• Title/Summary/Keyword: Game element

Search Result 169, Processing Time 0.024 seconds

A 3D Terrain Reconstruction System using Navigation Information and Realtime-Updated Terrain Data (항법정보와 실시간 업데이트 지형 데이터를 사용한 3D 지형 재구축 시스템)

  • Baek, In-Sun;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
    • /
    • v.10 no.6
    • /
    • pp.157-168
    • /
    • 2010
  • A terrain is an essential element for constructing a virtual world in which game characters and objects make various interactions with one another. Creating a terrain requires a great deal of time and repetitive editing processes. This paper presents a 3D terrain reconstruction system to create 3D terrain in virtual space based on real terrain data. In this system, it converts the coordinate system of the height maps which are generated from a stereo camera and a laser scanner from global GPS into 3D world using the x and z axis vectors of the global GPS coordinate system. It calculates the movement vectors and the rotation matrices frame by frame. Terrain meshes are dynamically generated and rendered in the virtual areas which are represented in an undirected graph. The rendering meshes are exactly created and updated by correcting terrain data errors. In our experiments, the FPS of the system was regularly checked until the terrain was reconstructed by our system, and the visualization quality of the terrain was reviewed. As a result, our system shows that it has 3 times higher FPS than other terrain management systems with Quadtree for small area, improves 40% than others for large area. The visualization of terrain data maintains the same shape as the contour of real terrain. This system could be used for the terrain system of realtime 3D games to generate terrain on real time, and for the terrain design work of CG Movies.

A Study on VR Game Production Techniques to Improvement of Visual Immersion (시각적 몰입감 향상을 위한 VR 게임 제작 기법 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
    • /
    • v.19 no.11
    • /
    • pp.457-462
    • /
    • 2021
  • This study is about production techniques that can improve visual immersion in VR games. First, we reviewed the theory of VR games, current status, visual and immersion through prior work, and selected samples to extract key components that can improve visual immersion in VR games. and, VR games were produced and developed by applying the concept of COVID-19, which is currently popular around the world. As a result, the resolution of technical Element's, frame rate, viewing angle, brightness of lighting, design quality, and Contextual Element's storytelling, background, directing, color, texture, interest and fun because is Significant results that can induce and improve immersion were obtained, and in the end, smooth gameplay was realized. Through this research process and results, it is expected that it will be a basic data in the field of production and development of VR games that can induce and improve users' visual immersion in the future.

A Development of Product Design for Launching in New Market - inkel Car Navigation (WideTouch) - (Car Navigation 신시장 진출을 위한 제품디자인 개발사례 연구 - 인켈 와이드터치(WideTouch) -)

  • Seo, Hong-Seok
    • Science of Emotion and Sensibility
    • /
    • v.9 no.spc3
    • /
    • pp.225-234
    • /
    • 2006
  • Car Navigation market is rapidly emerging in Korea recently. And it adds the multiple functions which are various traffic and travel information, DMB(Digital Multimedia Broadcasting) TV, game, movie and music. It is evolving as a killer application device of Car Infotainment (Information & Entertainment). On the other hand, the technical barrier which is pushing into the market is low and the competition is intense in process of time. In the market situation, the design differentiation is embossed with important element. In this case study, focused on inkel which specialized in Audio/Video launching into the Car Navigation market with the new brand 'WideTouch', we tried to provide successful product design strategy based on proactive research on the market for the design differentiation through the target segmentation of the new generation, middle-aged and a woman consumer.

  • PDF

A study on the computer simulation model of the closed moving system using the nutation force (폐쇄된 계의 장동 힘에 의한 이동장치의 컴퓨터 씨뮬레이션 모델에 관한 연구)

  • Chung, Byung-Tae
    • Journal of the Korea Computer Industry Society
    • /
    • v.6 no.2
    • /
    • pp.331-336
    • /
    • 2005
  • The closed movement produced vertically on the position of a motor is a notation movement produced by a notation force , while the horizontal movement can be shown by the coriolis force and the transverse force of realizing that the closed movement of the closed system is to be rotation motion. The notation movement is a vertical closed movement and by searching the equation which becomes an equation model, after comparing the simulation data from the equation model with data of a real device to use it into the computer simulation model, the additional variable elements were decided. As the result, the energy imbalance element is added as a variable about load which is relevant to friction coefficient and pole of a motor in the gravitational field. The simulation can be applied as a real physical law of the graphic game and haptic program.

  • PDF

Ice Hockey Research Data Platform from Official Records Data and Verification

  • Jin, Seung-kyo;Jang, Ji-hyun;Kim, Hye-young;Kim, Sun-tae
    • International Journal of Knowledge Content Development & Technology
    • /
    • v.9 no.4
    • /
    • pp.31-45
    • /
    • 2019
  • In this study, a database was established by analyzing the record data research produced in ice hockey sports. The deployed data verification with Ice hockey reference service was demonstrated with ice hockey officials and players. This research utilized the data stored in the KNSU Datanest data repository and developed PDF parsers for batch processing of records. Among the types of records, the game summary, team roster, team statistics, and player statistics files were collected, and tables were extracted from the records. PDF records were converted to text in CSV format which are converted to DataFrame and loaded into the database. Out of the total 22 types of records, 4 types were constructed with OO data parsed as element values. Data verification has found no problems with the quality of the data deployed, showing a high satisfaction with providing 66 factors against the 30 factors provided by the service previously used.

A Distributed Decision-Making Mechanism for Wireless P2P Networks

  • Wu, Xu;He, Jingsha;Xu, Fei;Zhang, Xi
    • Journal of Communications and Networks
    • /
    • v.11 no.4
    • /
    • pp.359-367
    • /
    • 2009
  • Trust-based solutions provide some form of payment to peers to encourage good behavior. The problem with trust management systems is that they require prior knowledge to work. In other words, peers are vulnerable to attack if they do not have knowledge or correct knowledge of other peers in a trust management system. Therefore, considering only trust is inadequate when a decision is made to identify the best set of peers to utilize. In order to solve the problem, we propose a distributed decision-making mechanism for wireless peer-to-peer (P2P) networks based on game theory and relevant trust mechanisms in which we incorporate the element of trust and risk into a single model. The main idea of our mechanism is to use utility function to express the relationship between benefits and costs of peers, and then make the decision based on expected utility as well as risk attitude in a fully distributed fashion. The unique feature of our mechanism is that it not only helps a peer to select its partners, but also mitigates vulnerabilities in trust-based mechanisms. Through analysis and experiments, we believe our approach is useful for peers to make the decision regarding who to interact with. In addition, it is also a good starting point for exploring tradeoffs among risk, trust and utility.

Comparison Analysis on Package Design Elements of Low-Price Cosmetic Contents in Korea and China (한·중 저가 화장품 콘텐츠의 패키지 디자인요소 비교 분석)

  • Wang, Xlaohui;Park, Youngsim;Kim, Cheeyong;Lee, Changkeun
    • Journal of Korea Multimedia Society
    • /
    • v.19 no.8
    • /
    • pp.1553-1563
    • /
    • 2016
  • Thesedays, not only a quality of a product but also a design of it plays an important role. Throughout this analysis, I would like to discuss how a design of package works in the cosmetics with the fact that low cost cosmetics sales better than high cost cosmetics. In this research, there are five samples each for Korean and Chinese low-costed cosmetics to yield a result about an element of package design. Based on that result, there was an survey about two different package design followed by the research problems. Throughout research, an attention and familiarity of package which was considered of characteristics of China was more effective on Chinese consumers. In order to activate the content market of cosmetics, it is utilized to manufacture taking into account the maximum of the design elements in the package design is a conclusion that affect the time of purchase. In this paper, one in which I hope to help in the development of being utilized as a basis article content market industry for pre-market research foray into the Chinese market is South Korean cosmetics.

Method and Case Study of Decision Tree for Content Design Education (콘텐츠 디자인교육을 위한 의사 결정 트리 활용 방법과 사례연구)

  • Kim, Sungkon
    • The Journal of the Convergence on Culture Technology
    • /
    • v.5 no.4
    • /
    • pp.283-288
    • /
    • 2019
  • In order to overcome the students' lack of information and experience, we developed a content planning tree that utilizes a decision tree. The content planning tree consists of a tree trunk creation step in which students select a theme and a story to develop, a parent branch generation step for selecting a category that can be developed based on the story, a child branch generation step for selecting the interesting "effect" method of producing the content effectively, a leaf generation step for selecting a multimedia expression 'element' to be visualized. The educational model was applied to game planning design and information visualization lectures, and provides examples of the categories, effects, and elements used in each lecture. The model was used for 145 team projects and the efficiency was confirmed by a step-by-step learning process.

Blockchain for the Trustworthy Decentralized Web Architecture

  • Kim, Geun-Hyung
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.13 no.1
    • /
    • pp.26-36
    • /
    • 2021
  • The Internet was created as a decentralized and autonomous system of interconnected computer networks used for data exchange across mutually trusted participants. The element technologies on the Internet, such as inter-domain and intra-domain routing and DNS, operated in a distributed manner. With the development of the Web, the Web has become indispensable in daily life. The existing web applications allow us to form online communities, generate private information, access big data, shop online, pay bills, post photos or videos, and even order groceries. This is what has led to centralization of the Web. This centralization is now controlled by the giant social media platforms that provide it as a service, but the original Internet was not like this. These giant companies realized that the decentralized network's huge value involves gathering, organizing, and monetizing information through centralized web applications. The centralized Web applications have heralded some major issues, which will likely worsen shortly. This study focuses on these problems and investigates blockchain's potentials for decentralized web architecture capable of improving conventional web services' critical features, including autonomous, robust, and secure decentralized processing and traceable trustworthiness in tamper-proof transactions. Finally, we review the decentralized web architecture that circumvents the main Internet gatekeepers and controls our data back from the giant social media companies.

A Kinematic Analysis of the Defence Types during Body Lock Technique in the Ground Wrestling (그라운드 레슬링 가로들기 공격 시 수비 유형의 운동학적 분석)

  • Hah, Chong-Ku;Ryu, Ji-Seon
    • Korean Journal of Applied Biomechanics
    • /
    • v.17 no.1
    • /
    • pp.155-164
    • /
    • 2007
  • This study is to find out effective defensive type by analysis on differences among three different defence types of the body lock technique in the ground wrestling. The subjects are 5 athletes who are in 60kg weight class. To get the kinematic analysis seven ProReflex MCU-240(Motion Capture Unit), infrared rays cameras, which was produced by Qualisys, were used to get a two-dimensional coordinate. Following are the analysis result from kinematic factors such as time element, speed element and angular element. 1. During position of ground wrestling, the average necessary time until defender's hip joint touches the mat for Phase1 was $0.34{\pm}0.14sec$ at side position was the shortest space of time out of three types, and Phase2 was $0.21{\pm}0.02sec$ at front position was the shortest space of time out of three types. Moreover, side defence position was the shortest for total average necessary time with $0.78{\pm}0.05sec$. 2. The movement change for hip joint was $57.21{\pm}20.17cm$ for front, $43.35{\pm}7.13cm$ for rear, and $18.67{\pm}10.24cm$ for side at Phase1 and $42.08{\pm}17.56cm$ for side, $16.61{\pm}6.34cm$ for front, and $1.48{\pm}1.29cm$ for rear at Phase2. 3. Movement speed of hip joint at defensive type were most effective in success and fail rate at Phase 1 and its frontal average speed was fastest with $1.01{\pm}0.23m/s$ following by $0.52{\pm}0.15m/s$ for side, and $0.62{\pm}0.15m/s$ for rear. The average for total change of speed is $0.79{\pm}0.32m/s$ for front, $0.78{\pm}0.17m/s$ for side, and $0.49{\pm}0.08m/s$ for rear. 4. The joint angle gets smaller in a order by rear, front, and side for the size of hip joint angle and knee angle for different defensive type. 5. As a result of one-way ANOVA on linear velocity for hip joint in frontal defence(phase1) was significance ($\alpha$=.05), but phase 2 was not significance. Synthetically, analyzing on differences among three different defence types which were front, rear, and side of the body lock technique in the ground wrestling, front defensive type was the most effective. In future, there should be more studies regarding on defence at not a laboratory study but a field study to help out wrestler to pertinent techniques to improve the game of wrestling.