• Title/Summary/Keyword: GameEngine

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Adolescent' Internet Utilization Status of Dietary Information in Kyungnam (경남일부 청소년의 인터넷 식생활 정보이용에 관한 연구)

  • 이경혜;강현진;허은실
    • Journal of Nutrition and Health
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    • v.35 no.1
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    • pp.115-123
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    • 2002
  • This study was carried out to investigate the utilization status of internet dietary information by gender(boys: 363, girls: 366) in adolescent(middle & high school students). The results were summarized as follows. The internet using frequency of 6-7times per week had 45.0% of subjects and the using time of internet per a time was shown mainly'<2hours(68.5%)'. The main place for internet use was home(79.0%) and favorite search engine was 'Yahoo'(45.7%) and 'Daum'(19.3%). As main purpose using internet were mentioned 'social intercourse'(45.0%) and data search'(24.8%). The organization that offer to reliable internet information was educational institution'(49.4%). The problems in using information site were 'poor information'(26.4%), 'slow connection speed'(22.6%), and 'don't arouse interest'(18.8%). The search experience about dietary information had only 27.9% of subjects and search purpose was 'for homework'(33.3%) and 'for health'(32.0). The satisfaction degree of dietary information was not high. The connection motive to dietary information was mainly 'by site navigation casualty'(55.7%). Only 7.7% of subjects had experience of nutrition counseling using internet, and the motive of nutrition counseling was also 'by site navigation causally'(55.8%). The purpose of counseling was 'for diet'(41.5%) and 'for health problem'(30.2%), and the satisfaction degree of counseling result was very low. As the ask of improvement for counseling site were pointed out 'poor in answer content'(44.8%) and 'lazy answer'(31.0%). The subjects wanted to get the dietary information about 'growth in status'(41.4%), 'diet related skin beauty'(14.6%), the update period less 1 month, and the way of 'free board'(32.3%), 'game'(21.1%) and 'animation'(19.3%) as offer tool. The results of this study showed that although the internet using percent and frequency of subjects was high, they used dietary information very seldom and they are dissatisfied with internet nutritional information. Therefore, the information donor should consider which dietary information was needed and what is the optimal tool for adolescent.

Light-Weight Mobile VR Platform using HMD with 6 Axis (6 축센서를 갖는 HMD 경량 모바일 VR Platform)

  • Kang, Yunhee;Kang, JungJu
    • Journal of Platform Technology
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    • v.6 no.2
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    • pp.3-9
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    • 2018
  • Recently VR environment is used in many areas including mobile learning, smart factory. However HMD(head-mounted display) is required to a dedicated and expensive system with high-end specification. When designing a VR system, it is needed to handle performance, mobility and usability. Many VR applications need to handle diverse sensors and user inputs continuously in a streaming manner. In this paper we design a VR mobile platform and implement a low-cost mobile VR HMD running on the platform. The VR HMD supports 3D contents delivery in a mobile manner. It is used to detect the motion detection based on angle value of a VR player from accelerator and gyro sensor. The MPU-6050, 6-axis sensor, is used to get a sensory value and the sensory value is taken as an input to a VR rendering server on a Unity game engine that is generated 3D images.

A Study of VR Interactive Storytelling for Empathy (공감을 위한 VR 인터랙티브 스토리텔링 연구)

  • Bae, Byung-Chull;Kim, Dong Gyun;Seo, Gapyuel
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1481-1487
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    • 2017
  • In this article we describe our preliminary work to create VR interactive storytelling particularly for building empathic relationships between the reader (or the player) and story characters. As a practical guideline for developing empathy-based VR interactive story, we propose four key factors: first, narrativity considering narrative theories and concepts including the notion of focalization by Gerald Genette; second, interactivity for balancing between narrative and player control in interactive storytelling domain; third, consideration of virtual reality in human computer interaction domain; fourth, empathy in narrative from the viewpoint of psychology and cognitive science. We also introduce an example interactive storytelling scenario based on Little Red Riding Hood story. Finally we conclude with our VR implementation using Unreal game engine and HTC Vive.

Method for 3D Visualization of Sound Data (사운드 데이터의 3D 시각화 방법)

  • Ko, Jae-Hyuk
    • Journal of Digital Convergence
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    • v.14 no.7
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    • pp.331-337
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    • 2016
  • The purpose of this study is to provide a method to visualize the sound data to the three-dimensional image. The visualization of the sound data is performed according to the algorithm set after production of the text-based script that form the channel range of the sound data. The algorithm consists of a total of five levels, including setting sound channel range, setting picture frame for sound visualization, setting 3D image unit's property, extracting channel range of sound data and sound visualization, 3D visualization is performed with at least an operation signal input by the input device such as a mouse. With the sound files with the amount an animator can not finish in the normal way, 3D visualization method proposed in this study was highlighted that the low-cost, highly efficient way to produce creative artistic image by comparing the working time the animator with a study presented method and time for work. Future research will be the real-time visualization method of the sound data in a way that is going through a rendering process in the game engine.

3D Graphic Nursery Contents Developed by Mobile AR Technology (모바일 기반 증강현실 기술을 활용한 3D전래동화 콘텐츠 연구)

  • Park, Young-sook;Park, Dea-woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.11
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    • pp.2125-2130
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    • 2016
  • In this paper, we researched the excellency of 3D graphic nursery contents which is developed by mobile AR technology. AR technology has currently people's attention because of the potential to be core contents of future ICT industry. We applied AR nursery contents for kid's subtitle language selection in Korean, Chinese and English education. The original fairy tale consisted of 6~8 scenes for the 3D contents production, and was adapted and translated. Dubbing was dubbed by the native speaker using the standard pronunciation, and the effect sound was edited separately to fit the scene. After composing a scenario, constructing a 3D model, constructing a interaction, constructing a sound effect, and creating content metadata, the Unity 3D game engine is executed to create a project and describe it as a script. It provides a fun and informative tradition of fairy tales with abundant content that incorporates ICT technology, accepting advanced technology-based education, and having opportunities to perceive software in daily life.

A study on the Fabrication of Mixed Reality Content with Coloring Technology (컬러링기술이 적용된 혼합현실콘텐츠 제작에 대한 연구)

  • Kim, Tae-Eun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.14 no.4
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    • pp.737-742
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    • 2019
  • This paper is a study on the production of mixedeality contents by realizing AR coloring technology, virtual environment, and VR devices by realizing the interaction in virtual environment. In this study, we designed and produced the content from a fairy tale called 'Cinderella' to produce and demonstrate real mixed reality contents. 'Cinderella' shows 3D modeling in the virtual space using the Oculus Rift, and the modeled shoes can be lifted using Leap-Motion. It is a virtual augmented interaction content for exhibition and experience that can move a specific range from the foot on the treadmill. In this paper, we try to share the experience of creating new mixed reality game contents, which is a mixture of augmented reality and virtual reality technology, and continuation of universal use of this field.

A Study on Realistic 360 Degree Panorama Webtoon-Metaverse Service

  • Lee, Byong-Kwon;Jung, Doo-Yong
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.10
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    • pp.147-153
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    • 2022
  • Most of the metaverse service is a gamification type of metaverse solution composed by placing 3D objects on a 360 panoramic world base. However, the metaverse webtoon service is lacking in implementation and research. In this study, a method for realizing a 2D flat image form in a 3D space and a realistic 360-degree panoramic webtoon metaverse service were studied. The research process consisted of basic storytelling and design work for webtoon production, panoramic image creation to convert the produced image into 360-degree form, and content creation process for viewing 360-degree directions. Finally, we implemented shading and material work with game engine tools so that you can enjoy virtual reality-based webtoons. The webtoon-based metaverse study studied the process of creating a 360-degree panoramic webtoon from content that can only be viewed in 2D format. Accordingly, it is thought that webtoons will also be presented as a standard for the production and implementation method for the metaverse service.

Reproducing water flow using 3D game engine (3D게임엔진을 이용한 물 흐름 재현)

  • Woochul Kang;Eun-kyung Jang
    • Proceedings of the Korea Water Resources Association Conference
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    • 2023.05a
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    • pp.432-432
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    • 2023
  • 한국건설기술연구원(Korea Institute of Civil Engineering and Building Technology, KICT)의 안동하천연구센터(Andong River Experiment Center, REC)는 다양한 하천 관련 실규모 실험을 수행하기 위해 3개의 수로를 보유하고 있다. 본 연구의 주목적인 실증 실험 계측 결과를 기반으로 3D 게임엔진을 이용하여 물 흐름을 재현하기 위해 A1 수로를 대상구간으로 설정하였다. 실증 실험의 경우 2개의 수문 개도율 조건에서 ADV와 ADCP를 활용하여 계측된 유량 및 유속 결과들을 비교하였으며, 추가적으로 영상 데이터로 부터 표면유속(LS-PIV)을 산정하였다. 3D 게임 엔진은 렌더링 엔진, 물리 엔진, 오디오 엔진, UI 시스템, 게임플레이 프레임워크 등이 잘 융합된 소스코드들과 개발자들이 이용하기 쉬운 방식으로 변환된 툴(tool)로 제공하여 현실 세계를 가상 세계에 시각화하여 구현하는데 큰 장점을 가지고 있다. 또한 기존의 흐름 재현이 가능한 수리/수문 모델링의 경우 특정한 목적으로만 이용가능하고 연산에 소용되는 시간 때문에 실시간 흐름재현이 어렵지만, 3D 게임엔진을 이용하는 경우 다양한 목적과 여러 분야와의 고려가 동시에 가능하며 연산의 단순화를 통해 실시간 흐름 재현이 가능하다는 장점이 있다. 본 연구에서는 언리얼 엔진의 Niagara Fluids와 Fluid flux 툴들을 활용하여 하천실증실험 시설 일부 구간에 대해 물 흐름을 재현하였다. 먼저 하천실험실증시설을 드론과 RTK-GPS를 이용하여 촬영된 결과를 정합하여 3D 게임엔진 기반 흐름 재현을 위한 지형 기초 자료를 구축하였다. 지형 계측 결과를 기반으로 A1 수로 전체 구간을 대상구간으로 설정한 이후 수문 조절을 통해 흐름 조건을 제어할 수 있도록 제작하였으며, 실제 흐름에 대한 계측 결과를 기반으로 재현된 흐름을 대상으로 material 값의 조정(방향 X, Y값을 RGB값으로 변환한 뒤 벡터 길이 값으로 환산)을 통해 0~100 사이 값을 이용하여 유속을 표현하였다. 최근 가상공간 (i.e. 디지털트윈) 관련 시장 성장이 매우 빠르고 다양한 사업에서 해당 기술의 수요가 증가하고 있으며, 본 연구를 통해 물 흐름의 디지털 트윈화를 위한 수단으로서 3D 게임 엔진의 활용 가능성을 확인하였다. 다만 실제 하천의 적용과 하천관리를 위한 실용화를 위해서는 추가적인 연구와 분석이 이루어져야 할 것이다.

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Study on Management of Water Pipes in Buildings using Augmented Reality (증강현실을 이용한 건물의 수도관 관리 방안 연구)

  • Sang-Hyun Park
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.6
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    • pp.1229-1238
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    • 2023
  • Digital twin is a technology that creates a virtual space that replicates the real world and manages the real world efficiently by integrating the real and virtual spaces. The digital twin concept for water facilities is to effectively manage water pipes in the real world by implementing them in a virtual space and augmenting them to the interior space of the building. In the proposed method, the Unity 3D game engine is used to implement the application of digital twin technology in the interior of a building. The AR Foundation toolkit based on ARCore is used as the augmented reality technology for our Digital Twin implementation. In digital twin applications, it is essential to match the real and virtual worlds. In the proposed method, 2D image markers are used to match the real and virtual worlds. The Unity shader program is also applied to make the augmented objects visually realistic. The implementation results show that the proposed method is simple but accurate in placing water pipes in real space, and visually effective in representing water pipes on the wall.

Realtime Attention System of Autonomous Virtual Character using Image Feature Map (시각적 특징 맵을 이용한 자율 가상 캐릭터의 실시간 주목 시스템)

  • Cha, Myaung-Hee;Kim, Ky-Hyub;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Multimedia Society
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    • v.12 no.5
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    • pp.745-756
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    • 2009
  • An autonomous virtual character can conduct itself like a human after recognizing and interpreting the virtual environment. Artificial vision is mainly used in the recognition of the environment for a virtual character. The present artificial vision that has been developed takes all the information at once from everything that comes into view. However, this can reduce the efficiency and reality of the system by saving too much information at once, and it also causes problems because the speed slows down in the dynamic environment of the game. Therefore, to construct a vision system similar to that of humans, a visual observation system which saves only the required information is needed. For that reason, this research focuses on the descriptive artificial intelligence engine which detects the most important information visually recognized by the character in the virtual world and saves it into the memory by degrees. In addition, a visual system is constructed in accordance with an image transaction theory to make it sense and recognize human feelings. This system finds the attention area of moving objects quickly and effectively through the experiment of the virtual environment with three dynamic dimensions. Also the experiment enhanced processing speed more than 1.6 times.

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