• Title/Summary/Keyword: Unity Game Engine

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Development and Research of SMT(Smart Monitor Target) Game Interface for Airsoft Gun Users (AirSoft Gun 사용자를 위한 SMT(Smart Monitor Target)게임 인터페이스 개발 연구)

  • Chung, Ju Youn;Kang, Yun Geuk
    • Journal of Information Technology Applications and Management
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    • v.28 no.1
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    • pp.83-93
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    • 2021
  • The purpose of this study was to develop a personalized SMT (smart monitor target) game interface for game users who enjoy airsoft sports as individual purchases of SMT have increased since the advent of the untouched era. For this study, the UX (user experience) of the game interface was designed based on previous research. In particular, the personalized game service was reinforced by adding the CP (command post) of the SMT system that performs the home function of the console game, which was intended to help the user maintain immersed in the game in the personalized space of the SMT. Major design elements for the SMT game interface included layout, color, graphics, buttons, and text, and the interface design was proceeded based on them. After composing a grid with a layout in which the tab function was applied to the interface with a vertical three-segment structure and the outer margin value secured, the military camouflage pattern and texture were applied to the colored tone to perform graphics work. Targets and thumbnails were produced as illustrations using experts to ensure the consistency of the interface, and then function buttons and texts on each page were used concisely for intuitive information delivery. The design sources organized in this way were developed using the Unity engine. In the future, we hope that game user-centered personalized interfaces will continue to develop and provide differentiated services unique to SMT systems in the airsoft gun market.

A Study of the Effect of Character Perspectives on the Player's Moral Decision in Interactive Story (인터랙티브 스토리 내에서 플레이어의 도덕적 결정에 대한 캐릭터 시점의 영향 연구)

  • Yang, Jung-Woo;Gang, Shin-Jin;Bae, Byung-Chull
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.111-120
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    • 2016
  • This paper aims to study whether the perspective of the character controlled by a player can affect the player on her moral decision. To this end we designed and developed Castaway, an interactive story using Unity3D game engine. The main story plot of Castaway is based on the trial 'R v Dudley and Stephens (also known as mignonette 1884) which occurred at 1884 in U.K. In Castaway, the player can choose either the accused or the victim, and then play the interactive story with the perspective of the chosen character. To investigate the relationship between the player's empathy to the player character and player's moral decision, we conducted a small-scale (n=10) pilot study. Results of the pilot study have shown that different perspectives can influence the player on her empathy to player character and her moral decision. In near future we plan to conduct a main study with more participants.

Design of Fishing Game Based on a Cross-Platform Server

  • Chang, Jaewoo;Kong, Hyunseung;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.4
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    • pp.45-51
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    • 2022
  • Due to the spread of COVID-19, many local governments are burdened with the influx of large-scale tourists. As a climate that values Work-Life-Balance has emerged, interest in individual life and satisfaction is rapidly increasing. In addition, due to the popularity of the metaverse field, many people are increasingly interested in related content. In particular, "Animal Crossing: New Horizons" sold more than 15 million copies in 2020, and is enjoying exchanges of interior design, fishing, and collecting insects here. In line with this trend, this study introduces the development of online fishing games based on Jeju infrastructure. This paper focuses on implementation and development, and in particular, it introduces differentiated games through character animation optimized for developing a topographic model that maximizes the beauty of Jeju Island's topography based on the Unity 3D engine.

Deep Learning Based 3D Gesture Recognition Using Spatio-Temporal Normalization (시 공간 정규화를 통한 딥 러닝 기반의 3D 제스처 인식)

  • Chae, Ji Hun;Gang, Su Myung;Kim, Hae Sung;Lee, Joon Jae
    • Journal of Korea Multimedia Society
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    • v.21 no.5
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    • pp.626-637
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    • 2018
  • Human exchanges information not only through words, but also through body gesture or hand gesture. And they can be used to build effective interfaces in mobile, virtual reality, and augmented reality. The past 2D gesture recognition research had information loss caused by projecting 3D information in 2D. Since the recognition of the gesture in 3D is higher than 2D space in terms of recognition range, the complexity of gesture recognition increases. In this paper, we proposed a real-time gesture recognition deep learning model and application in 3D space using deep learning technique. First, in order to recognize the gesture in the 3D space, the data collection is performed using the unity game engine to construct and acquire data. Second, input vector normalization for learning 3D gesture recognition model is processed based on deep learning. Thirdly, the SELU(Scaled Exponential Linear Unit) function is applied to the neural network's active function for faster learning and better recognition performance. The proposed system is expected to be applicable to various fields such as rehabilitation cares, game applications, and virtual reality.

Study on Management of Water Pipes in Buildings using Augmented Reality (증강현실을 이용한 건물의 수도관 관리 방안 연구)

  • Sang-Hyun Park
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.6
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    • pp.1229-1238
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    • 2023
  • Digital twin is a technology that creates a virtual space that replicates the real world and manages the real world efficiently by integrating the real and virtual spaces. The digital twin concept for water facilities is to effectively manage water pipes in the real world by implementing them in a virtual space and augmenting them to the interior space of the building. In the proposed method, the Unity 3D game engine is used to implement the application of digital twin technology in the interior of a building. The AR Foundation toolkit based on ARCore is used as the augmented reality technology for our Digital Twin implementation. In digital twin applications, it is essential to match the real and virtual worlds. In the proposed method, 2D image markers are used to match the real and virtual worlds. The Unity shader program is also applied to make the augmented objects visually realistic. The implementation results show that the proposed method is simple but accurate in placing water pipes in real space, and visually effective in representing water pipes on the wall.

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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A study and development of a VR·PC-based adventure game applying low-poly graphics. (Low-Poly 그래픽을 적용한 VR·PC 기반 어드벤처 게임 연구 및 개발)

  • Kwon, Hye-Young;Kim, Soo-Ah;Kim, Ji-Soo;Kim, Hyun-Ji
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.11a
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    • pp.1079-1081
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    • 2021
  • Low-Poly는 비교적 적은 수의 Polygon을 가진 3D Computer Graphics의 Polygon Mesh이다. 본 논문의 VR·PC 기반 어드벤처 게임 '하늘섬의 비밀'에 이러한 Low-Poly 그래픽이 적용되어 비현실적이고 감성적인 스토리의 신비로운 분위기를 극대화 하는 효과를 발생시킨다. 또한 Low-Poly 그래픽은 VR 게임에서 현실과 가상세계를 구분하지 못해 생기는 괴리감과 이로 인해 오는 어지러움을 줄이고 사용자의 몰입도를 높여준다.

Implementation of NPC Artificial Intelligence Using Agonistic Behavior of Animals (동물의 세력 투쟁 행동을 이용한 게임 인공 지능 구현)

  • Lee, MyounJae
    • Journal of Digital Convergence
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    • v.12 no.1
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    • pp.555-561
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    • 2014
  • Artificial intelligence in the game is mainly used to determine patterns of behavior of NPC (Non Player Character) and the enemy, path finding. These artificial intelligence is implemented by FSM (Finite State Machine) or Flocking method. The number of NPC behavior in FSM method is limited by the number of FSM states. If the number of states is too small, then NPC player can know the behavior patterns easily. On the other hand, too many implementation cases make it complicated. The NPC behaviors in Flocking method are determined by the leader's decision. Therefore, players can know easily direction of movement patterns or attack pattern of NPCs. To overcome these problem, this paper proposes agonistic behaviors(attacks, threats, showing courtesy, avoidance, submission)in animals to apply for the NPC, and implements agonistic behaviors using Unity3D engine. This paper can help developing a real sense of the NPC artificial intelligence.

Methodology for Near-miss Identification between Earthwork Equipment and Workers using Image Analysis (영상분석기법을 활용한 토공 장비 및 작업자간 아차사고식별 방법론)

  • Lim, Tae-Kyung;Choi, Byoung-Yoon;Lee, Dong-Eun
    • Korean Journal of Construction Engineering and Management
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    • v.20 no.4
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    • pp.69-76
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    • 2019
  • This paper presents a method that identifies the unsafe behaviors at the level of near-misses using image analysis. The method establishes potential collision hazardous area in earthmoving operation. It is implemented using a game engine to reproduce the dangerous events that have been accepted as major difficulty in utilizing computer vision technology to support construction safety management. The method keeps realistically track of the ever-changing hazardous area by reflecting the volatile field conditions. The method opens a way to distinguish unsafe conditions and unsafe behaviors that have been overlooked in previous studies, and reflects the causal relationship which causes an accident. The case study demonstrate how to identify the unsafe behavior of a worker exposed to an unsafe area created by dump trucks at the level of near-misses and to determine the hazardous areas.

Efficiency Evaluation of Hierarchical Finite-State Machines and Behavior Trees according to Behavior Mechanism of Intelligent NPCs (지능형 NPC의 행동 메커니즘에 따른 계층적 유한 상태 기계와 행동 트리의 효율성 평가)

  • Jung-Min Lee;Jung-Yi Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.2
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    • pp.113-118
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    • 2024
  • In this study, we designed and analyzed two main structures for effectively implementing the behavior of intelligent NPCs the Hierarchical Finite State Machine (HFSM) and the Behavior Tree, by creating experimental games. The HFSM was found to be efficient for complex interaction-centered actions where state changes and transitions are crucial, while the Behavior Tree was effective in dynamic environments where ease of modification and expansion are required for dynamic responses under various conditions. These structures were experimentally applied using the Unity engine to verify their efficiency. This study focused on the basic structure design and plans to apply these structures to an upcoming action-adventure escape game. The results of this research are expected to assist game developers in efficiently implementing intelligent NPCs, thereby contributing to the improvement of game quality and player satisfaction.