• Title/Summary/Keyword: Character Unity

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Design of Runner Game using Overlap Circle in Unity3D

  • Kim, Hyun-Jun;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.8
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    • pp.25-30
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    • 2018
  • In this paper, we design a 2D one touch runner game which controls on smart device easily using a Unity3D game engine. Unity is the creator of the world's widely-used 2D and the 3D cross-platform game engine developed by Unity Technologies. Also, Unity builds high-quality 2D and 3D games on a various hardware device. This paper shows the familiar character as a cartoon and feels to enjoy using platformer with various game users. we show that the proposed platformer method improve controlling game path on the smart device.

Non-Player Character Control in Racing Game using Mouth-Wind Interface (입 바람 인터페이스를 이용한 레이싱 게임에서의 논플레이어 캐릭터 컨트롤)

  • Kim, Jong-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.01a
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    • pp.337-338
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    • 2019
  • 본 논문에서는 입 바람 인터페이스를 이용하여 레이싱 게임에서의 논플레이어 캐릭터(Non-player character, NPC)를 제어할 수 있는 새로운 프레임워크를 제안한다. 대부분의 게임 콘텐츠에서 캐릭터를 제어하는 손가락을 이용한 인터페이스 방식이다. 이 같은 인터페이스의 제약은 게임의 재미를 감소시킬 뿐만 아니라 콘텐츠를 사용하는데 있어서 사용자의 몰입을 감쇠시키는 원인이 된다. 본 연구에서는 입 바람 인터페이스를 이용하여 자동차의 방향 및 속도를 제어하고 입 바람으로부터 계산된 바람의 강도를 외력으로 이용하여 NPC를 제어할 수 있는 프레임워크를 제안하여, 게임의 몰입과 재미를 향상시킨다. 본 연구는 Unity 게임 엔진에서 개발했으며 레이싱 게임뿐만 아니라 다양한 콘텐츠에서 활용할 수 있다.

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A Study on 2D Character Response of Speed Method Using Unity

  • HAN, Dong-Hun;CHOI, Jeong-Hyun;LIM, Myung-Jae
    • Korean Journal of Artificial Intelligence
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    • v.9 no.2
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    • pp.35-40
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    • 2021
  • In this paper, many game companies seek better optimization and easy-to-apply logic to prolong the game's lifespan and provide a better game environment for users. Therefore, research will be showing the game's key input response method called RoS (Response of Speed). The purpose of the method is to simultaneously perform various motions with the character showing natural motion without errors even if the character's control key is duplicated. This method is for the developers so they can reduce bugs and development time in future game development. To be used with quickly generating game environments, the new method compares with the popular motion method, so which method is faster and can adapt to diverse games. The paper suggested that the Response of Speed method is a better method for optimizing frames and reducing the number of reacting seconds by showing a faster response and speed). With the method popularity of scrollers, many 2D cross-scroll games follow the formula of Dash, Shoot, Walk, Stay, and Crouch. With the development of game engines, it is becoming easier to implement them. Therefore, although the method presented in the above paper differs from the popular method, it is expected that there will be no great difficulty in applying it to the game because transplantation is easy. In the future, we plan to study to minimize the delay of each connection of the character motion so that the game can be optimized to best.

Implementation of Target Object Tracking Method using Unity ML-Agent Toolkit (Unity ML-Agents Toolkit을 활용한 대상 객체 추적 머신러닝 구현)

  • Han, Seok Ho;Lee, Yong-Hwan
    • Journal of the Semiconductor & Display Technology
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    • v.21 no.3
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    • pp.110-113
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    • 2022
  • Non-playable game character plays an important role in improving the concentration of the game and the interest of the user, and recently implementation of NPC with reinforcement learning has been in the spotlight. In this paper, we estimate an AI target tracking method via reinforcement learning, and implement an AI-based tracking agency of specific target object with avoiding traps through Unity ML-Agents Toolkit. The implementation is built in Unity game engine, and simulations are conducted through a number of experiments. The experimental results show that outstanding performance of the tracking target with avoiding traps is shown with good enough results.

SOME SYMMETRY IDENTITIES FOR GENERALIZED TWISTED BERNOULLI POLYNOMIALS TWISTED BY UNRAMIFIED ROOTS OF UNITY

  • Kim, Dae San
    • Bulletin of the Korean Mathematical Society
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    • v.52 no.2
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    • pp.603-618
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    • 2015
  • We derive three identities of symmetry in two variables and eight in three variables related to generalized twisted Bernoulli polynomials and generalized twisted power sums, both of which are twisted by unramified roots of unity. The case of ramified roots of unity was treated previously. The derivations of identities are based on the p-adic integral expression, with respect to a measure introduced by Koblitz, of the generating function for the generalized twisted Bernoulli polynomials and the quotient of p-adic integrals that can be expressed as the exponential generating function for the generalized twisted power sums.

A Study of the Effect of Character Perspectives on the Player's Moral Decision in Interactive Story (인터랙티브 스토리 내에서 플레이어의 도덕적 결정에 대한 캐릭터 시점의 영향 연구)

  • Yang, Jung-Woo;Gang, Shin-Jin;Bae, Byung-Chull
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.111-120
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    • 2016
  • This paper aims to study whether the perspective of the character controlled by a player can affect the player on her moral decision. To this end we designed and developed Castaway, an interactive story using Unity3D game engine. The main story plot of Castaway is based on the trial 'R v Dudley and Stephens (also known as mignonette 1884) which occurred at 1884 in U.K. In Castaway, the player can choose either the accused or the victim, and then play the interactive story with the perspective of the chosen character. To investigate the relationship between the player's empathy to the player character and player's moral decision, we conducted a small-scale (n=10) pilot study. Results of the pilot study have shown that different perspectives can influence the player on her empathy to player character and her moral decision. In near future we plan to conduct a main study with more participants.

The ethics of integrity (자아 통합성의 윤리)

  • Lee, Hye-jung
    • Journal of Korean Philosophical Society
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    • v.144
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    • pp.319-338
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    • 2017
  • Nowadays, the attention of integrity increases in ethics by concerning about the self and reviving the virtue ethic. It's terminology is diverse because integrity is understood and translated in various dimensions. I am trying to translate integrity into self-integration. Firstly, the reason why is to bring the Latin language of integrity. The Latin language of integrity means an undivided and broken completeness or totality with nothing wanting. Secondly, This is the reason why it is related with the morally good life. This integrity is not an integration as a stream of consciousness and a substantial self identity given from an ancient Greek. I resolve a self integration through the unity of a narrative of MacIntyre. MacIntyre's point is like this. Integrity is connected with the unity of character which a self is embedded in character. The unity of character presupposes a self identity, ultimately the integrity of narrative requires the unity of character. But like a beginning and middle and end of a narrative, he says that the concept of self is based on the its unity in the narrative uniting birth and middle and death. This is in the course of life being his/her history and narrative because a self has a sustainability of time embedded in a life from birth to end. That self exists as a subject making its narrative shows being responsible for and responsible for experience and action constructing this narrative. This shows the relation with narrative and temporality. The self of present is talking about the self of past and brings the problem of responsibility by narrating the self of future. Then, who are those person who live life of their integrity. We can talk that comfort women live life of their integrity. Comfort women realized their integrity by narrating and become subject of their history.

Implementation of NPC Artificial Intelligence Using Agonistic Behavior of Animals (동물의 세력 투쟁 행동을 이용한 게임 인공 지능 구현)

  • Lee, MyounJae
    • Journal of Digital Convergence
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    • v.12 no.1
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    • pp.555-561
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    • 2014
  • Artificial intelligence in the game is mainly used to determine patterns of behavior of NPC (Non Player Character) and the enemy, path finding. These artificial intelligence is implemented by FSM (Finite State Machine) or Flocking method. The number of NPC behavior in FSM method is limited by the number of FSM states. If the number of states is too small, then NPC player can know the behavior patterns easily. On the other hand, too many implementation cases make it complicated. The NPC behaviors in Flocking method are determined by the leader's decision. Therefore, players can know easily direction of movement patterns or attack pattern of NPCs. To overcome these problem, this paper proposes agonistic behaviors(attacks, threats, showing courtesy, avoidance, submission)in animals to apply for the NPC, and implements agonistic behaviors using Unity3D engine. This paper can help developing a real sense of the NPC artificial intelligence.

The Design of 2D Side-Scrolling Casual Games in a Multi-platform Environment (멀티 플랫폼에서의 2D 횡스크롤 캐주얼 게임 융합 설계)

  • Yang, Dong-Hyuk;Kim, Soo-Kyun
    • Journal of the Korea Convergence Society
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    • v.6 no.4
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    • pp.147-152
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    • 2015
  • Casual games are easy in terms of control and mode, and thus everyone can enjoy them in their free time. Character games, in particular, feature a variety of cute and attractive characters. Such character games are now available for smartphones, which are used by a large number of users, as well as for PCs. This paper is aimed at demonstrating the design of 2D side-scrolling casual shooting games utilizing Unity 3D Engine, which can be manipulated on smartphones. Unity 3D engine was used because it supports multi-platform with low costs, and it makes it possibile for games to be operated on various platforms using a single program source code. This approach is unique because the design of the games uses cute characters, attractive concepts and easy control, targeting users in their 10s or 20s, unlike existing shooting games that are serious.

′I′ and ′We′ in Russian and Korean

  • Kibalnik, Sergei A.
    • Lingua Humanitatis
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    • v.2 no.2
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    • pp.321-347
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    • 2002
  • The Russian language uses more words that imply collectivism than Western Indo-European languages. In Korean, the first-person plural pronouns are used more often than in Western languages. In this respect, Russian seems to stand closer to the latter, although typologically it belongs to the Indo-European family. The predominance of 'we' over 'I,' which took place in the history of the Russian language, had something to do with the Russian commune and the ecclesiastical and spiritual concept of 'sobornost' (equation omitted). A similarity between the Russian and the Korean nations lies in a collective way of life as compared to Western nations. The Russian concepts of (equation omitted) and (equation omitted) ('commune') have direct analogues in the Korean language. In all societies a commune involves a certain sense of collectivity, or spiritual unity of the people - 'sobornost' (equation omitted). Korean collectivity is more familial and moral in character, whereas Russian 'sobornost' is more spiritual. This has its direct reflection in Korean and Russian languages. One can say that a sort of a family version of Russian 'sobornost' takes place in Korean society.

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