scholarly journals Modular Technique of 3D Modeling and Procedural Texturing for 3D Game Environment Design of “Jurnal Pahlawan”

Author(s):  
William Suanto ◽  
Yusup S. Martyastiadi
2013 ◽  
Vol 11 (4) ◽  
pp. 1-16 ◽  
Author(s):  
Ming-Shiou Kuo ◽  
Tsung-Yen Chuang

The teaching of 3D digital game design requires the development of students’ meta-skills, from story creativity to 3D model construction, and even the visualization process in design thinking. The characteristics a good game designer should possess have been identified as including redesign things, creativity thinking and the ability to visualize ideas from imagination. Therefore, 3D visualization is a key skill in this context. To help students fully focus on game design rather than on complicated 3D modeling or animation skills, this study developed an authoring package that is integrated with Google 3D Warehouse, SketchUp, and a web-based 3D multi-user platform: 3D Cyber Worlds. The proposed game design authoring package was used with 53 college students for one semester, while a total of 108 students were involved in the overall study. The results indicate that the package achieved its aim of in assisting students in the game design process, including that of 3D modeling, and is feasible for future development using advance web technologies. Examples of the students’ game design projects and feedback on the use of this authoring package are also presented and discussed.


2017 ◽  
Vol 2017 ◽  
pp. 1-16 ◽  
Author(s):  
Ting Li ◽  
Jinhua Zhang ◽  
Tao Xue ◽  
Baozeng Wang

We present a methodology for a hybrid brain-computer interface (BCI) system, with the recognition of motor imagery (MI) based on EEG and blink EOG signals. We tested the BCI system in a 3D Tetris and an analogous 2D game playing environment. To enhance player’s BCI control ability, the study focused on feature extraction from EEG and control strategy supporting Game-BCI system operation. We compared the numerical differences between spatial features extracted with common spatial pattern (CSP) and the proposed multifeature extraction. To demonstrate the effectiveness of 3D game environment at enhancing player’s event-related desynchronization (ERD) and event-related synchronization (ERS) production ability, we set the 2D Screen Game as the comparison experiment. According to a series of statistical results, the group performing MI in the 3D Tetris environment showed more significant improvements in generating MI-associated ERD/ERS. Analysis results of game-score indicated that the players’ scores presented an obvious uptrend in 3D Tetris environment but did not show an obvious downward trend in 2D Screen Game. It suggested that the immersive and rich-control environment for MI would improve the associated mental imagery and enhance MI-based BCI skills.


Author(s):  
Lai Har Judy Lee ◽  
Yam San Chee

The work described in this paper is part of a design-based research involving the use of a game-based learning curriculum to foster students' understanding of physics concepts and principles governing the motion of charged particles in electric and magnetic fields. Students engaged in game-play and discussed the dynamics of the charged particles within the 3D game environment. The discussion sessions were video-recorded and an analysis was carried out on the gestures used by a group of students attempting to generalize their observations of the phenomena. The students’ gestures were analyzed to gain insights on their embodied sense-making of charged particle dynamics. The analysis showed that the students used gestures to (1) establish a shared frame of reference, (2) enact embodied game experience, and (3) enable the development of new understanding that surpasses their own existing vocabulary. Implications are discussed with regard to how teachers may take students’ gestures into account when facilitating the development of concepts with a strong visuo-spatial core.


2022 ◽  
Vol 2146 (1) ◽  
pp. 012027
Author(s):  
Yang Sun

Abstract There are many p roblems and shortcomings in traditional 3D modeling tech of environment design, and there is a great room for amelioration in reconstruction method and reconstruction precision. As an intelligent means integrating computer, info network and big data, CAD can create a more experiential and interactive environment design atmosphere. Based on this, this paper first analyses the concept and connotation of 3D modeling of environmental design, then studies the computer-aided environment design, and finally gives the 3D modeling tech of computer-aided environmental design.


2015 ◽  
pp. 233-256
Author(s):  
Lai Har Judy Lee ◽  
Yam San Chee

The work described in this paper is part of a design-based research involving the use of a game-based learning curriculum to foster students' understanding of physics concepts and principles governing the motion of charged particles in electric and magnetic fields. Students engaged in game-play and discussed the dynamics of the charged particles within the 3D game environment. The discussion sessions were video-recorded and an analysis was carried out on the gestures used by a group of students attempting to generalize their observations of the phenomena. The students' gestures were analyzed to gain insights on their embodied sense-making of charged particle dynamics. The analysis showed that the students used gestures to (1) establish a shared frame of reference, (2) enact embodied game experience, and (3) enable the development of new understanding that surpasses their own existing vocabulary. Implications are discussed with regard to how teachers may take students' gestures into account when facilitating the development of concepts with a strong visuo-spatial core.


Author(s):  
JUNG-YONG PARK ◽  
JONG-HEE PARK

Computer gaming is a key component of the rapidly growing entertainment industry. Computer games are a multi-billion pound worldwide part of the entertainment industry. However, they are a relatively new type of software product and as such the manner in which they are designed and developed is still evolving. Computer games can be highly complex software systems that involve the expertise of a wide range of professionals ranging from programmers to animators, artists and musicians. When designing computer games, new game concepts can be difficult to communicate. In addition, the creative process could be benefited if game design ideas were capable of being shared widely and discussed. In this paper, we are to some extent shifting the focus from real world situation to what we shall term game world situation. That is, a logically simulated environment is created by defining situations and events based on the hierarchy structure of the situation. Our study defines event type, causality events and event normalization, and aims to develop a logical simulation method. These methods allow us to understand the communication of new game environment design. Specially, the introduction of the definition of events allows us to approach game design in a structural manner rather than by their classification. The proposed method was implemented in the context of changing among natural phenomena in a game environment.


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