• Title/Summary/Keyword: Character Unity

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A Study on Game Character Rigging for Root Motion (루트 모션을 위한 게임 캐릭터 리깅 연구)

  • SangWon Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.163-164
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    • 2023
  • 실시간 3D 렌더링 게임의 제작 환경에서 캐릭터의 움직임은 모션 캡처(motion capture)를 통해 만들거나 애니메이터에 의해 제작된다. 걷기나 달리기 등 일정한 속도로 캐릭터가 움직이는 모션은 캐릭터가 제자리(in place)에서 움직이도록 한 뒤에 게임에서 프로그램에 의해 일정한 속도로 움직임으로써 구현할 수 있다. 하지만 일정하지 않은 속도로 움직이는 모션을 같은 방식으로 적용하면 캐릭터의 이동이 어색해진다. 이런 어색함을 보완하기 위해 언리얼이나 유니티 3D 등의 엔진에서는 루트 모션(root motion) 기능을 사용하고 있다. 그런데 루트 모션을 위한 계층 구조는 애니메이터의 작업 효율을 위한 계층 구조와 다른 측면이 있다. 본 논문에서는 3ds Max를 사용하여 애니메이터 친화적이고 루트 모션에도 적합한 캐릭터 리깅을 제시한다.

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Design of 3D Oculus VR Action Game using Silhouette Outline

  • Kim, Ho-Ryel;Han, Chang-Min;An, Syoungog;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.11
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    • pp.59-65
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    • 2020
  • Lately the VR (Virtual Reality) game genre is becoming increasingly more popular and it has been cementing its place in the market as its own independent game genre. The key advantage of VR is that it lowers the barrier between player and the virtual world, thus creating an immersive experience. The suggested method develops a game that allows the player to experience what it is like to be visually impaired using the unique characteristics of VR. A distinctive feature of this game is that the character is provided only a limited range of sight, which is created using silhouette outlines. This restrictive visual field is then grafted onto VR and the player can indirectly experience blindness in a highly immersive manner. The silhouette outline along with the particle system is created using Oculus Rift, a headset highly used in VR game development, and Unity 3D game engine. We will also explain in detail regarding the removal of borders between the objects.

An Artificial Intelligence Evaluation on FSM-Based Game NPC (FSM 기반의 게임 NPC 인공 지능 평가)

  • Lee, MyounJae
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.127-136
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    • 2014
  • NPC in game is an important factor to increase the fun of the game by cooperating with player or confrontation with player. NPC's behavior patterns in the previous games are limited. Also, there is not much difference in NPC's ability among the existing games because it's designed to FSM. Therefore, players who have matched with NPCs which have the characteristics may have difficulty to play. This paper is for improving the problem and production and evaluation of the game NPC behavior model based on wolves hunting model in real life. To achieve it, first, the research surveys and studies behavior states for wolves to capture prey in the real world. Secondly, it is implemented using the Unity3D engine. Third, this paper compares the implemented state transition probability to state transition probability in real world, state transition probability in general game. The comparison shows that the number of state transitions of NPCs increases, proportions of implemented NPC behavior patterns converges to probabilities of state transition in real-world. This means that the aggressive behavior pattern of NPC implemented is similar to the wolf hunting behavior pattern of the real world, and it can thereby provide more player experience.

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.

Proposal of 3D Consultation Platform to Promote Self-Openness - Focusing on improving the perception of counseling in the 20s (자기개방성 증진을 위한 3D 상담 플랫폼 제안 - 20대의 심리상담 인식 개선을 중심으로)

  • Kim, Sae-byeol;Park, Gyu-hee;Shin, Su-young;Jang, Hye-rin;Cho, Yoo-jung;Choi, Jon-in;Park, Su-E
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.266-269
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    • 2022
  • As the emotional problems experienced by modern people after COVID-19 have increased, the burden on clients due to negative perceptions of psychological counseling and physical limitations is still high. Therefore, this study proposes a virtual counseling platform for effective counseling using the characteristics of people in their 20s who are open to relationships in non-face-to-face relationships. To this end, a survey was conducted for those in their 20s and in-depth interviews with counselors were conducted. After that, a 3D virtual counseling environment was created through Unity to PC-based service. As a result of the study, it was found that the most important factor in counseling in the 20s was the tendency of counselors and an atmosphere without burden, which was closely related to self-opening in counseling. Therefore, it was possible to participate in counseling while looking at the counselor character in a 3D space created in comfortable atmosphere, and various interaction elements with the counselor were provided during counseling. The significance of this study aims to promote self-openness of clients in their 20s and actively participate in counseling. This is expected to greatly help improve psychological problems through smooth counseling.

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Implementation of Adaptive Navigation for NPCs in Computer Games (컴퓨터 게임의 NPC를 위한 적응적 경로 이동의 구현)

  • Kim, Eunsol;Kim, Hyeyeon;Yu, Kyeonah
    • Journal of KIISE
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    • v.43 no.2
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    • pp.222-228
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    • 2016
  • Uniform navigation of NPCs in computer games is an important factor that can decrease the interest of game players. This problem is particularly noticeable in pathfinding when using a waypoint graph because the NPCs navigate using only predefined locations. In this paper we propose a method that enables adaptive navigations of NPCs by observing player movements. The proposed method involves modification of waypoints dynamically by observing the player's point designation and use of the modified waypoints for NPC's pathfinding. Also, we propose an algorithm to find the NPC-specific path by learning the landform preferences of players. We simulate the implemented algorithm in an RPG game made with Unity 4.0 and confirm that NPC navigations had more variety and improved according to player navigations.

Development of Customized 3D Characters for Growth Management and Prediction of Adolescents Using Big Data (빅데이터를 활용한 청소년 성장관리와 예측을 위한 맞춤형 3D 캐릭터 개발 연구)

  • Choo, Hye-Jin;Ha, Seo-Ho
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.250-257
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    • 2018
  • Today, the integration of the rapid development of ICT and the smart devices moves our lives quickly into an online community environment through not only quick and easy information search but also various social media. Accordingly, individual activities in the smart media environment are pouring out vast quantities of data in many fields, accumulating a tremendous amount of data. The everyday data of individuals is reproducing different values from the previous ones, while suggesting new customized services that utilize them in various fields. Recently, big data utilization has attracted a great attention in the field of healthcare. Especially, development of healthcare service linked with mobile is expected to bring a new paradigm in this field. In this study, creation of a 3D avatar character model as a means to transfer information to individuals more efficiently is proposed in the development of mobile customized service for health promotion and growth prediction of children and adolescents, at the same time, an effective visual expression method to have a sense of immersion and unity is searched.

Methodological Principles of Didactics Ddevelopment in Educational Activity of Higher Eeducation Institutions

  • Bortniuk, Tetiana;Smyrnova, Tetiana;Tkachenko, Tetiana;Yakymenko, Svitlana;Pushkar, Larysa;Desiatnyk, Kateryna
    • International Journal of Computer Science & Network Security
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    • v.22 no.2
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    • pp.394-398
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    • 2022
  • The article determines that the study of the development of scientific and didactic knowledge about the educational process in higher education should be built mainly on the basis of qualitative research methods that ensure the identification and understanding of the changes taking place in didactic knowledge, in the unity of their internal and external manifestations. On the basis of the epistemological model of the study of science, a generalized model of didactic knowledge about the educational process in higher education, including didactic relations as a theoretical core, subject of research, research methods and positions of researchers, ways of interaction between science and educational practice, and thematic structures of didactic knowledge; scientific and methodological problems of didactic knowledge about the educational process in higher education at the present stage of its developments due to the post-nonclassical transformation and orientation of research towards the humanitarian ideal of scientific character.

Hegel's Art Criticism - the artwork for the public (헤겔의 예술비평 - 대중을 위한 예술작품)

  • Cho, Chang-oh
    • Journal of Korean Philosophical Society
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    • v.142
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    • pp.295-321
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    • 2017
  • This paper discusses Hegel's concept of Art criticism, focusing on the article "${\ddot{U}}ber$ die Bekehrten" in 16. Vol. of Hegel's Gesammelte Werke. Hegel is a theorist of the system of art, but also an art critic who actively participated in popular art practice. Until now, Hegel has been interpreted mainly as a theorist who usually constitutes the system of art. According to many interpretations, Hegel has been criticized for his theories frame interpretation of the Artwork compulsorily. But in this article we see another aspect of Hegel as an art critic. First, in this article Hegel shows as an art critic how romanticists distort the work with an emphasis on the theory. Hegel argues in his article written in early 1826 that romantic ironic theory does not help at all in understanding the "die Bekehrten" of Laupach. Whereas ironic theory emphasizes the contradiction between character and its action as the essential value of the work, Hegel interprets that the comic is at the center of the work, which lets the unessential sides of the unified character disappear, so that the unity of the character expresses itself. Hegel also interprets that the theory of irony represents the work of art for the scholars, which harms the objectivity of artwork and defends the artwork for the public. Second, Hegel began to apply the achievement of his criticism to his aesthetic lectures. Since 1826 Hegel has focused intensively on discussing two concepts, romantic irony and 'artwork for the public' in his aesthetics lectures. Thus, this article provides a basis for Hegel 's criticism of ironic theory after 1826 and the concept of artwork for the public. In this respect, we can confirm that Hegel has reinforced and extended his theories through his practice of criticism of concrete works of art rather than imposing systematic theories upon art criticism

A Study on The Metaverse Content Production Pipeline using ZEPETO World (제페토 월드를 활용한 메타버스 콘텐츠 제작 공정에 관한 연구)

  • Park, MyeongSeok;Cho, Yunsik;Cho, Dasom;Na, Giri;Lee, Jamin;Cho, Sae-Hong;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.3
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    • pp.91-100
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    • 2022
  • This study proposes the metaverse content production pipeline using ZEPETO World, one of the representative metaverse platforms in Korea. Based on the Unity 3D engine, the ZEPETO world is configured using the ZEPETO template, and the core functions of the metaverse content that enable multi-user participation such as logic, interaction, and property control are implemented through the ZEPETO script. This study utilizes the basic functions such as properties, events, and components of the ZEPETO script as well as the ZEPETO player which includes avatar loading, character movement, and camera control functions. In addition, based on ZEPETO's properties such as World Multiplayer and Client Starter, it summarizes the core synchronization process required for multiplay metaverse content production, such as object transformation, dynamic object creation, property addition, and real-time property control. Based on this, we check the proposed production pipeline by directly producing multiplay metaverse content using ZEPETO World.