• Title/Summary/Keyword: Flight Game

Search Result 37, Processing Time 0.025 seconds

A Kinematical Analysis of the Kenmotsu on the Parallel Bars (평행봉 Kenmotsu 동작의 운동학적 분석)

  • Kong, Tae-Ung;Kim, Young-Sun;Yoon, Chang-Sun
    • Korean Journal of Applied Biomechanics
    • /
    • v.15 no.3
    • /
    • pp.61-70
    • /
    • 2005
  • The purpose of study was to investigate the kinematic variables of Kenmotsu motion in Parallel bars. To this study, by 3 dimensional kinematical analysis of 4 male national gymnasts participants in the 28th Athens Olympic Game in 2004, kinematic data collected using video camera. Coordinate data were smoothed by using a fourth-order Butterworth low pass digital filter with cutoff frequency of 6Hz. The conclusions were as follows. 1. In P2, because the constrained swing movement made the movement of a rising back difficult7, the movements of Reg. were performed at low position after Air phase. 2. In E5 event, for the shake of a stable handstand and applied techniques like a Belle(E-value), a Belle Piked(super E-value), a vertical velocity in E2, a horizontal velocity in E3 and a vertical velocity in E4 were necessary for high velocities. 3. In E4 event, it was appeared that for a flexible body's movement of a vertical up-flight, the large angle of the shoulder joint and the flexion & extension of the hip joint were necessary in Air phase and a long flight time and vertical displacement made Reg. movements stable at the high position.

Design and Implementation Flight Action Game Application of using Unityent (유니티를 이용한 비행 액션 게임 어플리케이션 설계 및 구현)

  • Do, Hyemi;Jeong, Yerinm;Kim, Hwanhee;Lee, Sangwon;Jung, Minsuk;Hong, Jongwan;Park, Eunju;Lim, Hankyu
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2017.04a
    • /
    • pp.141-143
    • /
    • 2017
  • 많은 사람이 스마트폰을 소유하고 어디에서나 스마트폰 사용 모습을 볼 수 있을 만큼 스마트폰의 사용이 일상화되어 가고 있다. 스마트폰 사용 중 특히 모바일게임은 스마트폰이 보급된 이후 꾸준히 성장해온 시장으로 많은 게임이 있다. 그 가운데 국내 모바일 게임 시장에서 인기가 있는 게임은 RPG(Role Playing Game)게임이다. RPG 게임은 게임의 재미를 위하여 오랜 시간 성장이 필요하고, 자동기능을 통해 게임을 즐기기보다는 성장에 주목적을 두고 게임을 하고 있다. 이에 본 논문에서는 간단한 조작만으로 게임을 즐길 수 있는 아케이드 게임을 설계하고 Unity를 사용하여 이를 구현하였다.

The Measurement of Flight Data of Golfball with High-Speed Multi-Exposure Image (고속 다중 노출 영상을 이용한 골프공의 비행 요소 측정)

  • Kim, Ki-Hyun;Park, Hyun-Woo;Ju, Woo-Suk;Lee, Dong-Hoon;Yun, Tae-Soo
    • Journal of Korea Multimedia Society
    • /
    • v.12 no.5
    • /
    • pp.699-707
    • /
    • 2009
  • Recently, while 3D sports game increases, the research that it recognizes the operation of the real user actively progresses. Most of all, the research about the golf is active. In this paper, the camera acquiring in a high-speed multi-exposure image measures the flight data of the golf ball through the image processing. While photographing, the high-speed camera, using this system, exposes an image at regular intervals. And line scan camera checks whether the golf ball passed or not. After the location information of the calculated golf ball calculates a speed and a direction by using the physical formula, it applies the golf simulation. After, this system is possible the measurement of the physical element of the spherical object.

  • PDF

Physics-based Simulation of a VTVL Vehicle for 2D Games (2D 게임을 위한 수직 이착륙 비행체의 물리 기반 시뮬레이션)

  • Moon, Sukjin;Choi, Min Gyu
    • Journal of the Korea Computer Graphics Society
    • /
    • v.19 no.1
    • /
    • pp.21-25
    • /
    • 2013
  • In this paper, we consider a physics-based 2D flight simulation game where users can easily control realistic flight of a vehicle equipped with two thrusters that allow vertical takeoff and vertical landing. The flight vehicle can be manipulated by directly controlling the thrusting force at each thruster using a pair of analog input devices such as joysticks. However, it might require too much practice to make aerobatic flying solely with this kind of control. We propose a set of fly-by-wire methods that provide easy-to-use, intuitive control of a VTVL vehicle. Based on PD controllers, the proposed methods allow users to specify the velocity or position of the vehicle directly. Furthermore, they are easy to understand and simple to implement. We expect that the proposed vehicle model and control mechanism could be used in various 2D games.

New idea about realizing automatic collision avoidance on the sea

  • Yao, Jie;Wu, Zhaolin
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
    • /
    • 2001.10a
    • /
    • pp.65-74
    • /
    • 2001
  • The rapid development of computer technology and widely application of artificial intelligent provide technology support for realizing navigation automation on the sea. which has achieved great success in shipping advanced countries like japan, England, America, Germany and also in the developing country, China. However, it still remains in the studying Period up to now in aspects of collision avoidance decision-making mathematical model and reasoning mechanism. In this paper, approaches are proposed to establish the collision avoidance automation system. One of them is based on the former studies to realize automation system by make use of finite state machine theory and following the International regulations for Preventing Collision at Sea, 1972. The others are to establish the new idea about automatic collision avoidance system by taking advantage of the free flight idea, hybrid system, game theory used in air traffic management studies in recent years and the common characteristics in both air and sea traffic management.

  • PDF

GPU-only Terrain Rendering for Walk-through (Walk-through를 지원하는 GPU 기반 지형렌더링)

  • Park, Sun-Yong;Oh, Kyoung-Su;Cho, Sung-Hyun
    • Journal of Korea Game Society
    • /
    • v.7 no.4
    • /
    • pp.71-80
    • /
    • 2007
  • In this paper, we introduce an efficient GPU-based real-time rendering technique applicable to every kind of game. Our method, without an extra geometry, can represent terrain just with a height map. It makes it possible to freely go around in the air or on the surface, so we can directly apply it to any computer games as well as a virtual reality. Since our method is not based on any geometrical structure, it doesn't need special LOD policy and the precision of geometrical representation and visual quality absolutely depend on the resolution of height map and color map. Moreover, GPU-only technique allows the general CPU to be dedicated to more general work, and as a result, enhances the overall performance of the computer. To date, there have been many researches related to the terrain representation, but most of them rely on CPU or confmed its applications to flight simulation, Improving existing displacement mapping techniques and applying it to our terrain rendering, we completely ruled out the problems, such as cracking, poping etc, which cause in polygon-based techniques, The most important contributions are to efficiently deal with arbitrary LOS(Line Of Sight) and dramatically improve visual quality during walk-through by reconstructing a height field with curved patches. We suggest a simple and useful method for calculating ray-patch intersections. We implemented all these on GPU 100%, and got tens to hundreds of framerates with height maps a variety of resolutions$(256{\times}256\;to\;4096{\times}4096)$.

  • PDF

Optical Resonance-based Three Dimensional Sensing Device and its Signal Processing (광공진 현상을 이용한 입체 영상센서 및 신호처리 기법)

  • Park, Yong-Hwa;You, Jang-Woo;Park, Chang-Young;Yoon, Heesun
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
    • /
    • 2013.10a
    • /
    • pp.763-764
    • /
    • 2013
  • A three-dimensional image capturing device and its signal processing algorithm and apparatus are presented. Three dimensional information is one of emerging differentiators that provides consumers with more realistic and immersive experiences in user interface, game, 3D-virtual reality, and 3D display. It has the depth information of a scene together with conventional color image so that full-information of real life that human eyes experience can be captured, recorded and reproduced. 20 Mega-Hertz-switching high speed image shutter device for 3D image capturing and its application to system prototype are presented[1,2]. For 3D image capturing, the system utilizes Time-of-Flight (TOF) principle by means of 20MHz high-speed micro-optical image modulator, so called 'optical resonator'. The high speed image modulation is obtained using the electro-optic operation of the multi-layer stacked structure having diffractive mirrors and optical resonance cavity which maximizes the magnitude of optical modulation[3,4]. The optical resonator is specially designed and fabricated realizing low resistance-capacitance cell structures having small RC-time constant. The optical shutter is positioned in front of a standard high resolution CMOS image sensor and modulates the IR image reflected from the object to capture a depth image (Figure 1). Suggested novel optical resonator enables capturing of a full HD depth image with depth accuracy of mm-scale, which is the largest depth image resolution among the-state-of-the-arts, which have been limited up to VGA. The 3D camera prototype realizes color/depth concurrent sensing optical architecture to capture 14Mp color and full HD depth images, simultaneously (Figure 2,3). The resulting high definition color/depth image and its capturing device have crucial impact on 3D business eco-system in IT industry especially as 3D image sensing means in the fields of 3D camera, gesture recognition, user interface, and 3D display. This paper presents MEMS-based optical resonator design, fabrication, 3D camera system prototype and signal processing algorithms.

  • PDF

Kinematic Analysis of Acopian in Vault (도마종목 Kasamatsu계의 Akopian 기술동작 분석)

  • Lee, Soon-Ho;Park, Jong-Hoon;Lee, Chong-Hoon
    • Korean Journal of Applied Biomechanics
    • /
    • v.16 no.1
    • /
    • pp.89-99
    • /
    • 2006
  • The study were to assess technical factors between the high score group and the low score group, from the subjects of 16 male national gymnasts, and to analyze the kinematical characteristic and main technical cause on technique of Akopian's 3D motion analysis of the male vaulting game in 2001 classification championship. The result of this study is this. There were not so much difference between the two groups in term; of the time of board contact, pre-flight, and total performance, but it takes shorter time when the players who are in the high point group take down the board, and they take long time for post-flight(p<.01). The high point group has a longer perpendicular distance in the moment of horse taking off, 0.05m on the average, than the low point group. The high point group shows 0.16m higher on the average than the other group in term; of the height of post-flight(p<.01). In the phase of board contact, the range of horizontal velocity at board take on were $7.66m/s{\sim}7.33m/s$, but there weren't significantly statistic differences between two groups. The hight score group were 0.68m/s faster than the low point group at the horizontal velocity at board take off event(<.05). About the average horizontal velocity of deceleration, AG1(-1.95m/s) reduces the speed more than AG2(-1.57m/s)(p<.05). And the hight score group were 0.37m/s faster than the low point group at the vertical velocity at horse take off event(<.05). When board taking off, the projectile angle of com were $38.7{\sim}37.8degree$ on the average. the comparative groups show almost same results. When horse taking off, the HPVy of the high point group were 37.6 degree which were a little higher than the low point group. The angular velocities of the players who takes on the horse with a right hand and then takes off with a left hand in the high point group were 14.97rad/sec, 10.82rad/sec in the low point group. However, the angular velocity of the players who takes on the horse with a left hand and then takes off on a right hand with the high point group were 14.97rad/sec, 15.56rad/sec in the low point group.

Use of Drones in the cultural industries (드론의 문화산업분야 활용방안에 관한 연구)

  • Yoon, Hongkeun
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.11 no.4
    • /
    • pp.99-112
    • /
    • 2015
  • Drones are more formally known as unmanned aerial vehicles without a human pilot aboard. Its flight is controlled either autonomously by onboard computers or by the remote control of a pilot on the ground. This research aims to analyze market trends and technological developments of drones, use cases and constraints of drones in the cultural industries take advantage of the possibility of future drones. Drones are looking for broadcasting, movie, theater, games, toys drones and racing games in a variety of cultural industry. The biggest problem of drone shall provide penalties for breaches of privacy and security issues in the debate. Drones performances are required such as battery capacity and compactness because of the technical limitations. The drones are expected to be used in various fields such as journalism drone, performance tools, augmented reality games, kidult culture. The drones can create a new cultural industry market such as the combination of robotics and drone journalism, drone crowded theater, utilizing drones character games, racing games etc. In conclusion, drones help reduce manpower, time and costs dramatically and will contribute to creating added value in the cultural industries.

The Kinematic Comparison and Analysis between National Long Jumpers and Foreign long Jumpers with record of over 8 meter (국외 8m 이상 멀리뛰기 선수와 국내 선수들의 운동학적 비교 분석)

  • Ryu, Jae-Kyun;Chang, Jae-Kwan
    • Korean Journal of Applied Biomechanics
    • /
    • v.15 no.3
    • /
    • pp.133-142
    • /
    • 2005
  • The purpose of this study was to compare of the kinematic variables from takeoff preparation to takeoff used by long jumpers who recorded over 8meters in 2002 Busan Asian Game and 2003 Daegu Universiade and 2001 national championship. The kinematic characteristics from the last three stride to takeoff at the takeoff board were analyzed such as velocities, heights and angles. The conclusion were as follows; In order to record over 8meters the national long jumpers should have under 5cm height variation at the penultimate stride of the run-up. In the approach phase the horizontal velocity of the jumpers should reach to 10m/s in touchdown at takeoff board The vertical velocity must have 3.75m/s simultaneously in order to record 8meters. The jumpers need to continue talent of the horizontal velocity in touchdown at takeoff board and require jumping power of the takeoff leg at takeoff board The appropriate body variation range ratio between takeoff and touchdown should be 1.2 vs 1 and the trunk angle at touch down on the board should be close to the erect posture for higher body flight.