• Title/Summary/Keyword: Game process

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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.

A Dynamic Pricing Negotiation Model in the Online Ticket Resale Market (온라인 티켓 재판매 시장에서의 Dynamic Pricing 협상모델)

  • Cho, Jae-Hyung
    • The Journal of Society for e-Business Studies
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    • v.14 no.4
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    • pp.133-148
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    • 2009
  • This study has tried to suggest a new model that can effectively redistribute the tickets in the online ticket resale market, while suggesting a new allocation mechanism based on an agent negotiation. To this end, this study has analyzed an auction in the online ticket resale market through Game theory. As a result of new agent mechanism, it has been proved that the price stability of ticket resale market leads to an increase. An agent negotiation helps to stabilize the ticket prices that are usually inclined to rise at auction, benefiting all the participants in the negotiations, consequently showing a Pareto solution. Especially, a framework for a negotiation process is suggested and domain and processes ontology are designed interrelatedly. With this modeling, a possibility of Ontology based agent negotiation is suggested.

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An Exploratory Study of the Critical Factors for MMO Game Design based on Usability Evaluation (MMO게임 디자인을 위한 사용성 평가 핵심 요인에 대한 탐색적 연구)

  • Song, Seung-Keun;Lee, Joo-Hyeon
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.131-139
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    • 2006
  • 컴퓨터 게임 산업의 급속한 성장에도 불구하고 소수의 게임 타이틀만이 과도한 생산비를 감당하면서 수익을 내고 있는 실정이다. 기존 마케팅 이론 에 의하면 제품의 성공과 실패는 고객의 선호도, 필요, 기대에 대한 만족도 에 의존한다고 한다. 이와 마찬가지로 게임에서도 사용자의 만족을 극대화 하기 위해서는 사용자들이 무엇을 원하고, 좋아할지를 파악하여 이를 게임에 반영할 필요가 있다. 본 연구의 목표는 MMO 게임 디자인을 위한 사용성 평가 핵심 요인을 고찰하는데 있다. 본 연구는 기존의 게임 관련 HCI / 사용성에 대한 문헌 고찰을 통하여 사용성 평가 핵심 요소를 도출하고 게임 플레이 과 제와 사후 설문결과를 통하여 MMO게임 사용성 평가를 실시하여 18가지 사용 성 문제 점과 그 권장사항을 제시하였다. 그 결과 게임 인터페이스, 게임 플 레이, 게임 서사, 게임 메커니즘으로 구성된 54 개의 사용성 평가 핵심 요 소를 도출 하고 MMO 게임을 위한 새로운 사용성 평가 체계를 개발하였다. 본 연구 결과는 MMO게임 디자인 프로세스의 초기 단계에서 효과적인 디자인 의 사결정을 지원하고 게이머의 행동을 이해하는데 중요한 시사점을 제공 할 것 을 기대 된다.

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The Case Study on the Tablet based STEAM G Learning Platform Development (태블릿 기반 G러닝 STEAM 플랫폼 개발 사례 분석)

  • Wi, Jong Hyun
    • Journal of Korea Game Society
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    • v.14 no.6
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    • pp.69-78
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    • 2014
  • The purpose of this paper is to analyze a developing process of 3D STEAM based G learning contents. STEAM means Science, Technology, Engineering, Art, Mathematics. It is focused on to raise students interest on science and technology through integrating the subjects together. Also it's purpose is to raise students understanding capabilities on technology convergence and problem solving. Therefore, this paper focused on the analysis of the development of 3D STEAM based G learning contents. Science topic, 'solar system and stars' was decided as a G learning based contents. Students showed higher immersion and motivation on the contents.

A View-Frustum Culling Technique Using OpenGL for Large Polygon Models (OpenGL을 이용한 대용량 Polygon Model의 View-Frustum Culling 기법)

  • Cho, Doo-Yeoun;Jung, Sung-Jun;Lee, Kyu-Yeul;Kim, Tae-Wan;Choi, Hang-Soon;Seong, Woo-Jae
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.55-60
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    • 2001
  • With rapid development of graphic hardware, researches on Virtual Reality and 3D Games have received more attention than before. For more realistic 3D graphic scene, objects were to be presented with lots of polygons and the number of objects shown in a scene was remarkably increased. Therefore, for effective visualization of large polygon models like this, view-frustum culling method, that visualizes only objects shown in the screen, has been widely used. In general, the bounding boxes that include objects are generated firstly, and the boxes are intersected with view-frustum to check whether object is in the visible area or not. Recently, an algorithm that can check in-out test of objects using OpenGL's selection mode, which is originally used to select the objects in the screen, is suggested. This algorithm is fast because it can use hardware acceleration. In this study, by implementing and applying this algorithm to large polygon models, we showed the efficiency of OpenGL assisted View-Frustum Culling algorithm. If this algorithm is applied to 3D games that have to process more complicated characters and landscapes, performance improvement can be expected.

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Optimal Bidding Strategy of Competitive Generators under Price Based Pool (PBP(Price Based Pool) 발전경쟁시장에서의 최적입찰전략수립)

  • Kang, Dong-Joo;Moon, Young-Hwan;Oh, Tae-Kyoo;Kim, Bal-Ho
    • Proceedings of the KIEE Conference
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    • 2001.11b
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    • pp.57-59
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    • 2001
  • The restructuring of power industry is still going on all over the world for last several decades. Many kinds of restructuring model has been studied, proposed, and applied. Among those models, power pool is more popular than others. This paper assumes the power pool market structure having competitive generation sector and a new method is presented to build bidding strategy in that market. The utilities participating in the market have the perfect information on their cost and price functions, but they don't know the strategy to be chosen by others. To define one's strategy as a vector, we make utility's cost/price function into discrete step function. An utility knows only his own strategy, so he estimates the other's strategy using stochastic methods. For considering these conditions, we introduce the Bayesian rules and noncooperative game theory concepts. Also additional assumptions are included for simplification of solving process. Each utility builds the strategy to maximize his own expected profit function using noncooperative Bayesian game. A numerical example is given in case study to show essential features of this approach.

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Reducing Search Space of A* Algorithm Using Obstacle Information (장애물 정보를 이용한 A* 알고리즘의 탐색 공간의 감소)

  • Cho, Sung Hyun
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.179-188
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    • 2015
  • The A* algorithm is a well-known pathfinding algorithm. However, if the information about obstacles is not exploited, the algorithm may collide with obstacles or lead into swamp areas unnecessarily. In this paper, we propose new heuristic functions using the information of obstacles to avoid them or swamp areas. It takes time to process the information of obstacles before starting pathfinding, but it may not cause any problems most of cases because it is not processed in real time. We showed that the proposed methods could reduce the search space effectively through experiments. Furthermore, we showed that heuristic functions using obstacle information could reduce the search space effectively without processing obstacle information at all.

The Analysis on the Characteristics of G Learning Early Adaptors: Focused on Motivation and Effectiveness (G러닝 조기수용자(Early adopter) 특성에 대한 탐색적 연구 : 활용 동기와 효과성에 미치는 영향)

  • Cho, Doo-Young;Wi, Jong Hyun;Jeong, Jaehoon
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.69-78
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    • 2014
  • This paper analyzed motivations of early adaptor students in using G-Learning. Also, it has tested academic effectiveness in G-Learning process. As a result, it has found that early adaptor students prefer G-Learning for social relationship, following the trend and showing off to their colleagues. Furthermore, the students showed high academic motivation, which made them taking high performance in their subject.

Gesture based Natural User Interface for e-Training

  • Lim, C.J.;Lee, Nam-Hee;Jeong, Yun-Guen;Heo, Seung-Il
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.577-583
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    • 2012
  • Objective: This paper describes the process and results related to the development of gesture recognition-based natural user interface(NUI) for vehicle maintenance e-Training system. Background: E-Training refers to education training that acquires and improves the necessary capabilities to perform tasks by using information and communication technology(simulation, 3D virtual reality, and augmented reality), device(PC, tablet, smartphone, and HMD), and environment(wired/wireless internet and cloud computing). Method: Palm movement from depth camera is used as a pointing device, where finger movement is extracted by using OpenCV library as a selection protocol. Results: The proposed NUI allows trainees to control objects, such as cars and engines, on a large screen through gesture recognition. In addition, it includes the learning environment to understand the procedure of either assemble or disassemble certain parts. Conclusion: Future works are related to the implementation of gesture recognition technology for a multiple number of trainees. Application: The results of this interface can be applied not only in e-Training system, but also in other systems, such as digital signage, tangible game, controlling 3D contents, etc.