• Title/Summary/Keyword: 타격 감

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A Study on action game character's motion of Hit Impact - Focusing on the TMNT2 case analysis - (액션 게임 캐릭터의 타격감 동작 연구 -TMNT2 사례분석을 중심으로-)

  • Yoon, Jang Won
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.105-114
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    • 2021
  • In this study, we analyzed the motion animation of game characters, which is a visual part of the game elements for 'Hit Impact'. The game selected for analysis focused on the movements of the characters in the arcade game , which is thought to have a weak 'Hit Impact' and looked for the cause. We also analyzed the differences in the motion of the characters in the home transplant version of , which is considered to have improved 'Hit Impact', compared to the arcade version. As a result of the analysis, it was found that the reason for the weak 'Hit Impact' in the arcade version was mainly due to the wrong timing and judgment of hitting and hitting movements, and at the same time, supplemented physical reactions and stun, camera directing, and hitting effects could have a significant impact on improving 'Hit Impact'.

A Study on the Correlation between Bat Swing Speed and Balance Ability in Elementary School Baseball Players

  • Ho-Jin, Jeong;Yong-Nam, Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.1
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    • pp.137-142
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    • 2023
  • In This paper, we propose a determine the correlation between bat swing speed and balance ability in elementary school baseball players. This study subjects were 40 subjects. Bat swing speed was measured using a zepp2baseball, and balance ability was measured using a biorescue. For the measurement of balance ability, eyes open surface·eyes open length·eyes open average speed·eyes close surface·eyes close length·eyes close average speed were measured. pearson's correlation analysis was used to analyze the correlation between bat swing speed and balance ability. There was a significant negative correlation between bat swing speed and eyes close surface (r=-0.366, p<0.05). There was a significant negative correlation between bat swing speed and eyes close length(r=-0.348, p<0.05). There was a significant negative correlation between bat swing speed and eyes close average speed(r=-0.455, p<0.01). Among them, eyes close average speed showed the highest correlation (p<0.01). These findings suggest that improvement of the balance ability has a positive effect on bat swing speed.

A Study on Enhancing Efficiency for Feeling-of-Hit in Games (게임의 타격감에 대한 효율 향상 연구)

  • Moon, Sung-Jun;Cho, Hyung-Je
    • Journal of Korea Game Society
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    • v.12 no.2
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    • pp.3-14
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    • 2012
  • As one of elements to be able to endow more exciting and higher degree of completion for game, the feeling of hit is realized by image, sound and body-sensing (vibration) effects. When the feeling of hit is realized by game developer, most proper effects will be chosen with regard to genre, system and standpoint of world for the game. In general, most of choices for the effects are performed by the experience of game developer or referring the other games. Nevertheless the related studies are not significant in comparison with the importance for the feeling of hit, and the fundamental studies are mostly not accomplished. This paper introduces a study on efficiency and important factors for the feeling of hit by analyzing the properties and degrees of feeling for all effects to represent the feeling of hit through experiments. For this, a software simulator was implemented to test all effects and therewith the final results are presented through questionnaires for the feeling of hit sent to gamers. Our results are expected to be used to accomplish higher degree of completion for mobile games or web games with limited resources.

Empirical Analysis of the Feeling of Shooting in 2D Shooting Games (2차원 슈팅 게임에서의 타격감에 대한 실험적 분석)

  • Seo, Jin-Seok;Kim, Nam-Gyu
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.2
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    • pp.75-81
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    • 2010
  • Feeling of shooting is one of the most important features of shooting games. Game developers have tried to improve feeling of shooting by using various techniques, such as visual/sound effects, rumble effects, animations, and camera techniques. In this paper, we introduce the results of the empirical analysis of the several techniques in a 2D shooting game. We carried out two experiments in which levels of feeling of shooting were measured in a simple 2D shooting game. The first experiment was configured with 16 combinations of the four techniques (visual, animation, sound, and rumble effects) applied to a shooting object (a cannon), and the second was configured with 16 combinations of the two techniques (visual and sound effects) applied to both or either side of a shooting object and exploding objects (enemy ships). The analysis results of the experiments showed that all of each techniques were statistically significant factors. We could also found that sound effects and rumble effects are more effective than visual effects and animations and that exploding objects are more important that a shooting object.

A Study on the Advance Effect of Hitting Sense in Shooting Game -Center for 'the Beetlewing' and '1945 Plus'- (슈팅게임에서의 타격감 향상 효과에 관한 연구 -'비틀윙'과 '1945플러스'를 중심으로-)

  • 김남훈;김태완
    • Journal of Korea Multimedia Society
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    • v.7 no.2
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    • pp.223-230
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    • 2004
  • A shooting game is all game genres that hit targets through shooting. It include a lot of genres from a flying shot of game room to a personal shooting action game. In this point, a shooting game was regarded it as the origin of all game and it was developed from the early days of game. At present we can meet it in an electronic game room or personal computer, and mobile phone etc.. The popularity of shooting game caused to take aim by simple system, interface, and speedy play. Also it was enticed everyone to enjoy it easily. A shooting games is worked from old like ways until recently and a process of playing game is intuitive than another game. Therefore it popular with a PC player as well as persons of all levels. Beginners can train this game easily through direction such as control way of object, advent way of enemy aircraft and scroll way of background. But as an usability of working and controlling game, beginners of game development can pass over a shooting sense that shout and hit basically. And after design, they will feel that cannot convey realistic effect and thrill etc.. At a result, hitting sense happens to graphic elements and sound. Therefore a measure of effect on these elements is started from analysis of good shooting game. This study was to focus on the advance effect of hitting sense in shooting game through analysis centered for 'the Beetlewing' and '1945 Plus'.

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Development of a Website to Share Travel Records. (여행 기록 공유 웹 사이트 개발)

  • Cho, Kyu Cheol;Han, Seung Min
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.245-248
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    • 2022
  • 코로나바이러스감염증-19(COVID-19)의 확산 추세로 한국뿐만 아닌 전 세계적으로 여행 횟수의 빈도가 낮아짐에 따라 각 지역의 소상공인들은 매출의 큰 타격을 입었다. 본 연구에서는 사용자들의 여행 경험을 기록하고 공유하는 시스템을 개발하였다. 코로나바이러스감염증-19(COVID-19)의 종식 이후 다양한 사용자들의 여행 경험을 공유하고 이를 바탕으로 여행지를 추천하고 정보를 공유하여 지역 경제의 활성화를 이끌어 낼 수 있을 것으로 기대된다.

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A Study on Coordinate Extraction and Ball Stroke Posture Analysis Using 6-Axis Gyro Sensor (6 축 자이로 센서를 활용한 좌표 추출 및 당구 스트로크 자세 분석에 관한 연구)

  • Kim, Jung-Hwan;Kim, Jin-Hyoung;Jung, Yun-Ho;Cho, Hyung-Joon;Kim, Woongsup
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.10a
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    • pp.346-349
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    • 2019
  • 본 연구를 통해 당구를 처음 접하는 사람들이 혼자서도 올바른 스트로크 자세를 연습할 수 있도록 하기 위한 시스템을 설계하였다. 6 축 자이로 센서를 활용하여 가속도, 각속도 센서 값을 안드로이드와 BLE 통신으로 수집하고 그 값으로 스트로크의 속도와 각도, 방향을 계산하여 유사율을 나타낸다. 또한 터치센서에 스트로크 시에 타격감을 주기 위하여 모바일의 진동을 울려주며, 센서에 터치 된 값을 이용하여 사용자가 실제 타격한 당구공의 타점을 모바일에서 실시간으로 보여준다. 동시에 앞서 계산된 유사율을 그래프와 수치상으로 확인할 수 있다. 모범 자세와 비교한 피드백을 통하여 올바른 스트로크 자세를 익힐 수 있도록 도와준다.

Development of an Action Game Using Fairy Tale Characters (동화를 소재로 한 캐릭터를 사용한 액션게임의 개발)

  • Jung, Yeon-June;Park, Se-Young;Im, Sa-ra;Bong, Won-Ju;Kim, Hye-Yeon;Jin, So-Ri;Park, Jin-Hee;Kwon, Hye-Jo;Baek, Eung-Boem;Kang, Myung-Ju;Park, Chan-Il;Kim, Sang-Jung;Lee, Jong-Won;Oh, Hyoun-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.281-283
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    • 2014
  • 본 논문에서는 동화를 소재로 제작된 캐릭터를 사용하는 액션게임의 개발에 대하여 기술하고 있다. 동화를 소재로 만들어진 캐릭터는 게임의 특징으로써 사람들의 관심을 높여주었고 액션게임에서 타격감을 부과하는 영상, 음향, 체감의 타격감 표현기법 적용하여 액션을 통한 재미요소를 갖춤으로써 독특한 캐릭터가 매력적인 차별화된 액션게임을 개발하였다.

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The Study on the improvement plan for Military combat power by base of NCW against the future War (미래전쟁을 대비한 NCW기반 전투력 발전방안 연구)

  • Heo, Yeong Dae
    • Convergence Security Journal
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    • v.17 no.5
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    • pp.153-161
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    • 2017
  • The gain a decision by a prediction supposition future combat. Take a future combat by the method fighting of U.S. Army in the Irak war. A make combat progress is from real time information to precision bombing for a guided weapon by GPS, a intelligence satellite, a pilotless scout plane, real time simultaneous and unification combat power are the kernel element of gain a decision fighting power by network in the ground, sky, marine, universe, cyberspace. The NCW is in a sense network center war organic be connected by networking a factor of operation. Any where networking information collection, command and decision, blow system. The Study on the improvement plan for Military combat power by base of NCW abainst the future War. Construct an integrate intelligence network apply to future combat.

Haptic System to Provide the Realistic Sensation of Virtual Impact (사실적인 가상 임팩트 감각 전달을 위한 햅틱 시스템)

  • Jechan Jeon;Jaeyoung Park
    • Journal of Internet Computing and Services
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    • v.24 no.6
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    • pp.23-29
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    • 2023
  • As an effort to maximize the immersiveness of user experience in virtual reality, there have been constant efforts to provide a user with tactile sensation by providing haptic feedback. Most of the haptic feedback methods, however, can create only limited or unrealistic haptic sensations since they utilize affordable actuators such as a vibrotactile actuator. When it comes to martial arts training or a game, the limitation of such haptic feedback is apparent due to the significant difference between the physical impact of hitting an object and the sensation departed from a vibrotactile actuator. Noting this, we proposed a haptic impact system that can create a haptic impact when the user hits a virtual object with the fist. The haptic interface uses a quick-return mechanism that can deliver haptic impact feedback to a user's fist. The realism of the haptic impact was evaluated by conducting a human-subject experiment. The results indicate a significant effect of haptic feedback on the realism of the virtual impact.