• Title/Summary/Keyword: Real-time Game

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An Extended Modal Warping Approach to Real-Time Simulation of Thin Shells (얇은 쉘의 실시간 시뮬레이션을 위한 모달 와핑 기법의 확장)

  • Choi, Min-Gyu;Woo, Seung-Yong;Ko, Hyeong-Seok
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.11-20
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    • 2007
  • This paper proposes a real-time simulation technique for thin shells undergoing large deformation. Shells are thin objects such as leaves and papers that can be abstracted as 2D structures. Development of a satisfactory physical model that runs in real-time but produces visually convincing animation of thin shells has been remaining a challenge in computer graphics. Rather than resorting to shell theory which involves the most complex formulations in continuum mechanics, we adopt the energy functions from the discrete shells proposed by Grinspun et al. For real-time integration of the governing equation, we develop a modal warping technique for shells. This new simulation framework results from making extensions to the original modal warping technique which was developed for the simulation of 3D solids. We report experimental results, which show that the proposed method runs in real-time even for large meshes, and that it can simulate large bending and/or twisting deformations with acceptable realism.

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A study of using a game engine technique to produce 3D Entertainment contents (게임엔진 기술을 활용한 3차원 엔터테인먼트 콘텐츠 제작 연구)

  • Noh, Seung-Seok;Park, Jin-Wan
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.294-297
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    • 2006
  • All through the World, the Game Market has grown up speedily and the Game technology progress rapidly for the advancement of the computer technology and the increase of the number of PC in use. For in this thesis, we will research on a real-time 3D game engine technique that is the core of FPS(First Person Shooter) which apply a 3D virtual reality and deduce a production of contents. Finally we will comment on a direction in development of the game engine.

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Abuse Pattern Monitoring Method based on CEP in On-line Game (CEP 기반 온라인 게임 악용 패턴 모니터링 방법)

  • Roh, Chang-Hyun
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.114-121
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    • 2010
  • Based on a complex event processing technique, an abuse pattern monitoring method is developed to provide an real-time detection. CEP is a technique to find complex event pattern in a massive information system. In this study, the events occurred by game-play are observed to be against the rules using CEP. User abuse patterns are pre-registered in CEP engine. And CEP engine monitors user abuse after aggregating the game data transferred by game logging server.

Development of Strategy Game using Real Time Simulation and Side Scrolling (샌드박스 형식의 1인칭 생존 게임 개발)

  • Choi, JoonSeok;Kim, Jin Han;Kim, Soo Kyun;An, Syungog
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.01a
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    • pp.223-224
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    • 2020
  • 본 논문은 개발 논문으로써 유니티 엔진을 이용하여 1인칭으로 진행하는 샌드박스 게임으로 악조건 속에서 생존하며 안전한 거점을 확보하는 것이 게임 개발의 목표이다. 제안 게임은 플레이어가 아무 것도 없는 상황에서 자유롭게 행동을 할 수 있는 조건을 가지도록 하며, 이를 통해 다양한 종류의 경험과 게임 포인트에 대한 전략을 통해 플레이어들에게 게임에서 큰 흥미와 성취감을 갖도록 하는 장점으로 가지고 있다.

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Real-time VR Strategy Chess Game using Motion Recognition (VR기반 모션인식을 이용한 실시간 전략 체스 게임)

  • Kim, Young-Kwang;Yoon, Yeo-Song;Oh, Tea-Gyeoung;HwangBo, Yeung-Hwan;Hwang, Jeong-Hee
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.1-7
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    • 2017
  • Virtual reality(VR) is known as immersive multimedia or computer-simulated reality, is a computer technology that replicates an environment, real or imagined, and simulates a user's physical presence and environment to allow for user interaction. Virtual realities artificially create sensory experience including sight, touch, hearing, and smell. Owing to the use of a single device in most VR contents, user have difficulty in manipulating user interface and game object. And also immersion of the game goes down because they can't see the mouse and keyboard in virtual space. In this paper, we design and implement the chess game to easily and accurately control user interface to improve the immersion in game.

Prototype Tangible Bicycle Game Contents for the Silver Generation (실버 세대를 위한 체감형 자전거 게임 콘텐츠 개발)

  • Han, Yoon-Seok;Kim, Eun-Seok;Lee, Hyun-Cheol;Kim, Beom-Seok;Joo, Jea-Hong;Hur, Gi-Taek
    • The Journal of the Korea Contents Association
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    • v.9 no.8
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    • pp.166-177
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    • 2009
  • As the aged have increased due to the progress of medical science and the low birth-rate, the various cultures and industries for them are on the rise. The aged want to enjoy the diverse social activities and the culture content for spending their spare time. But they are liable to be restricted by the activities due to the physical, psychological, and mental disorder. This paper suggests a tangible bicycle game content and interface with the function of training and improving the lower part of body that is necessary to the old people's movement. The suggested game content can attract the interest of the aged by the familiar device, bicycle, and the game design for the old people. We develop the sensory interface for augmenting the immersion in the game. The aged can enjoy their spare time doing both game and exercise through the sensory interface and the real-time display of 3D graphics.

A Study of Analyzing Live Streaming OTT Service Data: Focused on Youtube Game Broadcasting (실시간 OTT 서비스 데이터 분석: 유투브 게임방송 사례)

  • Choe, Minji;Yong, Hye-Ryeon;Hwang, Hyun-Seok
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.61-74
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    • 2016
  • As e-Sports evolves, a variety of industries grow together. Game broadcastings contribute to spread video game culture through various media platforms. Hence people start to perceive e-sports as a genre of sports and the demand on real-time game broadcasting increases. The global game broadcasting channels based on OTT(Over-The-Top) service also increase rapidly. In this paper we understand the status of streaming service and watching attitude of global game broadcasting. We also provide practical suggestions along with analysis results.

Relation between Character Cloning and User Perception for Real-time Game Environment (실시간 게임 환경에서의 캐릭터 복제와 사용자 인지의 상관관계 연구)

  • Park, Yoon-Young;Byun, Hae-Won
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.531-537
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    • 2009
  • When creating large crowds, it is unavoidable that the models and motions of many characters will be cloned. McDonnell implemented experiments focus on appearance and motion of characters to test user perception of crowds. As a result, appearance clones were easier to perceive than motion clones. In this paper, I researched about relation between character cloning and user perception for real-time game environment expanding McDonnell's research. This paper focuses on the way to recognition of multiple clones in dramatic environment free to change view point and has crowds move to every directions by trajectories. In particular, this paper shows the possibility of character diversification applied various shapes, colors and patterns to game item have important elements for game characters. Also, I suggests range of distances between clones by a series of experiments of user perception for clones's moving direction and distance.

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Design and Implementation of A Load Balancer Based on Load Equality between Game Servers (게임 서버간 부하의 균일성에 기반한 부하 분산기 설계 및 구현)

  • Um, Nam-Kyoung;Moon, Hyung-Jin;Lee, Sang-Ho
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.32 no.3B
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    • pp.168-174
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    • 2007
  • All of users who connect to mobile game want to play seamless real-time game without any loads on game servers. However, as for existing methods, it is not available to effectively distribute server loads. Therefore, in this paper, we design and implement an uniform variance-based load balancer for distributing loads of game servers for wireless online games by suitable load balancing methods. With this methods, we can deal with dynamically increasing game servers as the information about load balancing of specific period is applied to the administrator.

Key-Frame Based Real-Time Fluid Simulations (키-프레임 기반 실시간 유체 시뮬레이션)

  • Ryu, Ji-Hyun;Park, Sang-Hun
    • Journal of Korea Multimedia Society
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    • v.9 no.11
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    • pp.1515-1528
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    • 2006
  • Systems for physically based fluid animation have developed rapidly in the visual special effects industry and can make very high quality images. However, in the real-time application fields such as computer game, the simulation speed is more critical issue than image quality. This paper presents a real-time method for animating fluid using programmable graphics pipeline. We show that once two key-frames are given, the technique can interactively generate a sequence of images changing from the source key-frame to the target.

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