• Title/Summary/Keyword: Unreal

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Making Games that are controlled by Interactive Device and Considering utilization of them (인터랙티브 장비를 활용하는 게임 제작과 활용 방안 고찰)

  • Lee, Seok-Won;Yoon, Hyeong-Jo;Kim, KiBum
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.04a
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    • pp.1093-1095
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    • 2017
  • 아두이노[1]와 라즈베리파이[2]의 개발 이후로 누구나 쉽게 인터랙티브 장비를 만들어보고 여러 프로젝트를 진행할 수 있게 되었다. 그리고 대표적인 게임 엔진으로 뽑히고 있는 유니티 (Unity)[3]와 언리얼 엔진 (Unreal Engine)[4] 덕분에 컴퓨터 전공자가 아니더라도 게염을 쉽게 만들 수 있는 시대가 되었다. 본 프로젝트에서는 아두이노를 이용한 인터랙티브 장비를 만들어보고 개발한 장비를 활용하여 플레이 할 수 있는 게임을 유니티로 제작하였으며 이를 어떠한 분야에 활용하면 긍정적인 효과를 줄 수 있을지에 대해서 고찰하였다.

A Study on Daniel Libeskind's architectural contemplation and expressive characteristic (다니엘 리베스킨트의 건축적 사고와 표현 특성에 관한 연구)

  • 이도희
    • Korean Institute of Interior Design Journal
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    • v.13 no.1
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    • pp.30-37
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    • 2004
  • Architect Daniel Libeskind made peculiar works with ‘Jewish Museum’ in Berlin as a momentum in 1989. The concern was concentrated after Libeskind was selected ultimately to the designer of ‘Design for the World Trade Center site’ in February 2003. Especially his works which have been recently accomplished are not the deconstructivism were recognized as unreal drawings and simple studies but they are professing his own peculiar architectural thought. However meanwhile researches about Libeskind have been processed in an architect viewpoint of a deconstructivism tendency, lack of researches to be more various point of view. This study fundamentally is sharing the source with Libeskind's basic idea, as a deconstructivism architect, but not to understand essential concept of decorstructivism which has the philosophy grasps of essence of an object, reconstrues contradiction that the human is simple to prescribe by the language and tries to express in new architectural formative volition. Therefore, the purpose of this study is to grasp of Libeskind's own architectural thought of the essence, consider background becomes the foundation of the architectural thought and peculiarity of the architectural representation.

Real-time Implementation of Character Movement by Floating Hologram based on Depth Video

  • Oh, Kyoo-jin;Kwon, Soon-kak
    • Journal of Multimedia Information System
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    • v.4 no.4
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    • pp.289-294
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    • 2017
  • In this paper, we implement to make the character content with the floating hologram. The floating hologram is the one of hologram techniques for projecting the 2D image to represent the 3D image in the air using the glass panel. The floating hologram technique is easy to apply and is used in exhibitions, corporate events, and advertising events. This paper uses both the depth information and the unreal engine for the floating hologram. Simulation results show that this method can make the character content to follow the movement of the user in the real time by capturing the depth video.

Children's Cognition of Televised Physically Impossible Events (아동의 물리적 불가능 현상 인지의 연령 차이)

  • Yi, Soon Hyung;Cho, Hee Jung
    • Korean Journal of Child Studies
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    • v.24 no.1
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    • pp.61-76
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    • 2003
  • This study investigated children's cognition of physically impossible televised events by age and types of tasks. The 67 subjects were 3-, 5-, and 7-year-old children from 1 day care center and 1 elementary school in Seoul. Children's responses were taped and transcribed. Cognition about the events were measured by recognition of impossibility, possibility of replication, and reasons for the possibility of replication of the events. Data were analysed by ANOVA(repeated measure) and $Scheff{\acute{e}}$ test. Children's cognitions about the events varied by age groups. Three-year-old children's recognition of the 3 tasks was different from that of the 5-and 7-year-old children; while 3-year-olds interpreted the events on TV as real, 5- and 7-year-olds considered them to be unreal.

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Analysis of Real-time, Shortest-Path Finding Algorithms for Unknown Environments (미지의 공간상의 실시간 최단 경로 탐색 알고리즘에 대한 분석)

  • Choi, Eun-Mi;Kim, In-Cheol
    • Proceedings of the Korea Information Processing Society Conference
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    • 2005.05a
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    • pp.419-422
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    • 2005
  • 본 논문은 미지의 공간 그래프에 대한 실시간 최단 경로 탐색 알고리즘인 $RTA{\ast}$ 알고리즘과 $PHA{\ast}$ 알고리즘을 소개하고, 예제 그래프를 통해 이들의 특성을 설명한다. 또 3차원 온라인 게임 환경인 언리얼 토너먼트(Unreal Tournament) 게임과 Gamebots 시스템을 이용하여 두 알고리즘 간의 탐색 최적성과 효율성을 비교하였다. 이 실험을 통하여 $PHA{\ast}$ 알고리즘은 언제나 최선의 경로를 탐색하지만 이동경로가 많고, 시간이 많이 걸릴 수 있으며, $RTA{\ast}$는 최적의 경로 혹은 차선 경로를 빠른 시간 내에 탐색함을 확인 하였다. 따라서 이러한 특성을 바탕으로 주어진 탐색 환경의 조건에 따라 두 알고리즘을 선택적으로 적용함으로써 보다 높은 효과를 얻을 수 것으로 기대한다.

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A Study on Game Production Education through Recent Trend Analysis of 3D Game Engine (3D 게임 엔진의 최신 동향 분석을 통한 게임 제작 교육에 관한 연구)

  • Lee, Myoun-Jae
    • Journal of the Korea Convergence Society
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    • v.4 no.1
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    • pp.15-20
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    • 2013
  • Game engines that allow you to reuse the necessary software components in the development of the game. There are representative game engines such as unreal engine, cry engine, unity3D engine. This paper describes recent game engine technologies, discuss next game engine trend focused on those game engines. And then, proposes educational methods on game production.

Architecture and Behaviors of an Intelligent Agent for Online 3D Action Games (온라인 3D 액션 게임을 위한 지능형 에이전트의 구조와 행위)

  • 이경록;김하빈;박근수;김인철
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.10d
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    • pp.319-321
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    • 2002
  • 본 논문에서는 대표적인 3차원 일인칭 액션 게임(first-person action game)인 Unreal Tournament 게임과 이것에 기초한 Gamebots시스템을 소개하고, 이러한 환경에서 효과적으로 동작하는 지능형 NPC인 KGBot의 설계와 구현에 대해 설명한다. KGBot는 Gamebots시스템에서 하나의 보트 클라이언트(bot client)로 동작하면서 지형이 복잡한 3차원 가상환경 안에서 적들에 대항해 아군과 연합하여 특정 목표 지점(domination point)들을 찾아 점령하는 자율 NPC이다. KGBot는 BDI기반의 범용 에이전트 구조인 UM-PRS를 제어엔진으로 채용하고 있으며, 복잡한 행위들을 효과적으로 구현하기 위해 계충화된 지식베이스를 가지고 있다. 본 논문에서는 특히 제한적인 센서정보와 이동점(waypoint)에 기초하여 자신이 놓여진 월드의 전체지도를 작성하고 임의의 목적지까지 효율적인 이동경로를 계획할 수 있는 KGBot의 행위의 구현과 실험에 대해 설명한다.

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Collaborative Exploration Using Multi Agents (멀티 에이전트를 이용한 협력적 공간 탐사)

  • Choi, Eun-Mi;Kim, In-Cheol
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.11b
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    • pp.730-732
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    • 2005
  • 본 논문에서는 자율적인 다수의 에이전트들이 협력하여 미지의 공간을 탐사하는 실시간 그래프 탐색 알고리즘인 MADFS를 제안하고 그 효율성을 분석한다. 이 알고리즘은 깊이-우선 탐색(DFS)에 기초한 단일 에이전트 공간 탐사 알고리즘인 dFS-RTA* 와 DFS-PHA* 를 멀티 에이전트 환경에 적합하게 에이전트 간 정보공유 방식과 방문노드 선택전략을 설계하여 확장하였다. 본 논문에서는 대표적인 3차원 온라인 게임 환경인 Unreal Tournament 게임과 지능형 캐릭터 에이전트인 KGBot를 이용한 실험을 통해 알고리즘의 완전성과 효율성을 분석해본다.

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Fear Factors in Children with Emotional and Behavioral Problems : A Q-Methodological Approach (정서·행동 문제아가 지각하는 두려움의 유형분석 : Q 방법론적 접근)

  • Koo, Mee-Hyang
    • Korean Journal of Child Studies
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    • v.26 no.1
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    • pp.75-90
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    • 2005
  • The structure of fears was identified and measured by Q methodology. Subjects were 40 school-aged children with emotional and behavioral problems. Subjectivity of children's fears was classified into 3 types by the QUANL program. Three types occupied 52% of all variance and correlations ranged between .31 and.52. The first type is "imaginative-sensitive perception" where children are fearful about unreal and imaginative objects related to death. The second type is "rational-empirical perception" where children are concerned about the impact of fearful objects and authoritative figures based on their own personal experience. The last type is "realistic-egocentric perception" where children are fearful of possible violence, crime, and disease.

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Moving Forward in Space Plasma Physics

  • Parks, George K.
    • Bulletin of the Korean Space Science Society
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    • 2009.10a
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    • pp.23.1-23.1
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    • 2009
  • Space physics is more than fifty years old and is going through middle age. Looking back and thinking about what has been learned during the past fifty years, one finds that progress was made at the expense of exactness. Past observations have been interpreted using theory with unreal assumptions. Theory and models must be testable, verifiable and consistent with observations. Current theory cannot explain many important observational results that are relevant for understanding how space plasmas work. This talk will examine the current model of space plasma and assess its capabilities. We will then discuss the required level of theory and models that should be developed to advance space physics to the next tier.

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