• Title/Summary/Keyword: 슈팅

Search Result 137, Processing Time 0.149 seconds

Implementation of Arduino Air Mouse for Sniper Simulator Game (저격 시뮬레이터 게임을 위한 아두이노 에어 마우스 구현)

  • Jang, Myeong-Soo;Sim, Young-Hoon;Lee, Woo-Beom
    • Journal of the Institute of Convergence Signal Processing
    • /
    • v.17 no.2
    • /
    • pp.61-66
    • /
    • 2016
  • With the recent introduction of HMD devices, there is a growing interest in simulator games that are difficult to experience directly like a FPS, racing game. However, because these gaming require a large volume consol and a additive user manipulating devices for the more reality experience, most of these games are very expensive. Therefore, we propose the Arduino Air Mouse for a sniper simulator game, which maximizes realism and can be enjoyed with small volume and low cost devices. The implemented Arduino Air Mouse uses an acceleration sensor and gyro sensor. Specially, after this device was tested in the a sniper simulator game that is applied the ballistics in the Unity3D environment, the implemented game showed more reality.

Smart Solar Control System: Based on the Low-Power Control of Arduino Board (지능형 태양광 전력 관리 시스템 (아두이노 저전력 제어를 중심으로))

  • Kwon, Oh-Sung
    • Journal of The Korean Association of Information Education
    • /
    • v.23 no.5
    • /
    • pp.461-467
    • /
    • 2019
  • As the convergence solutions become more common, the use of Arduino and Raspberry Pi boards has been increasing. These control boards has to be executed under power blackout. In this environment, we take advantage of solar power system to overcome the power out. In this paper, we poposed a effficient power control strategy. Our experimental device is a DSLR shooting device executed based a predesigned interval time. The control module of our experimental device is the compound system of Raspberry Pi and Arduino boards. Arduino board send the force signals to wake up Raspberry Pi. We developed a new control strategy algorithm for the efficient use of solar power energy. In this paper, we mesured the efficiency of solar enery consuming of our system. We programmed a control system to send DSLR shooting signals. In experimentals, we ensured a stable consuming of electricity during 10 days. In the end, it was found that the consumption power of the Raspberry was reduced by about 81% when the Aduino was combined to save power.

A Comparative Study on the Structure and Implementation of Unity and Unreal Engine 4 (유니티와 언리얼 엔진 4의 구조와 구현 방식 비교 연구)

  • Lee, HanSeong;Ryoo, SeungTaek;Seo, SangHyun
    • Journal of the Korea Computer Graphics Society
    • /
    • v.25 no.4
    • /
    • pp.17-24
    • /
    • 2019
  • In the game industry, traditional game development way was to develop a game engine in advance before developing game content. This has the disadvantage is the high cost of developing the game engine. Further, there is a problem that the game content are not developed unless the game engine is prepared in advance. In order to solve these problems, the game industry has recently selected a method of purchasing a license for a commercial engine, which is a method for improving the game content development productivity, rather than concentrating on game engine development. In this paper, we describe a game object and the structure in Unity and Unreal Engine 4. We compared the editor interface and the supported development languages in the two game engines. We also implemented a First-Person Shooter game to compare how the player's configuration and event handling differ from the two game engines.

Analysis of User Transfer of Successful Battle Royale Games - From Player Unknown's Battleground to Fortnite (성공적인 배틀 로얄 게임에서의 사용자 이동 원인 분석 - 배틀그라운드에서 포트나이트로)

  • Song, Doo Heon
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.24 no.1
    • /
    • pp.71-76
    • /
    • 2020
  • A battle royale game is a multiplayer video game genre that blends the survival and exploration with last-man-standing gameplay. The genre has been hot in recent years and the 'Player Unknown's Battleground' produced by Korean enterprise PUBG had been the hottest during 2017 and the first half of 2018. However, a similar battle royale game 'Fortnite' became the game of the year in 2018 and the Player Unknown's Battleground sustains the predominance only in Korea and China. In this paper, we investigate the game structure of those two games on combat, survival, farming and charging elements, We also conduct a user survey on what might be the weak point of the Player Unknown's Battleground and why they choose Fornite among users played both but currently play Fortnite. The result shows that the Player Unknown's Battleground sustains the advantage on battle elements but creative charging policy and the efficient survival elements are the reasons of choosing Fortnite between the two.

Study on the Performance Improvement of Marine Engine Generator Exciter Control using Neural Network Controller (신경망 회로 제어기를 이용한 선박 엔진 발전기의 여자기 제어 성능 개선에 관한 연구)

  • HeeMoon Kim;JongSu Kim;SeongWan Kim;HyeonMin Jeon
    • Journal of the Korean Society of Marine Environment & Safety
    • /
    • v.29 no.6
    • /
    • pp.659-665
    • /
    • 2023
  • The exciter of a ship generator adjusts the magnetic flux through excitation current control to maintain the output terminal voltage constant. The voltage controller inside the exciter typically uses a proportional integral control method. however, the response characteristics determined by the gain and time constant produce unwanted output owing to an inappropriate setting value that can reduce the quality and stability of power within the ship. In this study, a neural network circuit is learned using stable input/output data that can be obtained through the AC4A type exciter model provided by IEEE, and the simulation is performed by replacing the existing proportional integral control type voltage controller with the learned neural network circuit controller. Consequently, overshooting was improved by up to 9.63% compared with that of the previous model, and excellence in stable response characteristics was confirmed.

Market Success factors of Mobile Games: Differences by Genres and Changes over Time (모바일 게임의 시장 성공 요소: 게임 장르별 차이와 출시 후 시간 경과에 따른 변화)

  • Yi, Sang-Yoon;Kim, Moon-Yong;Han, Sung-Don;Ahn, Jae-Hyeon
    • Information Systems Review
    • /
    • v.10 no.3
    • /
    • pp.21-38
    • /
    • 2008
  • After the introduction stage, Korean mobile game market is approaching to the growing stage leading mobile contents market. The environment for the mobile contents business is getting better by the expansion of the 3G mobile networks and the enhancement of the mobile devices. In this research, at a content level, not a service level, market success factors of mobile games and the differences by genres and their changes over time were investigated through the analysis of the real market data of mobile games launched by a Korean mobile carrier. The most important factors for market success, especially for the genres of RPG/Tycoon/Simulation and Shooting/Action/Arcade, were found to be the 'design' factor and its effect turned to be getting stronger as time goes by after the launch. Consumers' purchase rate was actually higher for the mobile games of popular genres or in relation with socially popular subject matters. Also 'design' and 'creativity' factors which are related to the quality of contents, have gotten more important over time. One of the most interesting results was that there existed a "blue ocean" genres like Sports/Racing/Leisure which had a steady demand but not many competing games. In the analysis of the 'convenience' factor, one interesting implication for mobile game producers was that there exists a trade off between the ease of initial adoption and the steady sales of a mobile game.

Evaluation on Kinematic Factors Affecting Scores of Olympic Round Game during the Follow Through in Archery (양궁 올림픽 라운드기록에 영향을 미치는 팔로 드로우 국면의 운동학적 요인 평가)

  • Hah, Chong-Ku;Yi, Jae-Hun
    • Korean Journal of Applied Biomechanics
    • /
    • v.18 no.1
    • /
    • pp.227-234
    • /
    • 2008
  • The purpose of this study was to investigate kinematic factors affecting scores of Olympic Round Game during follow through which was basic and important in archery. For this study, 8 male archers($20{\pm}1\;yrs$, $77{\pm}13kg$, $178{\pm}5\;cm$) of K university participated in the experiment. The seven infrared cameras (Qualisys MCU-240) were used to acquire raw data, and analyzed with Matlab6.5 for variables. The results were as follows: First, angular average velocity of shoulder joint affecting scores was a statistical significance (p=.65, p<.10), and the regression equation was y = - 0.0637 x + 17.074, and determinant coefficient $R^2$ = 0.874 respectively. Second, good records was acquired about $120^{\circ}$/sec. of angular average velocity of shoulder joint. Third, as records was lower and lower, a peak-pulse on angular average velocity of shoulder joint was great during follow through. In conclusion, the record was greater as angular average velocity of shoulder joint was smaller and smaller from $110^{\circ}$/sec. to $160^{\circ}$/sec. It is suggested that a lower angular average velocity of shoulder joint and no peak-pulse may obtain good scores during follow through.

Development of a functional game device and Contents for improving of brain activity through finger exercise (뇌활동 증진을 위한 손가락 운동용 기능성 게임 장치 및 콘텐츠 개발)

  • Ahn, Eun-Young
    • Journal of Korea Multimedia Society
    • /
    • v.15 no.11
    • /
    • pp.1384-1390
    • /
    • 2012
  • It is well known that the exercising and stimulating of fingers have an important bearing on the brain. We take note of the fact and develope a game device for improving one's health and brain ability in respect of the education and training. Especially, we develope the device focused on the balanced exercising of five finger for improving brain function. The game device is possible to used in two-ways, namely online and off-line mode. In online mode, the device is connected with other visual devices such as smart phone and smart TV and communicated with Bluetooth and it is used as a MMI(multi-modal interface) device. Whereas, in off-line mode the game device works independently and it makes possible to enjoy auditorial and tactual games without video images for promotion of brain activity and emotional cultivation. For certification of the device, we implement two games(a fishing game for off-line mode and a shooting game for online mode) for people of all age, especially good for the elderly. It is usable as a game device to offering the elderly a great help for preventing impairment of the cognitive functions.

A Study on the Correlation about Creating Component of Pleasure and Satisfaction on FPS Game (FPS게임에서 쾌감의 구성 요소 창출과 선호도 상관관계에 관한 연구)

  • Kim, Sang-Jung
    • Journal of Korea Game Society
    • /
    • v.9 no.6
    • /
    • pp.45-56
    • /
    • 2009
  • This Study has limited our scope to the study of satisfaction factor. Due to the extensiveness of fun factors of games. We had identified satisfaction factors through investigating various theories based on funology. Then, we have directly applied the satisfaction factors to games in order to define the satisfaction factors of online FPS game. Then, we have applied the satisfaction factors on to four online games, at the first phase of the study. We interviewed a group of online FPS game experts to identify the constituent elements of the factors and concluded the second phase of our investigation based on the results from the first and second phases, we have conducted a survey to verify the hypothesis. We have verified the reciprocal relationship between the satisfaction factors and game popularity by conducting a multiple regression analysis on the survey results. To conclude, there is a correlation between online FPS games and the satisfaction factors; the satisfaction factors cause the users to be absorbed into the game and to enjoy it for a long period of time.

  • PDF

Visual Narrative Strategy of Game Promotion: Comparative Analysis of Dead Island and Dead Island 2 Trailers (게임 프로모션 시각 내러티브 전략: <데드 아일랜드>와 <데드 아일랜드 2> 예고편 비교 분석)

  • Roh, Chul-Hwan
    • Cartoon and Animation Studies
    • /
    • s.48
    • /
    • pp.249-269
    • /
    • 2017
  • Promotion and marketing, which are essential to lower the investment risk and maximize commercial profit in the video game market. Game developers and publishers set up public relations strategies to encourage potential consumers' needs. Considering characteristics of video game, the trailer, which is the animated image advertisement material, could occupy a key position in its promotion and marketing plan. Cinematic spectacles and attractive narratives are essential ingredients for game trailers, which are usually produced in 3D animation. Dead Island is an open world first person shooters (FPS) game released in 2011. When launched, it grabbed a great attention with a trailer, awarded the Golden Lion Prize for the best internet film at the Cannes Lions International Festival of Creativity. The game was a commercial success and several spin-offs were producted. In 2014, its publisher, Deep Silver showed the official trailer of Dead Island 2 at Electronic Entertainment Expo, the world's largest game show. Dead Island 2 was scheduled to be released in 2016, but has been now delayed until 2018. This study compares and analyzes two trailers of Dead Island 1 and Dead Island 2. We examine the narrative structure of the trailer for the sequel promotion of a successful game. The differences between the two could be useful for building a promotion strategy of other game series.