• Title/Summary/Keyword: 2D game

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D2D Power Control in the Cellular System: Non Cooperative Game Theoretic Approach

  • Oh, Changyoon
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.3
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    • pp.25-31
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    • 2018
  • In this paper, we consider the game theoretic approach to investigate the transmit power optimization problem where D2D users share the uplink of the cellular system. Especially, we formulate the transmit power optimization problem as a non cooperative power control game. In the user wide sense, each user may try to select its transmit power level so as to maximize its utility in a selfish way. In the system wide, the transmit power levels of all users eventually converge to the unique point, called Nash Equilibrium. We first formulate the transmit power optimization problem as a non cooperative power control game. Next, we examine the existence of Nash Equilibrium. Finally, we present the numerical example that shows the convergence to the unique transmit power level.

HTML5 Game Engine Mobile Game Development Technique Research -Focused on the Development case using Construct2 Engine- (HTML5 게임 엔진을 이용한 모바일 게임 제작 기법 연구 -Construct2 엔진을 활용한 게임 제작 사례 중심으로-)

  • Lee, Dae Hee;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.183-190
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    • 2015
  • Construct2 Game Engine is development by in United Kingdom production company Scirra. Construct 2 game engine to be used globally, the most excellent technical strength and visibility in the 2D game engine has grown to high engine. The game engine created by the 'Kongbin&Domino'. 'Kongbin&Domino' game, it began commercialization in the Google store and Apple's App Store. It advances the quality evaluation of the case of the production process and the game engine. Researched that can contribute to a better production. In the future, throughout the Research, it is to be contributed to the development of the game industry is conducting research to support the game development process which can be facilitated by the game content creation.

A Study on the production of A 3D Game Character animation using Motion Capture System (Motion Capture 시스템을 이용한 3D 게임 Character 애니메이션 제작에 관한 연구)

  • Kim Tae-Yul;Ryu Seuc-Ho;Kyung Byung-Pyo;Lee Dong-Lyeor
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.59-63
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    • 2005
  • 2D And 3D the animation joins in and with development of computer technique it accomplishes a continuous growth and a development. The computer hardware and software technique quick change(evolution) it leads and 2D and 3D the animation is the tendency which provides the growth which is infinite. 3D Present time in the technique which produces the animation it uses the Motion Capture System which and it is using plentifully 3D the process which produces the animation of game Character it leads and against a Motion Capture technique it examines and against the animation production which it follows in quality of the Character it researches.

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Development of a Serious Game for Rehabilitation Training using 3D Depth Camera (3D depth 카메라를 이용한 재활훈련 기능성 게임 개발)

  • Kang, Sun-Kyung;Jung, Sung-Tae
    • Journal of Korea Game Society
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    • v.13 no.1
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    • pp.19-30
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    • 2013
  • This paper proposes a serious game for rehabilitation training targeting old persons and patients for rehabilitation. The serious game suggested for rehabilitation training provides the whole body movement recognition-based interface using the 3D depth camera. When the user stands before the camera, it distinguishes the user from the background and then recognizes the user's whole body with 15 joints. By analyzing the changes of location and direction of each joint, it recognizes gestures needed for the game. The game contents consist of the games for upper limb training, lower limb training, whole body training, and balance training, and it was realized in both 2D and 3D games. The system suggested in this article works robustly even with the environmental changes using the 3D depth camera. Even with no separate device, the game recognizes the gestures only using the whole body movement, and this enhances the effect of rehabilitation.

Design and Implementation of an On-line RPG Game Content (온라인 RPG게임 컨텐츠의 설계 및 개발사례)

  • Lee Hun-Joo;Kim Hyun-Bin
    • Journal of Digital Contents Society
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    • v.4 no.2
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    • pp.223-231
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    • 2003
  • Game industry has been growing rapidly due to the development of computer and IT technologies. Especially, computer game is known as the core of multimedia and hi-tech entertainment. Recently, computer game has been evolving into 3D RPG and simulation types which give players more realism from the existing 2D RPG ones. In this paper, we design and implement a full 3D on-line RPG game content. The game supports simultaneous connections of multi-users on each game server.

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A Study for properties of Mapping processes to 3D game modeling (3D 게임 MAP을 위한 MAPPING 방법 특성 연구)

  • Cho, Hyung-ik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.447-449
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    • 2012
  • There are many essential elements in making the realistic 3D games, of which one of the most important is mapping. Mapping can add the details to 3D objects easily, which are impossible or difficult by modeling alone, and can reduce file data capacities to run the game engine. The theory of the mapping is to throw 2D image on 3D object correctly, but they do not match each other at the rate of 1:1 100 percent completely due to the difference of the fundamental property of them. To solve this problem, various kinds of mapping methods are developed and used. This paper will compare and analyze the characteristics, and merits and demerits of these various kinds of mapping methods and will inquire which method is the most efficient one.

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Design of Dynamic-Game Environment based on Behavior Patterns of Game Player (게임 플레이어의 행동 패턴을 이용한 동적인 게임 환경의 설계)

  • Yoon, Tae-Bok;Hong, Byung-Hoon;Lee, Jee-Hyong
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.125-133
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    • 2009
  • Game artificial intelligence is usually used to provide intelligent and adjusted game environment for user. Previously, it was used for Non-player character(NPC) playing a role of a company or an enemy through collecting and analyzing a user's behaviour. However, it was just mimicking the user's behavior. This paper introduces a method to change game environment by analyzing a user's game behavior. Game behavior data has been used to understand user's game preference. Also, the user's preference was used to provide more active game environment by reflecting decision of geographical features, items and distribution of NPC. For experiment of the suggested method, we utilized a real 2D action game and confirmed the game environment which changing properly according to the user's game play.

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A Study of the Development System of 3D Sound Contents (3D사운드 컨텐츠 개발 시스템의 고찰)

  • Yi, Woo-Seock;Kim, Kyung-Sik
    • Journal of Korea Game Society
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    • v.2 no.2
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    • pp.72-77
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    • 2002
  • Sound contents of these days are in the trend of 3D surround audio which has much higher quality then CD audio with the aid of DVD, Development environments of sound contents should be advanced and the efficient application of this system is quite necessary. In this paper, we proposed an improving method for utilizing sound/audio card systems which are necessory for developing game and multimedia sound contents as well as relate know-hows of producing 3D sounds with sound production tools for their efficient usages and applications.

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Implementation of Multiplatform Game Application for Decorating The Lab (다중 플랫폼용 실습실 꾸미기 게임 앱 구현)

  • Rho, Wonbin;Won, Moonsook;Lee, Jihye;Ko, Eunbyul;Lee, Jongwoo
    • Journal of Digital Contents Society
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    • v.15 no.2
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    • pp.197-207
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    • 2014
  • Many people are now enjoying mobile games using various smartphone platforms. However, we have to develop games separately for each smart device platforms so far. Cocos2d-x, a game development framework is released to solve this problem. As a multiplatform version of the existing Cocos2d, Cocos2d-x can make one source code run on various platforms. It is an open software that is able to be used by everyone, and when using it, mobile games can be developed easily based on C++ and OpenGL. In this paper, we implemented a PC laboratory decorating game application, named ILove501, using Cocos2d-x. The 501 is a room number of our PC lab. ILove501 includes an educational feature of solving quizzes in order to highlight positive effects of game. For implementation of a multiplatform game, ILove501 was developed in Windows and iOS environment at the same time, and we verified the results of the execution by porting on a variety of devices such as Android, iPhone, iPad and Galaxy Tab.

Low polygon game character modeling and Character Primitives manufacture (로우폴리곤 게임 캐릭터 모델링 및 Character Primitives 제작)

  • Kang, Sung-Jung;Kim, Sang-Jin;Lee, Seung-Hyun
    • Journal of the Korea Computer Industry Society
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    • v.7 no.5
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    • pp.573-582
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    • 2006
  • The game is in progress according to the game story with the text, graphic, animation, motion picture, music, etc. Also the result of the game varies depending on the strategy and tactics of the player. For the development of the game, this paper describes the task of the game planner, game programmer, and game graphic designer. Game graphic designers are classified into 4 parts such as the art director, original picture designer, 2D designer, and 3D designer. Among these, the 3D designer makes the 3D game characters with the use of 3D tools. This paper presents the method that 3D designers and beginners can develop 3D characters easily and quickly, Also, this paper shows the method for making preparations of SourceModel which includes 150 polygons. The SourceModel is made up of between five life size and eight life size. In addition, Character Primitives Interface is made to use SourceModel in MaxScript. Accordingly 3D designers have the free use of SourceModel and they will be able to save time.

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