• 제목/요약/키워드: Diverse and unity

검색결과 33건 처리시간 0.021초

Unity 3D를 활용한 1인 모바일 캐주얼 게임 제작 (One-man Mobile Casual Game Production Using Unity 3D)

  • 정서원;김진모
    • 디지털콘텐츠학회 논문지
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    • 제15권4호
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    • pp.501-512
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    • 2014
  • 2007년 이후 도입된 스마트폰의 영향으로 모바일 콘텐츠 제작이 활발해지고 이러한 추세와 더불어 다양한 연령층에서 모바일 게임 제작에 대한 관심이 높아지고 있다. 과거의 게임 개발은 전문적 지식을 갖춘 개발자만의 영역이었다면 최근 들어 에디터 형태의 엔진들이 제공되어 게임 제작의 높은 진입장벽이 낮아지는 추세이다. 본 논문은 에디터 형태의 게임엔진 중 하나인 Unity 3D를 활용하여 일반 사용자의 관점에서 혼자 게임을 제작하기 위한 방법으로 이벤트기반 모듈 기획 방법을 제안하고자 한다. 이는 1인 게임 제작의 관점을 기획에 맞추어 게임의 전체적인 진행과정에서 동작하는 행동과 역할들을 모듈 단위로 기획하는 방법이다. 그리고 각 모듈은 게임성을 표현하는 다양한 이벤트들을 포함한다. 또한 Unity 3D에서 제공하는 스크립트 기능은 제안하는 모듈 구조를 구현하기에 적합하여 Unity 3D를 활용한다. 마지막으로 제안하는 방법을 통해 기획에서 개발까지 효과적인 게임 제작이 가능한지 여부를 확인하기 위해 간단한 3차원 모바일 캐주얼 게임을 제작하도록 한다.

그리스 조각에 나타난 주름 표현에 관한 연구 (A Study on Pleat Expression Shown in Greek Sculpture)

  • 이의정;강경애
    • 한국의상디자인학회지
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    • 제15권4호
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    • pp.157-173
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    • 2013
  • In the pleats of the statue in the ancient Greece, a vivid expression is included about clothing, which has organic relationship with a human body. This study examined about diverse expressions of pleats that were shown in the Greek sculpture, based on understanding about a pleat meaning and function, and clothes. As a result, the clothes, which were shown in the statue in the ancient Greece, were reflecting spirit and fashion of the times. The pleats, which were expressed in clothing, are closely related to a human body and simultaneously are those that a sculptor showed own creative intention in a work by reflecting a historical demand, thereby having become an important element of dominating the image in the whole clothing. Also, a change and development in expression were being progressed according to a flow of each period. Amidst what expressiveness based on lines are excellent, the unity and the dynamic formative characteristic were forming the mainstream. The design-based elements related to these characteristics are judged to possibly give many inspirations to designers in the modern fashion design sphere, which is mixed diverse styles, and are considered to be able to be helpful even for establishing newer and more creative design.

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A Study on 2D Character Response of Speed Method Using Unity

  • HAN, Dong-Hun;CHOI, Jeong-Hyun;LIM, Myung-Jae
    • 한국인공지능학회지
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    • 제9권2호
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    • pp.35-40
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    • 2021
  • In this paper, many game companies seek better optimization and easy-to-apply logic to prolong the game's lifespan and provide a better game environment for users. Therefore, research will be showing the game's key input response method called RoS (Response of Speed). The purpose of the method is to simultaneously perform various motions with the character showing natural motion without errors even if the character's control key is duplicated. This method is for the developers so they can reduce bugs and development time in future game development. To be used with quickly generating game environments, the new method compares with the popular motion method, so which method is faster and can adapt to diverse games. The paper suggested that the Response of Speed method is a better method for optimizing frames and reducing the number of reacting seconds by showing a faster response and speed). With the method popularity of scrollers, many 2D cross-scroll games follow the formula of Dash, Shoot, Walk, Stay, and Crouch. With the development of game engines, it is becoming easier to implement them. Therefore, although the method presented in the above paper differs from the popular method, it is expected that there will be no great difficulty in applying it to the game because transplantation is easy. In the future, we plan to study to minimize the delay of each connection of the character motion so that the game can be optimized to best.

재난정보 3차원 GIS 서비스를 위한 Unity 기반 시각화 플랫폼 핵심모듈 개발 및 웹 시스템 구축 (Development of Core Module and Web System for a Visualization Platform for the 3D GIS Service of Disaster Information using Unity)

  • 강수명;류동하;김태수;박현철;김진만;정윤재
    • 한국멀티미디어학회논문지
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    • 제20권3호
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    • pp.520-532
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    • 2017
  • Large-scale natural disasters such as typhoon and localized torrential downpour cause widespread human and property damages. Recently, management systems using GIS are being developed to manage such disasters from various angles. Integrated disaster management encompasses diverse areas such as prediction through the computation of disaster information and field support for response. The development of disaster information systems must also consider the installation of various computation modules. Furthermore, GIS is generally included for realistic description of the field situation and for spatial operations. This study aims to develop the core module of a visualization platform for the 3D GIS services of integrated disaster information using Unity engine This system will enable integrated disaster management from various angles, encompassing disaster prevention experts, field support personnel, and citizens.

카오스개념과 새로운 디자인사고에 관한 고찰 (A Study on the Concept of Chaos and New Design Thinking)

  • 김주미
    • 한국실내디자인학회논문집
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    • 제6호
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    • pp.28-37
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    • 1995
  • As we approach the end of the twentieth century, it seems we need a new way to express the thoughts, needs, and values that are undergoing a drastic change and a new strategy to create diverse cultural forms that would reflect and incorporate such changes. In this study, I am introducing the chaos theory as a new way of thinking that would help counterbalancing the deter-ministic world-view and forging a harmonious unity of man and his environment. As a creative principle, the theory seems to offer an unlimited number of structural possibilities for art and design. In fine, this study discuss-es the reductive nature of modernist approach and offer instead the chaos theory that is more probabilistic and capable of greater diversity.

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대체현실게임의 형태와 유용성 (The Form and Usefulness of Alternate Reality Games)

  • 최두열;박진완
    • 한국게임학회 논문지
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    • 제21권2호
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    • pp.151-160
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    • 2021
  • Alternate reality games (ARGs) are a game genre with characteristics that can lead to changes in current integrated media environments. While technical combinations are being pursued as diverse media are utilized based on formative aspects, the representative, narrative combination of the real and the virtual is a convergent factor in narrative structures. Through perspectives that perceive transmedia storytelling-which has brought convergence to communication among gamers-as having a structure and utility that can outclass previous game forms, this study focuses on ARGs, which have features that converge reality and virtual reality. Further, the study reveals the structure and utility of that system. This study sheds light convergent storytelling, which is in demand in the transmedia age, and which will serve as a significant investigation with regard to social perceptions of future games and changes in game form.

Meromorphic functions, divisors, and proective curves: an introductory survey

  • Yang, Ko-Choon
    • 대한수학회지
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    • 제31권4호
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    • pp.569-608
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    • 1994
  • The subject matter of this survey has to do with holomorphic maps from a compact Riemann surface to projective space, which are also called algebrac curves; the theory we survey lies at the crossroads of function theory, projective geometry, and commutative algebra (although we should mention that the present survey de-emphasizes the algebraic aspect). Algebraic curves have been vigorously and continuously investigated since the time of Riemann. The reasons for the preoccupation with algebraic curves amongst mathematicians perhaps have to do with-other than the usual usual reason, namely, the herd mentality prompting us to follow the leads of a few great pioneering methematicians in the field-the fact that algebraic curves possess a certain simple unity together with a rich and complex structure. From a differential-topological standpoint algebraic curves are quite simple as they are neatly parameterized by a single discrete invariant, the genus. Even the possible complex structures of a fixed genus curve afford a fairly complete description. Yet there are a multitude of diverse perspectives (algebraic, function theoretic, and geometric) often coalescing to yield a spectacular result.

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자아 통합성의 윤리 (The ethics of integrity)

  • 이혜정
    • 철학연구
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    • 제144권
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    • pp.319-338
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    • 2017
  • 오늘날 자아에 대한 높은 관심과 덕 윤리의 부활로 윤리학계에서는 자연스럽게 integrity에 관심이 모아진다. 그런데 integrity는 학자들 사이에서 다양한 층위에서 이해되고 번역되고 있기 때문에 번역 용어 또한 다양하다. 필자는 integrity를 자아 통합성으로 번역한다. 그 이유는 첫째, integrity의 라틴어 어원을 살리기 위해서이다. 그 어원의 의미는 전체가 분리되거나 변질되지 않는 흠 없이 잘 돌아가는 통합된 상태를 말한다. 둘째, 그것이 도덕적으로 좋은 삶과 관련되어 있기 때문이다. 통합성이라는 말은 의식의 흐름으로서의 통합성이 아니며, 더욱이 고대 그리스로부터 전제되어진 실체적 자아 동일성으로서의 통합성도 아니다. 필자는 자아통일성을 매킨타이어의 이야기의 통일성을 통해서 논의를 풀어나간다. 매킨타이어의 핵심적 주장은 자아는 성격에 깃들어 있기 때문에 자아 통합성을 성격의 통일성과 연결되며, 성격의 통일성은 자아 동일성을 전제하는 것으로서, 궁극적으로 이야기의 통합성은 그 성격의 통일성을 요구한다. 그런데 그는 자아의 개념은 이야기의 시작과 중반과 종말과 같이, 탄생과 삶과 죽음을 결합시키는 이야기의 통일성 속에 자신의 통일성의 기반을 두고 있다고 말한다. 자아는 탄생에서부터 죽음에 이르기까지 삶 속에 침전된 시간의 지속성이 있기 때문에 그것이 그의 역사가 되고 이야기가 되는 삶의 과정 속에 있다. 자아가 자신의 이야기를 만들어 가는 주체로서 존재한다는 것은 이 이야기들을 구성하는 경험과 행위에 책임을 진다는 것과 책임을 묻는 존재임을 보여주는 것이다. 그것은 이야기와 시간성과의 관계를 보여주는 것이다. 현재의 자아는 과거의 자아를 이야기하고 또한 미래의 자아로 앞서 달려가 이야기함으로써 책임의 문제를 가져올 수 있게 된다. 우리는 시간성 안에서만 삶의 통일성, 설화적 통일성을 확보할 수 있으며, 책임을 질수 있고 물을 수 있는 존재가 된다. 그런데 그러한 자아 통합성의 삶을 사는 사람은 누구인가? 우리는 일본군 위안부 피해자들의 증언을 통해서 자아 통합성의 삶을 이해할 수 있다. 할머니들은 이야기를 통해서 역사의 주체가 되며, 그럼으로써 자신의 자아 통합성을 실현하는 것이다.

농촌성과 도시성의 인식론적 이해 (Epistemological Understandings of Urbanism and Rurality)

  • 김정태;강동우;이성우
    • 농촌계획
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    • 제15권3호
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    • pp.47-60
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    • 2009
  • The discussion of this paper is concerned with the epistemology of urbanism and rurality, that is, the justification of certain knowledge claims about how to intervene in understanding of urban and rural way of life and their implications to space. It is not concerned with the search for "truth" as such, but rather with the construction and presentation of knowledge as truth that subsequently lead to interpretation in the form of scholarly arguments. Rural areas vary considerably, and we define it as of a socially constructed category and so does urban as a comparative construction. As with community, rurality has been defined in widely different ways so has urbanism. In identifying and interconnecting these two concepts, we incorporate diverse western epistemologies such as empiricism and pragmatism. In addition, we heed particular attention to the intellectual history of Silhak, a philosophical ideology of Korea, to identify the relationships and it's effect on social way of life encompassing the realm of rural and urban spaces. We found that Silhak is particularly useful in that it deals with substantive issues of the relationship between rurality and urbanism arising from the discordance between values and perceive conditions of the rural and urban way of lives. This paper argues that the epistemology of Silhak is particularly superior to those of western ideologies since it accentuates unity of spaces rather than differentiating urban and rural way of life. We concludes with demanding more studies in the field of urban and rural analyses incorporating more diverse concepts of Korean orthodox epistemology.

안산시 주민센터의 공간구성 및 면적배분에 관한 연구 (An Architectural Study on the Spatial Organization and Area Distribution of Community Service Centers in Ansan City)

  • 최형순;박재승
    • 한국실내디자인학회논문집
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    • 제20권6호
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    • pp.3-10
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    • 2011
  • The Community Center is a location designated to enhance the spirit and unity of the residents in the community, through construction and promotion of entertainment, welfare of citizens, and cultural activity. Recently, the roles of the Community Center has become far more diverse, and multiple gadgets and apparatus to encourage the participation and usage of the programs offered at the Community Center. Therefore, the general consensus predicts that the Community Center will continue to encourage further interaction and cooperation, and perform its functions accordingly. The function of this plan is to enable the usage of the basic blueprint of the current Community Center, if in the near future, new buildings were to be constructed, by extracting and deducting the current innovations in the architectural blueprint of the Community Center and the comprising factors within. The specimen of this plan will be the case of Ansan City, and in order to activate this plan, we will contemplate about the functions and placement standards before we actually go through the process of interpreting and analyzing data of the case of Ansan City's Community Center, particularly its comprising factors and changes in their construction plan. We are planning to organize the programs that the Community Center is offering, and process information relating to the base of the edifice, in order to enhance the efficacy and efficiency of the process.