• Title/Summary/Keyword: game using

Search Result 2,770, Processing Time 0.033 seconds

Development of 3D Defense Space Game using Oculus

  • Iim, Won-Gyu;Lee, Byeong Cheol;Kim, Soo Kyun;An, Syoungog
    • Journal of the Korea Society of Computer and Information
    • /
    • v.24 no.8
    • /
    • pp.45-50
    • /
    • 2019
  • Oculus Rift is the most universal VR (virtual Reality) headset for gamers and FPS (First Person Shooting) is the most suitable game genre to play with VR. Using VR can increase the player's sense of reality and make them feel as though they are in direct contact with the enemy while battling. The suggested VR game is a first person game where the player must defend a specific target against the surging enemy all within the time limit. Many objects will need to be used in this method. Object pooling will be used in order to manage all the numerous objects. When an object is repeatedly created and deleted it typically overwhelms the memory. To resolve this issue the game initially summons the object at the beginning of the scene and afterwards only uses the object when needed, lessening the burden on the memory. A ranking system is implemented to keep the game records in order to stimulate a competitive spirit between the players, and the game has received positive response during test play among college students in their 20s.

A Study of Tour Game Using LBS based on Smart Phone (스마트폰 기반의 LBS를 이용한 투어게임에 관한 연구)

  • Kim, Yong-Ho;Kim, Hyeong-Gyun
    • Journal of Digital Convergence
    • /
    • v.10 no.5
    • /
    • pp.239-244
    • /
    • 2012
  • This paper proposed a tour game using LBS based on smart phone. This game is based on the historical background of Silla and spatial background of GyoengJu. A Event of tour game uses a smartphone-based LBS. Game events has occurred by comparing pre-measured GPS values and smart phone A-GPS values. This paper has looked at game planning and run screen. In addition, the future direction of the game were discussed.

The Relationship Between MMORPG Players' Leadership-related Game Experience and Offline Leadership (MMORPG 내 리더십 관련 경험과 오프라인 리더십의 상관관계 연구)

  • Jang, Yei-Beech;Ryu, Seoung-Ho
    • Journal of Korea Game Society
    • /
    • v.10 no.5
    • /
    • pp.87-94
    • /
    • 2010
  • This research investigated the relationship between MMORPG players' leadership-related game experience and offline leadership using online survey samples(N=664). According to the correlation results, MMORPG players' leadership-related game experience, age, game usage time and offline leadership exhibited a significantly positive relationship. When players had more leadership-related game experience, they reported higher offline leadership scores. In terms of "spillover effect", more valuable implications of using MMORPGs are discussed in conclusion.

On Estimation and Distribution of Game Satisfaction (게임만족도 추정 및 분포에 관한 연구)

  • Ham, Hyung-Bum
    • Journal of Korea Multimedia Society
    • /
    • v.10 no.5
    • /
    • pp.679-686
    • /
    • 2007
  • Every year, although the number of game enterprises increases, every game which is developed and distributed by these enterprises do not have competitiveness. One game even increasing competitiveness and added value of game industry, we have to develop games which are satisfied with users, and for it, we need scientific research which evaluates about satisfaction. In this paper, We quantatively estimate game satisfaction by using AHP and statistical method. Also we discuss the method which derive distribution of game satisfaction. We can acquire expected effect which predicts satisfaction level and standard about games by using these methods.

  • PDF

Surface Model and Scattering Analysis for Realistic Game Character

  • Kim, Seongdong;Lee, Myounjae
    • Journal of Korea Game Society
    • /
    • v.21 no.4
    • /
    • pp.109-116
    • /
    • 2021
  • In this paper, we considered that recently 3D game characters have been almost alike realistic expression because of a great mathematical computation and efficient techniques on GPU hardware. We presented the rendering technique and analysis for 3D game characters to simulate and render mathematical approach model from recent researches to perform the game engine for the surface reflection of lighting model. We compare our approach with the existing variant rendering techniques here using Open GL shader language on game engine. The experimental result will be provided the view-dependent visual appearance of variant and effective modeling characters for realistic expression using existing methods on the GPU for effective simulations and rendering process. Since there are many operations that are used redundantly while performing mathematical operations, the necessary functions and requirements have been to compute in advance.

Design of 3D Oculus VR Action Game using Silhouette Outline

  • Kim, Ho-Ryel;Han, Chang-Min;An, Syoungog;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
    • /
    • v.25 no.11
    • /
    • pp.59-65
    • /
    • 2020
  • Lately the VR (Virtual Reality) game genre is becoming increasingly more popular and it has been cementing its place in the market as its own independent game genre. The key advantage of VR is that it lowers the barrier between player and the virtual world, thus creating an immersive experience. The suggested method develops a game that allows the player to experience what it is like to be visually impaired using the unique characteristics of VR. A distinctive feature of this game is that the character is provided only a limited range of sight, which is created using silhouette outlines. This restrictive visual field is then grafted onto VR and the player can indirectly experience blindness in a highly immersive manner. The silhouette outline along with the particle system is created using Oculus Rift, a headset highly used in VR game development, and Unity 3D game engine. We will also explain in detail regarding the removal of borders between the objects.

Gesture-based Table Tennis Game in AR Environment (증강현실과 제스처를 이용한 비전기반 탁구 게임)

  • Yang, Jong-Yeol;Lee, Sang-Kyung;Kyoung, Dong-Wuk;Jung, Kee-Chul
    • Journal of Korea Game Society
    • /
    • v.5 no.3
    • /
    • pp.3-10
    • /
    • 2005
  • We present the computer table tennis game using player's swing motion. We need to transform a real world coordinate into a virtual world coordinate in order to hit the virtual ball. We can not get a correct 3-dimension position of racket in environment that using one camera or simple image processing. Therefore we use Augmented Reality (AR) concept to develop the game. This paper shows the AR table tennis game using gesture and method to develop the 3D interaction game that only using one camera without any motion detection device or stereo cameras. Also, we use a scan line method to recognize gesture for speedy processing. The game is developed using ARtoolkit and DirectX that is popular tool of SDK for game development.

  • PDF

The Comparative study on Game Contents Costing by Single Game Element and Multi Game Elements (다중게임요소와 단일게임요소에 의한 게임콘텐츠 원가산정 방법에 관한 비교연구)

  • Lim, Deuk-Soo;Lee, Kook-Chul;Park, Hyun-Ji
    • Journal of Information Technology Applications and Management
    • /
    • v.15 no.1
    • /
    • pp.67-81
    • /
    • 2008
  • Last decade, IT industry in Korea has been developed greatly. The game industry as an international leader has given good value added to its country. Game industry is one of the speedy improved one and it showed over 20% of growth rate from 2002. Most distressings in Game industry, there are no established costing system in spite that there should be in emerging market. In 2004, Game Contents Costing Model using Mission and Event was developed and also the study of Game Elements weight was done in 2005. The cost of Game Contents can be calculated by GEP and its unit price. The study of Game Contents Sizing Model was done in 2005. The costing of Game Contents by single Game Element which represents software which is one of 3 Game Elements-plan, graphic and software-and it is counted by mission and event. If the software element only can not well represent Game Contents volume, we can include plan and graphic elements for Game Contents costing. And we can say above two methods as a costing model of Game Contents. In this paper, these models were tested empirically and proved as usable.

  • PDF

구조 방정식 모형 구축에 관한 실증적 고찰

  • 함형범;안창호
    • Journal for History of Mathematics
    • /
    • v.17 no.1
    • /
    • pp.109-118
    • /
    • 2004
  • This study estimated direct factors that have effect to completion degree of game, and we constructs structural equation model that can evaluate completion degree of game using empirical analysis. For it, we obtained weight of components of game development by eigenvector method for analytic hierarchy process. Using calculated weight, we also let that components of game development is observating variable of X, and genre of game is observating variable of Y. And we constructs structural equation model with LISREL program

  • PDF

Using the Physics engine to collision detection of 3D Game Object (물리 엔진을 이용한 3차원 게임 객체의 충돌 처리)

  • Kang, Jung-Hun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2009.10a
    • /
    • pp.711-712
    • /
    • 2009
  • This paper proposes the collision detection of objects of variety how to implement method and corresponding problems in 3D game engine. Specially, I propose the algorithm using a game engine technique to produce 3D game contents.

  • PDF