• Title/Summary/Keyword: Shooter

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First-Person Shooter Player Analysis System Based on Biometrics (생체 정보 기반 1인칭 슈팅 게임 플레이어 분석 시스템)

  • Kim, Dong-Gyun;Bae, Byung-Chull;Kang, Shin-Jin
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.29-38
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    • 2017
  • Predicting the user's reaction to the game at the stage of developing the game is important because it is related to the popularity of the game. In this paper, we propose a system that can collect and analyze game user's biometric information in a non-invasive way. To this end, we developed a mouse with skin conductance, pressure, gyroscope, and accelerometer sensor using Arduino. In order to verify the usefulness of this system, the subject was experimented with playing the first person shooter game with this mouse. We analyzed the gameplay videos recorded during Blizzard's 'OverWatch' and the bio-information collected from various sensors in the mouse.

Modeling of Crosstalk Behaviors in Thermal Inkjet Print Heads (열 잉크젯 프린트헤드의 채널간 간섭현상의 모델링)

  • Lee, You-Seop;Sohn Dong-Ki;Kim Min-Soo;Kuk Keon
    • Transactions of the Korean Society of Mechanical Engineers B
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    • v.31 no.2 s.257
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    • pp.141-150
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    • 2007
  • This paper presents a lumped model to predict crosstalk characteristics of thermally driven inkjet print heads. Using the lumped R-C model, heating characteristics of the head are predicted to be in agreement with IR temperature measurements. The inter-channel crosstalk is simulated using the lumped R-L network. The values of viscous flow resistance, R and flow inertance, L of connecting channels are adjusted to accord with the 3-D numerical simulation results of three adjacent jets. The crosstalk behaviors of a back shooter head as well as a top shooter head have been investigated. Predictions of the proposed lumped model on the meniscus oscillations are consistent with numerical simulation results. Comparison of the lumped model with experimental results identifies that abnormal two-drop ejection phenomena are related to the increased meniscus oscillations because of the more severe crosstalk effects at higher printing speeds. The degree of crosstalk has been quantified using cross-correlations between neighboring channels and a critical channel dimension for acceptable crosstalk has been proposed and validated with the numerical simulations. Our model can be used as a design tool for a better design of thermal inkjet print heads to minimize crosstalk effects.

The Effect of Changes in Atmospheric Pressure, Temperature and Humidity on the Exterior Ballistics of a Small Rifle (압력, 온도 및 습도의 변화가 소총탄도에 미치는 영향)

  • ;;Lee, Hung Joo;Kwak,Youn Kean
    • Transactions of the Korean Society of Mechanical Engineers
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    • v.3 no.1
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    • pp.10-17
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    • 1979
  • The exterior ballistics of small rifles mist be analyzed for the shooter and coach who are seriously interested in attainment of maximum performance in the art of rifle marksmanship. It provides also a basic reference material for the designers of rifles having better hitting rates. The exterior ballistics are computed using a state vector analysis and presented to facilitate use by individuals according to the atmospheric conditions. The ballistics are changed by the pressure, temperature and humidity of the air.

미래 사이버 전 능력 필요

  • O, Je-Sang
    • Defense and Technology
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    • no.10 s.272
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    • pp.52-57
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    • 2001
  • 미래 전쟁에서 정보작전의 전 범위에 걸쳐 정보우세를 성취하기 위하여, 실시간 전투원의 공격 혹은 방어적인 조치를 가능하게 하기 위하여 실시간 탐지/타격 체계(sensor to shooter systems)의 기반구조가 국방정보통신체계로 구성되어야 한다. 또한 이러한 아군의 국방정보통신체계를 적의 공격으로부터 보호할 수 있는 능력을 구비하여야 하며, 반면에 유사시 적의 국방정보통신체계를 마비시킬 수 있는 정보공격 무기인 해커, 바이러스, 전자기파 폭탄(electromagnetic pulse bomb : EMP), 기타 사이버 무기 등을 확보하여야 할 것이다.

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Design of FPS Survival Game Based on Quarterly View (쿼터 뷰 형식의 FPS 생존 게임 개발)

  • Yun, Shin Young;Hwang, Eo Jin;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.217-218
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    • 2020
  • 본 논문에서는 유니티 엔진을 이용하여 쿼터 뷰로 진행하는 FPS 생존 게임으로 수 많은 적들 속에서 생존하는 것을 게임 개발의 목표로 한다. 제안 게임은 플레이어가 총을 가지고 적을 자유롭게 제압할 수 있도록 개발한다. 또한 다양한 종류의 게임과 공략을 접해본 플레이어들에게는 큰 장점으로 작용 할 수 있다.

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Study of Next Generation Game Animation (넥스트 제너레이션 게임애니메이션 연구)

  • Park, Hong-Kyu
    • Cartoon and Animation Studies
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    • s.13
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    • pp.223-236
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    • 2008
  • The video game industry is obsessed by the perception of "Next Generation Game". Appearance of the next generation game console has required the video game industry to renovate new technologies for their entire production. This tendency increases a huge mount of production cost. Game companies have to hire more designers to create a solid concept, artists to generate more detailed content, and programmers to optimize for more complex hardware. All those high cost efforts provide great locking games, but the potential of next generation game consoles does not end there. They also bring possibilities of the new types of gameplay. Next generation game contains a much larger pool of memories for every video game elements. The entire video game used to use roughly 800 animation files, but next generation game is pushing scripted event well over 4000 animation flies. That allows a lot of very unique custom animation for pretty much every action in the game. It gives game players much more vivid and realistic appreciation of the virtual world. Players are not being able to see any recycling of the same animation over and over when they are playing next generation game. The main purpose of this thesis is that defines the concept of next generation game and analyzes new animation-pipeline to be used in the shooter games.

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Online Games Traffic Multiplexing: Analysis and Effect in Access Networks

  • Saldana, Jose;Fernandez-Navajas, Julian;Ruiz-Mas, Jose;Casadesus, Luis
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.6 no.11
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    • pp.2920-2939
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    • 2012
  • Enterprises that develop online games have to deploy supporting infrastructures, including hardware and bandwidth resources, in order to provide a good service to users. First Person Shooter games generate high rates of small UDP packets from the client to the server, so the overhead is significant. This work analyzes a method that saves bandwidth, by the addition of a local agent which queues packets, compresses headers and uses a tunnel to send a number of packets within a multiplexed packet. The behavior of the system has been studied, showing that significant bandwidth savings can be achieved. For certain titles, up to 38% of the bandwidth can be saved for IPv4. This percentage increases to 54% for IPv6, as this protocol has a bigger overhead. The cost of these bandwidth savings is the addition of a new delay, which has an upper bound that can be modified. So there is a tradeoff: the greater the added delays, the greater the bandwidth savings. Significant reductions in the amounts of packets per second generated can also be obtained. Tests have been deployed in an emulated scenario matching an access network, showing that if the number of players is big enough, the added delays can be acceptable in terms of user experience.

Study of the experimentation methodology for the counter fire operations by using discrete event simulation (이산사건 시뮬레이션을 활용한 대화력전 전투실험 방법론 연구)

  • Kim, Hyungkwon;Kim, Hyokyung;Kim, Youngho
    • Journal of the Korea Society for Simulation
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    • v.25 no.2
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    • pp.41-49
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    • 2016
  • Counter Fire Operations can be characterized as having a system of systems that key features include situational awareness, command and control systems and highly responsive strike achieved by precision weapons. Current modeling methodology cannot provide an appropriate methodology for a system of systems and utilizes modeling and simulation tools to implement analytic options which can be time consuming and expensive. We explain developing methodology and tools for the effectiveness analysis of the counter fire operations under Network Centric Warfare Environment and suggest how to support a efficient decision making with the methodology and tools. Theater Counter Fire Operations tools consist of Enemy block, ISR block, C2 block and Shooter block. For the convenience of using by domain expert or non simulation expert, it is composed of the environments that each parameter and algorithm easily can be altered by user.

Resource Reservation Based Image Data Transmission Scheme for Surveillance Sensor Networks (감시정찰 센서 네트워크를 위한 자원예약 기반 이미지 데이터 전송 기법)

  • Song, Woon-Seop;Jung, Woo-Sung;Ko, Young-Bae
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.39C no.11
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    • pp.1104-1113
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    • 2014
  • Future combat systems can be represented as the NCW (Network Centric Warefare), which is based on the concept of Sensor-to-Shooter. A wireless video sensor networking technology, one of the core components of NCW, has been actively applied for the purpose of tactical surveillance. In such a surveillance sensor network, multi-composite sensors, especially consisting of image sensors are utilized to improve reliability for intrusion detection and enemy tracing. However, these sensors may cause a problem of requiring very high network capacity and energy consumption. In order to alleviate this problem, this paper proposes an image data transmission scheme based on resource reservation. The proposed scheme can make it possible to have more reliable image data transmission by choosing proper multiple interfaces, while trying to control resolution and compression quality of image data based on network resource availability. By the performance analysis using NS-3 simulation, we have confirmed the transmission reliability as well as energy efficiency of the proposed scheme.

Adaptive Packet Transmission Interval for Massively Multiplayer Online First-Person Shooter Games

  • Seungmuk, Oh;Yoonsik, Shim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.2
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    • pp.39-46
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    • 2023
  • We present an efficient packet transmission strategy for massively multiplayer online first-person shooter (MMOFPS) games using movement-adaptive packet transmission interval. The player motion in FPS games shows a wide spectrum of movement variability both in speed and orientation, where there is room for reducing the number of packets to be transmitted to the server depending on the predictability of the character's movement. In this work, the degree of variability (nonlinearity) of the player movements is measured at every packet transmission to calculate the next transmission time, which implements the adaptive transmission frequency according to the amount of movement change. Server-side prediction with a few auxiliary heuristics is performed in concert with the incoming packets to ensure reliability for synchronizing the connected clients. The comparison of our method with the previous fixed-interval transmission scheme is presented by demonstrating them using a test game environment.