• Title/Summary/Keyword: unity

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The Implementation of Visual Effects on Physical Phenomena of Nature Using Particle System (파티클 시스템을 이용한 자연의 물리적 현상의 비주얼 효과 구현)

  • Kim, Kyoung-Nam;Lee, Myoun-Jae
    • Journal of Digital Convergence
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    • v.10 no.4
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    • pp.347-352
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    • 2012
  • Uncertain physical phenomena of nature are a frequently researched area in emotional engineering technology and visual expression of art. This paper suggests possibility for implementation of physical phenomena (percolation, dispersion, and flow) of nature using Unity 3D engine's particle system, which have already been analyzed in a previous study [1] on modern paintings that emphasized physical properties. This paper proposes an easy implementation method for uncertain physical phenomena of nature for artists experiencing difficulty in acquisition of knowledge on computer graphics programming, providing an idea for engineers conducting research on emotion-based technology.

Optimal Unity Power Factor Control of Permanent Magnet Synchronous Motor with q-axis Field by Inverse LQ Method

  • Takami, Hiroshi
    • Journal of Power Electronics
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    • v.1 no.2
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    • pp.117-126
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    • 2001
  • A synchronous motor(SM) with q-axis special field winding of which the q-axis field-current compensates and cancels armature reaction can be driven at unity power factor under the conditions of transient state as well as steady state. The motor operates in high efficiency in all conditions. However, in order to obtain maximum performance of the motor, it is required that the time constant of armature circuit corresponds to that of q-axis field circuit. Inverse LQ(ILQ) design method on a basis of the pole assignment is suitable for this problem:(1) The time constants of the output responses can be designed for desired specifications, (2) Relations between feedback gains and response of closed loop system are very clear and (3) Optimal solutions can be given by simple procedure of ILQ method without solving the Ricaati's equation, compared to the usual LQ design method. Accordingly, the ILQ method can make the responses of armature current and q-axis field-current correspond. In this paper, it is proved by numerical simulations and experiments that the ILQ method is very effective for optimal regulator design of this plant and realizes a high-performance motor with unity power factor and high efficiency.

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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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The Value of Mathmatics Education in Froebel's Educational Thoughts (프뢰벨의 인간교육 사상에 나타난 수학교육의 의미)

  • 한대희
    • Journal of Educational Research in Mathematics
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    • v.10 no.1
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    • pp.57-72
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    • 2000
  • In this paper, in order to explicate how mathematics education can contribute to humanity education, I enquired in which position mathematics occupy in Froebel's For this, I examined Froebel's theory of humanity education, his theory of mathematics education, and the applicational problem of his thoughts to nowaday education. Froebel's educational theory is based on the concept of the Divine Unity which is relevant to the notion of 'The Absolute' of Fichte, Schelling, Hegel. He claims that from inanimate objects to human being, all is subject to the eternal law, which is presided by God. So the world itself is the representation of this law of the Divine Unity and education consists in leading man to conscious and free representation of it. The revealing process of the inner law of the Divine Unity can be attained through the awareness of the divinity which resides in the self. And this process of self-consciousness is dialectical movement of the two opposites, i.e. 'inner' and 'outer' Froebel suggests that mathematics is the mediator between the inner and outer world, i.e. he suggests that since both human being and nature are the representations of the Divine Unity, mathematics is both the pure human spirits and the law of nature. Having such a role, mathematics becomes the main discipline in education. Though there are some criticism on Froebel's educational thoughts on mathematics discussed in this paper, it can provide a typical answer to the question about how mathematics education contributes to humanity education.

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Unity Curling Game Using Its Own Physical Engine (자체 물리 엔진을 이용한 유니티 컬링 게임)

  • Yong Hyun Lee;Ki Beom Park
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.11a
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    • pp.214-217
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    • 2022
  • 2018 년 평창 동계올림픽부터 우리나라 사람들이 컬링이라는 종목에 큰 관심을 갖기 시작하였다. 하지만 이 종목을 직접 체험하거나 경기를 보기 위해서는 빙판이 있어야 하는 특수성과 비싼 장비, 찾아보기 힘든 경기장 등 여러 열악한 조건들 때문에 결국 올림픽 시즌에만 반짝 관심을 가졌다가 시들어버렸다. 이를 해결하기 위해서 우리는 Unity 라는 게임 엔진을 사용하여 사람들이 쉽게 접할 수 있는 컬링 게임을 제작하였다. 실제 컬링을 게임으로 만들기 위해 컬링에 필요한 도구들을 이미지로 제작하여 Unity 내부에서 저장 후 오브젝트에 입력하였고 물리 법칙을 구현하기 위해 Unity 상에서 방향, 세기, 속도, 충돌들을 프로그래밍하였으며 대한컬링연맹에 나와있는 컬링 경기 규칙서를 활용하여 게임에 적용하였다. 또한 컬링의 진행이 현실적인 운동과 비슷하게 하기 위하여 스크립트 안의 충돌 및 마찰 관련 계수를 조절하였고 이를 이용하여 반복한 결과값들을 수치화 하여 그래프로 작성해보았다. 추가적으로 컬링 게임의 점수판과 카메라 시점 등을 통해서 게임 사용자가 게임 진행에 있어서 도움이 되는 부분을 구현하였고 현실성을 위하여 Arduino 를 이용한 게임 패드를 제작하여 직접 게임하는 듯한 느낌을 들도록 하였다. 최종적으로 게임을 이용하여 컬링에 대한 이해도가 증가하고 사람들이 컬링이라는 비인기 종목에 한 걸음 더 접근할 수 있게 되고, 스포츠발전에 조금이나마 기여할 수 있게 될 것이다.

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A Unity-Based GUI Debugging Assistant For Programming Education Support (프로그래밍 교육 지원을 위한 Unity기반의 GUI 디버깅 도우미)

  • Park, Se-Chan;Kim, Deok-Yeop;Seo, Kang-Bok;Lee, Woo-Jin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.391-394
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    • 2022
  • 최근 한국을 포함한 여러 국가들에서 프로그래밍 교육이 중요시 되고 있다. 그러나 이런 상황으로 인해 더 많아진 학생들은 미숙함으로 인해 숙련자에 비해 더 많은 오류를 만나지만 이를 해결하기 위한 디버깅 실력은 아직 미숙하다. 따라서 본 논문에서는 프로그래밍 교육 지원을 위한 초보자용 GUI 디버깅 도우미 UDB (Unity-DeBugger)를 제안한다. UDB는 제출한 학생 코드를 분석하여 반응형 추적표와 오류 로그를 생성하고 이를 기반으로 GUI 및 애니메이션으로 만들어 학생과 상호작용한다. 특히 UDB는 반응형 추적표를 통해 프로그램 안에 있는 변수들의 현재 상태를 보여주고 순방향 추적뿐만 아니라 기존 IDE의 디버깅 도구들과는 다르게 역방향 추적이 가능하다는 큰 특징이 있다. 이런 UDB를 예시 코드에 실제로 적용한 결과를 통해 미숙한 학생도 역방향 추적 기능을 사용하여 오류 원인을 쉽게 찾을 수 있음을 보인다.

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Implementation of Raindrop Rendering Using Unity3D Engine (Unity3D를 이용한 빗방울 렌더링 구현)

  • Lee, MyounJae;Kim, Kyoung-Nam
    • Journal of Digital Convergence
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    • v.12 no.1
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    • pp.519-524
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    • 2014
  • This research is the study of raindrop rendering. In case of rendering for raindrop in existing games, it is used on sprites images or roughly raindrops images using texture rendering. These methods are similar to the shape and size of all rendered raindrop. That's why players are limitations to provide a sense of reality. To overcome this limitation, this paper proposes a method for generating raindrop considering surface tension and contac angle, the amount of water, implements the raindrop using Unity3D engine. To demonstrate the usefulness of this paper, this paper shows the generated raindrop in accordance with the change in the area and pulling force in surface tension formula. This paper can help to provide the actuality in game in case of rendering the raindrop.

Packet Discard Policy of Network Thread in an Unity Engine for Multi-player Online Games (다중 접속 온라인 게임을 위한 유니티 엔진의 네트워크 스레드 패킷 폐기 기법)

  • Yoo, Jong-Kun;Kim, Youngsik
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.97-106
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    • 2015
  • In an Unity engine for multi-player online games, the main thread processing game logic must be separated from the network thread that is responsible for network packet communication. Packet communication between the network threads needs to drop packets that overlap in order to improve the rendering speed. In this paper, the packet discard policy of network thread is proposed for an Unity engine for multi-player online games. The proposed method is the hybrid method of both Partial Packet Discard and Periodic Packet Discard methods to improve the rendering speed by periodically discarding overlapped network packets managed by the queue. The rendering speed of the proposed method is analyzed and its effectiveness is verified by various packet generating simulations of the Unity engine for multi-player online games.

Platform Design of Unity Launcher for the IoT Beacon based 3D Position (IoT 비콘기반의 3차원 위치표출 위한 유니티 런처의 플랫폼 설계)

  • Kang, Min-Goo
    • The Journal of the Korea institute of electronic communication sciences
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    • v.10 no.4
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    • pp.477-482
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    • 2015
  • In this paper, an android platform with Unity engine was proposed for the effective 3D presentation of IoT sensor's position to IoT(Internet of Things) users. This android platform based home-gateway was designed with the cooperation of 3D unity engine for 3D texture according to MovieTexture simultaneously. As a result, the 3D presentation technology of IoT sensors was described with Unity based 3D modeling. In this proposed smart gateway, the 3D position was presented with the received RSSI(Received Signal Strength Indicator) and angle of IoT sensors. This 3D Unity launcher can be used for the 3D position, monitoring, and the life managing of IoT sensors with the beacon and 3 dimensional cube-style after the 3D conversion of 2D.

Medical data visualization using Unity3D game engine (Unity3D 게임 엔진을 이용한 의료 데이터 가시화)

  • Ha, Taejun;Kye, Heewon
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.87-94
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    • 2017
  • Due to improvements in the capabilities of commercial game engines, there are increasing instances of applying game engines to scientific visualization applications. This study describes a case of creating a virtual reality application that visualizes medical volume data based on the Unity3D game engine. When using a game engine, there is an advantage that various functions required for an application are basically provided, such as depth sorting of translucent objects or virtual reality hardware support. On the other hand, there is a restriction that the structure of the application program should be modified to suit the characteristics of the game engine. This paper describes a method for visualizing medical volume data using the structure of a game engine. As a result, we were able to create a virtual reality scene that consisted of surface data and medical volume data fragments together. And we confirmed the possibility of game engine as a future medical simulation production tool.