• Title/Summary/Keyword: 3D Game

Search Result 754, Processing Time 0.028 seconds

Device Performance Analysis Method for Hybrid Rendering (하이브리드 렌더링을 위한 단말기 성능분석 방법)

  • Kim, Hak-Ran;Park, Hwa-Jin
    • Journal of Digital Contents Society
    • /
    • v.9 no.4
    • /
    • pp.771-778
    • /
    • 2008
  • A Device performance analyzing method for appropriate level in hybrid rendering model is suggested. In recent research, we proposed a hybrid rendering model which is applying a proper shading method to each of polygons consisting of an object. The number of polygon for Gouraud shading and that for flat shading should be considered according to a current device performance and system environments. Therefore, this paper suggests the method to calculate automatically a proper resolution of a mesh of object and a proper level of mixture between Gouraud and a flat shading, considering a current device performance and a preference of end-user. The rendering model is so simple that it can be an efficient replacement to reduce a real-time rendering time since it provides automatically multi-level of rendering resolution to an executing environments. Moreover, it can be adopted in real-time adaptive service for 3D graphic contents like a graphic game under various device environments.

  • PDF

Study on Development of Korean Unmanned Systems through Analysis of U.S. Unmanned Systems Policy (미국의 무인체계 정책 분석을 통한 한국의 무인체계 발전에 관한 연구)

  • Park, Dongseon;Oh, Kyungwon
    • Journal of Aerospace System Engineering
    • /
    • v.15 no.3
    • /
    • pp.65-70
    • /
    • 2021
  • This study presents a method to efficiently advance the Republic of Korea's Unmanned Systems through the analysis of the development of the U.S. Unmanned System Policy. After the occurrence of the September 11 attacks, the U.S. developed Unmanned Systems as a part of RMA and became the leader in this area. The system went through numerous trials and errors during the development and acquisition. From these experiences, the U.S. had embodied Unmanned Systems acquisition methods by establishing Unmanned Systems Development Guidance and DoD Autonomy Community of Interest in 2012. In addition, as diverse unmanned programs started to proceed, it promoted Core Technology development sharing and simplification of functions of the Unmanned Systems to exclude budget-wasting elements such as duplication of programs. The Republic of Korea must politically build a collaborative system between industry/academia/research institute/military and apply evolutionary development strategies from the first step of the development of the Unmanned Systems the future Game Changer. In operations, concepts of the Manned/Unmanned Systems complex operation should be established and intelligent S/W, Open System, and Cyber Security technologies to materialize them developed.

A Study on the Effects and Application Cases of Education Using Metaverse in the Non-Face-To-Face Era (비대면 시대에 메타버스를 이용한 교육의 효과와 적용사례에 대한 연구)

  • Song, Eun-Jee
    • Journal of Practical Engineering Education
    • /
    • v.14 no.2
    • /
    • pp.361-366
    • /
    • 2022
  • Recently, with the development of virtual and augmented reality technology, metaverse is emerging as a new paradigm that will lead the next-generation internet era, and social and economic activities are spreading around the game, entertainment, music, and content industries. Moreover, as non-face-to-face conversion accelerated after the outbreak of COVID-19, lifestyles and industrial sites are becoming untact and further rapidly becoming a metaverse. In particular, the application of metaverse to the education field is attracting attention because realistic classes using real-time voice conversations using avatars, 3D objects, and 360-degree images can increase immersion and overcome the limitations of distance education. This study examines the concept of metaverse and examines that education using metaverse can be an alternative that can increase the efficiency of education in the non-face-to-face era. In particular, it shows that it is effective in language education and suggests an actual metaverse-based Korea language education program.

Development of Conversion Solutions for Interoperability of Applications on Different Mobile Internet Platforms (이기종 무선인터넷 플랫폼의 어플리케이션 상호 호환을 위한 변환 솔루션 개발)

  • Kang, Kyung-Bo;Kang, Dong-Hyun;Hong, Chang-Pyo;Ryu, Jong-Min;Lee, Joong-Hoon;Yoon, Jung-Han;Jwa, Jeong-Woo
    • The Journal of the Korea Contents Association
    • /
    • v.7 no.4
    • /
    • pp.1-9
    • /
    • 2007
  • Cellular operators develop high speed mobile internet and multi-function cellular phones to activate new business model based on mobile internet services. Domestic cellular operators evolve their mobile networks from cdma2000-1x and EvDo to HSDPA to activate high speed mobile internet services. They also develop mobile internet platforms such as WIPI, BREW, and J2ME on multi-function cellular phones having multimedia solutions such as camera, MP3, MPEG, 3D game engine, DMB, PAN such as bluetooth, IrDA, W-LAN, and location information using GPS. But, content providers have problems of redevelopment of the same mobile internet application on different mobile internet platforms provided by cellular operators. In this paper, we develop conversion solutions for interoperability of mobile internet applications on WIPI and BREW using an one-pass compiler. We confirm the performance the proposed conversion solutions for the API conversion rate, the converted file size, and the full conversion time using the popular mobile games which are the killer applications on WiPI and BREW.

Development of Plug-n-Play Automation System for Machine Tending through Digital Twin (디지털 트윈을 활용한 Plug-n-Play 머신텐딩 자동화 시스템 개발)

  • Park, Yong-Keun;Kim, Sujong;Um, Jumyung
    • The Journal of Society for e-Business Studies
    • /
    • v.25 no.4
    • /
    • pp.143-154
    • /
    • 2020
  • With the increasing trend of making manufacturing system intelligent and autonomous, the introduction of robot-assist automation, like machine tending system for automated operation of CNC machine tools, is being actively carried out at many industrial sites. Most important part of this intelligent system to install machine tending system, is interface programming between the CNC machine tools and the industrial robot. Despite this importance, however, the machine tending system has many setup problems. it is necessary for difficult re-program of both controllers whenever a new CNC machine tool or robot is introduced. And, the helps of external engineers is required even though trivial changes due to the complex structure of the machine tending system. Authors of this paper introduces the integrated system of the interface between heterogeneous CNC machine tools and industrial robots. In addition, the digital twin implemented inside the machine tool controller enable shop-floor operators to change the interface programming easily. To implement this system, an integrated development environment for 1) an intelligent HMI platform that provide standardized interfaces to heterogeneous CNC machine tools and 2) a robot platform developing application software of various robots, was established. For easy un-tact environment, this paper explain the development of 3) a game-engine based web program of controlling and monitoring machine tending system remotely.

A Study on Safety Information Provision for Workers using Virtual Reality-based Construction Site (Virtual Reality 기반의 가상 공사현장 구축을 통한 작업자 안전정보 제공 방안)

  • Park, Junwon;Lee, Sang-Ho;Kim, Sung-Hoon;Won, Jeong-Hun;Yoon, Young-Cheol
    • Journal of the Korean Society of Safety
    • /
    • v.35 no.1
    • /
    • pp.45-52
    • /
    • 2020
  • Construction industry has a relatively higher industrial accident rate than other domestic industries. Thus, to reduce the accident rate, researches on the methodology of worker's safety education combined with new technologies like IT technology have increased. In the light of workers' safety information provision, this study develops a VR(Virtual Reality)-based construction site using the BIM(Building Information Modeling) data. The target structures and geographical features are included in the VR-based construction site where the construction machinery model and worker model are also created using a game engine. For highly effective provision of safety information, video clips with suitable captions corresponding to working processes were made with proper screen directing. They should be appropriately connected to correct worker's operations to improve the work commitment level, sense of reality and inducement of interest. From this scenario, the 3D VR-based construction site, which can be experienced through a VR equipment, was created and in the same platform, the safety information was provided by the video clip combined with the suitable captions. Although the real construction site involves various requirements depending on field situation and the expertness and experience of workers are not consistent, the developed safety information provision based on the VR construction site is expected to effectively reduce the incomplete factors leading to construction accidents by improving the worker's perception of workplace safety.

The Measurement of Flight Data of Golfball with High-Speed Multi-Exposure Image (고속 다중 노출 영상을 이용한 골프공의 비행 요소 측정)

  • Kim, Ki-Hyun;Park, Hyun-Woo;Ju, Woo-Suk;Lee, Dong-Hoon;Yun, Tae-Soo
    • Journal of Korea Multimedia Society
    • /
    • v.12 no.5
    • /
    • pp.699-707
    • /
    • 2009
  • Recently, while 3D sports game increases, the research that it recognizes the operation of the real user actively progresses. Most of all, the research about the golf is active. In this paper, the camera acquiring in a high-speed multi-exposure image measures the flight data of the golf ball through the image processing. While photographing, the high-speed camera, using this system, exposes an image at regular intervals. And line scan camera checks whether the golf ball passed or not. After the location information of the calculated golf ball calculates a speed and a direction by using the physical formula, it applies the golf simulation. After, this system is possible the measurement of the physical element of the spherical object.

  • PDF

Kinematic Analysis of Women's Shot-Put Final Round at IAAF World Championships, Daegu 2011 (2011 대구세계육상선수권대회 여자 포환던지기 결선경기의 운동학적 분석)

  • Lee, Kyung-Il;Hong, Wan-Ki;Yun, Chung-Gul;Yun, Hee-Na;Choi, Monn-Young;Kim, Ja-Eun
    • Korean Journal of Applied Biomechanics
    • /
    • v.21 no.5
    • /
    • pp.639-644
    • /
    • 2011
  • The purpose of this study was to provide quantified data on the throwing skills of world-class athletes and to analyze the kinematic variables for women shot-putters at the IAAF World Championships Daegu 2011. Three-dimensional motion analyses of the eight players who qualified for the final round were carried out to obtain the data. The Kwon3D XP program was used for image analysis of the kinematic data, which included the configurations of each joint. The following conclusions were arrived at. The throwing distance increased with an increase in the release speed, and a significant correlation (p <. 01) was observed between the throwing distance and release speed. It was also shown that players using the spin technique increased their release speed with a fast shoulder-rotation-angle speed. The release height varied with their height and showed a significant difference with the record. This showed that the release angle did not greatly influence the record for the game, but varied with their technical and physical characteristics. Therefore, an increase in release speed is required to improve the record.

Functional Difference of the Human Body Movements on Gait with or without Smart phone in Elementary School Students (초등학생 스마트폰 사용 유·무 보행의 신체움직임 기능 차이)

  • Jang, Young Kwan;Shin, Hak Soo;Jang, In Young;Hong, Su Yeon;Kong, Se-Jin;Jeong, Wang Soo;Hah, Chong Ku
    • Journal of the Korea Safety Management & Science
    • /
    • v.17 no.4
    • /
    • pp.143-151
    • /
    • 2015
  • The purpose of this study was to investigate temporal and spatial variations, and moments of the lower extremities of gait while playing the game with smartphone under different curb-heights. Ten male elementary school students(from 10 years to 13 years old) participated in this study. Twelve infrared cameras(Oqus-500) and two force plates(9260AA) were used for collecting data and these were processed via Visual 3D software. In conclusion, with or without smartphone and with different curb-heights, the spatial and temporal parameters of walking were not the same and coefficients of variations were not consistent. The maximum joint moments of the lower extremities with or without smartphone were not statistically significant but those of hip and ankle joint were statistically significant with regard to the different heights of the curbs.

Shift in the Regional Balance of Power From Europe to Asia: A Case Study of ICT Industry

  • Hua, Jin;Latif, Zahid;Tiyan, Shen;Pathan, Zulfiqar Hussain;Tunio, Muhammad Zahid;Salam, Shafaq;Ximei, Liu
    • Journal of Information Processing Systems
    • /
    • v.14 no.3
    • /
    • pp.645-654
    • /
    • 2018
  • Information and communication technology (ICT) is increasingly recognized as an important driver of economic growth, innovation, employment and productivity and is widely accepted as a main feature of development. During the last couple of decades, ICT sector became the most innovative service sector that affected the living standards of human beings all over the world. In the beginning of the $21^{st}$ century, some of the Asian countries made reforms in the ICT sector and spent an enormous amount for the progress of this sector. On the other hand, developed countries in the European Union (EU) faced different crises which badly affected the dissemination of this sector. Consequently, EU countries lost their hegemony in the field of information technology and resultantly, some of the emerging Asian countries like China, India, and South Korea got supremacy over the EU in this field. Currently, these countries have a strong IT infrastructure, R&D sector, IT research centers working for the development of ICT. Moreover, this paper investigates reasons for the shifting of the balance of digital power from Europe to Asia.