• Title/Summary/Keyword: VR 액션 게임

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Multi-user VR game development Using Unreal Engine4 (언리얼 엔진4을 이용한 다중사용자 VR 게임 개발)

  • Yun, Tae-Jin;Kim, Byeong-Ji;Kim, Byeong-Cheol;Jun, Chae-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.433-434
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    • 2018
  • 본 논문에서는 개발한 가상현실 게임의 소개와 적용기술에 대하여 서술하였다. 가상현실(Virtual Reality, VR) 게임은 기존의 게임과는 다른 몰입도와 평면을 넘은 가상의 공간, 활동적인 액션의 이점을 가지고 있고 사람들과 같이 활동적인 플레이를 더하기 위해 다중사용자 환경의 기반을 구현하고, 좀 더 활동적인 다중사용자 환경으로 만들기 위해 서로 경쟁하는 사격게임과 같이 협력하여 플레이해 나가는 디펜스게임을 개발하였다. 개발도구로는 에픽 게임스의 언리얼 엔진4 v4.19.2을 개발엔진으로 활용하였고, HTC Vive의 VR장비와 컨트롤러를 사용하여 다중사용자를 위한 VR 게임 콘텐츠를 개발하였다.

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Study of Korean College Students' Perspectives on Virtual Reality Game Experience (가상현실 게임 경험에 대한 한국 대학생들의 관점연구)

  • Um, Namhyun
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.152-162
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    • 2019
  • In Korea there has been scant research on VR games. This work focuses then on college students' perceptions of VR games, factors motivating them to experience VR games, the important features of VR games. This study presents the results of in-depth interview with 10 college students who had recently experienced VR games. VR games, it is found, provide a high level of virtual reality, immersiveness, and controllability. Such attributes may be considered distinctive to mobile, PC, and video games. Gamers' intention to re-experience VR games is influenced by the following important factors: 4D effects in VR games, various VR game contents, freedom in games, unique experience chances, sense of reality, sense of thrill, action-based experiences, and playing in group (multiple player). Study findings also suggest that three important features in VR games known as immersion, engagement, and virtual presence play a pivotal role in influencing positive attitudes toward VR games. Practical implications are also discussed.the help of information technology.

VR Content Development for Racing Drone Control Training (레이싱 드론 조종 훈련을 위한 VR 콘텐츠 제작)

  • Kim, Jeong-Eun;Woo, Tack
    • Journal of Korea Game Society
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    • v.18 no.3
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    • pp.113-122
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    • 2018
  • In this paper, we will discuss planning and production of VR contents for effective racing drone steering training. In the real world, direct racing drone training training is obviously a space and economic limit. We propose through the production of VR-based drone infiltration action game as a solution to these limitations and try to improve effective drone handling ability. Especially, we designed the virtual reality contents in a similar environment by using the similarity of FPV goggles and HMD based VR, and designed virtual drones, maps and obstacles considering the characteristics of the structures used in racing drone and drone racing. Also, we tried to increase the user's immersion and presence by increasing difficulty level of obstacles.

Design of 3D Oculus VR Action Game using Silhouette Outline

  • Kim, Ho-Ryel;Han, Chang-Min;An, Syoungog;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.11
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    • pp.59-65
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    • 2020
  • Lately the VR (Virtual Reality) game genre is becoming increasingly more popular and it has been cementing its place in the market as its own independent game genre. The key advantage of VR is that it lowers the barrier between player and the virtual world, thus creating an immersive experience. The suggested method develops a game that allows the player to experience what it is like to be visually impaired using the unique characteristics of VR. A distinctive feature of this game is that the character is provided only a limited range of sight, which is created using silhouette outlines. This restrictive visual field is then grafted onto VR and the player can indirectly experience blindness in a highly immersive manner. The silhouette outline along with the particle system is created using Oculus Rift, a headset highly used in VR game development, and Unity 3D game engine. We will also explain in detail regarding the removal of borders between the objects.

A Study for Virtual Reality 360 Video Production Workflow with HDR Using log Shooting (log 촬영과 HDR을 이용한 실사 360 영상 제작흐름 연구)

  • Kim, Chulhyun
    • Journal of Broadcast Engineering
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    • v.23 no.1
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    • pp.63-73
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    • 2018
  • These days, VR contents are created in three ways: CG based method, game engine based method, and live action shooting method. The most universal method is live action shooting. So far, most live actions are shot with action cams. Therefore, this method is different from professional image production method for movies and TV dramas. This study tries to point out the difference between professional image production method and action cam based shooting method, and proposes an alternative. The proposed method is log shooting based HDR filming and editing. As the result of test shooting and editing, the proposed method was able to obtain more color information than conventional action cam based shooting method and thereby to implement high-definition images which are hard in an action cam.

The Study of Visual Immersion of Interactive Type of VR Action Contents (VR체감형 액션콘텐츠의 시각적 몰입감)

  • Lee, Young-Woo
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.525-533
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    • 2020
  • In recent years, the VR-interactive action contents industry, which utilizes five senses of human bodies, has continued to grow through areas such as games, tourism, movies, performances and exhibitions, but it has reached to breaking point by unrealistic visual elements. Therefore, the purpose of this study is to analyze the effect of each evaluation factor based on visual immersion of interactive type of VR action contents to overcome the limitations. For this study, firstly, prior research is reviewed. Secondly, the evaluation factors of visual immersion of interactive type of VR action contents and hypothesis are to be derived. Research finding is that there is no difference to recognize proximity, three-dimensionality, visibility and immersion by gender. Also, in order to influence visual immersion, it is important that 3D modeling of characters and objects must be sophisticated to be fit in with their surroundings and lighting. This makes user to be confused where they are actually in.

Development of virtual reality action game using motion controller mapping for controlling arms of a character (모션 콘트롤러 매핑을 이용해 캐릭터 양팔 제어를 할 수 있는 가상현실 액션 게임 개발)

  • Yun, Tae-Jin;Sin, Jae-Wook;Park, Jun-Woo;Go, Byong-Yun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.439-440
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    • 2019
  • 본 논문에서는 1인칭 시점 VR 게임 콘텐츠를 개발하였고, 멀티플레이를 구현할 때, 가상현실 세계에서 플레이어들끼리 대면했을 때 서로의 캐릭터가 폰 콘트롤러라는 이름의 팔만 보이는 외형을 띠고 있다. 게임에서 시각적인 부분을 간과할 수 없기에 멀티플레이 시 서로의 캐릭터가 보일 수 있도록 새로운 방법을 제안하였다. 3인칭 캐릭터를 이용해서 만든 캐릭터는 인간과 같은 외형의 스켈레톤을 사용하면 원하는 캐릭터를 사용할 수 있다. 3인칭 캐릭터의 양팔의 트랜스폼 값을 언리얼엔진4의 라이브러리인 패브릭 노드를 이용하여 모션 콘트롤러와 매핑을 시키는 방식으로 접근하였다. 이를 통해 좀더 플레이시 실감이 가능한 게임 제어기법을 적용할 수 있다.

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Experience virtual reality on campus using Unity (유니티를 활용한 캠퍼스 가상현실 체험)

  • Jang, Eun-Gyeom;Youn, Sang-Min;Lim, Woo-Young;An, Daniel;Kim, Hee-jung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.01a
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    • pp.131-132
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    • 2018
  • 본 프로젝트는 Unity3D Tool 기반의 가상 체험용 VR 프로젝트를 설계하고 개발하였다. 프로젝트의 핵심 기능 및 환경은 게임 제작용 툴인 Unity를 사용하여 웹과 모바일 앱에서 다양하게 접근할 수 있도록 제작하였다. 웹에서는 키보드와 마우스로 제어하고 모바일 앱에서는 자체 컨트롤러 기능을 활용하여 이동 및 제어 처리하였다. 그리고 VR 장치를 활용한 앱 컨트롤러는 시선으로 제어 할 수 있도록 하였다. 프로젝트 활용환경의 공통적인 기능으로는 화면 중앙에 위치한 이동 포인터를 액션 이미지에 일정 시간 올려놓으면 이벤트가 발생하는 레이케스트 기능을 사용하였다. 건물 내부를 표현한 파노라마 이미지는 해당하는 각 장소마다 360' 카메라를 사용하여 촬영하여 기능을 구현하였다. 본 프로젝트는 다양한 네트워크 및 컴퓨팅 환경에서 활용할 수 있는 가상 체험 프로젝트이다. 가상 체험을 통해 가상공간에서 거리, 공간, 시간에 구애받지 않고 학교 소개 및 홍보를 위한 마케팅 효과를 가질 것이다.

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