• Title/Summary/Keyword: 3D Game Control

Search Result 67, Processing Time 0.024 seconds

New Media Content Platform using 6 - DOF Industrial Robot and 3D Game Engine (6축 산업용 로봇 팔과 3D 게임 엔진을 결합한 뉴 미디어 콘텐츠 운용 플랫폼)

  • Park, Beomyeong;Lee, Jimin;Park, Kyungsik;Lee, Sangyup;Lee, Eunkyu;Park, Jaeheung
    • The Journal of Korea Robotics Society
    • /
    • v.12 no.3
    • /
    • pp.306-312
    • /
    • 2017
  • Recently, development of robot technology has been actively investigated that industrial robots are used in various other fields. However, the interface of the industrial robot is limited to the planned and manipulated path according to the target point and reaching time of the robot arm. Thus, it is not easy to create or change the various paths of the robot arm in other applications, and it is not easy to control the robot so that the robot arm passes the specific point precisely at the desired time during the course of the path. In order to overcome these limitations, this paper proposes a new-media content management platform that can manipulate 6 DOF industrial robot arm using 3D game engine. In this platform, the user can directly generate the motion of the robot arm in the UI based on the 3D game engine, and can drive the robot in real time with the generated motion. The proposed platform was verified using 3D game engine Unity3D and KUKA KR-120 robot.

A Study on the Changing Trajectory of Game Use and the Current and Lag Effect from Self-Control during Early Adolescences (초기 청소년의 게임사용 변화궤적과 자기통제력의 동시효과 및 지연효과 연구)

  • Heo, Gyun
    • The Journal of Korean Association of Computer Education
    • /
    • v.15 no.3
    • /
    • pp.71-80
    • /
    • 2012
  • The purpose of this study is to find out the changing trajectory of online game use as the development of early adolescences. It is also to explore whether the self-control has a current and a lag effect on the game use while development of students. We found these results: (a) There is a statically significant individual variability in initial levels and rates of change in online game use over time. The change of trajectory is declined. (b) Boys also have higher rate of the change in using game than girls over time. (c) Both initial state and changing rate of online game use affects negatively the academic achievement. (d) Current effect always supports, but lag effect does not support except the period from last elementary school grade to middle school grade as explanations for the developmental relation between self-control and online game use in young adolescents.

  • PDF

Developing Interactive Game Contents using 3D Human Pose Recognition (3차원 인체 포즈 인식을 이용한 상호작용 게임 콘텐츠 개발)

  • Choi, Yoon-Ji;Park, Jae-Wan;Song, Dae-Hyeon;Lee, Chil-Woo
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.12
    • /
    • pp.619-628
    • /
    • 2011
  • Normally vision-based 3D human pose recognition technology is used to method for convey human gesture in HCI(Human-Computer Interaction). 2D pose model based recognition method recognizes simple 2D human pose in particular environment. On the other hand, 3D pose model which describes 3D human body skeletal structure can recognize more complex 3D pose than 2D pose model in because it can use joint angle and shape information of body part. In this paper, we describe a development of interactive game contents using pose recognition interface that using 3D human body joint information. Our system was proposed for the purpose that users can control the game contents with body motion without any additional equipment. Poses are recognized comparing current input pose and predefined pose template which is consist of 14 human body joint 3D information. We implement the game contents with the our pose recognition system and make sure about the efficiency of our proposed system. In the future, we will improve the system that can be recognized poses in various environments robustly.

Camera and Receiver Development for 3D HDTV Broadcasting (3차원 고화질TV 방송용 카메라 및 수신기 개발)

  • 이광순;허남호;안충현
    • Journal of Broadcast Engineering
    • /
    • v.7 no.3
    • /
    • pp.211-218
    • /
    • 2002
  • This paper introduces the HD 3DTV camera and 3DTV receiver that are compatible with the ATSC HDTV broadcasting system. The developed 3DTV camera is based on stereoscopic techniques, and it has control function to control both left and right zoom lens simultaneously and to control the vergence. Moreover, in order to control the vergence manually and to eliminate the synchronization problem of the both images, the 3DTV camera has the 3DTV video multiplexing function to combine the left and right images into the single image. The developed 3DTV signal, and it has the various analog/digital interfaces. The performance of the developed system is confirmed by shooting the selected soccer game in 2002 FIFA KOREA/JAPANTM World Cup and by broadcasting the match. The HD 3DTV camera and receiver will be applied to the 3DTV industries such as 3D movie, 3D game, 3D image processing, 3DTV broadcasting system, and so on.

Design and Implementation of Pneumatic Motion Base for 4D Home Theater

  • Kim, Dohyung;Cho, Seongyeon;Lee, Seokhun;Lee, Seunghyun;Kwon, Soonchul
    • International journal of advanced smart convergence
    • /
    • v.4 no.2
    • /
    • pp.131-137
    • /
    • 2015
  • Home Entertainment system is recently being offered by Home Theater & Smart TV with contents service. Also, console game is being played in the media like in TV. The usage of 4D as the main technology in entertainment industry has mostly been limited in Theme Park, Amuse Park, Theater, and contents for Movie and Animation. Some simulation systems for game has been developed but they were made mostly by using electric or hydraulic motion system which cause high power consumption and have a restriction of place for install. The paper is attempted to build Home Entertainment system which makes users feel realistic contents by developing 4D systems for Home Entertainment rather than before. 4D control S/W in which user can insert and edit 4D effects on contents of all areas such as game, movie, and broadcasting is developed. Also, built-in pneumatic cylinder in 4D system which can be easily controlled and managed in home is developed.

Developing a first-person horror game using Unreal Engine and an action camera perspective (언리얼엔진과 액션 카메라 시점을 활용한 1인칭 공포 게임 개발)

  • Nam-Young Kim;Young-Min Joo;Won-Whoi Huh
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.24 no.1
    • /
    • pp.75-81
    • /
    • 2024
  • This paper focuses on developing a first-person 3D game to provide extreme fear to players through realistic camera direction utilizing the features of action cameras. As a new camera production technique, we introduce perspective distortion using a wide-angle lens and camera shake when moving to provide higher immersion than existing games. The theme of the game is horror room escape, and the player starts with a firearm, but in order to overcome the concern that the game's difficulty is low due to the use of firearms, the player is asked to control the use of firearms by imposing burdens such as chasing monsters and reducing the number of magazines. The significance of this paper is that we developed a new type of 3D game that maximizes the fear effect of players through realistic production.

3D View Controlling by Using Eye Gaze Tracking in First Person Shooting Game (1 인칭 슈팅 게임에서 눈동자 시선 추적에 의한 3차원 화면 조정)

  • Lee, Eui-Chul;Cho, Yong-Joo;Park, Kang-Ryoung
    • Journal of Korea Multimedia Society
    • /
    • v.8 no.10
    • /
    • pp.1293-1305
    • /
    • 2005
  • In this paper, we propose the method of manipulating the gaze direction of 3D FPS game's character by using eye gaze detection from the successive images captured by USB camera, which is attached beneath HMD. The proposed method is composed of 3 parts. In the first fart, we detect user's pupil center by real-time image processing algorithm from the successive input images. In the second part of calibration, the geometric relationship is determined between the monitor gazing position and the detected eye position gazing at the monitor position. In the last fart, the final gaze position on the HMB monitor is tracked and the 3D view in game is control]ed by the gaze position based on the calibration information. Experimental results show that our method can be used for the handicapped game player who cannot use his (or her) hand. Also, it can increase the interest and immersion by synchronizing the gaze direction of game player and that of game character.

  • PDF

Vision based 3D Hand Interface Using Virtual Two-View Method (가상 양시점화 방법을 이용한 비전기반 3차원 손 인터페이스)

  • Bae, Dong-Hee;Kim, Jin-Mo
    • Journal of Korea Game Society
    • /
    • v.13 no.5
    • /
    • pp.43-54
    • /
    • 2013
  • With the consistent development of the 3D application technique, visuals are available at more realistic quality and are utilized in many applications like game. In particular, interacting with 3D objects in virtual environments, 3D graphics have led to a substantial development in the augmented reality. This study proposes a 3D user interface to control objects in 3D space through virtual two-view method using only one camera. To do so, homography matrix including transformation information between arbitrary two positions of camera is calculated and 3D coordinates are reconstructed by employing the 2D hand coordinates derived from the single camera, homography matrix and projection matrix of camera. This method will result in more accurate and quick 3D information. This approach may be advantageous with respect to the reduced amount of calculation needed for using one camera rather than two and may be effective at the same time for real-time processes while it is economically efficient.

3D Game Control using Gesture Recognition (동작 인식기를 이용한 3D 게임 제어)

  • Lee, Jae-Ho;Park, Chang-Joon;Lee, In-Ho
    • 한국HCI학회:학술대회논문집
    • /
    • 2006.02a
    • /
    • pp.1348-1353
    • /
    • 2006
  • 본 논문은 3 차원 게임 제어를 위한 인간의 동작인식에 대하여 기술하고 있다. 사용자의 편의성을 위하여 게임에 직관적으로 적용할 수 있는 인간의 동작들을 마커프리 모션 캡쳐 장비를 이용하여 취득하고, 이를 실시간으로 인식하는 동작 인식 시스템을 개발하였다. 또한, 개발된 동작인식기를 이용한 3차원 게임으로의 응용시스템의 접근 방식에 대하여 기술하고 있다. 개발된 동작 인식기는 LDA 방식에 기반을 둔 확률적 접근 방식으로 실시간으로 빠르고 정확하게 응용 시스템에 필요한 인간의 동작을 구별할 수 있도록 설계되었다. 개발된 시스템에서는 인식된 결과를 실시간으로 실제 어플리케이션에 전달하여 그 결과를 직접 사용자가 판단하여 다음 동작을 수행 할 수 있도록 되어 있다. 본 논문은, 이러한 실제 시스템의 개발을 통하여, 3 차원 인간 동작의 간단하고 유용한 활용 방법에 대한 해법을 제시하고 있다.

  • PDF

A Development of Depth Budget Control Module for 3D Stereoscopic Image Contents (3차원 입체영상 콘텐츠 제작을 위한 깊이 제어 카메라 모듈 개발)

  • Seo, Chang-Ho;Youn, Joo-Sang;Seo, Jin-Seok;Kim, Nam-Gyu
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2015.01a
    • /
    • pp.201-203
    • /
    • 2015
  • 편안한 3차원 입체영상 콘텐츠 제작을 위해선 시청 환경 조건에 부합하는 최적의 제작 방법을 필요로 한다. 현재의 입체영상 제작 과정은 경험자의 지식이나 시청자 실험에 기반 한 가이드라인들을 활용하고 있으나, 특정 제작 환경에 국한되어 있다. 보다 구체적이고 정량적인 가이드라인 도출을 위해선 다양한 카메라 제어 및 시청 환경 요소를 고려한 실험용 입체영상이 제작되고, 그 실험 영상을 기반으로 다양한 시청자 실험 데이터가 구축되어야 한다. 또한, 실험용 입체영상 제작은 단기간에 이루어지고, 실험 목적 변경에 따라 변화 요인을 수용할 수 있어야 한다. 본 논문에서는 다양한 실험용 입체영상 제작을 위해, 상업용 3D 게임 엔진 저작 툴(Unity3D)에서 운용되고, 깊이예산(Depth Budget) 제어가 쉽게 가능한 입체 카메라 모듈을 구현하고, 구현된 모듈을 활용한 입체영상의 제작 예를 보여준다.

  • PDF