• Title/Summary/Keyword: 3D player

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Low Complexity/High-Speed Real-time 3D Audio Engine (고성능 실시간 3D 오디오 엔진)

  • 이승희;이교식;류대현;임태성
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.04a
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    • pp.220-222
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    • 2001
  • 가상 현실을 요하는 멀티미디어 콘텐츠, DC-Title, 게임기등의 멀티미디어에서는 고급 장비의 사용 없이 2개의 스피커를 이용하여 3차원 효과를 들을 수 있는 입체 음향 기법이 활용된다. 2채널 3D오디오 방식에 있어서 위치음 효과는 머리전달함수(HRTF)를 사용하여 얻을 수 있다. 콘볼루션을 이용하는 기존의 방식들은 많은 계산량과 HRTP DB 저장을 위한 큰 메모리 용량을 요구한다. 따라서 실시간 구현이 어려울 뿐 아니라 고속 DSP를 사용해야 하는 단점을 가진다. 본 연구에서는 주파수 영역 분석법의 하나인 MDCT를 이용함으로써 계산량을 줄임과 도시에 HRTP DB의 데이터 양도 줄인다. 결과적으로 실시간 처리가 가능할 뿐 아니라 저속 DSP를 사용하여 구현 가능하게 함으로써 저가로 구현 할 수 있다. 본 연구 결과는 기존 제품들 중 스펙트럼 분석법을 이용한 오디오 압축 장치에 활용될 수 있는데 예를 들면 MP3/AAC/WMA Player에 적용하여 3차원 입체 음향을 구현 할 수 있다.

Effects of short term creatine loading on performance, plasma components and anaerobic power in taekwondo player (단기간의 크레아틴 섭취가 태권도 선수의 운동수행 능력, 혈장요소 및 무산소성 파워에 미치는 영향)

  • Kim Sun-Ho;Ku Min;Min Bome-Il;Lee Hong-Min;Ko Young-Ho;Yoon Young-Bok
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.191-200
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    • 2005
  • The main purpose of the present study was to find the effect of short term creating loading on repeated bouts of kicking, plasma creating phosphokinase and anaerobic power in male taekwondo player from high school. Sixteen male were randomly assigned to two groups. They were tested before and after 6 days of placebo$(4{\times}5g\;glucose\;d^{-1},\;N=11)$ or Creatine monohydrate loading$(consume\;0.3g\;kg^{-1},\;N=11)$. Repeated bouts of kicking was tested through maximal front kicking continuously for 1 minute and took a rest for 30 seconds, after 30 seconds rest they should have to start kicking again. They repeated it 2 times more(total 3 sets) and the kicking times were measured each sets. Also, body composition, CPK, mean power and peak power were measured before and after experiment. The following results were obtained from this study; 1. The kicking test was significantly increased at 1, 2, 3 sets only in creatine loading group(p<.05, p<.01). 2. Only creatine loading group was significantly increased of plasma creatine phosphokinase(p<.01). 3. Only creatine loading group were significantly increased both of mean power and peak power(p<.05; p<.01). These results suggest that short creatine loading was effective diet protocol in taekwondo player from male high school.

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A Comparison of 20 and 3D MMORPG's Traffic (2D와 3D에 기반한 MMORPG 트래픽간의 특성 비교)

  • Kim, Jae-Cheol;Kwon, Tae-Kyoung;Choi, Yang-Hee
    • Journal of Information Technology Services
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    • v.7 no.2
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    • pp.137-148
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    • 2008
  • This paper measures and compares the traffic of a series of Massively Multi-player On-line Role Playing Game (MMORPG). The purpose of this analysis is to characterize the MMORPG traffic and compare the traffic characteristics of those games caused by the game structure difference between 2D and 3D environment. The target game is 'Lineage I' and 'Lineage II' which represent world's largest MMORPGs in terms of the number of concurrent users. We collect about 280 giga bytes and 1 tera bytes of packet headers, respectively. We compare packet size, packet inter-arrival time and bandwidth usage of these two games. The MMORPG traffic consists of two kinds of packets: client-generated upstream packets and server-generated downstream packets. We observe that the upstream packet size of payload has grown from 9 bytes to 19 bytes, while the average payload size of downstream packets has grown from 37 bytes to 318 bytes. This asymmetry of growing rate is caused by 3D game structure. Packet inter-arrival time becomes shorter from average 2 milliseconds to 58 microseconds. Bandwidth consumption per client has grown from 4 kbps to 20 kbps. We find that there is a linear relationship between the number of users and the bandwidth usage in both case.

A Kinematics Analysis of Inward 1½ Somersault in Platform dives (플랫폼 다이빙 뒤로서서 앞으로뛰기 1½ 회전동작의 운동학적 분석)

  • Lee, Jong-Hee
    • Korean Journal of Applied Biomechanics
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    • v.16 no.1
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    • pp.139-149
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    • 2006
  • This study is to analyze the kinematic variables of inward $1{\frac{1}{2}}$ somersault in platform diver. For the manner, 3 people form the national diving team in the year 2000were chosen as the subjects and two S-VHS video cameras set in 60frames/sec were used for recording their motions. Coordinated raw positions data through digitizing are smoothing by butter-worth's low-pass filterin method at a cut off frequency 6.0Hz. and the direct linear transformation(DLT) method was employed to obtain 3-D position coordinates. The conclusions were as follows. However, horizontal distance which is the change of the COG, form the point of the jump to the point of Event 3 where the player is out of the board range completely, Subject B showed 105.1cm and 71.1cm of the vertical distance which are shorter horizontal distance and higher vertical distance, thus, took a great advantage of the position to prepare for the entry. Therefore, if a player takes higher position by speeding up the vertical velocity at the moment of the jumping off the board, and stays in the air longer, the player can have more time to show his skill. Because of the use of the characteristics of the inward somersault, keeping the safe distance form the board is important but in order to higher the completeness, it is ideal to keep the horizontal distance little over 100cm. Also, the angles of shoulder and elbow from Event 1 to 4, depending on swing of the arms, motions in the air, getting ready for the entry, showed some difference individual by individual, according to the velocity of the thigh and shank showed much difference while getting ready and take-off, and it's because of the individual's different bending and straightening for horizontal and vertical distance.

Research about a game image 3D versification (3D 게임영상 작성법에 관한 연구)

  • Lee Dong-Lyeor
    • Journal of Game and Entertainment
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    • v.1 no.1
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    • pp.31-38
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    • 2005
  • Correct flow of various game manufacture among the justice which is used at the game development. and The understanding about the manufacture regards we making rather correct game. We justice understanding which we are correct in the image manufacture to become the reason air control of the game and We put the center in a 3B game image manufacture understanding. we are marked in maneuvered the game in actual game good. The image of the back of Cut Scene which is inserted at an opeuning incomparableness event time, we have been produced in this method. The thing which a 3D game image is utilized in a special effectiveness image though it is different from the game in the theater movie, we are the graphic which a game manufacture o'clock must be considered. The reason air control which the game player Is rather correct, we are regarded we offer the reason to immerse with his game.

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Real Time 3D Audio System using Fixed Point DSP(TMS320C5416) Processor (TMS320C5416을 이용한 3D 입체 음향 시스템의 실시간 구현)

  • Lim, Tae-Sung;Lee, Kyo-Sik;Ryu, Dae-Hyun;Lee, Seung-Hee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2001.04a
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    • pp.453-456
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    • 2001
  • 21세기에 새로운 분야로 대두되고 있는 가상현실은 많은 사람들의 흥미를 끌고 있다. 상상 속에서나 가능하던 일들을 현실감과 입체감을 통해 실제처럼 느낄 수 있게 해준다는 것이 가상현실의 가장 큰 매력일 것이다. 가상현실을 요하는 멀티미디어 기기들의 활발한 시장진출로 3D 효과를 가진 오디오/비디오의 하드웨어 구현이 불가피하다. 본 연구에서는 휴대용 기기들에서 실시간 3D 입체음향 효과를 얻을 수 있도록 하드웨어를 구성하였다. 기존의 입체음향 기술에서 사용되는 콘볼루션 방법은 계산량이 많기 때문에 실시간 구현이 어렵다. 그러나 제안된 방식은 FFT를 사용하여 주파수 영역에서 처리함으로써 계산량을 줄여 하나의 프로세서로도 실시간 처리가 가능하도록 하였다. 저가/저전력/소형화조건을 요구하는 휴대용 기기에서 3D 입체 음향 효과를 얻을 수 있는 것이다. DSP는 TI(Texas Instruments)사의 16비트 고정소수점(fixed-point) 프로세서인 TMS320C5416을 사용한다. 구현된 3D 입체음향 칩은 입체음향을 필요로 하는 휴대용 MP3 Player, 가전용 오디오/비디오 등에 응용될 수 있다.

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Image Extraction Method in 3D Space for Game Player's Face Detection (게임 사용자 얼굴 검출을 위한 3D 공간 영상 추출 기법)

  • Yoo, Chae-Gon;Jung, Chang-Sung;Hwang, Chi-Jung
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.49-54
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    • 2001
  • 본 논문에서는 복잡한 랜덤 배경 하에서 위치하고 있는 게임 플레이어의 얼굴 영상을 스테레오 매칭을 이용하여 배경과 분리하여 추출할 수 있는 방법에 대하여 기술한다. 사람과의 상호 작용이 필요한 게임일수록 사람의 동작이나 각 부위에 대한 인식이 필요하다. 이 방법은 게임 이외에도 보안 시스템, 의류 시뮬레이션, 3D 모델링 그리고 로보틱스와 같은 분야에 적용될 수 있다. 스테레오 매칭에 관해서는 많은 연구가 있어왔으며, 기본적으로 영역기반 방법과 특징기반 방법으로 분류될 수 있다. 본 논문의 제안 방법 에서는 영역기반 방법으로 처리를 시작하고, 다단계 크기의 윈도우를 적용하여 물체의 경계선을 찾는 작업을 진행한다. 각 윈도우 크기에 대하여 유사성 커브가 생성되며, 이 값은 물체의 경계선을 판별하는 특징으로 사용된다. 전단계에서 생성된 코어스(coarse) 영역은 유사성 커브 방식에 의하여 머지 작업을 거치며, 최종적으로 대상 물체의 영상을 추출하게 된다.

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3D Sound Player with various resampled HRTF′s (HRTF(머리전달함수)의 샘플링를 변환에 따른 입체음향 플레이어)

  • 오재경;이동재;임철수;최범석;이원돈
    • Proceedings of the KAIS Fall Conference
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    • 2001.05a
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    • pp.199-202
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    • 2001
  • 본 논문에서는 3D사운드 생성 기술 중 대표적인 방법인 원음에 HRTF(머리전달함수)를 콘볼루션(convolution)하는 방식으로 음상정위 모듈을 구현하였으며 음장감을 부여하기 위하여 잔향(reverberation) 효과를 추가하고 크로스토크 현상을 제거하기 위하여 트랜스오럴 필터를 추가하였다. 본 논문에서는 sampling rate conversion을 사용하여 decimation과 interpolation을 수행하여 44.1KHz의 sampling rate로 된 coefficient를 downsample하거나 upsample한 HRTR(머리전달함수)를 사용하여 콘볼루션(convolution)을 수행했다. 본 논문에서는 3D사운드 생성과정에서 필요한 연산과정을 최소화하여 일반 PC의 computing power로도 sampling rate conversion된 데이터를 처리하여 줄 수 있는 알고리즘을 제시하고 구현하였다.

A Study on the Effective Production of Game Weapons Using ZBrush

  • YunChao Yang;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.11 no.2
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    • pp.397-402
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    • 2023
  • With the rapid adoption of 5G, the gaming industry has undergone significant innovation, with the quality of game content and player experience becoming the focal point of attention. ZBrush, as a professional digital sculpting software, plays a crucial role in the production of 3D game models. In this paper, we explore the application methods and techniques of ZBrush in game weapons production through specific case analyses. We provide a detailed analysis of two game weapon models, discussing the design and modeling process, lowto-high poly conversion, UV unwrapping and texture baking, material texture creation and optimization, and final rendering. By comparing the production process and analyzing the advantages and disadvantages of ZBrush, we establish a theoretical foundation for further design research and provide reference materials for game industry professionals, aiming to achieve higher quality and efficiency in 3D game model production.

A Study of Real-Time Implementation of Dolby AC-3 Decoder in a DVD System (DVD 시스템에 있어서 DOLBY AC-3 디코더의 실시간 구현에 관한 연구)

  • Lee, Won-Woo;Kim, Sung-Ho;Jang, Sung-Chul;Lee, Hee-Soo;Heo, Jae-Hun
    • The Journal of the Acoustical Society of Korea
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    • v.15 no.2
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    • pp.12-20
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    • 1996
  • A real-time Dolby AC-3 decoder has been implemented using a 20-bit fixed point general purpose DSP chip. It is shown that AC-3 decoder of this paper has same performance as decoder of C-simulator on PC. And also, it is applied to DVD player. Especially, in this paper, we proved that it has shorter latency time than that of previous AC-3 decoder.

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