• Title/Summary/Keyword: unity physics engine

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A Study on game engine properties for Art college education (예술 대학 교육을 위한 게임엔진 특성 연구 (Unity와 Unreal engine을 중심으로))

  • Cho, Hyung-ik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.227-229
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    • 2019
  • Currently, people use game engines which is consist of essential elements(Graphic engine, Physics engine, Audio engine, UI system, Gameplay frameworks, etc) to develop video. This game engine is used for its own development, but usually it is used by renting a commercial engine. To be able to use such a game engine requires a lot of theoretical and functional education, but in a limited period of university education, it is impossible to deal with various game engines in game art colleges, not general engineering universities. This paper will compare and analyze the characteristics, and merits and demerits of these two kinds of Game engines (Unity and Unreal engine), and showed the result of analyses about the fact that educating which of the above 2 Game engines are helpful and beneficial for the students for the efficient education in the Art college where should teach much in the limited time.

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Analysis of Elementary School Teachers' Experiences with Using the Unity Physics Engine to Develop Augmented Reality Science Educational Materials (초등학교 교사의 유니티 물리엔진을 활용한 증강현실 과학교육 자료개발 경험 분석)

  • Kim, Hyunguk
    • Journal of Korean Elementary Science Education
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    • v.43 no.3
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    • pp.385-401
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    • 2024
  • This study presents a step-by-step analysis of the experiences and discussions of five elementary school teachers while developing the Augmented Reality (AR) science educational materials, using the Unity Physics Engine. In the preparation phase to develop the AR materials, the teachers explored the features of the AR technology and decided to create AR materials for experiments related to magnetic fields in the magnetism unit, based on discussions about the unit selection. In addition, they complained about difficulties arising out of the lack of background knowledge about the C# programming language in the preparation phase. During the material development stage, there were difficulties in operating the unfamiliar interface and other functions of the software. However, this was overcome through knowledge sharing and collaborative communication among the teachers. The final materials developed were marker-type AR materials to perform experimental activities by changing the position of the magnet and the compass markers. Based on the developed materials, the teachers discussed their smooth utilization during the classroom activities.

Augmented Reality-based Billiards Training System (AR을 이용한 당구 학습 시스템)

  • Kang, Seung-Woo;Choi, Kang-Sun
    • Journal of Practical Engineering Education
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    • v.12 no.2
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    • pp.309-319
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    • 2020
  • Billiards is a fun and popular sport, but both route planning and cueing prevent beginners from becoming skillful. A beginner in billiards requires constant concentration and training to reach the right level, but without the right motivating factor, it is easy to lose interests. This study aims to induce interest in billiards and accelerate learning by utilizing billiard path prediction and visualization on a highly immersive augmented reality platform that combines a stereo camera and a VR headset. For implementation, the placement of billiard balls is recognized through the OpenCV image processing program, and physics simulation, path search, and visualization are performed in Unity Engine. As a result, accurate path prediction can be achieved. This made it possible for beginners to reduce the psychological burden of planning the path, focus only on accurate cueing, and gradually increase their billiard proficiency by getting used to the path suggested by the algorithm for a long time. We confirm that the proposed AR billiards is remarkably effective as a learning assistant tool.