• Title/Summary/Keyword: Unreal5

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A Study on Asynchronous Level Load in a Rogue-Like Game Using Level Streaming (Level Streaming을 활용한 Rogue-Like 게임에서의 Asynchronous Level Load에 관한 연구)

  • ChangWoo Lee;Jaeho Lee;HeaRyeong An;Youngjong Kim
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.05a
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    • pp.35-36
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    • 2023
  • Unreal Engine 5의 Level Streaming 기능은 플레이어가 플레이 도중 메모리에 Map을 로드/언 로드하는 등의 작업을 처리하는 기능이다. 이때 Level Streaming은 커다란 Map의 당장 필요한 부분에만 메모리에 로드하고, 렌더링하여 특히 Seamless Open world 장르에서 많이 사용된다. 본 논문에서 제안하는 방식은 이 Level Streaming 기능을 이용하여 현재 개발 진행 중인 Rogue-Like 장르 게임에서 비동기 방식의 로딩 화면과 Stage 전환을 통해 좀 더 부드러운, 즉 더 높은 Frames per Second(fps)를 플레이어에게 제공하기 위한 새로운 스테이지 시스템의 구현방식을 연구한다.

An Estimating for Practical Software Development Duration (실현 가능한 소프트웨어 개발기간 추정)

  • Lee, Sang-Un;Choi, Myeong-Bok
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.6
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    • pp.155-164
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    • 2012
  • The compression of software development schedule has a limit without regarding to a development manpower. However, the actually developed softwares includes the impossible short time or unreal long time date. Previously suggested models are driving the development schedule from all of the actually developed software without considering these constraints. This paper recommends a standard of minimum and the most suitable development time period. This paper has chosen a criterion that shows the best development schedule among 5 criteria based on the actually performed projects. Moreover, this paper suggests a model that estimates the development schedule based on the best criterion.

Sensitivity Analysis of Bed Changes for Different Sediment Transport Formulas Using the HEC-6 Model - The Lower Nakdong River (HEC-6 모형을 이용한 유사량 공식에 따른 하상변동 민감도 분석 - 낙동강 하류를 대상으로)

  • Jeong, Won-Jun;Ji, Un;Yeo, Woon-Kwang
    • Journal of Environmental Science International
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    • v.19 no.10
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    • pp.1219-1227
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    • 2010
  • In this study, the sensitivity analysis of bed changes due to the various sediment transport equations have been conducted for 80 km reach of the Lower Nakdong River using the HEC-6 which is one dimensional numerical model. The bed elevation changes according to the different sediment transport formulas were compared and analyzed quantitatively. As a result of the numerical simulation, the final bed elevation calculated by Engelund and Hansen(1967), Ackers and White(1973), and Yang(1979) formulas was similar to one another in configuration. The bed change simulated by Engelund and Hansen(1967) were greatest among them, for example, 5.5 m deposition and 2.9 m erosion for 100 years. Also, in the case of Toffaleti (1969) equation, the maximum bed deposition of 8.04 m after 100 years was induced at the 73 km location upstream of the Nakdong River Estuary Barrage. Meyer-Peter-M$\ddot{u}$ller(1948) and Wilcock(2001) formulas produced the deposition only at the upstream end and there was little bed change in the downstream area. The unreal bed configuration of continuously up and down pattern was simulated by Laursen(1958) transport equation.

A Study on Chuneunja(天隱子) written by Samaseungjung(司馬承禎) (당대(唐代) 사마승정(司馬承禎)의 "천은자(天隱子)"에 대한 연구(硏究))

  • Lee, Nam-Goo;Choi, Han-Baek;Song, Min-A;Kim, Jeong-Wan
    • Journal of Korean Medical classics
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    • v.23 no.5
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    • pp.1-9
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    • 2010
  • Chuneunja(天隱子) was publication that described the life nurturing(養生) of Taoism, consisted of 8 chapters. It was comparative primary writing and contained important contents in related to the life nurturing of Taoism. It belonged to the life nurturing of Taoism that influenced by Confucianism and Buddhism. It emphasized on the practical and rational thought that mastered morality by performing gradually. It showed the concrete asceticism method like to the basic regimen training of Taoism, for example mind control(調心), flesh control(調身), breath control(調息), conduction exercise(導引), raping teeth (叩齒法) and swallowing saliva(嚥津法). Oriental traditional regimen focused on realizing balanced human character by practicing human mind and body. It may show the direction to modern person that are troubled with harmful effect of modern civilization. If we throw away superstitious and unreal part in the traditional regimen and apply regimen in one's life, we may consider that regimen contribute to human health. Therefore, we require clear understanding for the classic data inherited from predecessors.

The Expression of Metaphor in Fashion Illustration (패션 일러스트레이션의 은유적 표현방법)

  • 최정화;유영선
    • Journal of the Korean Society of Clothing and Textiles
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    • v.28 no.5
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    • pp.626-636
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    • 2004
  • The purpose of this study was to show a theoretical system of expressional area, the characteristics and the effects which is applied to fashion illustration by metaphor theory. The theoretical system of expressional area was analyzed by category analysis and 150 fashion illustrations from 1900 to 1999 were analyzed by contents analysis. The results of this study were as follows: Metaphor in fashion illustration was categorized to replacement, parody, heterogeneous combination, surrealism, magnification and reduction of size, optical illusion, juxtaposition and distortion of form. In detail, First, replacement was showed omission of form, non-object color, texture. Second, parody was showed using the part in artistic work, differentiation of original work. Third, heterogeneous combination was showed unreal body combining between animal and plant. Fourth, surrealism was showed creation of object which is impossible to present. Fifth, magnification and reduction of size was showed bizarre magnification of part of body, size of clothing. Sixth, optical illusion was showed ambiguity of object because of creation of new form. Seventh, juxtaposition was showed the parallel of contradicting idea and change of meaning between heterogeneous objects. Eighth, the distortion of form was showed grotesque distortion of part of body and disgusting object.

A study on program development for character web drama production (캐릭터 웹드라마 제작을 위한 프로그램 개발 연구)

  • Hyun-soo Lee;Min-Ha Kim;Ji-Won Seo;Sung-Jin Jo;Jong-Won Lee;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.591-596
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    • 2023
  • This study developed a program that can produce videos easily and conveniently, focusing on teenage media producers. Through user research, we identified the needs and problems of teenage producers, and implemented a character customization function desired by users and an emotion and action recommendation system using GPT. In the rendering process, the final image was created by combining audio and video using OpenCV and FFmpeg. Teenage users who do not have expertise in video production can customize web drama characters through a simple interface and receive recommendations for emotions and actions with the help of GPT. The program of this study is expected to be a tool that can help teenage users who do not have expertise in editing and directing to produce high-quality videos, lower the entry barrier to video production, and contribute to the development of the one-person media industry. do. In the future, we plan to provide a video production environment considering mobile or vertical resolution versions.

3D Clothes Modeling of Virtual Human for Metaverse (메타버스를 위한 가상 휴먼의 3차원 의상 모델링)

  • Kim, Hyun Woo;Kim, Dong Eon;Kim, Yujin;Park, In Kyu
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.638-653
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    • 2022
  • In this paper, we propose the new method of creating 3D virtual-human reflecting the pattern of clothes worn by the person in the high-resolution whole body front image and the body shape data about the person. To get the pattern of clothes, we proceed Instance Segmentation and clothes parsing using Cascade Mask R-CNN. After, we use Pix2Pix to blur the boundaries and estimate the background color and can get UV-Map of 3D clothes mesh proceeding UV-Map base warping. Also, we get the body shape data using SMPL-X and deform the original clothes and body mesh. With UV-Map of clothes and deformed clothes and body mesh, user finally can see the animation of 3D virtual-human reflecting user's appearance by rendering with the state-of-the game engine, i.e. Unreal Engine.

A Study on the Tree-dimensional Space Simukation using First Person Shooter leverl Editor (FPS레벨에디터를 이용한 1인칭 공간시뮬레이션에 관한 연구)

  • Kim, Jong-Hyun;Jun, Han-Jong;Kim, Suk-Tae
    • Korean Institute of Interior Design Journal
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    • v.15 no.5 s.58
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    • pp.306-313
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    • 2006
  • Digital simulation which was introduced to the architectural field due to the rapid growth of computer graphics, gave birth to a new type of contents called 'virtual reality', led by the interaction with the users and real time processing. The public attention is drawn to the virtual reality's potential as a next generational space simulation it, having the unique characteristics of 'simulation', 'interactivity', 'tole-presence', and 'immersion', is capable of taking a virtual tour of a space with a size equivalent to that of a real space, as well as proceeding with the design progress. Nonetheless, many problems impeding CPU's real time processing of an excessively loaded architectural model data have been pinpointed over the time. Yet such GPU based game engines as 'DirectX' and 'OpenGL', developed to deal with these impediments, have not been easily applied to the architectural simulation in the design process, due to the high license cost and the specific technical requirements for the system. The virtual reality has been developed and distributed centering around the gaming field, and game developers recently show a greater tendency to include level editors in the package for the expandability purpose. Thus, we plan to propose architecture simulation which utilizes level editors in this study. In addition, the compatibility of the game engine based level editors of Quake and Unreal which form the standards for the open source FPS games, based on VRML, the standard format for the virtual reality, was compared and analyzed. Taking the example of Villa Savoye of Le Corbusier, its application possibility as an architecture simulation was assessed, by measuring the extent to which the performance of such characteristic features of the virtual reality as interactivity, immersion, and tele-presence, was improved.

A Design and Implementation of the Realtime Video Lecture System for Multimedia Education (멀티미디어 교육을 위한 실시간 영상강의 시스템의 설계와 구현)

  • 방혜자
    • Journal of Korea Multimedia Society
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    • v.5 no.6
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    • pp.625-637
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    • 2002
  • The Internet had been taken properties which were both a slow speed and low-bandwidth of the first time. It was impossible to transmit large multimedia data because of a Internet properties. After tens of Year Passed, many people began to transmit multimedia data in the Internet which had fast-speed and high-bandwidth. Some people want to team classes to be taught in school through the Internet. And, educators wish to use multimedia data in the educational field. Due to previous reasons, many parts in the educational field had tried to join real-time objects to multimedia objects. But, real-time data didn’t appear easily due to many faults like network errors and system bugs if we want to control data in order to teach and learn classes. Then, this paper separates real-time and unreal-time data and controls these data that aye made a time scheduler to have time information in the extended SMIL-file for deceasing these faults.

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Homo Ludens, Analysis on PLAY Contents of University Campus Festival (호모루덴스, 대학 축제 놀이콘텐츠 분석)

  • Ahn, Kyungju
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.554-565
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    • 2018
  • This study is to think a new arena of collective play culture at the university campus festival for digital generation used to be individually consuming play in cyberspace. While cyberia is virtual cultural space by providing gigantic platforms in which producers and consumers meet, this space has characterized as individuality and disembodiment, that is why recalling the collective play culture at the off-line. This article is to examine the characteristics and meaning of the recent campus festivals during the history of Korean college festivals, and to analyze proposals of play-contents applied by various theories. The 2016-7' proposals include several kind of board game and experimental theatre sublimed philosophical reflection, which shows a kind of attempt to escape from the cultural industrial logic, however they are characterized by Ilinx(drinking culture) and Alea(board game) emphasized more than Agon, and Mimicry combined with paidia rule strongly. Under the neoliberalism, college students' gloomy reality is represented emasculating of the structure of competitions in the context of an unreal world and Mimicry of experience stay in front of the limen before entering the embodiment.