• Title/Summary/Keyword: Game process

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Intermixing Surface and Volume Visualization Using Layered Depth Images (다중 깊이 영상을 이용한 볼륨-표면 혼합 가시화)

  • Kye, Heewon
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.99-110
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    • 2013
  • As volume rendering has been applied for computer game, the visualization of volume data with surface data in one scene has been required. Though a hybrid rendering of volume and surface data have been developed using the GPGPU functionality, computer games which run on low-level hardware are difficult to perform the hybrid rendering. In this paper, we propose a new hybrid rendering based on DirectX 9.0 and general hardware. We generate the layered depth images from surface data using a new method to reduce the depth complexity and generation time. Then, we perform the hybrid rendering using the layered depth images. In the rendering process, we suggest a new method to transform the coordinate system from a surface coordinate to a volume coorinate and propose an accelerated rendering technique. As the result, we can perform volume-surface hybrid rendering in an efficient way.

Meta-Analysis on the effect of Gameplay therapy program (게임놀이치료프로그램 효과에 대한 메타분석)

  • Lee, Ju-Hee;Park, Seong-Ok
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.33-44
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    • 2019
  • This study meta-analyzed the effect of 32 research papers on children in academic journals published with domestic degrees and gameplay Therapy programs (2004-2017). As a result, the total effect size was 0.971, a large effect size. The impact scale by variable factor of disabled children, ages 3 to 5 years by age, and the impact scale of psychological variables by dependent variable were reported, with 11 to 15 sessions per process, total number of sessions 16 times or more, session count per week, and session count 61 to 90 minutes. The biggest research is meaningful in that it is the first comprehensive and objective analysis of gameplay Therapy programs and is expected to be used as basic data in treatment design when performing gameplay Therapy programs on clinical sites.

Development of Commercial Game Engine-based Low Cost Driving Simulator for Researches on Autonomous Driving Artificial Intelligent Algorithms (자율주행 인공지능 알고리즘 연구를 위한 상용 게임 엔진 기반 초저가 드라이빙 시뮬레이터 개발)

  • Im, Ji Ung;Kang, Min Su;Park, Dong Hyuk;Won, Jong hoon
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.20 no.6
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    • pp.242-263
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    • 2021
  • This paper presents a method to implement a low-cost driving simulator for developing autonomous driving algorithms. This is implemented by using GTA V, a physical engine-based commercial game software, containing a function to emulate output and data of various sensors for autonomous driving. For this, NF of Script Hook V is incorporated to acquire GT data by accessing internal data of the software engine, and then, various sensor data for autonomous driving are generated. We present an overall function of the developed driving simulator and perform a verification of individual functions. We explain the process of acquiring GT data via direct access to the internal memory of the game engine to build up an autonomous driving algorithm development environment. And, finally, an example applicable to artificial neural network training and performance evaluation by processing the emulated sensor output is included.

Modeling and Simulation of Optimal Path Considering Battlefield-situation in the War-game Simulation (워게임 시뮬레이션에서 전장상황을 고려한 최적경로 모델링 및 시뮬레이션)

  • Lee, Sung-Young;Jang, Sung-Ho;Lee, Jong-Sik
    • Journal of the Korea Society for Simulation
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    • v.19 no.3
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    • pp.27-35
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    • 2010
  • War-games using C4I systems have been used to improve the command ability of commanders and the fighting power of combat forces. During a war-game simulation, a commander makes a plan for the movement of a combat force and issues orders to the combat force according to the plan. If it is possible to minimize damages from the artillery of enemy forces and take the advantage position where is effective for attack/defense, we can hold a dominant position of the battlefield. Therefore, this papers proposes a genetic algorithm-based optimal path searching method. The proposed method creates an optimal path of a combat force by taking into consideration dangerous conditions of the battlefield in which the combat force is. This paper also shows the process of creating an optimal path by using a discrete event specification modeling and simulation method.

Game-type Recognition Rehabilitation System based on Augmented Reality through Object Understanding (증강현실 기반의 물체 인식을 통한 게임형 인지 재활 시스템)

  • Lim, Myung-Jea;Jung, Hee-Woong;Lee, Ki-Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.3
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    • pp.93-98
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    • 2011
  • In this paper, we propose a game type cognitive rehabilitation system using marker-based augmented reality system for intelligence development of user. Existing cognitive rehabilitation with the help of others, or a keyboard or mouse operation required to relieve the discomfort, the marker card only control it led and is advanced the method which it applied. As a result, obtained through the camera calibration for image processing, and a Augmented Reality as well as mark detection. In this paper we presented a complete rotation of the model after checking through the whole form, through a combination of multiple markers by completing the interactive objects proceed with the rehabilitation process in a manner required by the target of interest to human rehabilitation and treatment.

A Study on Kitschy Characteristics and its Consumer s of Webtoon

  • Lee, Eunkoung;Choi, Myoungsik;Kim, Cheeyong
    • Journal of Korea Multimedia Society
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    • v.18 no.8
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    • pp.980-987
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    • 2015
  • Most of cultural area which people enjoy and consume is kitsch culture, though the culture is barely acknowledged. In this multimedia era, people create, publish and enjoy contents of 'webtoon(web+cartoon)', which is relatively faster and more convenient to enjoy comparing to published cartoon. Contrarily to its physical growth, the webtoon shows difficulty in advancing with other genres, is full of irritative factors and contents, and has tough time to become more sophisticated one. This study derived characteristics of kitsch in webtoon, suggested the way of webtoon as an art by analyzing conditions and usage motivation of webtoon. The conditions of kitsch are uniformity of mass consumption, popular vein, catharsis, vicarious satisfaction, immediate feedback-requiring image flood, and reproduction of techniques. The usage motivations of webtoon are studied as pursuit of information, entertainment, relaxation, socialization, convenience, and effectiveness. Usage motivation factors in webtoon and kitsch culture are almost identical. Contrary to its past of being underestimated and vulgarly considered, kitsch is acknowledged as an 'kitsch art'. By studying the process of becoming an art, the study has its purpose to suggest the experimental and developing way to make webtoon be acknowledged as 'webtoon art'.

A Scalable Global Illumination Algorithm for Animated Graphics (움직이는 물체의 개수에 비례하는 시간을 가지는 전역조명 알고리즘)

  • Zheng, Haoxu;Oh, Kyungsu;Paik, Doowon
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.111-118
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    • 2016
  • Global illumination is key factor for realistic image but it is not common in realtime rendering due to its complexity. Visibility of $2^{nd}$ lights is hard to determine because we should process all object for each $2^{nd}$ light. In this paper, we reuse visibility of static objects. We present an indirect illumination algorithm which shows good performance and provides exact $2^{nd}$ light visibility when the scene has small number of moving objects. Our method renders correct image while showing good performance.

The role of research in the creation of athletic footwear

  • Lafortune, Mario A.
    • Korean Journal of Applied Biomechanics
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    • v.12 no.2
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    • pp.407-415
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    • 2002
  • Athletic products must meet the needs of athletes and the demands imposed by sports through innovative design. These needs of athletes and requirements of sports are performance, protection and comfort related. In depth knowledge of anatomy and physiology, etiology of commonly reported injuries, and lower extremity mechanics form the basis of product creation/engineering. Game analysis which entails time and frequency surveys of the skills performed during a game, interviews with athletes and coaches, and discussions with medical staffs are used to identify the skills that are critical to the needs of athletes. In lab full biomechanical analyses of these skills and/or physiological responses of the athletes lead to clear functional criterions that serve as guidelines to be met by the design team. The concepts created by the design team are in turns subjected to the same battery of biomechanical analyses. The learning gathered through this pluridisciplinary process is used to further evolve design concepts. The evolution-testing loop is repeated until biomechanical and/or physiological, mechanical and perceptual tests indicate that the design concept meets the established functional design criterions. At that time, the design concepts is ready for manufacturing research and development. Additional biomechanical and physical tests are performed through that phase to confirm that the manufacturing processes preserve the functionality of the design concept. Durability and long term performance of production samples are evaluated through a final three month long weartest program. A rigorous research/testing program is crucial to create and engineer sport products that meet the performance, protection.

Point Cloud Data Driven Level of detail Generation in Low Level GPU Devices (Low Level GPU에서 Point Cloud를 이용한 Level of detail 생성에 대한 연구)

  • Kam, JungWon;Gu, BonWoo;Jin, KyoHong
    • Journal of the Korea Institute of Military Science and Technology
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    • v.23 no.6
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    • pp.542-553
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    • 2020
  • Virtual world and simulation need large scale map rendering. However, rendering too many vertices is a computationally complex and time-consuming process. Some game development companies have developed 3D LOD objects for high-speed rendering based on distance between camera and 3D object. Terrain physics simulation researchers need a way to recognize the original object shape from 3D LOD objects. In this paper, we proposed simply automatic LOD framework using point cloud data (PCD). This PCD was created using a 6-direct orthographic ray. Various experiments are performed to validate the effectiveness of the proposed method. We hope the proposed automatic LOD generation framework can play an important role in game development and terrain physic simulation.

Generating a Ball Sport Scene in a Virtual Environment

  • Choi, Jongin;Kim, Sookyun;Kim, Sunjeong;Kang, Shinjin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.11
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    • pp.5512-5526
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    • 2019
  • In sports video games, especially ball games, motion capture techniques are used to reproduce the ball-driven performances. The amount of motion data needed to create different situations in which athletes exchange balls is bound to increase exponentially with resolution. This paper proposes how avatars in virtual worlds can not only imitate professional athletes in ball games, but also create and edit their actions effectively. First, various ball-handling movements are recorded using motion sensors. We do not really have to control an actual ball; imitating the motions is enough. Next, motion is created by specifying what to pass the ball through, and then making motion to handle the ball in front of the motion sensor. The ball's occupant then passes the ball to the user-specified target through a motion that imitates the user's, and the process is repeated. The method proposed can be used as a convenient user interface for motion based games for players who handle balls.