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UnityPGTA: A Unity Platformer Game Testing Automation Tool Using Reinforcement Learning
Se-chan Park, Deock Yeop Kim, Woo Jin Lee
http://doi.org/10.5626/JOK.2024.51.2.149
The cost of game testing in the video game industry is significant, accounting for nearly half of the expenses. Research efforts are underway to automate testing processes to reduce testing costs. However, existing research on test automation often involves manual tasks such as script writing, which is costly and labor-intensive. Additionally, implementations using virtual environments like VGDL and GVG-AI pose challenges when applied to real game testing. In this paper, we propose a tool for automating game testing with the aim of system fault detection, focusing on a Unity platformer game. The proposed tool is based on a commercial game engine, autonomously analyzing the game without human intervention to establish an automated game testing environment. We compare and analyze the error detection results of the proposed tool with a random baseline model using open-source games, demonstrating the tool"s effectiveness in performing automated game analysis and testing environment setup, ultimately reducing testing costs and improving quality and stability.
OpenViBE2Unity: Open Source API for Brain-Computer Interface and Unity3D Application
Sooyong Kim, Seongjoon Jeong, Eunmin Lee, Sunghan Lee, Sung Chan Jun, Minkyu Ahn
http://doi.org/10.5626/JOK.2019.46.11.1157
Brain-computer interface, which can quantify a person’s intention, cognition, and feelings, is an active research field. However, building a system that performs well is not a simple task, as it requires data acquisition, real-time processing, and multimodal feedback, and often necessitates considerable cost in time and effort, particularly for untrained users and researchers. Thus, it is important to have an interface that is designed well and works with open platforms, such as Unity3D and OpenViBE that are used widely in BCI development and application. With this goal, we developed OpenViBE2Unity (O2U), an Application Programming Interface that can be used easily for the development of BCI applications. This open API (available through Github) provides special functions that facilitate communication between two popular platforms, OpenViBE and Unity3D. In this paper, we introduce O2U’s architecture and a step-by-step procedure for its application. Finally, we demonstrate one exemplary application developed under O2U.
Implementation of a Stable Point-of-View for Dual Gazing based on the Principle of Eye Movement
Ire Eom, Hanna Lee, Adithya B, Youngho Chai
http://doi.org/10.5626/JOK.2019.46.5.419
Using a dual gaze with eye movement in a first-person game provides a stable view while minimizing blurring of images. The First Person Shooter (FPS) game is based on a first-person viewpoint, since the camera responsible for the player`s gaze and the characters in the game are combined. Thus, when the character moves, the viewpoint moves together, which is the same principle underlying fixed vision with a still head. However, the eyes and the head are separate. Therefore, under multiple eye movements, the head follows the eye after gazing at the object initially, which allows a steady gaze at an object even under body movements.
In this paper, we propose a stable perspective based on the principle of vestibular reflex to the camera in the FPS game. The game environment is created using the Unity game engine, and the stable viewpoint of the dual gaze is demonstrated by comparing the viewpoints when the eye and head are fixed under specific scenarios and during the vestibular reflex.
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