• Title/Summary/Keyword: Unity 3D Engine

Search Result 98, Processing Time 0.024 seconds

Game Design of Augmented Reality RPG using Artificial Intelligence

  • An, Syoungog;Bae, Juengbean;Kim, Soo Kyung
    • Journal of the Korea Society of Computer and Information
    • /
    • v.23 no.9
    • /
    • pp.15-20
    • /
    • 2018
  • Currently the mobile augmented reality does not require supplemental hardware, such as markers like specific images or depth cameras, in order to acquire 3D environment information. This allows for increased accessibility and usability for the general user, and also broadened scope of development. The market research enterprise Counterpoint Research predicted that the growth of the augmented reality market will reach 70 trillion Korean Won by 2021. Application developments are also progressing. Wargaming, the developer of the global game World of Tanks, has launched an application that uses AR core at the GDC 2018. Thus, we must prepare for the impending augmented reality market and acquire top class augmented reality technology using 3D environment. This paper outlines the development of a game using AR CORE SDK to acquire 3D environment and Unity 3D game engine to combine camera images and 3D graphics, which all comes together to construct a natural augmented reality.

3D Graphic Nursery Contents Developed by Mobile AR Technology (모바일 기반 증강현실 기술을 활용한 3D전래동화 콘텐츠 연구)

  • Park, Young-sook;Park, Dea-woo
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.20 no.11
    • /
    • pp.2125-2130
    • /
    • 2016
  • In this paper, we researched the excellency of 3D graphic nursery contents which is developed by mobile AR technology. AR technology has currently people's attention because of the potential to be core contents of future ICT industry. We applied AR nursery contents for kid's subtitle language selection in Korean, Chinese and English education. The original fairy tale consisted of 6~8 scenes for the 3D contents production, and was adapted and translated. Dubbing was dubbed by the native speaker using the standard pronunciation, and the effect sound was edited separately to fit the scene. After composing a scenario, constructing a 3D model, constructing a interaction, constructing a sound effect, and creating content metadata, the Unity 3D game engine is executed to create a project and describe it as a script. It provides a fun and informative tradition of fairy tales with abundant content that incorporates ICT technology, accepting advanced technology-based education, and having opportunities to perceive software in daily life.

Unity Engine-based Underwater Robot 3D Positioning Program Implementation (Unity Engine 기반 수중 로봇 3차원 포지셔닝 프로그램 구현)

  • Choi, Chul-Ho;Kim, Jong-Hun;Kim, Jun-Yeong;Park, Jun;Park, Sung-Wook;Jung, Se-Hoon;Sim, Chun-Bo
    • Smart Media Journal
    • /
    • v.11 no.9
    • /
    • pp.64-74
    • /
    • 2022
  • A number of studies related to underwater robots are being conducted to utilize marine resources. However, unlike ordinary drones, underwater robots have a problem that it is not easy to locate because the medium is water, not air. The monitoring and positioning program of underwater robots, an existing study for identifying underwater locations, has difficulty in locating and monitoring in small spaces because it aims to be utilized in large spaces. Therefore, in this paper, we propose a three-dimensional positioning program for continuous monitoring and command delivery in small spaces. The proposed program consists of a multi-dimensional positioning monitoring function and a ability to control the path of travel through a three-dimensional screen so that the depth of the underwater robot can be identified. Through the performance evaluation, a robot underwater could be monitored and verified from various angles with a 3D screen, and an error within the assumed range was verified as the difference between the set path and the actual position is within 6.44 m on average.

Keyboard for Virtual Reality Head Mounted Display using Electro-oculogram (EOG를 사용한 가상현실 HMD용 키보드 구현)

  • Kim, Byeong-Jun;Kwon, Ki-Chul;Yang, Young-Man;Kim, Nam
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.1
    • /
    • pp.1-9
    • /
    • 2018
  • A keyboard system for hands-free virtual reality head mounted display using electrooculogram (EOG) signal which occurs during the eye-blinking is proposed. This system consists of display device, gyroscope sensor, gravity sensor and electro-encephalogram (EEG) sensor, and it is implemented with Unity3D engine for system control and graphic processing. If the input language of proposed keyboard system is Korean, i.e. Hangul, the Chonjiin keyboard method is utilized; but for the English spelling, numbers or special characters, $3{\times}4$ keyboard method is used in order to solve the spatial problem. By the implemented method, it can be verified that the user can handle the keyboard input of virtual reality head mounted display with only neck movement and EOG, instead of using hands.

Design and Implementation of Reinforcement Learning Agent Using PPO Algorithim for Match 3 Gameplay (매치 3 게임 플레이를 위한 PPO 알고리즘을 이용한 강화학습 에이전트의 설계 및 구현)

  • Park, Dae-Geun;Lee, Wan-Bok
    • Journal of Convergence for Information Technology
    • /
    • v.11 no.3
    • /
    • pp.1-6
    • /
    • 2021
  • Most of the match-3 puzzle games supports automatic play using the MCTS algorithm. However, implementing reinforcement learning agents is not an easy job because it requires both the knowledge of machine learning and the way of complex interactions within the development environment. This study proposes a method in which we can easily design reinforcement learning agents and implement game play agents by applying PPO(Proximal Policy Optimization) algorithms. And we could identify the performance was increased about 44% than the conventional method. The tools we used are the Unity 3D game engine and Unity ML SDK. The experimental result shows that agents became to learn game rules and make better strategic decisions as experiments go on. On average, the puzzle gameplay agents implemented in this study played puzzle games better than normal people. It is expected that the designed agent could be used to speed up the game level design process.

Input System Implementation for Virtual Reality Headset Using Electro-oculogram(EOG) (안전도를 이용한 가상현실 헤드셋의 입력시스템 구현)

  • Nam, Youngju;Kwon, Kichul;Kim, Byeongjun;Lee, Euisin;Kim, Nam
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.9
    • /
    • pp.739-750
    • /
    • 2016
  • The most of virtual reality headset have the separated controllers while they put on the headset; so the users may feel the discomfort and burden for the operation. In this paper, a novel virtual reality headset system using the EOG (electro-oculogram) is proposed and it has a distinguished feature that the user does not need to control the virtual reality headset by the hands, but the displayed contents are controllable by the electrical activity of the user's brain. The proposed system consist of the mobile device, a virtual reality headset, and an EOG headset for data acquisition. The system is implemented by using the Unity3D engine for the signal processing and controller, and the concept is confirmed through the implementation that it is more interesting and easier to control the virtual reality headset.

A Study on the Development of High Sensitivity Collision Simulation with Digital Twin (디지털 트윈을 적용한 고감도 충돌 시뮬레이션 개발을 위한 연구)

  • Ki, Jae-Sug;Hwang, Kyo-Chan;Choi, Ju-Ho
    • Journal of the Society of Disaster Information
    • /
    • v.16 no.4
    • /
    • pp.813-823
    • /
    • 2020
  • Purpose: In order to maximize the stability and productivity of the work through simulation prior to high-risk facilities and high-cost work such as dismantling the facilities inside the reactor, we intend to use digital twin technology that can be closely controlled by simulating the specifications of the actual control equipment. Motion control errors, which can be caused by the time gap between precision control equipment and simulation in applying digital twin technology, can cause hazards such as collisions between hazardous facilities and control equipment. In order to eliminate and control these situations, prior research is needed. Method: Unity 3D is currently the most popular engine used to develop simulations. However, there are control errors that can be caused by time correction within Unity 3D engines. The error is expected in many environments and may vary depending on the development environment, such as system specifications. To demonstrate this, we develop crash simulations using Unity 3D engines, which conduct collision experiments under various conditions, organize and analyze the resulting results, and derive tolerances for precision control equipment based on them. Result: In experiments with collision experiment simulation, the time correction in 1/1000 seconds of an engine internal function call results in a unit-hour distance error in the movement control of the collision objects and the distance error is proportional to the velocity of the collision. Conclusion: Remote decomposition simulators using digital twin technology are considered to require limitations of the speed of movement according to the required precision of the precision control devices in the hardware and software environment and manual control. In addition, the size of modeling data such as system development environment, hardware specifications and simulations imitated control equipment and facilities must also be taken into account, available and acceptable errors of operational control equipment and the speed required of work.

Collaborative Visualization of Warfare Simulation using a Commercial Game Engine (상업용 게임 엔진을 활용한 전투 시뮬레이션 결과의 협업 가시화)

  • Kim, Hyungki;Kim, Junghoon;Kang, Yuna;Shin, Suchul;Kim, Imkyu;Han, Soonhung
    • Journal of the Korea Society for Simulation
    • /
    • v.22 no.4
    • /
    • pp.57-66
    • /
    • 2013
  • The needs for reusable 3D visualization tool has been being raised in various industries. Especially in the defense modeling and simulation (M&S) domain, there are abundant researches about reusable and interoperable visualization system, since it has a critical role to the efficient decision making by offering diverse validation and analyzing processes. To facilitate the effectiveness, states-of-the-arts M&S systems are applying VR (Virtual Reality) or AR (Augmented Reality) technologies. To reduce the work burden authors design a collaborative visualization environment based on a commercial game engine Unity3D. We define the requirements of the warfare simulation by analyzing pros and cons of existing tools and engines such as SIMDIS or Vega, and apply functionalities of the commercial game engine to satisfy the requirements. A prototype has been implemented as the collaborative visualization environment of iCAVE at KAIST, which is a facility for immersive virtual environment. The facility is intraoperative with smart devices.

Design and Implementation of Cultural Property Learning Contents Using Augmented Reality (증강현실을 이용한 문화재 학습 콘텐츠 설계 및 구현)

  • Seong, Min-Je;Lee, Dae-Hyun
    • Journal of Digital Contents Society
    • /
    • v.18 no.5
    • /
    • pp.831-837
    • /
    • 2017
  • The popularization of smart phones is increasing interest in individual customized service and various systems have been changing in order to meet such changes to satisfy facilities such as museums. Museum has the element of view, contained purpose of history education, also has role as institution that should have fun and education. In order to achieve this purpose, it is necessary to arouse sufficient interest in cultural assets, In parallel, to provide various contents of cultural assets is essential. Therefore, to provide an efficient viewing cultural assets services in this study make a study to effective method for combined education and evaluation using Unity3D engine and SDK for Vuforia called Augmented Reality development.

A study on the Fabrication of Mixed Reality Content with Coloring Technology (컬러링기술이 적용된 혼합현실콘텐츠 제작에 대한 연구)

  • Kim, Tae-Eun
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.14 no.4
    • /
    • pp.737-742
    • /
    • 2019
  • This paper is a study on the production of mixedeality contents by realizing AR coloring technology, virtual environment, and VR devices by realizing the interaction in virtual environment. In this study, we designed and produced the content from a fairy tale called 'Cinderella' to produce and demonstrate real mixed reality contents. 'Cinderella' shows 3D modeling in the virtual space using the Oculus Rift, and the modeled shoes can be lifted using Leap-Motion. It is a virtual augmented interaction content for exhibition and experience that can move a specific range from the foot on the treadmill. In this paper, we try to share the experience of creating new mixed reality game contents, which is a mixture of augmented reality and virtual reality technology, and continuation of universal use of this field.