, and has grown as a new ICT culture of mankind that can replace real society with virtual society. As such, the reason why the world of metabus has rapidly expanded is that the era of 3D Internet has arrived due to the evolution of the Internet, which only used information, and the spread of 5G communication in user-participating WEB. However, there are many situations in which laws do not exist in this virtual world and various illegal acts occur. As the Internet culture developed earlier, illegal activities by users began to appear, and as the legal responsibility of Internet providers was discussed, mankind quickly passed the Millennium Copyright Act or introduced new copyright protection measures such as technical protection, transmission rights, and rights management information. Therefore, this paper reviews and studies how to accept and further grow this new metabus culture, including the viewpoint of intellectual property.

Visualization of 3D Graphics Shader Space Transformation (3D 그래픽스 셰이더 공간 변환의 시각화)

  • Lee, SangWon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.219-220
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    • 2022
  • 3D 그래픽스 환경에서 입체적인 물체가 2D 모니터에 보여지는 과정에는 여러 단계의 공간 변환과 행렬 계산을 거치게 된다. 이러한 공간 변환은 각 단계가 어떤 의미인지 쉽게 이해하기에 어려운 면이 있다. 본 논문에서는 유니티 3D 엔진에서 작동하는 셰이더를 통해 각 단계의 공간을 시각화 하여 학생들이 보다 쉽게 공간 변환을 이해하는 시각화 방법을 제시한다.

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Flying Cake: An Augmented Game on Mobile Device (Flying Cake: 모바일 단말기를 이용한 실감형 게임)

  • Park, An-Jin;Jung, Kee-Chul
    • Journal of KIISE:Software and Applications
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    • v.34 no.1
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    • pp.79-94
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    • 2007
  • In the ubiquitous computing age which uses a high quantity network, mobile devices such as wearable and hand-held ones with a small tamers and a wireless communication module will be widely used in near future. Thus, a lot of researches about an augmented game on mobile devices have been attempted recently. The existing augmented games used a traditional 'backpack' system and a pattern marker. The 'backpack' system is expensive, cumbersome and inconvenient to use, and because of the pattern marker, it is only possible to play the game in the previously installed palace. In this paper, we propose an augmented game called Flying Cake using a face region to create the virtual object(character) without the pattern marker, which manually indicates an overlapped location of the virtual object in the real world, on a small and mobile PDA instead of the cumbersome hardware. Flying Cake is an augmented shooting game. This game supplies us with two types: 1) a single player which attacks a virtual character on images captured by a camera in an outdoor physical area, 2) dual players which attack the virtual character on images which we received through a wireless LAN. We overlap the virtual character on the face region using a face detection technique, and users play Flying Cake though attacking the virtual character. Flying Cake supplies new pleasure to flayers with a new game paradigm through an interaction between the user in the physical world captured by the PDA camera and the virtual character in a virtual world using the face detection.

Playing Trauma -A Study on the Representation of History in Taiwan Horror Game Detention (플레잉 트라우마 -대만 호러게임 <반교>의 역사 재현 연구)

  • Bae, Ju-Yeon
    • Journal of Popular Narrative
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    • v.26 no.2
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    • pp.87-122
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    • 2020
  • This study explores the method of representation of traumatic history in 2D horror game Detention developed by Taiwan game production company Red Candle through an analysis of its method of storytelling. Unlike conventional public media, video/digital games are based on interactivity, in which game players engage in the narratives. Thus, the relationship between players and the history in the game world may also change. This research investigates how the players build their way of remembering and recognizing the past in a different relationship. Detention, which was well received, not only in Taiwan but also around the world upon its launch in 2017, is set in a middle school during the martial law era in Taiwan in the 1960s. In the game, the main character encounters her lost memories in the process of following clues and game rules, and finally realizes she is implicated in the 1960s' event. Detention was cinematized after the success of the game. The film achieved enormous popularity both in terms of box office success and criticism. In this paper, the strategy of the game's storytelling is introduced in comparison to the film's approach in the representation of historical events. In particular, the paper explores elements such as the interactivity of the game medium, narrative fragmentation, quests, hints and cues, and the horror genre, that asks users to understand history beyond the game world differently from the point of view of other media. Though this study, it can be considered that the digital game is a medium exploring history in a serious manner. In particular, Detention invokes the matter of game-mnemonics as well as cine-mnemonics. Compared to plentiful research in cine-mnemonics, game-mnemonics has not been extensively studied to date. Therefore, through the analysis of Detention, this paper explores the relationship between digital games, history and memory.

Development of Multi-platform 3D Interactive Rural Landscape Simulator with Low-cost Web GIS and Game Engine (무료 Web GIS와 보급형 게임엔진을 이용한 다중플랫폼 3차원 인터랙티브 농촌경관 시뮬레이터 개발)

  • Lee, Sungyong;Kim, Taegon;Lee, Jimin;Suh, Kyo
    • Journal of Korean Society of Rural Planning
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    • v.19 no.4
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    • pp.177-189
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    • 2013
  • 3D modeling and rendering technologies are getting more attention from landscape planners and architects because the virtual reality based on 3D graphic technology could give more realistic experience to landscape simulation users and boost promotional effects. The 3D landscape simulation, however, not only requires a lot of cost and time in production, but also demands efforts to distribute to consumers due to various computing environment of them. The purpose of this study is to suggest a process for developing an interactive 3D landscape simulator with low-cost, which can support multi-platform functionality in high quality through reviewing related current software and web services. We select GIMP for 2D image texturing, SketchUpfor 3D modeling, Unity for real-time rendering, and Google Earth for terrain modeling considering price and workability and apply the developed process for Windows, Web, and Android versions to test the applicability for Sangji-ri, Gosam-myeon, Gyeonggi-do, Korea.

Photograph-based 3D Car Navigation System (실사 영상을 이용한 차량용 3차원 내비게이션 시스템)

  • Roh, Chang-Hyun;Jung, Kwang-Ho
    • Journal of Korea Game Society
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    • v.3 no.1
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    • pp.94-101
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    • 2003
  • 본 연구의 목표는 GPS(Global Positioning System)을 이용한 3차원 네비게이션 시스템을 개발하여 원하는 목적지까지의 경로를 실시간으로 도로 전경과 동일한 3차원 영상으로 살펴봄으로써 운전자를 효과적으로 도울 수 있도록 하는 것이다. 실제 도로에서 일정 간격을 두고 촬영한 파노라마 실사 영상에 TIP 기법을 적용하여 가상환경을 구축하고 이들 사이의 부드러운 전이를 통해 사진과 같은 품질의 3차원 영상을 보여준다. 개발된 시스템은 2차원 네비게이션 모듈을 가지며 최적 경로 탐색 및 도로 상황 예측 기능을 제공한다.

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A Neural Network-based Artificial Intelligence Algorithm with Movement for the Game NPC (게임 NPC를 위한 신경망 기반의 이동 안공지능 알고리즘)

  • Joe, In-Whee;Choi, Moon-Won
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.35 no.12A
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    • pp.1181-1187
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    • 2010
  • This paper proposes a mobile AI (Artificial Intelligence) conducting decision-making in the game through education for intelligent character on the basis of Neural Network. Neural Network is learned through the input/output value of the algorithm which defines the game rule and the problem solving method. The learned character is able to perceive the circumstances and make proper action. In this paper, the mobile AI using Neural Network has been step-by-step designed, and a simple game has been materialized for its functional experiment. In this game, the goal, the character, and obstacles exist on regular 2D space, and the character, evading obstacles, has to move where the goal is. The mobile AI can achieve its goals in changing environment by learning the solution to several problems through the algorithm defined in each experiment. The defined algorithm and Neural Network are designed to make the input/output system the same. As the experimental results, the suggested mobile AI showed that it could perceive the circumstances to conduct action and to complete its mission. If mobile AI learns the defined algorithm even in the game of complex structure, its Neural Network will be able to show proper results even in the changing environment.

3D Cloud Animation using Cloud Modeling Method of 2D Meteorological Satellite Images (2차원 기상 위성 영상의 구름 모델링 기법을 이용한 3차원 구름 애니메이션)

  • Lee, Jeong-Jin;Kang, Moon-Koo;Lee, Ho;Shin, Byeong-Seok
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.147-156
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    • 2010
  • In this paper, we propose 3D cloud animation by cloud modeling method of 2D images retrieved from a meteorological satellite. First, on the satellite images, we locate numerous control points to perform thin-plate spline warping analysis between consecutive frames for the modeling of cloud motion. In addition, the spectrum channels of visible and infrared wavelengths are used to determine the amount and altitude of clouds for 3D cloud image reconstruction. Pre-integrated volume rendering method is used to achieve seamless inter-laminar shades in real-time using small number of slices of the volume data. The proposed method could successfully construct continuously moving 3D clouds from 2D satellite images at an acceptable speed and image quality.

Implementation of Room Escape Game with Action-adventure Genre, 'Memento Mori' (액션 어드벤처 장르를 접목한 방 탈출 게임 구현, 'Memento Mori')

  • Han-Moi Shim;Kyung-Hye Lee;Ye-Jin Lim;Jeong-Won Choi;Ye-Jin Hong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.455-456
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    • 2023
  • 본 논문에서는 Puzzle Adventure 장르의 평범한 게임에 긴장감을 높이는 Action, 진화하는 Graphic과 같이 다양한 요소를 가미하여, 퍼즐을 끝까지 풀고 탈출할 때까지 흥미진진한 Room Escape 게임 'Mementomori'를 개발하였다. 게임을 끝까지 진행하고 탈출하기 위해 Player는 매 Stage 바뀌는 주변 환경을 고려해가며 적절한 퍼즐을 풀고, 환경에 따라 등장하는 다양한 위험요소에 재빠른 대응을 해내야만 한다.

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Augmented Reality Game Interface Using Hand Gestures Tracking (사용자 손동작 추적에 기반한 증강현실 게임 인터페이스)

  • Yoon, Jong-Hyun;Park, Jong-Seung
    • Journal of Korea Game Society
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    • v.6 no.2
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    • pp.3-12
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    • 2006
  • Recently, Many 3D augmented reality games that provide strengthened immersive have appeared in the 3D game environment. In this article, we describe a barehanded interaction method based on human hand gestures for augmented reality games. First, feature points are extracted from input video streams. Point features are tracked and motion of moving objects are computed. The shape of the motion trajectories are used to determine whether the motion is intended gestures. A long smooth trajectory toward one of virtual objects or menus is classified as an intended gesture and the corresponding action is invoked. To prove the validity of the proposed method, we implemented two simple augmented reality applications: a gesture-based music player and a virtual basketball game. In the music player, several menu icons are displayed on the top of the screen and an user can activate a menu by hand gestures. In the virtual basketball game, a virtual ball is bouncing in a virtual cube space and the real video stream is shown in the background. An user can hit the virtual ball with his hand gestures. From the experiments for three untrained users, it is shown that the accuracy of menu activation according to the intended gestures is 94% for normal speed gestures and 84% for fast and abrupt gestures.

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