• Title/Summary/Keyword: Game Virtual Environment

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Semantic Virtual Environment Generation and Navigation Control for 3D Games (3차원 게임을 위한 시맨틱 가상환경 생성과 네비게이션 제어)

  • Jang, Hyun-Duk;Lee, Jae-Moon;Lee, Myeong-Won
    • The KIPS Transactions:PartA
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    • v.14A no.4
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    • pp.209-214
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    • 2007
  • In conventional game systems, virtual environments usually have just the role of a background without the direct relationships for game characters. nev do not consider the semantics about virtual environments. In this paper, we develop a game navigation system that provides semantic information about virtual environments including geographical, historical or my other location-dependent information. Then, the game character obtains the geographical location and its related information when it navigates through a virtual environment. It can be an implementation method for a semantic virtual environment because it can have the environment maintain its semantics depending on the specific location. In addition, we describe a method that can control a character's motion in the semantic virtual environment interactively, and that can input specific information according to the location of the character.

Model of Game Environment Design for Adanced Game Background Graphic and Map Design (게임 배경그래픽과 배경맵 설계를 위한 게임 환경디자인 모델 연구)

  • Joo, Jung-Kyu
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.77-84
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    • 2004
  • Game environment, game map and background graphic design is very important elements and factors that support fun, look & feel, immersion and player's acting fields. In this paper we defined elements of game background environment. And then make an investigation and refer to sundry records and books, we described elements of periodic environments, historic environments, natural environments, artificial environments, cultural environments, virtual environments, weather environments. Especially, the study suggests the model of game environment desgin to apply game map and game background graphic design.

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A Technic to Improve and Implement Virtual Environment Grid Information in War-game Model (워게임모델의 가상환경격자정보 개선과 구축 기법)

  • Choi, Beyoung-Moo;Yang, Hae-Sool
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.4
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    • pp.785-794
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    • 2009
  • We studied on a technic to improve and implement the virtual environment grid information in the war-game model. The virtual environment data are categorized into ground, sea, and air, and separatedly managed and operated. The data are implemented and managed in the geographical information and topography type information. The geographical information, including grid location coordinate and sea level, are managed in computer files as a grid type. We improved the representation of the sea level by mapping the sea level value of the grid information file into GCV and suggested the dynamic virtual environment implementation technic for the region with the large range of tide. In the experiments, we could know that it is possible to adopt the dynamic virtual environment to the war-game model.

Development of Game Environment System based on Spatial Augmented Reality using a Real Creature

  • Yun, Chang-Ok;Kim, Jung-Hoon;Jo, Jae-Ik;Yun, Tae-Soo;Lee, Dong-Hoon
    • Journal of Korea Multimedia Society
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    • v.12 no.6
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    • pp.856-866
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    • 2009
  • Recent development in game technologies has offered various game environments, but the existing games have not provided realistically felt game environments because the element of the game is virtually generated in most of the games. Therefore, we propose a mixed game environment based on spatial augmented reality by using a creature that really exists. In the proposed game environment, tracking based on camera images created in real-time enables the provision of information about the real creature that is both still and moving. The game environment is presented with virtual object by using the coordinate of a real creature. Then, spatial augmented reality technology is applied for mixing a real creature and virtual game elements. Thus, the game scene is displayed by the spatial augmented reality technique based on the real-time coordinate of real creatures. Moreover, by providing the realistic game environment based on the spatial augmented reality, our system can be applied to various game contents that are actually felt as real. Most importantly, our system arouses the players' interest in a new kind of game environment.

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Analysis of Interaction Items in the Virtual Reality Game Interface (가상현실 게임 인터페이스의 상호작용 아이템 비교분석에 관한 연구)

  • Kang, Ho-Seong;Kim, Jung-Yoon
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.185-195
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    • 2018
  • As virtual reality technology has gained popularity from people, various contents have appeared. Virtual reality game making good use of virtual reality device has received lots of attention from users and market. A number of virtual reality games have been developed. Virtual reality game allows users to feel presence and flow to be maximized through virtual reality device. A user can interact with several items through interface of device in display environment of virtual reality. This study was find a way to arouse an interest and induce users to be immersed in virtual reality game by maximizing above mentioned characteristics. This study was analyze interaction items in popular virtual reality game and interface design methods before presenting design methods. This study was make a comparative analysis of interface design methods centering on virtual reality game cases and examine a link between interface and interaction items. Through this study, it is expected that this will be a prior study that will be the basis for designing interfaces for virtual reality games that are more presence.

An Experimental of the Effects of User Experience and Driving Attitude on Driving Simulation Game in Virtual Environment (가상현실 운전 시뮬레이션 게임의 사용자 경험과 운전 태도에 대한 실험연구)

  • Bae, Jae-Han;Kim, Jae-Jin;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.7-18
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    • 2015
  • This research examined the effects of user experience in driving simulation game between using general monitor and 3D virtual reality device, Oculus Rift DK2. We compared the difference of user experience such as presence, flow and arousal by gaming environment. We also tested the effects of virtual reality on driving attitude, emotional pleasure and satisfaction. 100 beginner drivers with a driver's license participated in the experiment of two modes of gaming environment. As a result, all the three user experiences were proved to be significantly higher in VR game play than general monitor game. Also driving attitude, emotional pleasure and satisfaction showed a significant difference in virtual reality. This study makes a theoretical and practical contribution to the application of the next virtual reality game with a special function.

Development of a Tangible Snowboard Training Simulator based on Virtual Reality (가상현실 기반의 체감형 스노우보드 시뮬레이터 개발)

  • Park, Changhoon
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.87-94
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    • 2014
  • In recent years, there has been an increasing interest in tangible sports simulators with the success of golf simulator. The main purpose of this study is to develop a tangible snowboard simulator for the beginner using virtual reality technology. This paper proposes an interactive virtual coach and high fidelity virtual environment for snowboard training. The virtual coach offers an intuitive guidance and personalized coaching feedback about the 5 fundamental riding skills. The virtual training environment uses the stereoscopic display system and motion platform to create more realistic training situation. We expect virtual reality will be used as a training aids in many sports such as taekwondo, baseball, archery and so on.

The Long Term Memory Effects of Virtual Reality Edutainment with HMD (가상현실교육게임의 장기기억효과)

  • Lee, Daeyoung;Lee, Seungje;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.69-76
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    • 2018
  • HMD makes big issues about virtual reality in these days. Experience of virtual reality may cause different effects with experience of real world, so this is the reason why comparison studies are needed. There are many works about usefulness of virtual reality education but most of studies were considered as special training. This study was started for the long term memory effect of virtual reality education game. Difference study of memory between real world education game and virtual reality education game shows virtual reality system has smaller diminution of memory than real world. And environment existence was defined as a main effect of long term memory through the test.

Differences of Fun and Immersion according to Game User Interfaces in the Virtual Space (게임의 가상공간 환경에서 사용자 인터페이스 속성에 따른 재미와 몰입감 차이)

  • Kim, Ki-Yoon;Lee, Ju-Hwan
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1489-1494
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    • 2017
  • The purpose of this study is to investigate the limitations of virtual space game contents staying in the first-person viewpoint in the field of digital games with various genres through precedent researches and case studies, and to investigate the differences of immersion, presence, and fun based on the user interfaces, such as the viewpoints (first-person, third-person) and haptic feedback. The experimental results show that when the game is the first-person with the haptic feedback, the immersion, presence, and fun increase. However, the interaction effect between the virtual space environment and the game viewpoint was not found. As a result, it is appropriate to use the haptic feedback and the first-person viewpoint in the virtual reality games, but the fact that the game viewpoints and the virtual space environment are not huge relevant, and the third-person viewpoint is more popular than first-person viewpoint game, therefore the possibility of a third-person viewpoint game would be suggested.

Analysis of the Design Elements for the Children's Picture Books Based on VR

  • Lu, Kai;Cho, Dong Min
    • Journal of Korea Multimedia Society
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    • v.24 no.7
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    • pp.953-965
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    • 2021
  • The research of combining virtual reality technology with the design elements of children's picture book education is a relatively new topic in virtual reality technology in recent years. Based on the combination of picture book design elements with virtual reality technology and the development of a children's picture book teaching game, this article analyzes the effectiveness of the application of virtual reality technology in children's teaching, and explores the usability of picture book design elements in teaching [1]. Through literature research methods, practical research methods and investigation research methods, this paper lucubrates the application of virtual reality technology in the design elements of children's picture book education so as to provide adequate theoretical and practical support for the research theme. The spatial positioning, vision, sound, and functional requirements of children's picture book games play a leading role in teaching. Practical statistics have proved that it is easier to promote children's mastery of teaching knowledge in a virtual environment. Moreover, use VR's game management function and setting function to solve the boringness of traditional education methods and the limitations of the teaching environment. The feasibility of game operation provides a virtual teaching platform system for children's education, and the teaching effect is remarkable.