• Title/Summary/Keyword: Game Level Generation

Search Result 41, Processing Time 0.038 seconds

A Semiotic Analysis of Starcraft : Sense Analysis by Greimas's Carre Semiotique (스타크래프트에 관한 기호학적 분석 : 그레마스의 기호 사각형을 응용한 의미분석)

  • Park, Tae-Soon
    • Journal of Korea Game Society
    • /
    • v.7 no.1
    • /
    • pp.21-29
    • /
    • 2007
  • This paper attempts to analyze Starcraft by Greimas's Carre Semiotique and the theory of structure generation semiotics, which are useful for non verbal text as well as verbal text. First, by using the Christian Metz's grand syntagma theory and principle, this study articulated the text of starcraft. As a result, it revealed that Starcraft has the axis of sense of war and has the primary sense categories of production and destruction. The sense of the Starcraft is being generated by these axis of sense and sense categories. This analysis is expected to be a stepstone for the furthermore analysis of narrative and discoursive level.

  • PDF

A 3D Game Character Design Using MAYA (MAYA를 이용한 3D게임 캐릭터 디자인)

  • Ryu, Chang-Su;Hur, Chang-Wu
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.15 no.6
    • /
    • pp.1333-1337
    • /
    • 2011
  • 3D engines loading, and expansion of the usable capacity, next-generation smartphone game markets are rising briskly by the improvement in CPU processing speed of Phones (hardware of smartphone). Therefore, in creating 3D game characters, realistic and free-form animations in a small screen of a smartphone are becoming important. Through this paper, as a method of creating characters and operating for game characters to cause user's feeling, with NURBS data of MAYA, We completed a face in turns of eyes, a nose, and a mouth, and with Polygon Cube tool, modeled hands and feet. After dividing a cube into half and modeling it, through mirror copying We completed the whole body and modeled the low-polygon. Then to model realistic and free-form characters, We completed each detail with ZBrush and applied Divide level up to 4. Though they might look rough and exaggerated, We tried to express stuck-out parts and fallen-in parts effectively and smoothly with Smooth brush effect, map and design the low-polygon 3D characters.

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.

Wargame Simulator using Semantic Web Service (시멘틱 웹서비스를 이용한 워게임 시뮬레이터 제작)

  • Kim, Byoung-Chul;Lee, Kang-Sun
    • Journal of the Korea Society for Simulation
    • /
    • v.17 no.4
    • /
    • pp.183-189
    • /
    • 2008
  • The next-generation war game simulators need a technique that reuses resources disperse on the web, and reorganizes federates on the fly based on the various events in real time. So far, HLA-based federates limit their interoperability to military networks, and in syntax-level. Web services techniques are widely used in enterprise applications and provide many proven practices to extend interoperability between WAN resources in semantic level. Two problems are met in order to utilize web services into war-game simulator : 1) How to achieve semantic-level interoperability between federates disperse on WAN, 2) How to interoperate web-based federates and RTI-based federates. In this paper, we provide solutions to the problems and highlight advantages using web-based federates with an example of ASuW(Anti-Surface Warfare).

  • PDF

A 3D Game Character Design Using MAYA (MAYA를 이용한 3D게임 캐릭터 디자인)

  • Ryu, Chang-Su;Hur, Chang-Wu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2011.05a
    • /
    • pp.300-303
    • /
    • 2011
  • Owing to the improvement in CPU processing speed of Phones (hardware of smartphone), 3D engines loading, and expansion of the usable capacity, next-generation smartphone game markets are rising briskly. Therefore, in creating 3D game characters, realistic and free-form animations in a small screen of a smartphone are becoming important. Through this paper, as a method of creating characters and operating for game characters to cause user's feeling, with NURBS data of MAYA, We completed a face in turns of eyes, a nose, and a mouth, and with Polygon Cube tool, modeled hands and feet. After dividing a cube into half and modeling it, through mirror copying We completed the whole body and modeled the low-polygon. Then to model realistic and free-form characters, We completed each detail with ZBrush and applied Divide level up to 4. Though they might look rough and exaggerated, We tried to express stuck-out parts and fallen-in parts effectively and smoothly with Smooth brush effect, map and design the low-polygon 3D characters.

  • PDF

A Study on QTG(Qualification Test Guide) Generation for a Flight Training Device to be Qualifiable at FAA Level 5 (X-Plane 기반 비행훈련장치의 FAA Level 5 FTD(Flight Training Device) 인증을 위한 QTG(Qualification Test Guide) 생성방법 연구)

  • Kim, Il-Woo;Park, TaeJun;Yoon, SukJun
    • Journal of the Korean Society for Aeronautical & Space Sciences
    • /
    • v.44 no.12
    • /
    • pp.1035-1042
    • /
    • 2016
  • By using commercial flight simulation game engine, X-Plane, we have studied QTG(Qualification Test Guide) generation that can satisfy FTD level 5. Flight model is SR-20 of Cirrus. In list of QTG, There are some items to measure control forces. therefore, we have installed CLS(Control Loading System) to flight control devices in order to make it possible to measure control forces. We made Autopilot function externally to make flight model in trim conditions because X-Plane don't provide internal trim routine function. In addition to develop an algorithm, it can automatically perform the test. To avoid the inconvenience to control as it was to be carried out in same conditions. In case of FTD level 5, it is possible to use alternative data sources not only real flight data. By using these alternative data sources, all test results satisfy a scope given by CFR Part 60.

A Study on Planning Preference Property of Apartment Housing according to the Participatory Design Method through Generation (참여디자인을 통한 세대(世代)별 공동주택 평면계획 선호특성에 관한 연구)

  • Cho, Sung-Woo;Oh, Se-Gyu;Yu, Po-Sook
    • Journal of the Korean housing association
    • /
    • v.25 no.5
    • /
    • pp.1-10
    • /
    • 2014
  • In the upcoming 21st century, we predict change and development in various aspects. Some fundamental causes of change in housing lifestyles such as the change in family make-up are gradually becoming more and more realistic problems as the society is shifting to the younger generation family make up refer to the rapid increase of the agedpopulation, growth of single households, the drop in the number of family members, the change in the economic situation and technology level, and change in values. The purpose of this research is to, more away from the standardized supply of housing and to approach apartment housing plans in multilateral aspects, compare and analyze the difference between the housing demands of different generations and the influence that the current housing type has on demand forecasting by case studies of Unit Living Space planning that we will utilize the participating design method in which parents and children took part in.

Web Accessibility Compliance Status Analysis of Silver Generation Job Information Sites (실버세대 취업정보사이트의 웹 접근성 준수 현황 분석)

  • Seo, Mi-Ra;Park, Sang-Jin
    • Journal of Digital Convergence
    • /
    • v.11 no.12
    • /
    • pp.785-791
    • /
    • 2013
  • This study, in the perspective of universal design, newly suggests UD-WCAG 2013 for the evaluation of job information sites used by the silver generation. Using this, 13 senior clubs run by social welfare corporations chosen by the central and local government for the silver generation job information provision organizations to analyze the compliance status of web accessibility. The web compliance status analysis was done through a self-assessment tool from Korea Agency for Digital Opportunity and Promotion and UD-WCAG 2013. Although both analyses showed that there weren't differences according to region, the general level of compliance was shown as low. In the UD-WCAG 2013's 7 major categories the part about errors was shown providing appropriate solutions, but in the other parts it was shown that the all 13 websites were being run with insufficient consideration of the social and physical characteristics of the silver generation.

Intermixing Surface and Volume Visualization Using Layered Depth Images (다중 깊이 영상을 이용한 볼륨-표면 혼합 가시화)

  • Kye, Heewon
    • Journal of Korea Game Society
    • /
    • v.13 no.2
    • /
    • pp.99-110
    • /
    • 2013
  • As volume rendering has been applied for computer game, the visualization of volume data with surface data in one scene has been required. Though a hybrid rendering of volume and surface data have been developed using the GPGPU functionality, computer games which run on low-level hardware are difficult to perform the hybrid rendering. In this paper, we propose a new hybrid rendering based on DirectX 9.0 and general hardware. We generate the layered depth images from surface data using a new method to reduce the depth complexity and generation time. Then, we perform the hybrid rendering using the layered depth images. In the rendering process, we suggest a new method to transform the coordinate system from a surface coordinate to a volume coorinate and propose an accelerated rendering technique. As the result, we can perform volume-surface hybrid rendering in an efficient way.

An End-to-End QoS Control Method for Heterogeneous Networks (이종 망을 위한 종단간 QoS 제어 방안)

  • Lee, Jong-Chan;Lee, Gi-Sung
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.10 no.10
    • /
    • pp.2715-2720
    • /
    • 2009
  • Supporting Quality of Service (QoS) for multimedia services in heterogeneous mobile networks is a part of key issue for Three Generation Evolution (3GE) development. A QoS management structure needs to guarantee the QoS of moving users based on an end-to-end negotiation to support the seamless service when MT is moving between the heterogeneous networks. We propose an end-to-end negotiation method based on SLA(Service Level Agreement). For this aim, the SLA control and algorithm for supporting MT's QoS is considered. Simulation is focused on the average delay and packet loss rate, and the results show that our proposed method provides mobile terminals with the optimal performance.