• Title/Summary/Keyword: 3D캐릭터

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Design of Fishing Game Based on a Cross-Platform Server

  • Chang, Jaewoo;Kong, Hyunseung;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.4
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    • pp.45-51
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    • 2022
  • Due to the spread of COVID-19, many local governments are burdened with the influx of large-scale tourists. As a climate that values Work-Life-Balance has emerged, interest in individual life and satisfaction is rapidly increasing. In addition, due to the popularity of the metaverse field, many people are increasingly interested in related content. In particular, "Animal Crossing: New Horizons" sold more than 15 million copies in 2020, and is enjoying exchanges of interior design, fishing, and collecting insects here. In line with this trend, this study introduces the development of online fishing games based on Jeju infrastructure. This paper focuses on implementation and development, and in particular, it introduces differentiated games through character animation optimized for developing a topographic model that maximizes the beauty of Jeju Island's topography based on the Unity 3D engine.

A Delphi study on the Needs for the Development of a Customized Support Program based on Augmented Reality for Preterm infants and their Families (미숙아와 가족을 위한 증강현실(AR) 기반 맞춤형지지 프로그램 개발 요구분석을 위한 델파이 연구)

  • Sin, Jae Eun;Kim, Ah Rim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.49-51
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    • 2022
  • 본 논문에서는 신생아집중치료실에 입원한 미숙아와 가족 대상의 증강현실(Augmented Reality [AR])기반 맞춤형지지 케어 프로그램 개발에 필요한 관련 전문가 합의를 도출한 델파이 조사 연구이다. 3D 콘텐츠를 적용한 프로그램 개발에 필요한 핵심 구성요소 혹은 교육 콘텐츠를 발굴하여 개발의 방향성을 제안하기 위한 델파이 분석에, 미숙아 및 전문가 집단 14명(1차)과 113명(2차)이 본 연구에 참여하였다. 각 델파이 집단에서 수집된 반응들의 분석 결과, 4개의 하위영역(AR 프로그램의 필요성 및 가치(장점), AR 기반 프로그램 도입과 적용 시 고려할 점, AR 기반 전인적 e케어 프로그램 도입 시 요구와 전략적 방안, 입원 초기부터 퇴원 전 단계별 지지케어 위한 3D 콘텐츠 개발 우선순위)이 분류되었으며, 총 57문항이 도출되었다. 입원 초기부터 퇴원 전 단계별 지지케어 위한 3D 콘텐츠 개발 요구도와 우선순위에 있어서는, 부모 경우 신생아 케어의 반복적 체험 훈련 통한 부모 교육, 아기 본연의 독특하고 고유한 캐릭터나 습관 및 특성 관련 정보 공유, 발달을 돕는 양육 또는 놀이 교육, 가족 요구 기반 특수 간호 기술 훈련 등의 항목의 우선순위가 높았다. 한편, 전문가의 경우 건강한 부모역할로의 이행을 돕기 위한 심리사회적지지, 부모-아기 간 단절 최소화, 미숙아 발달 관련 정보 및 양육 또는 놀이 정보 공유, 부모-아기 상호작용 기회 제공 등으로 요구도의 우선순위가 높았다. 본 연구에서 개발된 델파이 평가문항의 내적일관성 신뢰도를 분석한 결과, Cronbach's α .89~.94로 높았고, 타당도와 문항 구성이 적절한 것으로 나타났다. 본 연구의 결과들을 바탕으로, 미숙아와 가족을 위한 AR 기반 맞춤형지지 케어 프로그램 개발의 적합성이 검증되었고, 프로그램의 임상적, 기술적, 사용적 가치에 있어서 고려할 사항과 교수매체로서 부모와 전문가 집단이 요구하는 3D 콘텐츠 우선순위를 바탕으로 효과적인 기획 및 설계의 근거를 확보했다는 점에서 의의가 있다.

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A 3D Terrain Reconstruction System using Navigation Information and Realtime-Updated Terrain Data (항법정보와 실시간 업데이트 지형 데이터를 사용한 3D 지형 재구축 시스템)

  • Baek, In-Sun;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.157-168
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    • 2010
  • A terrain is an essential element for constructing a virtual world in which game characters and objects make various interactions with one another. Creating a terrain requires a great deal of time and repetitive editing processes. This paper presents a 3D terrain reconstruction system to create 3D terrain in virtual space based on real terrain data. In this system, it converts the coordinate system of the height maps which are generated from a stereo camera and a laser scanner from global GPS into 3D world using the x and z axis vectors of the global GPS coordinate system. It calculates the movement vectors and the rotation matrices frame by frame. Terrain meshes are dynamically generated and rendered in the virtual areas which are represented in an undirected graph. The rendering meshes are exactly created and updated by correcting terrain data errors. In our experiments, the FPS of the system was regularly checked until the terrain was reconstructed by our system, and the visualization quality of the terrain was reviewed. As a result, our system shows that it has 3 times higher FPS than other terrain management systems with Quadtree for small area, improves 40% than others for large area. The visualization of terrain data maintains the same shape as the contour of real terrain. This system could be used for the terrain system of realtime 3D games to generate terrain on real time, and for the terrain design work of CG Movies.

The Application of Agent and Advertising in 3D Sports Game (3D 스포츠 게임에서 Agent와 광고의 활용에 관한 연구)

  • Lee, Yong-Jae;Lee, Young-Jae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.10
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    • pp.2269-2276
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    • 2010
  • This research shows how autonomous character agents work in 3D sports game and its application to advertising. It is a kind of interdisciplinary study between game and advertising. In other words, advertising can be used a beneficiary model in game industry. For the purpose of analyzing the role of agents, 3D table-tennis game and advertising tools are developed. The role of agents is booming up and focusing on the game by their voices and texts. In game, several famous brands are showed up as a mean of advertising. This study analyzed the role of agents and advertising from the game user's position. For validity and reliability of the research, questionnaires were analyzed. As a results, several facts are found. Firstly, the agents worked positively as a game boomer. More than half of the respondents answered the agents are useful for the game. Secondly, the advertising tools showed up on the game are helpful to understand the brand. In other words, the game is contributed to build up the brand image. These kinds of attempts may be significant in that the agents are performed as a parter of functional and woman-oriented game. And advertising brands when placed in the game could play the role of the game item or quest. The proposed method can provide the basic references for developing 3D game as an interdisciplinary study.

The Study on the Lighting Directing of Animation - Focusing on the Emotional Vocabulary that Appears in the 3D Animation Scene (애니메이션의 조명 연출에 대한 연구 - 3D 애니메이션 장면에서 나타나는 정서적 어휘를 중심으로)

  • Lee, Jong Han
    • Cartoon and Animation Studies
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    • s.36
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    • pp.349-374
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    • 2014
  • The light is the language. Directors have to describe the scene component effectively his intention to configure the scene as an appropriately. After this act of the character, the layout of the props and scene lights will enter to the scene components. Those things help to audiences can understand narrative of work and emotion that producer want to send. Expressing their emotions especially using the lights by adjusting the colors and contrast makes audience to concentrate on work and understand naturally. This lighting technique clearly appears on early year theaters stage of England and Rembrandt's paintings. Properly dividing and controlling the lights dramatically increases the beauty of the work elements to express a variety of emotions such as worries and fear. Therefore, it can be evolve depending on director's intent of using lights on his work. Lights can increase involvement of human emotion through basic features that cognition of object, visualization of space-time and by artistic method in the product. This study will examine the role and how to use lighting to express the proper sentiment based on the narrative of the work. Making research named "Lighting Research of 3D animated film which applying light features to express emotion" previous study and have to combine emotional vocabulary and emotion-based theory for classifying the emotional language that can be applied on 3D animation. And choosing most emotional scene from 3D animation for analyze how they used lighting to expressing emotions. Directors trying to show up about the light role through light method that matched perfectly with an emotional language. Expecting this research work of directing 3D animations light for expressing emotional feelings will be continue successfully.

A case study on the costume making process of stop motion animation characters (스톱모션 애니메이션 캐릭터 의상제작과정에 관한 사례 연구)

  • Kim, Ki Hoon;Suh, Ji Sung
    • The Research Journal of the Costume Culture
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    • v.20 no.5
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    • pp.655-663
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    • 2012
  • Due to increased interest in character costumes, the field of animation character costume design is gradually developing into a specialized domain. The costume-making process for animation characters presents many differences from the costume-making process for regular apparel. However, there remains insufficient research on the actual process of making the character costumes used in stop motion videos both in Korea and abroad. The purpose of this study is to establish a costume design process for animation characters. Furthermore, this study presents a case study on the costume planning and making process for 3D stop motion animation characters. The character costume-making process was segmentalized into the following stages: character analysis stage, character modeling stage, and character costume making stage. In the character analysis stage, the investigator analyzed the character's movements, designed the character images, and analyzed the movements and motions of the animation characters. After completing character modeling, this study proposed a method for making the character costume. The style of the character costume was designed, and the structural design reflected the position and size of joints as well as the angle of movements. The patterns of the character costume were produced through dimensional tailoring after measuring the body size of the character. Afterward, the costume was completed after passing through the fitting and revision stages. The clothing material was selected to fit the colors and feelings shown in the illustration. To complete the costume after comparing it with the initial illustration, it was revised based on the assessment of its volume and overall atmosphere.

Design of Fish Behavior Simulator for Constructing Virtual Underwater World (가상 해저 환경 구축을 위한 Fish 행동 시뮬레이터 설계)

  • Kim Jong-Chan;Kim Eung-Kon
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.06a
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    • pp.124-126
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    • 2006
  • 가상 해저환경에 존재하는 군중 캐릭터 움직임을 수작업에 의존하는 기존의 애니메이션 제작 방법으로 제작할 경우 많은 시간과 비용이 필요하기 때문에 이를 자동화하여 보다 효율적이고 쉽게 제공하기 위해 장면의 사실성, 시스템의 성능 그리고 사용자와의 상호작용성을 적용하여 자연스러운 해저환경을 표현하고 군중 행동 장면을 생성을 위해서 자동화 기법이 개발되어야 한다. 본 논문에서는 군중 행동 시뮬레이터를 개발하여 해저환경속에서 사실적이고 효율적인 객체 표현을 위해 3D 객체에 군중행동양식을 부여하고, 상호작용이 가능하도록 다수의 Fish 군중행동 시뮬레이터를 설계한다.

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Collaborative Exploration Using Multi Agents (멀티 에이전트를 이용한 협력적 공간 탐사)

  • Choi, Eun-Mi;Kim, In-Cheol
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.11b
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    • pp.730-732
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    • 2005
  • 본 논문에서는 자율적인 다수의 에이전트들이 협력하여 미지의 공간을 탐사하는 실시간 그래프 탐색 알고리즘인 MADFS를 제안하고 그 효율성을 분석한다. 이 알고리즘은 깊이-우선 탐색(DFS)에 기초한 단일 에이전트 공간 탐사 알고리즘인 dFS-RTA* 와 DFS-PHA* 를 멀티 에이전트 환경에 적합하게 에이전트 간 정보공유 방식과 방문노드 선택전략을 설계하여 확장하였다. 본 논문에서는 대표적인 3차원 온라인 게임 환경인 Unreal Tournament 게임과 지능형 캐릭터 에이전트인 KGBot를 이용한 실험을 통해 알고리즘의 완전성과 효율성을 분석해본다.

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Development of Horror Adventure Game using PC (PC플랫폼의 공포 어드벤쳐 게임)

  • Kim, Soo Kyun;Lee, Byeongcheol;Kim, Horyeol;Jin, Seokjin;Yoo, Woo-Jong;An, Syungog
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.97-98
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    • 2018
  • 본 논문은 PC 플랫폼에서 공포 어드벤처 게임을 구현한 논문이다. 여름이 오면서 다양한 호러 콘텐츠들이 출시되고 있으며, 본 게임은 시간과 장소의 구애를 받지 않으면서 호러 체험을 할 수 있는 체험 기반 게임이다.

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Development of 'Metaverse' XR service using virtual reality (가상현실을 활용한 축제 '메타버스' XR서비스 개발)

  • Sung, Seungmin;Kim, Ki-hyeop;Kim, Young-jin;Lee, HyunWoo;Lee, Byung-kwon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.633-635
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    • 2021
  • 현재 코로나 19로 인한 각종 지역특산품 축제가 축소 및 취소되어 지역발전에 저해 요인을 해결할 대책이 필요하다. 기존 특산품 축제의 문제점은 상품 품질의 우수성은 있지만, 접근성에 어려움이 있고 지속적인 정부의 방역지침으로 대면이 필수적인 특산품 경제에 타격을 입는다. 본 논문에서는 해당 문제를 해결하기 위해 비대면 메타버스형 VR 기술을 접목한 지역경제 및 관광 활성화를 제안한다. 해당 솔루션은 포톤서버를 활용한 실감형 체험 및 멀티접속을 구현하고 VR-Chatting 기술을 활용하여 대화로 시장 상품을 의견조율 가능한 시스템을 구현하였으며, 3D 아바타 모델링 기술을 활용해 지역별 특성화 캐릭터 제작 및 지역특산품 홍보로 기존 특산품 축제의 문제점을 해결하는 솔루션을 제안한다.

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