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2022 ◽  
Vol 6 (2) ◽  
pp. 39-43
Author(s):  
Darius Andana Haris ◽  
Jeanny Pragantha ◽  
Carmello Fabrian Husen

“Full Metal Parabellum” is a three-dimensional rail shooter game for smartphone with an Android Operating System. This game was created using Unity 3D game engine for Android platform. In this game, player will have to defeat all enemies in every stages. Player can move the in-game camera and aim by moving the smartphone around. This game is tested by black box testing, alpha testing, and beta testing with a survey distributed to 30 respondents. The survey shows that Full Metal Parabellum is a fun game that easy to play, and the gyroscope feature that was implemented in this game is working as planned.


2022 ◽  
Vol 32 (3) ◽  
pp. 1541-1556
Author(s):  
Do-kyeong Lee ◽  
Tae-won Kim ◽  
Yoo-joo Choi ◽  
Min Hong

2021 ◽  
Vol 5 (2) ◽  
pp. 102-109
Author(s):  
Riwinoto Riwinoto ◽  
William Tan

Saat ini, Perkembangan teknologi sudah sangat maju. Sebagian masyarakat sudah menggunakan dan memiliki Smart Phones ataupun Mobile Phones. Salah satu aspek didalam Smart Phones adalah Game Mobile yang dapat didownload di App Store, maupun Play Store. Game Mobile memiliki kesesuaian dengan pengguna saat ini. Dalam pengembangan game mobile, salah satu yang penting adalah perfomansi yang optimum game bisa berjalan di perangkat. Penelitian merupakan penelitian awal untuk mengetahui perfomasi prototype game yang sedang dikerjakan. Analisa perfomansi mencakup komputasi rendering, scripting, phyics, animasi, garbage collection, global illumination, UI dan others.  Perfomasi dilakukan dengan menggunakan tools unity profiler  yang tersedia di unity 3D IDE.  Hasil observasi menunjukan bahwa prototype game yang sudah dikembangkan masih mempunyai perfomansi komputasi yang buruk karena FPS yang dihasilkan hanya sampai level 15-20 FPS di mana idealnya mendapatkan 60 FPS. Diperlukan riset lanjutan untuk menentukan langkah optimasi pada prototype game sebelum melangkah ke pengembangan game yang full fitur.


2021 ◽  
Vol 5 (2) ◽  
pp. 86-101
Author(s):  
Riwinoto Riwinoto ◽  
Alfian Akmal
Keyword(s):  

Metrik Gameplay adalah tentang mengukur kebiasaan pemain dalam game seperti navigasi, item, penggunaan kemampuan, melompat, kemajuan, atau apa pun yang dilakukan pemain dalam game baik 2D atau 3D. salah satu cara untuk mendapatkan data untuk Gameplay Metrics adalah dengan menggunakan aplikasi yang dapat menghitung setiap interaksi antara pemain dengan game yang dimainkan dan dapat memberikan data berupa hasil interaksi untuk setiap variabel yang ditentukan. Dalam hal ini penulis ingin menggunakan Unity Analytics pada aplikasi Unity 3D untuk mendapatkan hasil Gameplay Metrics untuk dapat menganalisa Gameplay pada game tersebut. Game yang digunakan adalah game yang dibuat oleh penulis dengan judul “Survive Jok”. Ini adalah platform aksi permainan isometrik 3D di mana pemain harus menghindari mengumpulkan item dan musuh untuk melanjutkan ke level berikutnya. Dengan menggunakan Unity Analytics unity 3D dalam game, setiap game dimainkan, game akan memberikan data sesuai dengan variabel yang ditentukan yang menghitung perkembangan setiap pemain selama bermain game. Hasil dari ini akan digunakan untuk menganalisis Gameplay yang dibuat untuk mengevaluasi gameplay yang telah dibuat.  


2021 ◽  
Vol 2021 ◽  
pp. 1-10
Author(s):  
Ling Guo ◽  
Peng Wang

Based on the Internet of Things technology, this paper analyzes the concept and basic characteristics of visualization technology and builds a visualization digital art product information system based on VRML virtual reality technology. This article first explains the background and significance, analyzes the research status at home and abroad, introduces the application of virtual realization technology, and puts forward the technical route and main research content on this basis. After field inspection of art products, the system was analyzed according to the actual situation. After analyzing the needs and goals of the system, the overall structure of the system was proposed. Under the overall framework, this paper designs the system and designs the system’s visualization and real-time interaction modules. At the same time, combined with VRML technology to realize the visual 3D modeling of virtual art products, we establish the 3D model of the entire art product. Users can choose between role roaming and camera roaming. Finally, we made a summary statement to the full text and looked forward to the application prospects and development trends of information visualization technology in digital art products. During the experiment, by calling the HTC method in the Unity 3D system, this article uses the Unity 3D engine to implement UI scene loading and VR rendering technology optimization and realizes design knowledge through the integration of art product design models and IoT data interactive functions and dynamic loading of scenes. The effect of the model on the quality prediction is analyzed through experiments. The results show that the performance of the former is better than the latter two models, and it has a good performance on unbalanced data processing, which verifies the performance and effectiveness of the algorithm model.


2021 ◽  
Vol 11 (24) ◽  
pp. 12018
Author(s):  
Manuel Eduardo Mora-Soto ◽  
Javier Maldonado-Romo ◽  
Alejandro Rodríguez-Molina ◽  
Mario Aldape-Pérez

Unmanned Aerial Vehicles (UAVs) support humans in performing an increasingly varied number of tasks. UAVs need to be remotely operated by a human pilot in many cases. Therefore, pilots require repetitive training to master the UAV movements. Nevertheless, training with an actual UAV involves high costs and risks. Fortunately, simulators are alternatives to face these difficulties. However, existing simulators lack realism, do not present flight information intuitively, and sometimes do not allow natural interaction with the human operator. This work addresses these issues through a framework for building realistic virtual simulators for the human operation of UAVs. First, the UAV is modeled in detail to perform a dynamic simulation in this framework. Then, the information of the above simulation is utilized to manipulate the elements in a virtual 3D operation environment developed in Unity 3D. Therefore, the interaction with the human operator is introduced with a proposed teleoperation algorithm and an input device. Finally, a meta-heuristic optimization procedure provides realism to the simulation. In this procedure, the flight information obtained from an actual UAV is used to optimize the parameters of the teleoperation algorithm. The quadrotor is adopted as the study case to show the proposal’s effectiveness.


Author(s):  
Abishek R ◽  
◽  
Dr. D. Vaishali ◽  
Adhitya Narayan R ◽  
Vignesh Sundar M ◽  
...  

IoT has become an integrated part of our lives changing ways in which we operate our everyday appliances. In addition to making our home appliances smart, it has become a common trend for companies to adopt industry 4.0, which uses various sensors to monitor the equipment, machinery, and the work environment. We often come across multiple brands which make smart appliances but each brand comes with its separate mobile application for the appliance's operation. This requires us to switch between Apps to control these appliances if we at all remember which App controls which appliance. We intend to solve these two major inconveniences by creating a single mobile application that can control all these appliances using Augmented Reality technology. All we have to do is point our camera at the appliance that we need to operate and the App will display control options in real-time AR. This paper produces five important contributions: 1) An AR-based mobile application to control IoT devices and monitor the environment. 2) Implementing the mobile application using Unity 3D engine and Vuforia SDK. 3) Integrating a commercially available IoT device with the mobile application. 4) Integrating custom-made hardware IoT device with mobile application. 5) Integrating this combination to make our industries and homes smarter Keywords:


Author(s):  
Athakorn Kengpol ◽  
Kalle Elfvengren

The Fourth Industrial Revolution or Industry 4.0 is extremely relevant and important in manufacturing for several reasons. Failing to adopt the technology of the Fourth Industrial Revolution can cause organizations to fall behind, as their operations are not digitized enough in benchmarking competitors. A major industry as bicycle manufacturing needs to be transformed into a digital factory in order to keep up with the evolving technology. The objectives of this research are in designing a 3D digital mock up and Augmented Reality (AR) for bicycle frame production in the form of digital factory for increasing production capability by decreasing the break-even point whilst avoiding Covid-19 contraction using Tecnomatix Plant Simulation and Unity 3D programs. This research constructed three alternative digital factory layouts that are designed by using a 3D simulation program. The risk of Covid-19 contraction points and the three layouts of cost per unit are analyzed. The results show that the break-even point of the first to the third layouts with Automated Guided Vehicle (AGV) are 26,580, 26,322 and 25,354 units respectively. The result of the risk about Covid-19 contraction points from the first to the third layout with AGV are 21,272, 2,872 and 0 points respectively. This means the most appropriate layout for bicycle frame production is the third layout due to the best break-even point that can significantly avoid Covid-19 contraction. The benefit of this research is to integrate a 3D digital mock up, AR and Cobot including AGV to assist the resilience of operations with a dynamic industrial environment.


2021 ◽  
Vol 2111 (1) ◽  
pp. 012054
Author(s):  
M.A. Hamid ◽  
S.A. Rahman ◽  
I.A. Darmawan ◽  
M. Fatkhurrokhman ◽  
M. Nurtanto

Abstract Testing the performance efficiency aspect was carried out to test the performance efficiency of the Unity 3D and Blender-based virtual laboratory media during the COVID-19 pandemic at the Electrical Engineering Vocational Laboratory. This test is carried out to test the performance of the media that has been created. The aspects tested are access speed, process speed, and simulation speed when run. Tests were conducted to measure processor and memory consumption through real time monitoring using MSI Afterburner. Divided into 2 stages of testing, namely time behavior and resource utilization. Time-behavior is focused on how long it takes the media or software to provide a response time to perform an action from a certain function. Resource-utilization is the degree to which software uses some resources when doing something under certain conditions.


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