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Hyperbolic Model for Tile-based Game Design

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초록

The most of casual games are two-dimensional based graphic interface and the most of matching-tile game is still gains popularity on many video game devices and variety of smart phones. These game uses two-dimensional Euclidean coordinates and uses rectangle- or triangle-, hexagon-shaped tiles. But recently novel design of casual games are introduced and gains attention of casual gamers. Our research introduces new approach for tile-based game design. It uses hyperbolic model of Poincare model and Weierstrass model for displaying and generating tiles. Our method is general for any configuration of (p, q)-tiling and can be used for new tile based game design. And introduces new tile generation methods for (3,q)-tiling and (p,3)-tiling without redundant tiles. We also proposed interactive movement method of tiles for game navigation purposes.

Abstract

The most of casual games are two-dimensional based graphic interface and the most of matching-tile game is still gains popularity on many video game devices and variety of smart phones. These game uses two-dimensional Euclidean coordinates and uses rectangle- or triangle-, hexagon-shaped tiles. But recently novel design of casual games are introduced and gains attention of casual gamers. Our research introduces new approach for tile-based game design. It uses hyperbolic model of Poincare model and Weierstrass model for displaying and generating tiles. Our method is general for any configuration of (p, q)-tiling and can be used for new tile based game design. And introduces new tile generation methods for (3,q)-tiling and (p,3)-tiling without redundant tiles. We also proposed interactive movement method of tiles for game navigation purposes.

참고문헌 (11)

  1. 조청운, "구면 타일링을 통한 지뢰 찾기변형 게임의 설계와 구현", 한국컴퓨터게임학회논문지, (23), pp.247~252 (2010), (사)한국컴퓨터게임학회
  2. 조청운, "테트로미노 타일링을 통한 지뢰찾기 변형 게임의 설계와 구현", 한국컴퓨터게임학회논문지, 25(3), pp.47~53 (2012), (사)한국컴퓨터게임학회
  3. 조청운, "퍼즐 게임을 위한 폴리오미노 타일 생성 방법", 한국컴퓨터게임학회논문지, 25(1), pp.135~142 (2012), (사)한국컴퓨터게임학회
  4. Douglas Dunham, "Creating Repeating Hyperbolic Patterns", SIGGRAPH 1981Proceedings, pp.215~223 (1981)
  5. 조청운, "하이퍼볼릭 패턴 생성을 위한 백워드 매핑", 정보과학회논문지 : 시스템 및 이론, 30(6), pp.213~222 (2003), 한국정보과학회
  6. Vladimir Bulatov, "Bending Hyperbolic Kaleidoscopes", ~ (2011)
  7. Lamping, "The HyperbolicBrowser: A Focus+Context Technique for Visualiz-ing Large Hierarchies", Proceedings of CHI’95, pp.401~408 (1995)
  8. Maurice Margenstern, "Navigation in Tilings of the Hyperbolic Plane and Possible Applications", Proceedings of the International MultiConference of Engineers and Computer Scientists 2010, I (2010), IMECS
  9. Jesper Juul, "Swap Adjacent Gems to Make Sets of Three: A History of Matching Tile Games", Artifact, 1(4), pp.205~216 (2007)
  10. Jesper Juul, "A Casual Revolution: Reinventing Video Games and Their Players" (2009), MIT Press
  11. Craig Kaplan, "Computer Graphics and Geometric Ornamental Design", PhD, pp.2002

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