• Title/Summary/Keyword: Game Animation

Search Result 375, Processing Time 0.034 seconds

Directional Research on 5G Networks and Game Streaming Services

  • Lee Jong Ho
    • International Journal of Advanced Culture Technology
    • /
    • v.12 no.2
    • /
    • pp.30-35
    • /
    • 2024
  • With the recent commercialization of the 5th generation mobile communication technology (5G), interest is focused on full-fledged wireless communication service products in related industries that apply the technology. In this paper, "the problems of the cloud-based video game streaming service market, which has been stagnant for a long time due to the existing 4G-based transmission delay, processing delay, and price issues, and the problems of 5G mobile communication, which began commercialization in 2019." We contains information about what type of positive changes a cloud-based video game streaming service incorporating technology will bring.

A Study of NPR Techniques for Artistic Expressions In Game Graphics (게임 그래픽의 예술적 표현을 위한 NPR기법 연구)

  • Kim, Jong-Seo;Kwak, Hoon-Sung
    • Journal of Korea Game Society
    • /
    • v.8 no.1
    • /
    • pp.59-70
    • /
    • 2008
  • A game graphics, one of computer graphics, has grown rapidly and diversified expression techniques through continuous trials and studies. Rendering methods in game graphics are divided into two branches. The one is Protorealistic rendering method expressing realistic images like photos and the other is NPR(Non-Protorealistic rendering) method expressing emotion and artistry of human being. This paper analyzes how NPR techniques are used in game and what features are in their applications. And this paper suggests various effects for game graphics in an artistic viewpoint. So, this study aims at supporting production of more emotional, familiar and artistic games by understanding merits, demerits and applicabilities of recent NPR researches.

  • PDF

A Study on action game character's motion of Hit Impact - Focusing on the TMNT2 case analysis - (액션 게임 캐릭터의 타격감 동작 연구 -TMNT2 사례분석을 중심으로-)

  • Yoon, Jang Won
    • Journal of Korea Game Society
    • /
    • v.21 no.5
    • /
    • pp.105-114
    • /
    • 2021
  • In this study, we analyzed the motion animation of game characters, which is a visual part of the game elements for 'Hit Impact'. The game selected for analysis focused on the movements of the characters in the arcade game , which is thought to have a weak 'Hit Impact' and looked for the cause. We also analyzed the differences in the motion of the characters in the home transplant version of , which is considered to have improved 'Hit Impact', compared to the arcade version. As a result of the analysis, it was found that the reason for the weak 'Hit Impact' in the arcade version was mainly due to the wrong timing and judgment of hitting and hitting movements, and at the same time, supplemented physical reactions and stun, camera directing, and hitting effects could have a significant impact on improving 'Hit Impact'.

Case Study of Short Animation with Facial Capture Technology Using Mobile

  • Jie, Gu;Hwang, Juwon;Choi, Chulyoung
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.12 no.3
    • /
    • pp.56-63
    • /
    • 2020
  • The Avengers film produced by Marvel Comics shows visual effects that were impossible to produce in the past. Companies that produce film special effects were initially equipped with large personnel and equipment, but technology is gradually evolving to be feasible for smaller companies that do not have high-priced equipment and a large workforce. The development of hardware and software is becoming increasingly available to the general public as well as to experts. Equipment and software which were difficult for individuals to purchase before quickly popularized high-performance computers as the game industry developed. The development of the cloud has been the driving force behind software costs. As augmented reality (AR) performance of mobile devices improves, advanced technologies such as motion tracking and face recognition technology are no longer implemented by expensive equipment. Under these circumstances, after implementing mobile-based facial capture technology in animation projects, we have identified the pros and the cons and suggest better solutions to improve the problem.

Implementation of Environment Education Software using the Ruins Original Form Restoration Technique (유적원형 복원 기법을 이용한 환경교육용 소프트웨어의 구현)

  • Lee, Gi-Sung;Lee, Keun-Wang
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.12 no.3
    • /
    • pp.1367-1372
    • /
    • 2011
  • This paper designed 3D animation in consideration of human characteristics to stimulate their interest and to be more understandable to them. It was also confirmed that, using the 3D animation contents, general people came to recognize the problem of environment pollution and developed desirable attitude and behavior for protecting the environment. Furthermore, this paper suggested the ruins original form restoration technique of the residential environment and the natural environment of Hanyang in the Joseon Dynasty period using the 3D virtual reality digital recovery techniques.

Modeling and Animation Implementation of 3D Humanoid base on the X3D (X3D 기만에서의 3차원 Humanoid 모델링과 애니메이션 구현)

  • 이성태;오근탁;김이선;이윤배
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.6 no.7
    • /
    • pp.1089-1094
    • /
    • 2002
  • We can travel every imaginary world and do every impossible thing via 3D character. People interest in 3D character animation for modeling like real world due to the increase of 3D game and imaginary Virtual Reality on the internet. In this paper, new framework for present of 3D character of high quality is applied. I represent 3-dimensional Humanoid modeling and animation technology and show the adequacy via simulation for various and natural representation certificate using VRML as a Web3D information type and XML.

A Study on the Movement Production Method of Media-art with Immaterial Objects; Focusing on Media Art Practices (비물질적 오브제를 이용한 미디어아트의 움직임 제작방식에 관한 연구; 미디어아트 작품사례를 중심으로)

  • Lim, Sangguk;Kim, Cheeyong
    • Journal of Korea Multimedia Society
    • /
    • v.19 no.3
    • /
    • pp.673-679
    • /
    • 2016
  • Study the movement was formed and developed through the history of the birth of film and animation. The techniques of the immaterial object movement of in the media art which accompany movement have different operational and symbolic aspects with a film or a traditional(existing) animation. Focused on the works of media artist and want to study the movement of media art production methods.

3D Character Animation: A Brief Review

  • Song, Hyewon;Heo, Suwoong;Kang, Jiwoo;Lee, Sanghoon
    • Journal of International Society for Simulation Surgery
    • /
    • v.2 no.2
    • /
    • pp.52-57
    • /
    • 2015
  • Virtual Reality makes a virtual environment more realistic and, furthermore, it provides a variety of experiences which we cannot have in reality. A drastic growth of GPU performance and increase of computing capability make virtual environment more realistic than ever. One important element of constructing virtual environment is to animate 3D characters. Many researchers have been studying 3D characters animating and a myriad of methods have been proposed to make them more realistic. In this paper, we discuss the technologies and characteristics of 3D character animation. We believe that realistic characters in Virtual Reality will be applied to various fields: education, film and game industry, business and, particularly, medical area such as telemedicine, virtual surgery, etc.

A Study of Production Technology of Digital Contents upon the Platform Integration : Focusing on Cross - Platform Game (플랫폼 통합에 따른 디지털콘텐츠 제작기술 경향연구 : 크로스 플랫폼게임(Cross-Platform Game) 사례를 중심으로)

  • Han, Chang-Wan
    • Cartoon and Animation Studies
    • /
    • s.14
    • /
    • pp.151-164
    • /
    • 2008
  • Cross platform game has brought about the expansion of game market, which results in technology innovation overcoming the limit of game consumption. The new model integrates both off and online game services. Gamers can now enjoy game service regardless of age, time, and space. If the technology evolution model of digital contents like cross-platform game engine can provide contents for several platform at the same time, the interactive service can be utilized into maximum level. It is also necessary to allocate, switch data as well as to innovate the transmission technology of data according to each platform. Providing the same contents for several platform as many as possible can be the most suitable strategy to enhance the efficiency and profits. However if the interactive service can be accomplished completely, the development of data switching technology and distribution should be made. To be a leader in the next digital contents market, one should develop the network engine technology which can embody the optimization of consumption in the interactive network service.

  • PDF

An Analysis of Game Storytelling Structure Focused on the Characters in RPG (캐릭터 중심의 RPG 스토리텔링 구조 분석)

  • Kim, Mi-Jin;Yoon, Sun-Jung
    • Journal of Korea Game Society
    • /
    • v.5 no.3
    • /
    • pp.17-24
    • /
    • 2005
  • The interaction property of digital media have changed traditional storytelling into a new concept, digital-storytelling, which has been widely accepted. Nowadays open-ended game storytelling, which different from story design of movie or animation, is chosen for the development of RPG. It can make infinite stories according to player character's decision. In this paper, we propose a game storytelling structure focused on the characters for RPG, and analyze how characters designed with various story-values interact with background stories and events in the cyber game world through case studies. This research is necessary to design predictable game mechanics and provide methods to control game play in case of special-purpose game.

  • PDF