scholarly journals Methods for optimizing the performance of Unity 3D game engine based on third-person perspective game

2017 ◽  
Vol 3 ◽  
pp. 46-53
Author(s):  
Krzysztof Siarkowski ◽  
Przemysław Sprawka ◽  
Małgorzata Plechawska-Wójcik

Game optimization is one of the most important aspects of their creation. The article describes methods to optimize Unity Engine using third person perspective game as an example. Various methods that rely on offloading graphics card, by increasing the use of CPU and memory were used in order to check how the game performance changes.

Sainteks ◽  
2020 ◽  
Vol 16 (1) ◽  
Author(s):  
Pajar Sidiq ◽  
Hindayati Mustafidah
Keyword(s):  
3D Game ◽  

Haji merupakan rukun Islam yang kelima yang wajib dilaksanakan oleh seorang muslim yang telah mampu melaksanakannya. Manasik haji pada dasarnya adalah memberikan pelajaran atau informasi mengenai tata cara melaksanakan ibadah haji, sehingga tidak hanya terbatas pada calon jama’ah haji, biasanya masyarakat beragama muslim mempelajari tata cara melaksanakan ibadah haji dengan menggunakan buku-buku atau dengan cara memperagakan langsung dengan cara mensimulasikan tata cara ibadah haji sesuai dengan kondisi yang sebenarnya. Namun banyak kalangan masyarakat muslim yang enggan mendalami manasik haji, dikarenakan beberapa hal seperti tidak adanya waktu, dan kurangnya minat mempelajari dikarenakan kurang menarik dan tidak praktis. Dari hal tersebut sehingga muncul ide untuk membuat aplikasi simulasi manasik haji berbasis virtual 3D, aplikasi ini berisi tentang simulasi untuk rukun haji. Aplikasi manasik haji berbasis virtual reality ini dirancang dan dibuat dengan menggunakan software 3Ds Max dan unity 3D Game Engine. Hasil penelitian berupa aplikasi manasik haji yang dapat menampilkan simulasi virtual reality, yang meliputi simulasi tiba di bandara, Wukuf di Arafah, Mabit di Muzdalifah, Mabit di Mina, Jumrah, Tawaf, Sa’i dan simulasi Tahallul. Dengan adanya aplikasi ini diharapkan akan terjadi peningkatan minat masyarakat dalam mempelajari tata cara pelaksanaan ibadah haji.Kata kunci : virtual reality, manasik haji, simulasi, 3D.


2020 ◽  
Author(s):  
Xiaoyang Yu

The human brain and the human language are precisely constructed together by evolution/genes, so that in the objective world, a human brain can tell a story to another brain in human language which describes an imagined multiplayer game; in this story, one player of the game represents the human brain itself. It’s possible that the human kind doesn’t really have a subjective world (doesn’t really have conscious experience). An individual has no control even over her choices. Her choices are controlled by the neural substrate. The neural substrate is controlled by the physical laws. So, her choices are controlled by the physical laws. So, she is powerless to do anything other than what she actually does. This is the view of fatalism. Specifically, this is the view of a totally global fatalism, where people have no control even over their choices, from the third-person perspective. And I just argued for fatalism by appeal to causal determinism. Psychologically, a third-person perspective and a new, dedicated personality state are required to bear the totally global fatalism, to avoid severe cognitive dissonance with our default first-person perspective and our original personality state.


2021 ◽  
Author(s):  
Sahba Besharati ◽  
Paul Jenkinson ◽  
Michael Kopelman ◽  
Mark Solms ◽  
Valentina Moro ◽  
...  

In recent decades, the research traditions of (first-person) embodied cognition and of (third-person) social cognition have approached the study of self-awareness with relative independence. However, neurological disorders of self-awareness offer a unifying perspective to empirically investigate the contribution of embodiment and social cognition to self-awareness. This study focused on a neuropsychological disorder of bodily self-awareness following right-hemisphere damage, namely anosognosia for hemiplegia (AHP). A previous neuropsychological study has shown AHP patients, relative to neurological controls, to have a specific deficit in third-person, allocentric inferences in a story-based, mentalisation task. However, no study has tested directly whether verbal awareness of motor deficits is influenced by either perspective-taking or centrism, and if these deficits in social cognition are correlated with damage to anatomical areas previously linked to mentalising, including the supramarginal and superior temporal gyri and related limbic white matter connections. Accordingly, two novel experiments were conducted with right-hemisphere stroke patients with (n = 17) and without AHP (n = 17) that targeted either their own (egocentric, experiment 1) or another stooge patient’s (experiment 2) motor abilities from a first-or-third person (allocentric in Experiment 2) perspective. In both experiments, neurological controls showed no significant difference between perspectives, suggesting that perspective-taking deficits are not a general consequence of right-hemisphere damage. More specifically, experiment 1 found AHP patients were more aware of their own motor paralysis when asked from a third compared to a first-person perspective, using both group level and individual level analysis. In experiment 2, AHP patients were less accurate than controls in making allocentric, third-person perspective judgements about the stooge patient, but with only a trend towards significance and with no within-group, difference between perspectives. Deficits in egocentric and allocentric third-person perspective taking were associated with lesions in the middle frontal gyrus, superior temporal and supramarginal gyri, with white matter disconnections more predominate in deficits in allocentricity. This study confirms previous clinical and empirical investigations on the selectivity of first-person motor awareness deficits in anosognosia for hemiplegia and experimentally demonstrates for the first time that verbal egocentric 3PP-taking can positively influence 1PP body awareness.


2021 ◽  
Vol 5 (1) ◽  
pp. 147-158
Author(s):  
Renata Zieminska

The paper presents the concept of masculinity within the non-binary and multilayered model of gender/sex traits. Within that model, masculinity is not a simple idea, but rather is fragmented into many traits in diverse clusters. The experience of transgender men and men with intersex traits suggests that self-determined male gender identity is a mega trait that is sufficient for being a man. However, masculinity is not only psychological, as the content of the psychological feeling of being a man refers to social norms about how men should be and behave. And male coded traits are described as traits that frequently occur within the group of people identifying as men. Therefore, I claim that there are two interdependent ideas in the concept of masculinity: the self-determined male gender identity (first-person perspective) and a cluster of traits coded as male (third-person perspective). Within non-binary model the interplay between the two interdependent ideas allows to include borderline masculinities.


Author(s):  
Moh. Zikky

Shortest pathfinding problem has become a populer issue in Game’s Artificial Intelligent (AI). This paper discussed the effective way to optimize the shortest pathfinding problem, namely Navigation Mesh (NavMesh). This method is very interesting because it has a large area of implementation, especially in games world. In this paper, NavMesh was implemented by using A* (A star) algorithm and examined in Unity 3D game engine. A* was an effective algorithm in shortest pathfinding problem because its optimization was made with effective tracing using segmentation line. Pac-Man game was chosen as the example of the shortest pathfinding by using NavMesh in Unity 3D. A* algorithm was implemented on the enemies of Pac-Man (three ghosts),  which path was designed by using NavMesh concept. Thus, the movement of ghosts in catching Pac-Man was the result of this review of the effectiveness of this concept. In further research, this method could be implemented on several optimization programmes, such as Geographic Information System (GIS), robotics, and statistics.


2019 ◽  
Author(s):  
Carl Michael Orquiola Galang ◽  
Sukhvinder S. Obhi ◽  
Michael Jenkins

Previous neurophysiological research suggests that there are event-related potential (ERP) components are associated with empathy for pain: early affective component (N2) and two late cognitive components (P3/LPP). The current study investigated whether and how the visual perspective from which a painful event is observed affects these ERP components. Participants viewed images of hands in pain vs. not in pain from a first-person or third-person perspective. We found that visual perspective influences both the early and late components. In the early component (N2), there was a larger mean amplitude during observation of pain vs no-pain exclusively when images were shown from a first-person perspective. We suggest that this effect may be driven by misattributing the on-screen hand to oneself. For the late component (P3), we found a larger effect of pain on mean amplitudes in response to third-person relative to first-person images. We speculate that the P3 may reflect a later process that enables effective recognition of others’ pain in the absence of misattribution. We discuss our results in relation to self- vs other-related processing by questioning whether these ERP components are truly indexing empathy (an other-directed process) or a simple misattribution of another’s pain as one’s own (a self-directed process).


2014 ◽  
Vol 7 (1) ◽  
pp. 3-29 ◽  
Author(s):  
Jordan Zlatev

Abstract Mimetic schemas, unlike the popular cognitive linguistic notion of image schemas, have been characterized in earlier work as explicitly representational, bodily structures arising from imitation of culture-specific practical actions (Zlatev 2005, 2007a, 2007b). We performed an analysis of the gestures of three Swedish and three Thai children at the age of 18, 22 and 26 months in episodes of natural interaction with caregivers and siblings in order to analyze the hypothesis that iconic gestures emerge as mimetic schemas. In accordance with this hypothesis, we predicted that the children's first iconic gestures would be (a) intermediately specific, (b) culture-typical, (c) falling in a set of recurrent types, (d) predominantly enacted from a first-person perspective (1pp) rather than performed from a third-person perspective (3pp), with (e) 3pp gestures being more dependent on direct imitation than 1pp gestures and (f) more often co-occurring with speech. All specific predictions but the last were confirmed, and differences were found between the children's iconic gestures on the one side and their deictic and emblematic gestures on the other. Thus, the study both confirms earlier conjectures that mimetic schemas “ground” both gesture and speech and implies the need to qualify these proposals, limiting the link between mimetic schemas and gestures to the iconic category.


Author(s):  
Andy Miah

This chapter examines how spectator encounter digital technology in sport, which reveals a blurring of participation and spectating. It also proposes that spectating is changing through the development of digital interactive experiences, such as urban screens, TV on demand, mobile technology, and social media, creating a new form of remote participation. The chapter also asks considers that the concept of spectator no longer makes sense in the context of an immersive viewing experience, where the witness is brought into the space of the activity, rather than simply occupying a third person perspective.


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