• Title/Summary/Keyword: Unity Engine

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A Production of Edutainment Contents Using Augmented Reality (증강현실을 적용한 에듀테인먼트 콘텐츠 제작)

  • Jeong, Yeon-Chul;Cha, Jae-Gwan
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.79-87
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    • 2015
  • Education tools expressed in texts and images turned into the edutainment such as a education and playing experience. Augmented reality(AR) technology in the field of edutainment was possible to have an amused-education by maximizing experiences. Recently, it is also served in a variety of mobile applications which exploit AR technology. The paper is to describe on the practical measures for the experience of education through designing and implementing edutainment contents. The implementation makes use of a engine 'Vuforia', and a platform 'Unity 3D'.

Development of Room Escape Game based on Virtual Reality Technology (가상현실 기반 방 탈출 게임 개발)

  • Song, Eun-Jee;Lim, Do-Kyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.407-409
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    • 2018
  • 본 논문에서는 최근 오프라인에서 인기를 끌고 있는 방 탈출 게임을 가상현실로 구현하였다. 가상현실(Virtual Reality, VR)은 컴퓨터 등을 사용한 인공적인 기술로 만들어낸 실제와 유사하지만 실제가 아닌 어떤 특정한 환경이나 상황을 의미하며 만들어진 가상의(상상의) 환경이나 상황 등은 사용자의 오감을 자극하며 실제와 유사한 공간적, 시간적 체험을 하게 함으로써 현실과 상상의 경계를 자유롭게 드나들게 한다. 개발한 콘텐츠는 가상현실 이라는 공간을 초월한 개념을 통해 오프라인에서의 공간 확보 및 유지보수 비용을 절약할 수 있고 다양한 공간구현이 가능하다는 장점이 있다. 또한 네트워크 시스템적 부분인 서버를 통한 동시참여로 보다 다양하게 즐길 수 있다.

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The Content Development for Virtual Reality Coloring (VR Coloring 콘텐츠 개발)

  • Song, Eun-Jee;Hwang, Je-Ha;Kim, Yong-Hee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.404-406
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    • 2018
  • 본 논문에서는 가상현실(VR, Virtual Reality)기술을 활용해 컬러링 콘텐츠를 개발 한다. 최근 ICT 기술의 발전과 콘텐츠 제작 환경의 변화로 가상현실 기술이 급속히 확산되고 있다. 가상현실 기술은 엔터테인먼트 분야는 물론, 교육, 훈련, 가상치료, 등 다상한 산업과 융합되어 신 시장을 창출할 수 있는 미래 지향적 산업으로 발전하고 있다. 가상현실 기술의 몰입감이나 현실감이 컬러링과 결합해 컬러링의 효과가 증가 할 수 있다고 사료된다.

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Development of 2.5D Adventure Game using Unity3DTM Engine (유니티3D 엔진을 활용한 2.5D 어드벤처 게임 개발)

  • Lee, Ka-young;Shin, Byeong-seok
    • Proceedings of the Korea Information Processing Society Conference
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    • 2018.10a
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    • pp.783-785
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    • 2018
  • 컴퓨터 게임에서 3D가 아닌 2.5D 환경을 사용하면 사용자에게 신선한 상호작용적 즐거움을 줄 수 있다. 그러나 2.5D 환경의 게임을 만들려면 2D와 3D의 각각의 장점을 취하고 단점을 극복하기 위한 방법론이 필요하다. 본 논문에서는 유니티 3D 엔진을 이용하여 2.5D 어드벤처 게임을 개발하는 과정과 함께, 2.5D의 단점을 극복하기 위해 적용한 그래픽 효과와 게임학(Game studies)적 요소를 제안한다.

Game Design of Augmented Reality RPG using Artificial Intelligence

  • An, Syoungog;Bae, Juengbean;Kim, Soo Kyung
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.9
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    • pp.15-20
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    • 2018
  • Currently the mobile augmented reality does not require supplemental hardware, such as markers like specific images or depth cameras, in order to acquire 3D environment information. This allows for increased accessibility and usability for the general user, and also broadened scope of development. The market research enterprise Counterpoint Research predicted that the growth of the augmented reality market will reach 70 trillion Korean Won by 2021. Application developments are also progressing. Wargaming, the developer of the global game World of Tanks, has launched an application that uses AR core at the GDC 2018. Thus, we must prepare for the impending augmented reality market and acquire top class augmented reality technology using 3D environment. This paper outlines the development of a game using AR CORE SDK to acquire 3D environment and Unity 3D game engine to combine camera images and 3D graphics, which all comes together to construct a natural augmented reality.

Calculation of Gravity in a 2D Game (2D 게임에서의 중력 계산)

  • Nam, Seung-Hyeon;Bang, Jung-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.01a
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    • pp.353-354
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    • 2019
  • 게임에서 캐릭터가 점프 하는 중 플레이어가 스킬을 사용하면, 모든 물체가 정지 되는 기능을 구현해야 하는 상황에 놓이게 된다. Unity Engine에 내장 된 중력을 사용하면, 플레이어가 스킬을 사용 할 때 Rigid Body 속성을 사용하여 움직임을 제한할 수 있다. 그러나, 스킬 사용으로 인한 움직임정지를 해제 할 때 물체의 이전 속력이 사라져 움직임이 부자연스럽게 된다. 이를 해결하기 위해 수학 계산을 통해 시간 값에 따른 중력 값을 대입 하는 방법을 사용하면, 속력이 매우 커 타일을 통과해서 지나가는 현상이 나타난다. 본 논문에서는 다음 프레임 위치 계산을 통해 이러한 문제를 보정하는 방법과 수학 계산식을 통해 속력을 계산했을 때의 문제점 보완 방법 등에 대하여 연구하였다.

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Design and Application of a Visual Experience Game in Game Mathematics (게임수학 시각체험 게임 설계 및 적용)

  • Choi, Youngmee
    • Journal of Korea Multimedia Society
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    • v.21 no.12
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    • pp.1504-1512
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    • 2018
  • The purpose of this study is to design and apply a simple game that can visually experience basic concepts of game mathematics in order to teach game mathematics effectively. To do this, simple games linked with game mathematical theory are to be developed by utilizing the functions provided by Unity so that students could actively learn game mathematics. To demonstrate the plausibility of this approach, "Bouncing Ball Game" was developed to understand the concept of periodicity of trigonometric functions. As a result, students were able to effectively learn how mathematical concepts related to ball movements applied to the game.

Application of reinforcement learning to fire suppression system of an autonomous ship in irregular waves

  • Lee, Eun-Joo;Ruy, Won-Sun;Seo, Jeonghwa
    • International Journal of Naval Architecture and Ocean Engineering
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    • v.12 no.1
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    • pp.910-917
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    • 2020
  • In fire suppression, continuous delivery of water or foam to the fire source is essential. The present study concerns fire suppression in a ship under sea condition, by introducing reinforcement learning technique to aiming of fire extinguishing nozzle, which works in a ship compartment with six degrees of freedom movement by irregular waves. The physical modeling of the water jet and compartment motion was provided using Unity 3D engine. In the reinforcement learning, the change of the nozzle angle during the scenario was set as the action, while the reward is proportional to the ratio of the water particle delivered to the fire source area. The optimal control of nozzle aiming for continuous delivery of water jet could be derived. Various algorithms of reinforcement learning were tested to select the optimal one, the proximal policy optimization.

OpenVSLAM-based Cooperative Mobile AR System Architecture (OpenVSLAM 기반의 협력형 모바일 SLAM 시스템 설계)

  • Kook, Joongjin
    • Journal of the Semiconductor & Display Technology
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    • v.21 no.1
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    • pp.136-141
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    • 2022
  • In this paper, we designed, implemented, and verified the SLAM system that can be used on mobile devices. Mobile SLAM is composed of a stand-alone type that directly performs SLAM operation on a mobile device, and a mapping server type that additionally configures a mapping server based on FastAPI to perform SLAM operation on the server and transmits data for map visualization to a mobile device. The mobile SLAM system proposed in this paper is to mix the two types in order to make SLAM operation and map generation more efficient. The stand-alone type SLAM system was configured as an Android app by porting the OpenVSLAM library to the Unity engine, and the map generation and performance were evaluated on desktop PCs and mobile devices. The mobile SLAM system in this paper is an open source project, so it is expected to help develop AR contents based on SLAM in a mobile environment.

Design of Metaverse for Two-Way Video Conferencing Platform Based on Virtual Reality

  • Yoon, Dongeon;Oh, Amsuk
    • Journal of information and communication convergence engineering
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    • v.20 no.3
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    • pp.189-194
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    • 2022
  • As non-face-to-face activities have become commonplace, online video conferencing platforms have become popular collaboration tools. However, existing video conferencing platforms have a structure in which one side unilaterally exchanges information, potentially increase the fatigue of meeting participants. In this study, we designed a video conferencing platform utilizing virtual reality (VR), a metaverse technology, to enable various interactions. A virtual conferencing space and realistic VR video conferencing content authoring tool support system were designed using Meta's Oculus Quest 2 hardware, the Unity engine, and 3D Max software. With the Photon software development kit, voice recognition was designed to perform automatic text translation with the Watson application programming interface, allowing the online video conferencing participants to communicate smoothly even if using different languages. It is expected that the proposed video conferencing platform will enable conference participants to interact and improve their work efficiency.