• Title/Summary/Keyword: 2D game

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A Design of an Authoring Tool for the Action Game (액션게임 저작도구의 설계)

  • 심재원;이상정
    • Proceedings of the Korea Multimedia Society Conference
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    • 2001.06a
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    • pp.429-432
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    • 2001
  • 본 논문에서는 일반 사용자가 게임 시나리오를 구성하고 동작 환경을 정의하여 액션게임을 제작할 수 있는 액션게임 저작도구를 설계 제안한다. 제안된 저작도구는 2명 또는 2팀이 서로의 대전 상대와 격투를 벌설 승패를 겨루는 대전격투게임을 사용자가 정의하고 제작 가능하게 해준다. 본 논문에서 개발하는 게임 저작도구는 IBM PC 호환 기종, Windows 9$\times$ OS 환경에서 구동되고, 2D 형태의 대전 격투게임을 지원한다.

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A Study on the Quality Assurance of Games based on Realistic Devices (실감형 기기 기반 게임의 품질보증에 관한 연구)

  • Ye-Bin Lim;Hyo-Nam Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.63-66
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    • 2024
  • 최근에 국내외 실감형 콘텐츠 산업의 가파른 성장에 따른 실감콘텐츠산업에 대한 관심이 높아지고 있은 상황에서 VR, AR, XR 시장은 혁신적인 변화를 주도하고 있다. 실감형 기잔의 기기의 게임들은 기존의 게임과는 다른 방식의 품질보증(QA) 접근 방식을 요구한다. 전통적인 2D 게임과 달리 물리적 상호작용과 환경 인식 기능같은 부분이 다르기 때문이다. 본 논문에서는 가상현실, 증강현실, 확장현실 기반의 게임에 대해서 테스트 시 각 기기마다 고려해야 할 사항들에 대한 내용들을 제시하고 해당 사항들에 대해서 효과적인 방안을 제시해본다.

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A study for the establishment of analysis tool for the visible area of three dimensional space - Based on the Raster operation using 3D game engine - (다시점 가시영역 분석도구설정에 관한 기초연구 - 3D게임엔진을 이용한 래스터 연산방식을 중심으로 -)

  • Kim, Suk-Tae;Jun, Han-Jong
    • Korean Institute of Interior Design Journal
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    • v.16 no.5
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    • pp.38-46
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    • 2007
  • In the late 1970s, the method of quantitative and scientific space structural analysis based on graph theory was introduced to the process of space design, which arranges design and functional elements, as relying heavily on intuition could produce errors due to unverified experiences and prejudices of the designer. As the method of space analysis is complex and hard to express visually and requires repetitive operations, it was discussed theoretically only. However, with the development of computer performance and graphic in recent years, visualization became possible. But the method of visual structural analysis of space is at the level of two dimensions and it is not easy to get accurate data when it is applied to limited three dimensional space such as an interior space. For the visual structural analysis of space, this study presents 4 indices including visibility volume level, pure visibility connection frequency, effective visibility connection frequency, and path visibility connection frequency. This study also presents space division using three dimensional arrangement rather than the existing vector operation method and raytracing algorithm at the lattice constant. Based on this, an analysis tool for the visible regions of three dimensional space that is capable of evaluating at multiple points by using three dimensional game engine and presentation tool that allows the analyzer to interpret the data effectively is made. It is applied to 2 prototype models by displacing Z axis, and the results are compared with UCL Depthmap to verify the validity of data and evaluate its usefulness as a multidimensional, multi-view space analysis tool.

Development of 3D Car Navigation System Using Image-based Virtual Environment (실사기반 가상환경기술을 이용한 차량용 3차원 네비게이션 시스템 개발)

  • Kim Chang-Hyun;Lee Wan-Bok
    • Journal of Game and Entertainment
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    • v.2 no.1
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    • pp.35-44
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    • 2006
  • Objective of this study is to develop a 3D car navigation system that shows the driving direction to a destination through real-time 3-D panoramic views of the route. For the purpose, a new searching process was established to find the optimal driving direction based on the driver's current location and the real-time traffic situation and the TIP (tour into the picture) method was extended to implement a wide virtual environment. A virtual environment was built up by applying the extended TIP method to the panoramic images taken at a constant distance from a real road, and then, displayed 3-D navigation as clear as the real images. The car navigation system developed in this study provides the optimal driving direction and real-time traffic situation using 2-D navigation module and 3D navigation module.

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A Study on the Flattening of 3D Mesh data of Shoes (신발 곡면의 3차원 격자 데이터의 평면화에 관한 연구)

  • Kim Young-Bong;Lee Yun-Jung
    • Journal of Game and Entertainment
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    • v.2 no.1
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    • pp.64-70
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    • 2006
  • CAD system is a very important technology in designing many products which we are using today. This CAD technology have enlarging its area into 3D CAD systems with the development of computer graphics technologies. In particular, such advances have also been realized in special area such as the CAD system for designing shoes. 3D CAD systems for shoes design must provide compatibility between 3D and 2D data because shoes are made using 2D parts of pieces of leather or cloth. Many designers get high performances using 2D shoe CAD systems because they have had long practices with the 2D systems. Therefore, to get the mapping between 2D modeling and 3D modeling is one of very important components in 3D CAD system. In this paper, we proposed a flattening method that convert 3D shoes data to 2D data.

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Non-rigid 3D Shape Recovery from Stereo 2D Video Sequence (스테레오 2D 비디오 영상을 이용한 비정형 3D 형상 복원)

  • Koh, Sung-shik
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.2
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    • pp.281-288
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    • 2016
  • The natural moving objects are the most non-rigid shapes with randomly time-varying deformation, and its types also very diverse. Methods of non-rigid shape reconstruction have widely applied in field of movie or game industry in recent years. However, a realistic approach requires moving object to stick many beacon sets. To resolve this drawback, non-rigid shape reconstruction researches from input video without beacon sets are investigated in multimedia application fields. In this regard, our paper propose novel CPSRF(Chained Partial Stereo Rigid Factorization) algorithm that can reconstruct a non-rigid 3D shape. Our method is focused on the real-time reconstruction of non-rigid 3D shape and motion from stereo 2D video sequences per frame. And we do not constrain that the deformation of the time-varying non-rigid shape is limited by a Gaussian distribution. The experimental results show that the 3D reconstruction performance of the proposed CPSRF method is superior to that of the previous method which does not consider the random deformation of shape.

Interface of Interactive Contents using Vision-based Body Gesture Recognition (비전 기반 신체 제스처 인식을 이용한 상호작용 콘텐츠 인터페이스)

  • Park, Jae Wan;Song, Dae Hyun;Lee, Chil Woo
    • Smart Media Journal
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    • v.1 no.2
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    • pp.40-46
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    • 2012
  • In this paper, we describe interactive contents which is used the result of the inputted interface recognizing vision-based body gesture. Because the content uses the imp which is the common culture as the subject in Asia, we can enjoy it with culture familiarity. And also since the player can use their own gesture to fight with the imp in the game, they are naturally absorbed in the game. And the users can choose the multiple endings of the contents in the end of the scenario. In the part of the gesture recognition, KINECT is used to obtain the three-dimensional coordinates of each joint of the limb to capture the static pose of the actions. The vision-based 3D human pose recognition technology is used to method for convey human gesture in HCI(Human-Computer Interaction). 2D pose model based recognition method recognizes simple 2D human pose in particular environment On the other hand, 3D pose model which describes 3D human body skeletal structure can recognize more complex 3D pose than 2D pose model in because it can use joint angle and shape information of body part Because gestures can be presented through sequential static poses, we recognize the gestures which are configured poses by using HMM In this paper, we describe the interactive content which is used as input interface by using gesture recognition result. So, we can control the contents using only user's gestures naturally. And we intended to improve the immersion and the interest by using the imp who is used real-time interaction with user.

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Influence of Gaming Display and Wearing Glasses on Perceived Characteristics, Presence, and Fatigue (게임 디스플레이 종류와 안경착용 여부에 따른 영상의 인지된 특성, 프레즌스 그리고 피로도의 차이)

  • Lee, Hyunji;Chung, Donghun
    • Journal of Broadcast Engineering
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    • v.17 no.6
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    • pp.1004-1013
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    • 2012
  • 3D images and videos are required viewers to wear 3D glasses. According to the data, about half of Korean people wear glasses or contact lens and this implies 3D video viewers may have a trouble due to putting a pair of 3D glasses atop their glasses. The purpose of this study is to examine gamers' perceived characteristics, presence, and fatigue according to video gaming display (2D vs. 3D) and glasses whether wearing or not. The results show that the interaction effect of the display and wearing glasses was statistically significant in the perceived presence, and the main effect of the display was statistically significant in the perceived characteristics and fatigue.

A study on the evolution of teaching methods using metaverse contents (메타버스 콘텐츠를 활용한 교수법 진화에 대한 연구)

  • Kim, Sang-jung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.217-218
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    • 2022
  • 본 논문에서는 코로나19 팬더믹(pandemic)으로 최근 3년가 비대면 강의가 대부분 이루어졌고, 자연스럽게 비대면 교수법 또한 여러 가지 형태로 시도되어졌다. 게더타운(Gather Town)이라는 온라인 화상회의 공간을 2D게임화 시켜서 세계적인 인기에 힘입어 본교 학생 500명 가까이 활용해 보았고, 이후 국내에서 3D기반의 매타버스 플랫폼 디토랜드(DITO LAND)를 개발하여 본교 학생 300여명의 학생들을 대상으로 실시하여 2D, 3D 기반의 장단점을 파악하게 되었다. 이를 바탕으로 추후 어떠한 방향으로 메타버스 콘텐츠를 활용한 교수법이 더 효과가 있을 것인지 예측하고, 메타버스 콘텐츠 개발자들에게 조금이라도 도움을 주고자 한다.

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Scenario-based 3D Objects Synthesizing System Design

  • Nam, Ji-Seung;Gao, Hui;Kang, Mi-Young;Kim, Kyoung-Tae;Son, Seung-Chul;Pom, Chung-Ung;Heo, Kwon
    • Journal of Information Processing Systems
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    • v.2 no.1
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    • pp.18-22
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    • 2006
  • This paper proposes the framework of the scenario-based 3D image synthesizing system that allows common users who envision a scenario in their mind to realize it into the segments of cool animation. We focused on utilization of the existing motions to synthesize new motions for the objects. The framework is useful to build a 3D animation in game programming with a limited set of 3D objects. We also propose a practical algorithm to reuse and expand the objects. This algorithm is based on motion path modification rules. Both linear and nonlinear curve-fitting algorithms were applied to modify an animation by key frame interpolation and to make the motion appear realistic.