Best Practices on improving the VR Content Development Process with EPIC's Unreal Engine
DC Field | Value | Language |
---|---|---|
dc.contributor.author | 공지훈 | - |
dc.contributor.author | 김기두 | - |
dc.contributor.author | 김영철 | - |
dc.date.accessioned | 2022-01-20T05:42:32Z | - |
dc.date.available | 2022-01-20T05:42:32Z | - |
dc.date.created | 2022-01-20 | - |
dc.date.issued | 2021 | - |
dc.identifier.issn | 2288-7202 | - |
dc.identifier.uri | https://scholarworks.bwise.kr/hongik/handle/2020.sw.hongik/24454 | - |
dc.description.abstract | Recently, in the Game industries, they are increasing to use of game engines to reduce the development cost of 3D content and software. In particular, Unreal Engine provides a blueprint visual scripting function that enables software production without programming (coding). Although High-end video content can be produced, the problem is that content development is complicated and requires advanced manpower. To solve this problem, we propose an optimized VR game context process. This is because 1) a Blueprint visual script is used, 2) VR games with various interactions can be produced, 3) Non-majors in the software field (or groups) can develop advanced content. In various related industries such as defense, medical care, manufacturing, and construction, we may easily develop any game content without programming with our refined VR rhythm action game development process. We expect to reduce the development cost with the process advantages in the game industries. | - |
dc.language | 영어 | - |
dc.language.iso | en | - |
dc.publisher | 국제문화기술진흥원 | - |
dc.title | Best Practices on improving the VR Content Development Process with EPIC's Unreal Engine | - |
dc.title.alternative | Best Practices on improving the VR Content Development Process with EPIC's Unreal Engine | - |
dc.type | Article | - |
dc.contributor.affiliatedAuthor | 김영철 | - |
dc.identifier.bibliographicCitation | The International Journal of Advanced Culture Technology, v.9, no.4, pp.417 - 423 | - |
dc.relation.isPartOf | The International Journal of Advanced Culture Technology | - |
dc.citation.title | The International Journal of Advanced Culture Technology | - |
dc.citation.volume | 9 | - |
dc.citation.number | 4 | - |
dc.citation.startPage | 417 | - |
dc.citation.endPage | 423 | - |
dc.type.rims | ART | - |
dc.identifier.kciid | ART002792497 | - |
dc.description.journalClass | 2 | - |
dc.description.journalRegisteredClass | kci | - |
dc.subject.keywordAuthor | Game | - |
dc.subject.keywordAuthor | Virtual Reality | - |
dc.subject.keywordAuthor | Process | - |
dc.subject.keywordAuthor | Unreal Engine | - |
dc.subject.keywordAuthor | Blueprint visual script | - |
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