• Title/Summary/Keyword: Unity3D

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DEVS/Unity3D Integrated System Design for the Autonomous UAV Agent Testing (자율형 UAV 에이전트 검증을 위한 DEVS/Unity3D 연동 시스템 설계)

  • Ha, Sun-ho;Kim, Jeong-ho;Kim, Hyun-geun;Shin, Suk-hoon;Chi, Sung-do
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.41 no.11
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    • pp.1557-1565
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    • 2016
  • The UAV systems working in difficult environment should be able to performs various actions autonomously required to achieve the given mission without the human interventions. However, the actual tests for such UAV system will take heavy cost. Thus, the simulation test in advance before the actual test is important. This paper proposes a 3D visual simulation environment for autonomous agent-based UAV systems. The several simulation tests performed on the rescue scenarios will demonstrate our techniques.

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 the 5 - DOF Robot Arm Simulator using Unity3D Engine (유니티 3D를 이용한 5자유도 로봇 팔 시뮬레이터 개발)

  • Jo, Byung-hyun;Lee, Kang-Hee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.257-258
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    • 2014
  • 본 논문에서는 유니티 3D에 대해서 설명하려고 한다. 기본적인 특징, 사용 환경, 인터페이스(Interface)와 함께 다양한 기술과 함께 로봇 팔의 시뮬레이터 개발 구현까지 연구하였다. 컴퓨터 내에서와는 다르게 안드로이드, 아이폰 게임에서, 필요 없이 높은 사양을 가지고 있는 다른 프로그램들과 다르게, 최적의 제작환경을 가지고 있다. 유니티 3D에서 가능한 여러 가지 기능을 이용해서 가상 세계이지만 간단하게 실제 세계와 비슷한 상황의 로봇 팔 시뮬레이터 제작에 대해서 설명하였다.

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Unity-based adventure game asset creation engine design (유니티 기반의 어드벤처 게임 에셋 생성 엔진 설계)

  • Lee, Hyoun-Sup;Choi, Dae-Kil
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.781-783
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    • 2016
  • 유니티는 2D, 3D 게임 개발 도구로 다양한 물리적인 기능과 쉬운 UI와 에셋을 제공하여 개발자가 쉽게 게임을 제작할 수 있도록 지원한다. 유니티가 제공하는 주요 기능 중 하나인 에셋은 게임 개발과정에서 생성되는 스크립트, 리소스, 프리팹 등의 컴포넌트를 통칭한 것으로 개발자가 만들거나 에셋 스토어를 통해 수집하여 게임 제작에 활용할 수 있다. 즉, 에셋 스토어의 에셋들을 활용할 경우 좀 더 효율적으로 게임을 제작할 수 있다. 그러나 에셋 스토어의 구조상 개발하려고 하는 게임 장르 및 타입에 따라 어떠한 에셋을 적용할 것인지를 구분하기 쉽지 않고 적용 에셋을 찾더라도 이를 응용하여 개발 시스템에 적용하기에 상당한 시간 및 노력이 요구되는 경우도 많다. 본 논문에서는 이러한 에셋 적용문제를 해결하고 개발자의 적은 제어를 통해 효율적인 에셋을 제공할 수 있는 ACE(Adventure Create Engine)에셋 생성 엔진에 대하여 제안한다. ACE는 Unity의 상위 레벨에 존재하는 개발 도구로 최종 결과물로 생성된 패키지를 Unity에 적용할 수 있는 구조로 되어 있다. ACE를 활용할 경우 개발자의 요구에 적절한 에셋을 구축할 수 있으며 게임 개발 시간을 단축할 수 있다.

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Design of Clustering based Smart Platform for 3D Position (클러스터링 기반의 3D 위치표시용 스마트 플랫폼설계)

  • Kang, Min-Goo
    • Journal of Satellite, Information and Communications
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    • v.10 no.1
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    • pp.56-61
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    • 2015
  • In this paper, the 3D positioning of IoT sensors with the Unity engine of android platform based home-hub was proposde for IoT(Internet of Things) users. Especially, the monitoring of IoT sensor and battery status was designed with the clustering of IoT sensor's position. The 3D positioning of RSSI(received signal strength indicator) and angle for new IoT sensor according to clustering method was described with the cooperation of beacon and received arrival signal time. This unity engine based smart hub platform can monitor the working situation of IoT sensors, and apply 3D video with texture for the life-cycling of many IoT sensors simultaneously. rs was described with RSSI(received signal strength indicator) and received angle.

Building a multiplayer VR game server using Photon Unity Network (Photon Unity Network를 이용한 멀티플레이 게임 서버 구축)

  • Seong, Seung-min;Kim, yu-min;Choi, kyu-min;Shin, jun-pyo;Lee, byung-kwon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.01a
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    • pp.249-251
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    • 2021
  • 본 논문에서는 Photon Unity Network[1]를 사용하여 멀티플레이 VR게임 개발 방법을 제안한다. Unity 3D와 Oculus Framework를 활용하여 플레이어 기능을 구현했다. 그리고 Photon Unity Network를 이용하여 서버와 여러 명의 플레이어를 연결해 줄 수 있다.

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Development of Smart Phone App. Contents for 3D Sign Language Education (3D 수화교육 스마트폰 앱콘텐츠 개발)

  • Jung, Young Kee
    • Smart Media Journal
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    • v.1 no.3
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    • pp.8-14
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    • 2012
  • In this paper, we develope the smart phone App. contents of 3D sign language to widen the opportunity of the korean sign language education for the hearing-impaired and normal people. Especially, we propose the sign language conversion algorithm that automatically transform the structure of Korean phrases to the structure of the sign language. Also, we implement the 3D sign language animation DB using motion capture system and data glove for acquiring the natural motions. Finally, UNITY 3D engine is used for the realtime 3D rendering of sign language motion. We are distributing the proposed App. with 3D sign language DB of 1,300 words to the iPhone App. store and Android App. store.

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The Design of 2D Side-Scrolling Casual Games in a Multi-platform Environment (멀티 플랫폼에서의 2D 횡스크롤 캐주얼 게임 융합 설계)

  • Yang, Dong-Hyuk;Kim, Soo-Kyun
    • Journal of the Korea Convergence Society
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    • v.6 no.4
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    • pp.147-152
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    • 2015
  • Casual games are easy in terms of control and mode, and thus everyone can enjoy them in their free time. Character games, in particular, feature a variety of cute and attractive characters. Such character games are now available for smartphones, which are used by a large number of users, as well as for PCs. This paper is aimed at demonstrating the design of 2D side-scrolling casual shooting games utilizing Unity 3D Engine, which can be manipulated on smartphones. Unity 3D engine was used because it supports multi-platform with low costs, and it makes it possibile for games to be operated on various platforms using a single program source code. This approach is unique because the design of the games uses cute characters, attractive concepts and easy control, targeting users in their 10s or 20s, unlike existing shooting games that are serious.

Comparative Analysis of Three-Dimensional Real-Time Rendering Methods

  • Kim, Gum-Young;Lee, Byong-Kwon
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.1
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    • pp.23-32
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    • 2022
  • Image production using three-dimensional (3D) programs undergoes a process called rendering to visualize 3D data. Because this process is time-consuming and costly, the reduction of rendering cost has emerged as an important problem that requires resolution. This work aims to overcome the limitations of the current 3D image production pipeline and propose a method for reducing the production time by adopting a game engine for real-time rendering. In the experiment conducted in this study, rendering using Maya (a 3D production program) and Unity were compared and analyzed. The analysis results indicate that Unity enables rendering in real time; consequently, the rendering cost is reduced. Moreover, the quality of the rendered image is similar to that produced by Maya. The proposed technique involves reducing the render time and providing guidance through access to a real-time rendering engine.

A Study on Efficient Positioning of Subtitles in 360 VR (360 VR 영상에서 효율적인 자막 위치 선정에 관한 연구)

  • Kim, Hyeong-Gyun
    • Journal of Digital Convergence
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    • v.18 no.6
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    • pp.93-98
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    • 2020
  • In this paper, we proposed a technique in which subtitles are followed according to changes in the user's viewpoint in 360 VR. Create a Sphere object in Unity's Scene and insert a 360-degree image on the surface of the Sphere object. At this time, the ReverseNormals script is used to convert the viewpoint to the inside. The SightOrbitproved script is used to modify the camera view. Use this script to set the environment in which subtitles can move depending on the viewpoint. Next, add the 3D text (subtitle) that the user wants to the lower layer of the main camera and build a 360 VR object. The 3D text subtitles implemented through this study were compared according to the change of the user's viewpoint. As a result, as the viewpoint changes, normal subtitles flow out of line of sight according to the user's point of view, but 3D Text subtitles move according to the user's point of view, and it can be seen that the user can always view the subtitles.