• Title/Summary/Keyword: Real-time Game

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3D Content Design & Implementation of VR Horseback Riding Game

  • Park, HyungSoo;Kim, HoonKi;Seo, SiO
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.4
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    • pp.73-81
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    • 2019
  • Various 3D contents are being developed using Unity 3D game engine. In this paper, the 3D content of horseback riding game, the first VR game in the country, is designed and developed. The existing riding simulator is investigated and compared to the VR riding game developed. We consider various games developed using Unity 3D game engine and serve previously developed tangible games. It is expected that development of VR riding games will prepare a new chapter in VR experience-type games. We propose the content development environment and scenario of VR riding game and present the main algorithms and main modules for real-time synchronization. The developed riding game contents are deployed to the riding system and are operated for commercial use in conjunction with the riding device. Through monitoring VR riding system, problems are derived and improvement measures are proposed. We offer a variety of additional development options to make the game more realistic in the future.

An On-line Mobile RPG System Development based on Real time (리얼타임기반의 온라인 모바일 RPG 시스템 개발)

  • Kim, Song-Min;Lee, Mal-Rey
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.5
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    • pp.1003-1007
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    • 2009
  • In this paper, we developed a mobile RPG System based on real time. This system includes game engine based on real time, system library, item trade server based on network, and client tools. Also, to make inroads into USA market, we are using smart phone platform based on Microsoft Windows CE.

A Study on Effective Optimization by Comparison with FMQ of Real-time Rendering for Variable Surface Formats (다양한 텍스처 형식에 따른 실시간 렌더링의 FMQ 비교를 통한 효과적인 최적화(Optimization) 기법에 관한 연구)

  • Chae Heon-Joo;Ryu Seuc-Ho;Kyung Byung-Pyo
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.13-18
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    • 2005
  • Textures used in the game and VR environments with real-time rendering technology have different results according to used texture format supported video card. We propose some ideas for the texture using method by comparison with Frame Rate, Video Memory, and Quality.

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Wang Tile Terrain Synthesis and Real-Time Rendering using Parallax Mapping (왕(Wang) 타일 지형 합성과 시차 맵핑을 이용한 실시간 렌더링)

  • Jeong, Jae-Won;Choi, Min-Gyu
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.71-77
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    • 2008
  • The geometric structure constructs terrain from height map and non-periodically tiling with Wang tile for the detail description. It will be able to express detail bump using parallax mapping to add decal data together with height data in tile. We solve the problem when the real-time rendering and propose improving of parallax mapping for the terrain.

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Controlling Position of Virtual Reality Contents with Mouth-Wind and Acceleration Sensor

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.4
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    • pp.57-63
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    • 2019
  • In this paper, we propose a new framework to control VR(Virtual reality) contents in real time using user's mouth-wind and acceleration sensor of mobile device. In VR, user interaction technology is important, but various user interface methods is still lacking. Most of the interaction technologies are hand touch screen touch or motion recognition. We propose a new interface technology that can interact with VR contents in real time using user's mouth-wind method with acceleration sensor. The direction of the mouth-wind is determined using the angle and position between the user and the mobile device, and the control position is adjusted using the acceleration sensor of the mobile device. Noise included in the size of the mouth wind is refined using a simple average filter. In order to demonstrate the superiority of the proposed technology, we show the result of interacting with contents in game and simulation in real time by applying control position and mouth-wind external force to the game.

Companies Entering the Metabus Industry - Major Big Data Protection with Remote-based Hard Disk Memory Analysis Audit (AUDIT) System

  • Kang, Yoo seok;Kim, Soo dong;Seok, Hyeonseon;Lee, Jae cheol;Kwon, Tae young;Bae, Sang hyun;Yoon, Seong do;Jeong, Hyung won
    • Journal of Integrative Natural Science
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    • v.14 no.4
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    • pp.189-196
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    • 2021
  • Recently, as a countermeasure for cyber breach attacks and confidential leak incidents on PC hard disk memory storage data of the metaverse industry, it is required when reviewing and developing a remote-based regular/real-time monitoring and analysis security system. The reason for this is that more than 90% of information security leaks occur on edge-end PCs, and tangible and intangible damage, such as an average of 1.20 billion won per metaverse industrial security secret leak (the most important facts and numerical statistics related to 2018 security, 10.2018. the same time as responding to the root of the occurrence of IT WORLD on the 16th, as it becomes the target of malicious code attacks that occur in areas such as the network system web due to interworking integration when building IT infrastructure, Deep-Access-based regular/real-time remote. The concept of memory analysis and audit system is key.

An Optimization Strategy of Task Allocation using Coordination Agent (조정 에이전트를 이용한 작업 할당 최적화 기법)

  • Park, Jae-Hyun;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.93-104
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    • 2007
  • In the complex real-time multi-agent system such as game environment, dynamic task allocations are repeatedly performed to achieve a goal in terms of system efficiency. In this research, we present a task allocation scheme suitable for the real-time multi-agent environment. The scheme is to optimize the task allocation by complementing existing coordination agent with $A^*$ algorithm. The coordination agent creates a status graph that consists of nodes which represent the combinations of tasks and agents, and refines the graph to remove nodes of non-execution tasks and agents. The coordination agent performs the selective utilization of the $A^*$ algorithm method and the greedy method for real-time re-allocation. Then it finds some paths of the minimum cost as optimized results by using $A^*$ algorithm. Our experiments show that the coordination agent with $A^*$ algorithm improves a task allocation efficiency about 25% highly than the coordination agent only with greedy algorithm.

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Opponent Move Prediction of a Real-time Strategy Game Using a Multi-label Classification Based on Machine Learning (기계학습 기반 다중 레이블 분류를 이용한 실시간 전략 게임에서의 상대 행동 예측)

  • Shin, Seung-Soo;Cho, Dong-Hee;Kim, Yong-Hyuk
    • Journal of the Korea Convergence Society
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    • v.11 no.10
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    • pp.45-51
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    • 2020
  • Recently, many games provide data related to the users' game play, and there have been a few studies that predict opponent move by combining machine learning methods. This study predicts opponent move using match data of a real-time strategy game named ClashRoyale and a multi-label classification based on machine learning. In the initial experiment, binary card properties, binary card coordinates, and normalized time information are input, and card type and card coordinates are predicted using random forest and multi-layer perceptron. Subsequently, experiments were conducted sequentially using the next three data preprocessing methods. First, some property information of the input data were transformed. Next, input data were converted to nested form considering the consecutive card input system. Finally, input data were predicted by dividing into the early and the latter according to the normalized time information. As a result, the best preprocessing step was shown about 2.6% improvement in card type and about 1.8% improvement in card coordinates when nested data divided into the early.

A study on Prevention of Large Scale Identity Theft through the Analysis of Login Pattern(Focusing on IP/Account Blocking System in Online Games) (로그인 패턴 분석을 통한 대규모 계정도용 차단 방안에 관한 연구(온라인 게임 IP/계정 차단시스템을 중심으로))

  • Yeon, Soo-Kwon;Yoo, Jin-Ho
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.51-60
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    • 2016
  • The incidents of massive personal information being leaked are occurring continuously over recent years. Personal information leaked outside is used for an illegal use of other's name and account theft. Especially it is happening on online games whose virtual goods, online game money and game items can be exchanged with real cash. When we research the real identity theft cases that happened in an online game, we can see that they happen massively in a short time. In this study, we define the characteristics of the mass attacks of the automated identity theft cases that occur in online games. Also we suggest a system to detect and prevent identity theft attacks in real time.

A Real-time Soft Shadow Rendering Method under the Area Lights having an Arbitrary Shape (임의의 모양을 가지는 면광원 하의 실시간 부드러운 그림자 생성 방법)

  • Chun, Youngjae;Oh, Kyoungsu
    • Journal of Korea Game Society
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    • v.14 no.2
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    • pp.77-84
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    • 2014
  • Presence of soft shadow effects from an area light makes virtual scenes look more realistic. However, since computation of soft shadow effects takes a long time, acceleration methods are required to apply it to real-time 3D applications. Many researches assumed that area lights are white rectangles. We suggest a new method which renders soft shadows under the area light source having arbitrary shape and color. In order to approximate visibility test, we use a shadow mapping result near a pixel. Complexity of shadow near a pixel is used to determine degree of precision of our visibility estimation. Finally, our method can present more realistic soft shadows for the area light that have more general shape and color in real-time.