• Title/Summary/Keyword: Unity Game Engine

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Unity Curling Game Using Its Own Physical Engine (자체 물리 엔진을 이용한 유니티 컬링 게임)

  • Yong Hyun Lee;Ki Beom Park
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.11a
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    • pp.214-217
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    • 2022
  • 2018 년 평창 동계올림픽부터 우리나라 사람들이 컬링이라는 종목에 큰 관심을 갖기 시작하였다. 하지만 이 종목을 직접 체험하거나 경기를 보기 위해서는 빙판이 있어야 하는 특수성과 비싼 장비, 찾아보기 힘든 경기장 등 여러 열악한 조건들 때문에 결국 올림픽 시즌에만 반짝 관심을 가졌다가 시들어버렸다. 이를 해결하기 위해서 우리는 Unity 라는 게임 엔진을 사용하여 사람들이 쉽게 접할 수 있는 컬링 게임을 제작하였다. 실제 컬링을 게임으로 만들기 위해 컬링에 필요한 도구들을 이미지로 제작하여 Unity 내부에서 저장 후 오브젝트에 입력하였고 물리 법칙을 구현하기 위해 Unity 상에서 방향, 세기, 속도, 충돌들을 프로그래밍하였으며 대한컬링연맹에 나와있는 컬링 경기 규칙서를 활용하여 게임에 적용하였다. 또한 컬링의 진행이 현실적인 운동과 비슷하게 하기 위하여 스크립트 안의 충돌 및 마찰 관련 계수를 조절하였고 이를 이용하여 반복한 결과값들을 수치화 하여 그래프로 작성해보았다. 추가적으로 컬링 게임의 점수판과 카메라 시점 등을 통해서 게임 사용자가 게임 진행에 있어서 도움이 되는 부분을 구현하였고 현실성을 위하여 Arduino 를 이용한 게임 패드를 제작하여 직접 게임하는 듯한 느낌을 들도록 하였다. 최종적으로 게임을 이용하여 컬링에 대한 이해도가 증가하고 사람들이 컬링이라는 비인기 종목에 한 걸음 더 접근할 수 있게 되고, 스포츠발전에 조금이나마 기여할 수 있게 될 것이다.

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Implementation of Immersive Interactive Content Using Face Recognition Technology - (Exhibition of ReneMagritte) Focused on 'ARPhotoZone' (얼굴 인식 기술을 활용한 실감형 인터랙티브 콘텐츠의 구현 - (르네마그리트 특별전) AR포토존을 중심으로)

  • Lee, Eun-Jin;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.20 no.5
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    • pp.13-20
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    • 2020
  • Biometric technology with the advance of deep learning enabled the new types of content. Especially, face recognition can provide immersion in terms of convenience and non-compulsiveness, but most commercial content has limitations that are limited to application areas. In this paper, we attempted to overcome these limitations, implement content that can utilize face recognition technology based on realtime video feed. We used Unity engine for high quality graphics, but performance degradation and frame drop occurred. To solve them, we augmented Dlib toolkit and adjusted the resolution image.

Design and Implementation of Cultural Property Learning Contents Using Augmented Reality (증강현실을 이용한 문화재 학습 콘텐츠 설계 및 구현)

  • Seong, Min-Je;Lee, Dae-Hyun
    • Journal of Digital Contents Society
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    • v.18 no.5
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    • pp.831-837
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    • 2017
  • The popularization of smart phones is increasing interest in individual customized service and various systems have been changing in order to meet such changes to satisfy facilities such as museums. Museum has the element of view, contained purpose of history education, also has role as institution that should have fun and education. In order to achieve this purpose, it is necessary to arouse sufficient interest in cultural assets, In parallel, to provide various contents of cultural assets is essential. Therefore, to provide an efficient viewing cultural assets services in this study make a study to effective method for combined education and evaluation using Unity3D engine and SDK for Vuforia called Augmented Reality development.

A Study on Design for the Interactive VR Fashion Show (상호작용 기반의 VR 패션쇼 디자인 설계)

  • Ahn, Duck Ki;Cho, Sung Hyun
    • Journal of Korea Game Society
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    • v.20 no.3
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    • pp.25-34
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    • 2020
  • This study is a VR system design designed to evaluate the impact of interaction on user experience analyzed by developer's perspective for the interactive VR fashion show. In the VR fashion show design, we produced an interactive system through the four interactive elements of camera viewpoint, cloth, effects, and sound. The interactive design system is proposed based on three application facto rs in VR space design: speed, range, and mapping. The study focused on the user experience based on format conversion to apply the Unity3D engine using 3D model, animation, 2D UI design, and simulation.

Implementation of 3D mobile game using radiosity model and AI algorithm (Radiosity model과 AI 알고리즘을 이용한 모바일 게임 구현)

  • Kim, Seongdong;Chin, Seonga;Cho, Teresa
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.7-16
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    • 2017
  • The 3D game graphic technology has become an important factor in the contents field with the game contents development. In particular, game character technology provides a realistic technique and visual pleasure, as well as an intermediate step in the immersion of the game in which the game might create an optical illusion that enables the player to enjoy heroic adventure in the game. The high expression level of characters in 3D games is a key factor in the development process, with details and carefulness of the character setting work [3]. In this paper, we propose a character representative technique applied to mobile games using mathematical model of radiosity energy, spectral radiance model, and ray tracing model method using 3D unity game engine with sensible AI algorithm for game implementation. As a practical application to the game contents, it was found that the projection of the surface in the rendering process and the game simulation might change according to the lighting condition of the game content environment, so that the high quality of game characters was simulated.

Design for Proximity Voice Chat System in Multimedia Environments

  • Jae-Woo Chang;Jin-Woong Kim;Soo Kyun Kim
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.3
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    • pp.83-90
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    • 2024
  • In this paper, we propose a solution to apply a proximity voice dialog system to voice dialog technology, one of the interaction systems in multimedia environments. A voice dialog between multiple users in a multimedia space is designed by adjusting the volume of the voice according to the distance between the user avatars and muting the user who is beyond the audible distance. The main feature of this research is a reliable UDP-based active server system that delivers low-quality voice data to users who are far away based on distance and does not transmit voice data to users who enter the inaudible area for economic development. The performance of the proposed system was measured in a previously completed project based on the Unity game engine, and it is expected that the system proposed in this research will be actively used in environments that provide interaction between multiple users such as met averse content and real-time battle action games.

Development of Multi-platform 3D Interactive Rural Landscape Simulator with Low-cost Web GIS and Game Engine (무료 Web GIS와 보급형 게임엔진을 이용한 다중플랫폼 3차원 인터랙티브 농촌경관 시뮬레이터 개발)

  • Lee, Sungyong;Kim, Taegon;Lee, Jimin;Suh, Kyo
    • Journal of Korean Society of Rural Planning
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    • v.19 no.4
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    • pp.177-189
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    • 2013
  • 3D modeling and rendering technologies are getting more attention from landscape planners and architects because the virtual reality based on 3D graphic technology could give more realistic experience to landscape simulation users and boost promotional effects. The 3D landscape simulation, however, not only requires a lot of cost and time in production, but also demands efforts to distribute to consumers due to various computing environment of them. The purpose of this study is to suggest a process for developing an interactive 3D landscape simulator with low-cost, which can support multi-platform functionality in high quality through reviewing related current software and web services. We select GIMP for 2D image texturing, SketchUpfor 3D modeling, Unity for real-time rendering, and Google Earth for terrain modeling considering price and workability and apply the developed process for Windows, Web, and Android versions to test the applicability for Sangji-ri, Gosam-myeon, Gyeonggi-do, Korea.

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 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.

Development of Core Module and Web System for a Visualization Platform for the 3D GIS Service of Disaster Information using Unity (재난정보 3차원 GIS 서비스를 위한 Unity 기반 시각화 플랫폼 핵심모듈 개발 및 웹 시스템 구축)

  • Gang, Su Myung;Ryu, Dong Ha;Kim, Tae Su;Park, Hyeon Cheol;Kim, Jin Man;Choung, Yun Jae
    • Journal of Korea Multimedia Society
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    • v.20 no.3
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    • pp.520-532
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    • 2017
  • Large-scale natural disasters such as typhoon and localized torrential downpour cause widespread human and property damages. Recently, management systems using GIS are being developed to manage such disasters from various angles. Integrated disaster management encompasses diverse areas such as prediction through the computation of disaster information and field support for response. The development of disaster information systems must also consider the installation of various computation modules. Furthermore, GIS is generally included for realistic description of the field situation and for spatial operations. This study aims to develop the core module of a visualization platform for the 3D GIS services of integrated disaster information using Unity engine This system will enable integrated disaster management from various angles, encompassing disaster prevention experts, field support personnel, and citizens.