• Title/Summary/Keyword: 3D 게임 캐릭터

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A Design of AI Middleware for Making Interactive Animation Characters (인터랙티브한 애니메이션 캐릭터 제작을 위한 인공지능 미들웨어 설계)

  • Lee, Seung-Sub;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.91-101
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    • 2008
  • Most designers use professional 3D animation tools such as 3DS MAX to manually create animation. This manual method requires a great deal of time and efforts, and does not allow animation characters to interact with one another. In this paper, we design an AI middleware of form as 3DS MAX plug-in to solve these issues. We present an AI expression structure and internal processing method for this middleware, and the method for creating AI character's structure. It creates AI character's structure by drawing figures and lines for representing AI elements. For experiment, we have produced same animations with the traditional method and our method, and measured the task volume in both methods. This result verifies that the task volume is similar or higher than the traditional method in small-scale tasks, but up to 43% of the task volume is reduced in large-scale tasks. Using the method proposed in this paper, we see that characters in an animation interact each other, and task volume in large-scale tasks are reduced.

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A Study on Creating Animation for Sport Climbing using Game Engine (게임 엔진을 활용한 스포츠 클라이밍 자세 및 동작의 사실적인 3D 애니메이션 구현 방안 연구)

  • Lee, Eun-Young;Cha, Kyungsik;Heo, Myeong-Hyeon;Kim, Dongho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.04a
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    • pp.962-965
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    • 2015
  • 스포츠 클라이밍에서 효율적인 등반을 위해서는 인공 암벽의 홀드 위치 및 형태에 따라 역학적으로 이득이 높은 자세를 취할 수 있도록 반복적인 훈련이 필요하다. 교육자는 초급 수준의 등반자를 교육하기 위해서 매번 직접 시범을 보여야 하는 불편함이 있다. 만약 등반자 혼자서도 자세를 배울 수 있는 사실적인 등반 애니메이션이 제공된다면, 효율적인 훈련이 가능할 것이다. 이에 본 논문에서는 게임 엔진의 역운동학 기능으로 제작 과정을 간소화하고 게임 콘솔용 깊이 카메라 기반의 모션 캡쳐 데이터를 분석 및 적용하여 올바른 등반 자세 교육을 위한 3D 캐릭터 애니메이션을 제작하는 방법을 제시한다. 향후 애니메이션이 제작되면 스포츠 클라이밍 교육 콘텐츠를 제작의 기초가 되어 기존 등반 교육 과정에서 제공하지 못했던 새로운 경험을 등반가들에게 제공할 것이다.

Development of Baseball Game Using Leap Motion Controllers (립 모션 컨트롤러를 이용한 야구 게임 개발)

  • Joo, Hyanghan;Cho, Minsoo;In, SeungKyo;Cho, Kyuwon;Min, Jun-Ki
    • KIISE Transactions on Computing Practices
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    • v.21 no.5
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    • pp.343-350
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    • 2015
  • While many games have been published that are used with input-devices such as a mouse and keyboard, the number of games that can recognize the behavior of a human utilizing devices such as Kinect and Wii has increased. In this paper, we present the development of a baseball game that utilizes a Leap Motion Controller. A Leap Motion Controller recognizes accurately the movement of a user's fingers. Our implemented game consists of characters, a background and animation. It is a moving animated game in which the users play a game in point of view of a third person. The major feature of our game is that the game players can enjoy the game using a Leap Motion Controller.

Design of 3D Running Game using Gyro Sensor in Mobile Environment

  • Choi, Joo-Young;Kim, Seok-Hun;Kwak, Ho-Young;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.10
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    • pp.77-82
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    • 2021
  • In our society, the current smart devices have been commercialized and more time than most people are in contact with smart devices than the time in contact with the PC, it shows the same trend in terms of the game industry. Thus in the study, it was to try to make a game by utilizing the characteristics of only the smart devices in mobile environments among them by using the gyro sensor implementing the movements of characters. In particular, undergraduate student made various attempts to implement a single game using the sensor used in smart devices. In this paper, we have planned the adventure 3D running game that allows users to easily fun to play. Our goal is to implement one stage. We have discussed that you have designed and implemented.

Design & Implementation of a Maze Game Using Vuforia Engine (Vuforia 엔진을 이용한 증강현실 미로 찾기 게임에 대한연구)

  • Lee, Ju-Young;Lee, Kyung-Su;Lee, Yoon-Won;Kang, DongByeong;Jeong, Gu-Min
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.11a
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    • pp.79-82
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    • 2012
  • 본 논문에서는 퀄컴의 Vuforia 엔진을 이용한 증강현실 미로 찾기 어플리케이션을 제안하고 구현하였다. Vuforia 엔진은 증강 현실 엔진 중 비교적 최근에 만들어져 다양한 마커를 활용할 수 있으며 속도, 마커 인식 면에서 다른 AR 엔진에 비해 뛰어나다. 본 논문에서는 Vuforia 엔진에 기반한 미로 찾기 앱을 설계하고 구현한다. 제안한 방법에서는 스마트폰으로 이미지 마커를 인식한 후, 스마트폰 화면에 3D 캐릭터와 미로를 출력해주도록 한다. 또한 가속도 센서를 이용하여 사용자가 직접 스마트폰을 기울여 캐릭터를 목적지까지 이동시키는 미로 찾기 게임 어플리케이션을 구현하였다.

The Ways in which Clothes worn by Game Characters as Expressed in Contemporary Fashion (현대패션에 포함된 게임 캐릭터 의상의 조형성)

  • Lee, Hyo-Jin;Yang, A-Rang
    • Journal of the Korean Society of Costume
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    • v.58 no.4
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    • pp.86-98
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    • 2008
  • This study is purposed to determine the correlation between contemporary fashion and game characters' clothes and to analyze the formative property of the game characters' clothes expressed in the contemporary fashion. The temporal scope of this study is from 2004 to 2007 based on general online game ranks, while the game type is limited to 3D-online role playing game. The most popular clothes of game characters are analyzed and found to have imaginary, sensualistic, and cross-sexual features. These are also expressed as Cyber resistance image, Femme fatal image and Asexual image in the contemporary fashion. Firstly, the Cyber resistance image in the recent fashion is shown as belligerent, destructive and surrealistic image in contemporary fashion. Secondly, the Femme fatal image represents bewitching, brutal and narcissistic image with sleek materials and glowing colors in contemporary fashion. Thirdly, the Asexual image means the concept of sex as the neuter gender. Especially, this image has been introduced by simple and straight silhouette, black, silver, khaki colors in fashion. Accordingly, the clothes of game characters with the popularity and formative property have close correlation with contemporary fashion even if they do not pursue for practical creativity. In this respect, they can consolidate the position as a new fashion trend if they are developed with various design ideas.

Efficient Path Finding in 3D Games by Using Visibility Tests (가시성 검사를 이용한 3차원 게임에서의 효율적인 경로 탐색)

  • Kim, Hyung-Il;Jung, Dong-Min;Um, Ky-Hyun;Cho, Hyung-Je;Kim, Jun-Tae
    • Journal of Korea Multimedia Society
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    • v.9 no.11
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    • pp.1483-1495
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    • 2006
  • The navigation mesh represents a terrain as a set of triangles on which characters may move around. The navigation mesh cab be generated automatically, and it is more flexible in representing 3D surface. The number of triangles to represent a terrain may vary according to the structure of the terrain. As characters are moving around on a navigation mesh, the path planning can be performed more easily by projecting the 3D surfaces into 2D space. However, when the terrain is represented with an elaborated mesh of large number of triangles to achieve more realistic movements, the path finding can be very inefficient because there are too many states(triangles) to be searched. In this paper, we propose an efficient method of path finding in 3D games where the terrain is represented by navigation meshes. Our method uses the visibility tests. When the graph-based search is applied to elaborated polygonal meshes for detailed terrain representation, the path finding can be very inefficient because there are too many states(polygons) to be searched. In our method, we reduce the search space by using visibility tests so that the search can be fast even on the detailed terrain with large number of polygons. First we find the visible vertices of the obstacles, and define the heuristic function as the distance to the goal through those vertices. By doing that, the number of states that the graph-based search visits can be substantially reduced compared to the plane search with straight-line distance heuristic.

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3D Character Motion Synthesis and Control Method for Navigating Virtual Environment Using Depth Sensor (깊이맵 센서를 이용한 3D캐릭터 가상공간 내비게이션 동작 합성 및 제어 방법)

  • Sung, Man-Kyu
    • Journal of Korea Multimedia Society
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    • v.15 no.6
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    • pp.827-836
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    • 2012
  • After successful advent of Microsoft's Kinect, many interactive contents that control user's 3D avatar motions in realtime have been created. However, due to the Kinect's intrinsic IR projection problem, users are restricted to face the sensor directly forward and to perform all motions in a standing-still position. These constraints are main reasons that make it almost impossible for the 3D character to navigate the virtual environment, which is one of the most required functionalities in games. This paper proposes a new method that makes 3D character navigate the virtual environment with highly realistic motions. First, in order to find out the user's intention of navigating the virtual environment, the method recognizes walking-in-place motion. Second, the algorithm applies the motion splicing technique which segments the upper and the lower motions of character automatically and then switches the lower motion with pre-processed motion capture data naturally. Since the proposed algorithm can synthesize realistic lower-body walking motion while using motion capture data as well as capturing upper body motion on-line puppetry manner, it allows the 3D character to navigate the virtual environment realistically.

Cyber Character Implementation with Recognition and Synthesis of Speech/lmage (음성/영상의 인식 및 합성 기능을 갖는 가상캐릭터 구현)

  • Choe, Gwang-Pyo;Lee, Du-Seong;Hong, Gwang-Seok
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.37 no.5
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    • pp.54-63
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    • 2000
  • In this paper, we implemented cyber character that can do speech recognition, speech synthesis, Motion tracking and 3D animation. For speech recognition, we used Discrete-HMM algorithm with K-means 128 level vector quantization and MFCC feature vector. For speech synthesis, we used demi-syllables TD-PSOLA algorithm. For PC based Motion tracking, we present Fast Optical Flow like Method. And for animating 3D model, we used vertex interpolation with DirectSD retained mode. Finally, we implemented cyber character integrated above systems, which game calculating by the multiplication table with user and the cyber character always look at user using of Motion tracking system.

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Development of a 3D Action Game based on the Dynamic Elements (다이내믹 요소 기반의 3D 액션 게임개발)

  • Kang, Sun-Gyu;Kim, Su-Ji;Kang, Na-Hyeon;Kim, Min-su;Lee, Song-Ju;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.473-475
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    • 2014
  • 게임은 과거와는 달리 전반적인 기술이 향상되면서 표현의 한계가 넓어지면서 3D공간에서 현실과 같은 착각을 일으킬 수 있을 정도로 다이내믹한 장면이 연출이 가능해졌다[1]. 플레이어의 반사 신경을 자극하여 캐릭터를 조작하는 쾌감을 느낄 수 있는 액션요소[2]를 덧붙여 다이내믹한 연출과 게임의 액션요소를 결합한 게임을 개발하였다.

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