• Title/Summary/Keyword: Video Games

Search Result 257, Processing Time 0.031 seconds

Particle System Graphics Library for Generating Special Effects

  • Kim Eung-Kon
    • International Journal of Contents
    • /
    • v.2 no.2
    • /
    • pp.1-5
    • /
    • 2006
  • The modeling and animation of natural phenomena have received much attention from the computer graphics community. Synthetic of natural phenomena are required for such diverse applications as flight simulators, special effects, video games and other virtual realty. In special effects industry there is a high demand to convincingly mimic the appearance and behavior of natural phenomena such as smoke, waterfall, rain, and fire. Particle systems are methods adequate for modeling fuzzy objects of natural phenomena. This paper presents particle system API(Application Program Interfaces) for generating special effects in virtual reality applications. The API are a set of functions that allow C++ programs to simulate the dynamics of particles for special effects in interactive and non-interactive graphics applications, not for scientific simulation.

  • PDF

A Study of Anime's Success Factors in USA and Its Suggestions

  • Won, Kang-Sik
    • International Journal of Contents
    • /
    • v.3 no.1
    • /
    • pp.29-33
    • /
    • 2007
  • Anime is very popular in Japan, it has also gained a following in America and is beginning to hit the mainstream. Anime is gaining popularity in the United States as it is shown more on television, most noticeably on the Sci-Fi Channel with shows such as Saturday Anime and during Anime Week and on Cartoon Network with shows such as Sailor Moon and Dragon Ball Z being shown every weekday during the Toonami block. In this paper, I present the key factors behind the success of anime in USA. To find out the factors, I research literature and simple survey. The differences of anime from us animation make anime popular. Anime-related goods such as video games, trading cards, and characters' jewelry aid the anime growing popularity. A booming trend in admiration for Japan is one of the key factors behind anime's success. In spite of disputing about Japanese animation, anime is starting to have some influence on US animation and also young American. Anime's success factors in USA could suggest that Korean Manhwa and Korean animation have to prepare strategies for rising popularity in oversea.

The Effects of Game Saves on Player Story Generation (게임의 세이브 기능이 플레이어의 스토리 생성에 미치는 영향)

  • Cho, Sung-Hee
    • Journal of Korea Game Society
    • /
    • v.9 no.1
    • /
    • pp.11-20
    • /
    • 2009
  • This study explores the effects of 'save and load' on game storytelling. In video games, a player can control the game she plays by repeatedly saving and loading game data until she reaches her intended goal. As a consequence, a player can manage the game time. In this article, game time is divided into two parts; play time and story time in order to examine how player's intentions are reflected in game storytelling. This is what distinguishes game narrative from others in that the player generates her own story by saving and loading.

  • PDF

Client Technology on a Server for Mobile Cloud

  • Nguyen, Tien-Dung;Biao, Song;Wei, Tang;Lee, Jun-Hyung;Huh, Eui-Nam
    • Information and Communications Magazine
    • /
    • v.28 no.10
    • /
    • pp.3-10
    • /
    • 2011
  • The increasing ubiquity of wireless networks and decreasing cost of hardware is fueling a proliferation of mobile devices. These devices are enabling a new revolution in mobile technology, not only running locally on them, but running on cloud as a service as well. From web browsing, email, or video conferencing, presentations to movie and music entertainment or games, multimedia applications, mobile cloud enables providing such diverse applications. Many technologies have been designed to address the limited hardware and performance in thin client PC. However, with the assorted network and graphic condition, those proposed technologies is obligated to alter aim to adapt mobile cloud. In this paper, we provide a survey of client technology on a Server that can be sufficed the requirements of Mobile Cloud. We also analyze each technology and classify with its individual difficulties and challenges.

Development of a 3D Motion Capture System with Monocular PSD Camera and Two Active Markers (단안 PSD카메라와 두 능동마커를 이용한 3차원 모션인식 시스템 개발)

  • Seo, Pyeong-Won;Ryu, Young-Kee;O, Chun-Seok
    • Proceedings of the IEEK Conference
    • /
    • 2008.06a
    • /
    • pp.1025-1026
    • /
    • 2008
  • This paper describes a monocular PSD-based motion capture sensor to employ with commercial video game systems such as Microsoft's XBOX and Sony's Playstation II. The system includes a PSD(Position Sensitive Detector) and active infrared (IR) LED markers that are placed on the object to be tracked. The micro-controller calculates the 3D position of the markers using only the measured intensity and the 2D position on the PSD. A series of experiments were performed to evaluate the performance of our prototype system. From the experimental results we see that the proposed system has the advantages of the compact size, the low cost, the easy installation, and the high frame rates to be suitable for high speed motion tracking in games.

  • PDF

Supporting Quality of Experience based on Service Level Agreement for Heterogeneous Networks

  • Lee, Moon-Ho;Lee, Jong-Chan
    • Journal of the Korea Society of Computer and Information
    • /
    • v.21 no.7
    • /
    • pp.17-22
    • /
    • 2016
  • In this paper we propose a novel QoE control scheme based on Service Level Agreement (SLA) which enables to guarantee the user perceived service quality of various high-quality mobile multimedia services such as mobile video streaming and real-time network games to a certain level. For this purpose, a SLA control structure is adopted to provision QoE, and a novel resource management scheme gets coupled with this control structure. Simulation results show that our proposed scheme can decrease the average delay and increase the total throughput by adjusting SLA.

A Study on an Optimization of 3D Rendering for Games using DirectX Graphics (DirectX Graphics기반 게임용 3D 렌더링 최적화에 대한 연구)

  • Woo, Seok-Jin;Kim, Kyung-Sik
    • Journal of Korea Game Society
    • /
    • v.1 no.1
    • /
    • pp.68-72
    • /
    • 2001
  • DirectX Graphics plays the role of hardware independent 3 dimensional drawing interface for 3 dimensional video display. However the APIs in DirectX Graphics provide not only small improvement in velocity in the lowest level but also unstable performance of velocity according to their usages. In this paper, we present the structure of 3D game engine of efficient performance and describe functions and implementational features of game engines for an efficient 3D rendering in the environment of DirecX Graphics.

  • PDF

The Software Architecture of A Secure and Efficient Group Key Agreement Protocol

  • Lopez-Benitez, Noe
    • Journal of Convergence Society for SMB
    • /
    • v.4 no.3
    • /
    • pp.21-25
    • /
    • 2014
  • Group communications are becoming popular in Internet applications such as video conferences, on-line chatting programs, games, and gambling. Secure and efficient group communication is needed for message integration, confidentiality, and system usability. However, the conventional group key agreement protocols are too much focused on minimizing the computational overhead by concentrating on generating the common group key efficiently for secure communication. As a result, the common group key is generated efficiently but a failure in authentication allows adversaries to obtain valuable information during the group communication. After achieving the secure group communication, the secure group communication should generate the group key efficiently and distribute it to group members securely, so the balance of security and system usage must be considered at the same time. Therefore, this research proposes the software architecture model of a secure and efficient group communication that will be imbedded into networking applications.

  • PDF

Problem over Upstream Channel in the TCP Connections of HFC/ATM Networks

  • Park, Sang-Jun;Park, Woo-Choo;Rhee, Byung-Ho
    • Proceedings of the IEEK Conference
    • /
    • 2000.07a
    • /
    • pp.505-508
    • /
    • 2000
  • We discuss simulation results concerning the performance of the TCP protocol when running over high-speed HFC networks. Hybrid Fiber Coaxial are likely to provide fast and cost effective sup-port to a variety of applications including Video on demand, interactive computer games, and internet-type applications such as Webbrowsing, ftp, and telephony. Since most of these applications, use TCP as the transport later protocol, the key to their success largely depends on the effectiveness of the TCP protocol. In all simulation scenarios the TCP traffic is maxed with some background traffic whose level is taken as a variable parameter. Both the background traffic and TCP traffic are either unshaped, or shaped according to the GCRA algorithm. The effect of the background traffic on the TCP protocol performance is discussed varying the buffering capacity with nodes as well as the peak bit rate that each TCP connection is allowed to use.

  • PDF

Direct Sequence Spread Spectrum Transmitter using FPGAs

  • Abhijit S. Pandya;Souza, Ralph-D′;Chae, Gyoo-Yong
    • Journal of information and communication convergence engineering
    • /
    • v.2 no.2
    • /
    • pp.76-79
    • /
    • 2004
  • The DS-SS (Direct Sequence Spread Spec1nun) transmitter is part of a low data rate (∼150 kbps - burst rate and 64 bps - average data rate) wireless communication system. It is traditionally implemented using Digital Signal processing chip (DSP). However, with rapid increase in variety of services through cell phones, such as, web access, video transfer, online games etc. demand for higher rate is increasing steadily. Since the chip rate and thereby the sampling rate requirements of the system are fairly high, the transmitter should implemented using Field programmable Gate Arrays FPGAs instead of a DSP. This paper shows the steps taken to get a working prototype of the transmitter unit on a FPGA based platform.