• Title/Summary/Keyword: game speed

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A 3D Game Character Design Using MAYA (MAYA를 이용한 3D게임 캐릭터 디자인)

  • Ryu, Chang-Su;Hur, Chang-Wu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.05a
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    • pp.300-303
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    • 2011
  • Owing to the improvement in CPU processing speed of Phones (hardware of smartphone), 3D engines loading, and expansion of the usable capacity, next-generation smartphone game markets are rising briskly. Therefore, in creating 3D game characters, realistic and free-form animations in a small screen of a smartphone are becoming important. Through this paper, as a method of creating characters and operating for game characters to cause user's feeling, with NURBS data of MAYA, We completed a face in turns of eyes, a nose, and a mouth, and with Polygon Cube tool, modeled hands and feet. After dividing a cube into half and modeling it, through mirror copying We completed the whole body and modeled the low-polygon. Then to model realistic and free-form characters, We completed each detail with ZBrush and applied Divide level up to 4. Though they might look rough and exaggerated, We tried to express stuck-out parts and fallen-in parts effectively and smoothly with Smooth brush effect, map and design the low-polygon 3D characters.

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A Study on Production of Low Storage Capacity of Character Animation for 3D Mobile Games (3D 모바일 게임용 저용량 3D캐릭터 애니메이션 제작에 관한 연구)

  • Lee Ji-Won;Kim Tae-Yul;Kyung Byung-Pyo
    • The Journal of the Korea Contents Association
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    • v.5 no.5
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    • pp.107-114
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    • 2005
  • The next generation of 3D mobile games market is becoming increasingly active, more as a result of improvement in the CPU speed of hardware phone, embarkation of 3D engines and high memory capacity, In response to this trend, popular 3D games of PS2 (PlayStation2) and popular online games are being launched as mobile games. However, mobile units have different hardware characteristics compared to those of other platforms such as the PC or the game console. Therefore, mobile game versions of the popular PC games face many limitations in many aspects such as in battery capacity, size of display, capacity of the game, and other user interface issues. Among these many limitations, study for allowing low capacity storage of the game is becoming important. In addition, realistic animation of the 3D character on the small screen of the mobile unit is more important than any other matter. The purpose of this study is to find a solution to providing realistic 3D character animation, and for decreasing the storage capacity of character animation for application in 3D mobile games.

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Adaptive Packet Transmission Interval for Massively Multiplayer Online First-Person Shooter Games

  • Seungmuk, Oh;Yoonsik, Shim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.2
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    • pp.39-46
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    • 2023
  • We present an efficient packet transmission strategy for massively multiplayer online first-person shooter (MMOFPS) games using movement-adaptive packet transmission interval. The player motion in FPS games shows a wide spectrum of movement variability both in speed and orientation, where there is room for reducing the number of packets to be transmitted to the server depending on the predictability of the character's movement. In this work, the degree of variability (nonlinearity) of the player movements is measured at every packet transmission to calculate the next transmission time, which implements the adaptive transmission frequency according to the amount of movement change. Server-side prediction with a few auxiliary heuristics is performed in concert with the incoming packets to ensure reliability for synchronizing the connected clients. The comparison of our method with the previous fixed-interval transmission scheme is presented by demonstrating them using a test game environment.

A Study on the Implementation of Serious Game Learning Multiplication Table using Back Propagation Neural Network on Divided Interconnection Weights Table (분할 가중치 테이블 역전파 신경망을 이용한 구구단 학습 기능성 게임 제작에 관한 연구)

  • Lee, Kyong-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.10
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    • pp.233-240
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    • 2009
  • In this paper we made the serious game learning multiplication table to be evolved. The serious game is to induce the interest of the learner. This program has an interaction form which reflects the intention of the user and using this program a learner to learn the multiplication table as teacher's location are training a program that are seen as the abata and came to be that learner is smart. A study ability to be evolved used an back propagation neural networks. But we improved a study speed using divided weight table concept. The engine is studied perfectly in 60~80 times training. The learning rate increase to various non-monotonic functional form not to do a mechanical rise. And the learning rate is similar with the study ability of the human.

Gesture Control Gaming for Motoric Post-Stroke Rehabilitation

  • Andi Bese Firdausiah Mansur
    • International Journal of Computer Science & Network Security
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    • v.23 no.10
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    • pp.37-43
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    • 2023
  • The hospital situation, timing, and patient restrictions have become obstacles to an optimum therapy session. The crowdedness of the hospital might lead to a tight schedule and a shorter period of therapy. This condition might strike a post-stroke patient in a dilemma where they need regular treatment to recover their nervous system. In this work, we propose an in-house and uncomplex serious game system that can be used for physical therapy. The Kinect camera is used to capture the depth image stream of a human skeleton. Afterwards, the user might use their hand gesture to control the game. Voice recognition is deployed to ease them with play. Users must complete the given challenge to obtain a more significant outcome from this therapy system. Subjects will use their upper limb and hands to capture the 3D objects with different speeds and positions. The more substantial challenge, speed, and location will be increased and random. Each delegated entity will raise the scores. Afterwards, the scores will be further evaluated to correlate with therapy progress. Users are delighted with the system and eager to use it as their daily exercise. The experimental studies show a comparison between score and difficulty that represent characteristics of user and game. Users tend to quickly adapt to easy and medium levels, while high level requires better focus and proper synchronization between hand and eye to capture the 3D objects. The statistical analysis with a confidence rate(α:0.05) of the usability test shows that the proposed gaming is accessible, even without specialized training. It is not only for therapy but also for fitness because it can be used for body exercise. The result of the experiment is very satisfying. Most users enjoy and familiarize themselves quickly. The evaluation study demonstrates user satisfaction and perception during testing. Future work of the proposed serious game might involve haptic devices to stimulate their physical sensation.

Marketing Strategies in the Film Industry: Investment Decision Game Model (영화산업에서의 마케팅 전략 : 투자 결정 게임 모형을 중심으로)

  • Hwang, Hee-Joong
    • Journal of Distribution Science
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    • v.13 no.10
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    • pp.109-114
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    • 2015
  • Purpose - The movie market has the characteristics of being a perfectly competitive market as well as a pure monopolistic market at the same time. This is because there are competitors in the industry but prices, although not fixed, have not changed a lot. Price competition may not have spread, but the competition is focused on artistic value, and the degree of box office success is most important. The artistic value is determined in the course of the production process. However, the degree of box office success is dependent upon the marketing manager. The marketing strategy represents the difference in the standard or quality of the movie. Inherently, the marketing manager adopts the entertainment strategy based on the quality of the foundation of the completed movie. At this time, the marketing manager knows the pertinent information (high quality/low quality) regarding the movie. This research study tries to reveal what should be the reasonable movie marketing expense, dependent on the quality of the movie. Research design, data, and methodology - Using a game scenario with different market players, the goal of the research analysis is to find out the following. First, the marketing expense is determined to maximize the profits after film production. Second, after the production costs are already committed, the manufacturer gets to choose the marketing level. At this time, there will be a profit maximization point, considering the competition. The premise of the research is as follows: if it is a good movie of quality, positive word of mouth increasing the audience continuously slows down the speed of the demand curve. If the movie quality is bad, the negative word of mouth decreasing the audience gradually hastens the speed of the demand curve. On the marketing side, when the manufacturer invests heavily in the marketing expense of the movie, consumer expectations increase to drive up the audience numbers. On the other hand, it is difficult to improve the profits excessively. When the manufacturer invests in marketing a little bit, the marketing expense is only relatively committed, therefore a lot of demand cannot be gained. Results - If a fixed market share is in a competitive situation, a low quality manufacturer expends relatively more marketing expense. If the situation assumes two manufacturers spend the same for the cost of production, the high quality manufacturer takes more profit. If the manufacturer expends less marketing budget to save costs, the optimum profit cannot be achieved since the other party (opponent) grabs the initial market share. Conclusions - In conclusion, investment is essential for market share to increase. We must refrain from a zero-sum game and have models where the game participants pursue the creative profits together. In the current film industry, there is the dominating logic of winner and loser but we have to create a film industry environment where the participants can be altogether satisfied and live together.

Folding Analysis of Paper Structure and Estimation of Optimal Collision Conditions for Reversal (종이구조물의 접기해석과 반전을 위한 최적충돌조건의 산정)

  • Gye-Hee Lee
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.36 no.4
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    • pp.213-220
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    • 2023
  • This paper presents a model simulating the folding process and collision dynamics of "ddakji", a traditional Korean game played using paper tiles (which are also referred to as ddakji). The model uses two A4 sheets as the base materials for ddakji. The folding process involves a series of boundary conditions that transform the wing part of the paper structure into a twisted configuration. A rigid plate boundary condition is also adopted for squeezing, establishing the shape and stress state of the game-ready ddakji through dynamic relaxation analysis. The gaming process analysis involves a forced displacement of the striking ddakji to a predetermined collision position. Collision analysis then follows at a given speed, with the objective of overturning the struck ddakji--a winning condition. A genetic algorithm-based optimization analysis identifies the optimal collision conditions that result in the overturning of the struck ddakji. For efficiency, the collision analysis is divided into two stages, with the second stage carried out only if the first stage predicts a possible overturn. The fitness function for the genetic algorithm during the first stage is the direction cosine of the struck ddakji, whereas in the second stage, it is the inverse of the speed, thus targeting the lowest overall collision speed. Consequently, this analysis provides optimal collision conditions for various compression thicknesses.

Visualization System for Player's Sequential Forms at Sports Broadcasting

  • Lee, Sang-Gil;Nobuyuki-Yagi
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1996.06b
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    • pp.88-93
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    • 1996
  • We developed a visualization system for sports broadcasting that informs TV viewers of a sports player's sequential performing forms and locus in detail when gymnastic game such as‘vault’is broadcasted. It records the corresponding frames while a player is performing, extracts only the player's performing forms from background scenes by a proposed algorithm, superposes them sequentially on a background scene, and broadcasts them with slow speed. This system named as‘Multi-Motion’has ever been used in NHK live broadcasting for 1995 World Gymnastics Championships held in Japan.

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Space-Time Warp Curve for Synthesizing Multi-character Motions

  • Sung, Mankyu;Choi, Gyu Sang
    • ETRI Journal
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    • v.39 no.4
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    • pp.493-501
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    • 2017
  • This paper introduces a new motion-synthesis technique for animating multiple characters. At a high level, we introduce a hub-sub-control-point scheme that automatically generates many different spline curves from a user scribble. Then, each spline curve becomes a trajectory along which a 3D character moves. Based on the given curves, our algorithm synthesizes motions using a cyclic motion. In this process, space-time warp curves, which are time-warp curves, are embedded in the 3D environment to control the speed of the motions. Since the space-time warp curve represents a trajectory over the time domain, it enables us to verify whether the trajectory causes any collisions between characters by simply checking whether two space-time warp curves intersect. In addition, it is possible to edit space-time warp curves at run time to change the speed of the characters. We use several experiments to demonstrate that the proposed algorithm can efficiently synthesize a group of character motions. Our method creates collision-avoiding trajectories ten times faster than those created manually.

DEVSIF Composer: A Synthesis Tool for Fast Interpretation of Simulation Models

  • Lee, Wan-Bok
    • Journal of information and communication convergence engineering
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    • v.6 no.1
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    • pp.59-63
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    • 2008
  • The methods or algorithms which can accelerate simulation speed became of great importance, as the modeling and simulation methodology for discrete event systems is used in many areas such as model validation/verification and performance evaluation. This paper proposes a tool named, DEVSIF composer. The tool is made of an automated compiled simulation technology and it builds a new composed model which can be executed much fast by composing the component models together. Models are described by our new specification language DEVSIF, which is compatible with object-oriented language and supports representation of a hierarchical model structure. Experimental results demonstrates that DEVSIF composer enhances the simulation speed of a transformed DEVS model 5 times faster than that of the original ones in average.