• Title/Summary/Keyword: Game Performance Evaluation

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Animation of Snowy Scenery Using Texture Mapping and Particle Systems (텍스쳐 매핑과 파티클 시스템을 이용한 눈 내리는 전경의 애니메이션)

  • Lee, Sang-Rak
    • Journal of Korea Game Society
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    • v.3 no.1
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    • pp.3-9
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    • 2003
  • This paper deals with animation of snowy scenery using texture mapping and particle system. Two different OpenGL programs were prepared and compared for implementation and evaluation of their performance. One used glPointSize(), and the other used glut SoildSphere(). Result of implementation revealed that the first was faster than the second. So the first is considered to be more useful for the slow PC. In relation to the first method, I found that control of shape of snow flake conflicts with that of color. Fortunately, I found out an esoteric method which handles the back ground image for scene that is used in texture mapping, I present that method.

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Development of a Mobile App Combining React Native and Unity3D for Chromakey-based Image Composition (React Native와 Unity3D를 활용한 크로마키 기반 이미지 합성 모바일 앱 개발)

  • Kim, Seung-Jun;Seo, Beom-Joo;Cho, Sung-Hyun
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.11-20
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    • 2020
  • In the rapidly changing mobile app market, it is crucial to develop a good idea quickly and receive its market evaluation. For a small-sized company, however, it is very challenging to rapidly develop and deploy their products in response to highly fragmented mobile environments. This article demonstrates that our integrated development environment using both React Native and Unity3D when developing a mobile app achieves a high level of functionality and performance requirements successfully. Moreover, this integrated environment helps reduce development costs and shorten development time.

Highlight Detection in Personal Broadcasting by Analysing Chat Traffic : Game Contests as a Test Case (채팅 트래픽 분석을 통한 개인방송 하이라이트 검출 : 게임 콘텐츠를 중심으로)

  • Kim, Eunyul;Lee, Gyemin
    • Journal of Broadcast Engineering
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    • v.23 no.2
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    • pp.218-226
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    • 2018
  • As the number of personal broadcasting contents is rapidly increasing, the demand for a service that provides highlights is growing. A highlight, a collection of interesting scenes, can improve the quality of viewing experience. In this paper, we propose a method to automatically detect highlights using only chat traffic information. We also propose evaluation methods the effectiveness of using chat traffic in highlight detection. We apply the detection algorithm to game broadcasting, which has larger audience, and demonstrate its performance.

An Optimized Deployment Mechanism for Virtual Middleboxes in NFV- and SDN-Enabling Network

  • Xiong, Gang;Sun, Penghao;Hu, Yuxiang;Lan, Julong;Li, Kan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.8
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    • pp.3474-3497
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    • 2016
  • Network Function Virtualization (NFV) and Software Defined Networking (SDN) are recently considered as very promising drivers of the evolution of existing middlebox services, which play intrinsic and fundamental roles in today's networks. To address the virtual service deployment issues that caused by introducing NFV or SDN to networks, this paper proposes an optimal solution by combining quantum genetic algorithm with cooperative game theory. Specifically, we first state the concrete content of the service deployment problem and describe the system framework based on the architecture of SDN. Second, for the service location placement sub-problem, an integer linear programming model is built, which aims at minimizing the network transport delay by selecting suitable service locations, and then a heuristic solution is designed based on the improved quantum genetic algorithm. Third, for the service amount placement sub-problem, we apply the rigorous cooperative game-theoretic approach to build the mathematical model, and implement a distributed algorithm corresponding to Nash bargaining solution. Finally, experimental results show that our proposed method can calculate automatically the optimized placement locations, which reduces 30% of the average traffic delay compared to that of the random placement scheme. Meanwhile, the service amount placement approach can achieve the performance that the average metric values of satisfaction degree and fairness index reach above 90%. And evaluation results demonstrate that our proposed mechanism has a comprehensive advantage for network application.

Cognitive Development Evaluation of Haptic Puzzle Game Using a Haptic Pen (촉각펜을 이용한 햅틱 퍼즐게임의 인지 발달 평가)

  • Chung, Dong-Hun
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.45-56
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    • 2009
  • It is necessary for young children to integrate the sense of sight, hearing, touch, etc. for developing their emotion and cognition. Thanks to Information and Communication Technology (ICT) development, young children have more opportunities to use various senses in learning process. However, ICT learning method is more focusing on the sense of sight and hearing, and lacks of integrated recognition and this fact leads to the reason why ICT can not be used as a main education tool. Therefore, this study evaluated the influence of wUbi-Pen(haptic device) on cognition using a computer puzzle program. The results show that young children using a haptic pen have greater intention and performance in object assembly, mazes, picture completion in K-WPPSI test than those of non-using haptic pen. This implies that haptic function should be considered in ICT material and indeed useful in various cognition-related symptoms and diseases.

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Implementation and Performance Evaluation of Migration Agent for Seamless Virtual Environment System in Grid Computing Network (그리드 컴퓨팅 네트워크에서 Seamless 가상 환경 시스템 구축을 위한 마이그레이션 에이전트 구현 및 성능 평가)

  • Won, Dong Hyun;An, Dong-Un
    • KIPS Transactions on Computer and Communication Systems
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    • v.7 no.11
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    • pp.269-274
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    • 2018
  • MMORPG is a role-playing game that tens of thousands of people access it online at the same time. Users connect to the server through the game client and play with their own characters. If the user moves to a management area of another server beyond the area managed by the server, the user information must be transmitted to the server to be moved. In an actual game, the user is required to synchronize the established and the transferred information. In this paper, we propose a migration agent server in the virtual systems. We implement a seamless virtual server using the grid method to experiment with seamless server architecture for virtual systems. We propose a method to minimize the delay and equalize the load when the user moves to another server region in the virtual environment. Migration Agent acts as a cache server to reduce response time, the response time was reduced by 50% in the case of 70,000 people.

Development of Commercial Game Engine-based Low Cost Driving Simulator for Researches on Autonomous Driving Artificial Intelligent Algorithms (자율주행 인공지능 알고리즘 연구를 위한 상용 게임 엔진 기반 초저가 드라이빙 시뮬레이터 개발)

  • Im, Ji Ung;Kang, Min Su;Park, Dong Hyuk;Won, Jong hoon
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.20 no.6
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    • pp.242-263
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    • 2021
  • This paper presents a method to implement a low-cost driving simulator for developing autonomous driving algorithms. This is implemented by using GTA V, a physical engine-based commercial game software, containing a function to emulate output and data of various sensors for autonomous driving. For this, NF of Script Hook V is incorporated to acquire GT data by accessing internal data of the software engine, and then, various sensor data for autonomous driving are generated. We present an overall function of the developed driving simulator and perform a verification of individual functions. We explain the process of acquiring GT data via direct access to the internal memory of the game engine to build up an autonomous driving algorithm development environment. And, finally, an example applicable to artificial neural network training and performance evaluation by processing the emulated sensor output is included.

An Analysis on Lessons and Actual Teaching of 'Game Activities' in Elementary Mathematics Textbooks (수학 교과서의 '재미있는 놀이' 차시의 내용 및 지도 실태 분석)

  • Yoon, Su-Ryoun;Kang, Wan;Paik, Seok-Yoon
    • Education of Primary School Mathematics
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    • v.12 no.1
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    • pp.39-55
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    • 2009
  • For this study, the 'Game Activities' lessons presented in the math textbooks from the 1st grade to the 6th were examined in terms of learning materials, the learning members' make-up, the playing structures, and the relation with the contents. In addition, the survey by means of questionnaires was conducted to analyze the actual condition of teachers' guidance in the field. The findings from this research were as follows: First, as for the activities presented in the textbooks, it turned out that too much emphasis is placed upon plays mainly using learning materials such as cards and dice played by teams of two. In addition, there have been shown negative aspects in various ways of plays putting too much emphasis on certain types of plays such as and structures. As for the relation with the contents, although lots of efforts were taken to connect the playing activity to the lesson contents, there were units presenting plays based on the preceding lesson's repeated activity, ones that have weak link with the contents. Second, it turned out that the teachers had negative attitude on the guidance using the 'Game Activities' lesson, although they were aware of the effects of playing in math learning. This seemed to result from the delicate variety and insufficient preparation for the play. Besides, the findings indicate that the appreciation and activity of the 'Game Activities' lesson presented as a way of performance evaluation. for play need to be provided in school or classrooms for teachers and students to make good use of them.

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Constructing Virtual Environment for Flight Simulators based on Digital Map (지리정보를 이용한 비행 시뮬레이터의 가상환경 구축)

  • 유병헌;한순흥
    • Korean Journal of Computational Design and Engineering
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    • v.9 no.2
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    • pp.148-157
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    • 2004
  • Interactive simulators that simulate mechanical systems are being developed for the purpose of performance evaluation of product design, replacement of physical training, and entertainment game. Use of flight simulator is increasing to reduce risk and cost of physical training, and we need virtual environment which covers large area terrain. We need a method that can reduce development cost and construction time of virtual environment that simulate the real environment. There have been attempts to link GIS or remote sensing field with virtual reality. This paper examines a method that helps to construct virtual environment, and attempts to link geographic information with virtual reality. A construction method of virtual environment based on digital map and satellite image has been studied.

A Novel on a Crops Management Growth System using Web and Design Development Method

  • Jung, Se-Hoon;Kim, Jong Chan;Kim, Cheeyong
    • Journal of Multimedia Information System
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    • v.4 no.2
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    • pp.93-98
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    • 2017
  • A new cultivation diary system based on environment sensor data and Web 2.0 with Flex is suggested, to improve the previous system using the subjective data of cultivators. The proposed system is designed by applying an object-oriented model called mini-architecture, in order to enhance the reliability of software as well as promote stability to overall system design. The environment sensor data such as temperature and humidity are used to develop the new reliable diary. Also, an active interface based on Web 2.0 and Android as the user GUI are implemented to maximize the convenience while recording the cultivation diary. The result of the performance evaluation shows that the data from sensors has 99.1% of correlation with that of analogue.