• Title/Summary/Keyword: Dynamic games

Search Result 107, Processing Time 0.027 seconds

REAL-TIME COLLISION RESPONSE BETWEEN CLOTH AND SPHERE OBJECT IN UNITY (유니티 게임 엔진에서의 구형 물체와 천 시뮬레이션간의 실시간 충돌 및 반응 처리 연구)

  • Kim, Min Sang;Song, Wook;Choi, Yoo-Joo;Hong, Min
    • Journal of Internet Computing and Services
    • /
    • v.19 no.6
    • /
    • pp.53-62
    • /
    • 2018
  • As the performance of computer hardware has been increased in recent years, more realistic computer generated objects can be created and presented in personal computers and portable digital devices as well. For this reason, digital contents, including computer graphics, require virtual objects that are more realistic and representable in real-time on various devices, thus it requires more computational costs. In order to support the production of contents including computer graphics, games, and animations on multi-platform, Unity or unreal engines are mainly used. To represent more realistic behavior of virtual objects in a simulation, a virtual object must collide with other virtual objects and present the plausible interaction, as in the real world. However, such dynamic simulation requires a large amount of computational cost, and most portable devices cannot provide these dynamic simulations in real-time. In this paper, we proposed a GPGPU computation based dynamic cloth simulation to represent collision and response with spherical object in real-time. We believe that the proposed method can be useful for readily producing realistic digital contents.

The Development of Overhead Crane Simulator Using Open Source Physics Engine (오픈소스 물리엔진을 이용한 천장 크레인 시뮬레이터 개발)

  • Ok, Soo-Yol;Kim, Sung-Kil
    • Journal of Korea Game Society
    • /
    • v.9 no.5
    • /
    • pp.95-104
    • /
    • 2009
  • Recently, increasing numbers of games and simulators are being implemented by employing the physically-based modeling techniques for better realism. In this paper, we propose the implementation techniques for overhead crane simulator based on ODE, the well-known open source dynamic engine. By comparing the dynamic behavior of the proposed system with a commercial engine based simulator, the physical plausibility and the effectiveness of the ODE based OHC simulator are verified. We expect the proposed the OHC simulator can be successfully utilized for virtual training in various educational institutes.

  • PDF

Neighbor Gradient-based Multicast Routing for Service-Oriented Applications

  • Wang, Hui;Mao, Jianbiao;Li, Tao;Sun, Zhigang;Gong, Zhenghu;Lv, Gaofeng
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.6 no.9
    • /
    • pp.2231-2252
    • /
    • 2012
  • With the prevalence of diverse services-oriented applications, such as IPTV systems and on-line games, the current underlying communication networks face more and more challenges on the aspects of flexibility and adaptability. Therefore, an effective and efficient multicast routing mechanism, which can fulfill different requirements of different personalized services, is critical and significant. In this paper, we first define the neighbor gradient, which is calculated based on the weighted sum of attributes such as residual link capacity, normalized hop count, etc. Then two distributed multicast routing algorithms which are neighbor Gradient-based Multicast Routing for Static multicast membership (GMR-S) and neighbor Gradient-based Multicast Routing for Dynamic multicast membership (GMR-D), are proposed. GMR-S is suitable for static membership situation, while GMR-D can be used for the dynamic membership network environment. Experimental results demonstrate the effectiveness and efficiency of our proposed methods.

Design of Telematics Mobile System Based on WiBro (와이브로 기반의 텔레매틱스 시스템 설계)

  • Lim, Seung-Cheol
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.10 no.5
    • /
    • pp.259-264
    • /
    • 2010
  • In this paper, for supporting more variable services than typical DSRC, brand call service, truck and an official vehicle services, etc. using location information and mobile communication network could be adapted. emergence helping information providing, multimedia service that are wireless internet, movies and games, are increasingly needed for competible wireless car mobile terminal. Those needs would make a development a wireless telemetries system based on WiBro interface in ubiquitous vehicle environment. We analysis the proposed telematics mobile terminal using simulation which is concerned about fixed bandwidth and dynamic bandwidth.

The development of 42' 2D/3D switchable display

  • Kang, H.;Jang, M.K.;Kim, K.J.;Ahn, B.C.;Yeo, S.D.;Park, T.S.;Jang, J.W.;Lee, K.I.;Kim, S.T.
    • 한국정보디스플레이학회:학술대회논문집
    • /
    • 2006.08a
    • /
    • pp.1311-1313
    • /
    • 2006
  • Stereoscopic/autostereoscopic systems have been developed in order to express true 3D images, but have never had great success in the practical use. In order to apply 3D display to promising applications such as advertisements and games, we've developed a 42" 2D/3D switchable display. It has characteristics that don't require special glasses for 3D images, use multi-view technology for improving 3D viewing characteristics, and has a 2D/3D switching function to express dynamic 3D contents as well as conventional 2D contents.

  • PDF

Efficient and Secure Group Key Generation Protocol for Small and Medium Business

  • Jung, Hyun Soo
    • Journal of Convergence Society for SMB
    • /
    • v.4 no.4
    • /
    • pp.19-23
    • /
    • 2014
  • Group communication is becoming increasingly popular in Internet applications such as videoconferences, online chatting programs, games, and gambling. For secure communications, the integrity of messages, member authentication, and confidentiality must be provided among group members. To maintain message integrity, all group members use the Group Key (GK) for encrypting and decrypting messages while providing enough security to protect against passive attacks. Tree-based Group Diffie-Hellman (TGDH) is an efficient group key agreement protocol to generate the GK. TGDH assumes all members have an equal computing power. One of the characteristics of distributed computing and grid environments is heterogeneity; the member can be at a workstation, a laptop or even a mobile computer. Member reordering in the TDGH protocol could potentially lead to an improved protocol; such reordering should capture the heterogeneity of the network as well as latency. This research investigates dynamic reordering mechanisms to consider not only the overhead involved but also the scalability of the proposed protocol.

  • PDF

Prototyping a Student Model for Educational Games

  • Choi, Young-Mee;Choo, Moon-Won;Chin, Seong-Ah
    • Journal of Information Processing Systems
    • /
    • v.1 no.1 s.1
    • /
    • pp.107-111
    • /
    • 2005
  • When a pedagogical agent system aims to provide students with interactive help, it needs to know what knowledge the student has and what goals the student is currently trying to achieve. That is, it must do both assessment and plan recognition. These modeling tasks involve a high level of uncertainty when students are allowed to follow various lines of reasoning and are not required to show all their reasoning explicitly. In this paper, the student model for interactive edutainment applications is proposed. This model is based on Bayesian Networks to expose constructs and parameters of rules and propositions pertaining to game and problem solving activities. This student model could be utilized as the emotion generation model for student and agent as well.

A Study on Asset Allocation Using Proximal Policy Optimization (근위 정책 최적화를 활용한 자산 배분에 관한 연구)

  • Lee, Woo Sik
    • Journal of the Korean Society of Industry Convergence
    • /
    • v.25 no.4_2
    • /
    • pp.645-653
    • /
    • 2022
  • Recently, deep reinforcement learning has been applied to a variety of industries, such as games, robotics, autonomous vehicles, and data cooling systems. An algorithm called reinforcement learning allows for automated asset allocation without the requirement for ongoing monitoring. It is free to choose its own policies. The purpose of this paper is to carry out an empirical analysis of the performance of asset allocation strategies. Among the strategies considered were the conventional Mean- Variance Optimization (MVO) and the Proximal Policy Optimization (PPO). According to the findings, the PPO outperformed both its benchmark index and the MVO. This paper demonstrates how dynamic asset allocation can benefit from the development of a reinforcement learning algorithm.

A Proposal for Developing a Situated Learning Support Systems-Based on an MMORPG

  • PIAO, Cheng Ri
    • Educational Technology International
    • /
    • v.6 no.2
    • /
    • pp.59-67
    • /
    • 2005
  • The primary purposes of this study are to develop a Situated Learning Support System based on an MMORPG (Massively Multiplayer Online Role Playing Game) and to investigate applications of Situated Learning theory both hypothetically and practically. In Situated Leaning theory, cognition is interpreted as a dynamic system related to situation, context and activity. According to this theory, learning context, social interaction and personal direct experience are also emphasized. A virtual reality learning system based on an MMORPG provides context, social interaction and a learning environment able to provide direct experiences. However, such a system has been difficult for teachers to develop. This study aims to develop a support system facilitating the construction of a Situated Learning System based on an MMORPG. This study proposes new research and practical applications of Situated Learning theory using educational games.

3D Virtual Reality Game with Deep Learning-based Hand Gesture Recognition (딥러닝 기반 손 제스처 인식을 통한 3D 가상현실 게임)

  • Lee, Byeong-Hee;Oh, Dong-Han;Kim, Tae-Young
    • Journal of the Korea Computer Graphics Society
    • /
    • v.24 no.5
    • /
    • pp.41-48
    • /
    • 2018
  • The most natural way to increase immersion and provide free interaction in a virtual environment is to provide a gesture interface using the user's hand. However, most studies about hand gesture recognition require specialized sensors or equipment, or show low recognition rates. This paper proposes a three-dimensional DenseNet Convolutional Neural Network that enables recognition of hand gestures with no sensors or equipment other than an RGB camera for hand gesture input and introduces a virtual reality game based on it. Experimental results on 4 static hand gestures and 6 dynamic hand gestures showed that they could be used as real-time user interfaces for virtual reality games with an average recognition rate of 94.2% at 50ms. Results of this research can be used as a hand gesture interface not only for games but also for education, medicine, and shopping.