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Shortest Path Approach in Pedestrian Transfers Application in Unity

Yıl 2020, Cilt: 6 Sayı: 2, 111 - 119, 25.08.2020

Öz

In the last 15 years, terrorist organizations have made tactical changes in their attacks, while the TAF has continuously developed its own doctrine. In some parts of all operations, especially the Homeland Security Operation, the troops were forced to move from one point to another in the field as pedestrians. In this study, a visual application showing the shortest route to the target was made to the troops acting as pedestrians in the field. First of all, three dimensional model of a certain region was created by using height maps in Unity Game Engine. A Star algorithm and Navigation Mesh help to move pedestrian elements in the terrain. As a result of the study, a decision support system was established which shows the direction in which troops move during the transfer to the field.

Kaynakça

  • [1] Yevgeniya Daineko, Madina Ipalakova, Ravil Muhamedyev, Mariya Brodyagina, Marina Yunnikova, and Batyrkhan Omarov, «Use of Game Technologies for the Development of Virtual Laboratories for Physics Study,» Development of Virtual Laboratories for Physics Study, pp. 422-428, 2016. [2] Roger Smith, «The Long History of Gaming in Military Training,» Simulation Gaming OnlineFirst, pp. 1-15, 2009. [3] A. Pattrasitidecha, Comparison and evaluation of 3D mobile game engines, Göteborg,: Chalmers University of Technology University of Gothenburg, 2014. [4] Panagiotis Petridis, Ian Dunwell, David Panzoli, Sylvester Arnab, Aristidis Protopsaltis, Maurice Hendrix and Sara de Freitas, «Game Engines Selection Framework for High-Fidelity Serious Applications,» International Journal of Interactive Worlds, pp. 1-19, 2012. [5] İbrahim Tiryakioğlu, Murat Uysal, Saffet Erdoğan, Mustafa Yalçın, Nizar Polat, Ahmet Suat, «3 Boyutlu Bina Modelleme ve WEB Tabanlı Sunumu: Ahmet Necdet Sezer Kampüsü Örneği,» Afyon Kocatepe Üniversitesi Fen ve Mühendislik Bilimleri Dergisi, p. 107‐114, 2016. [6] Aysel Gürkan, Aylin Salıcı, M. Kutay Yıldırım, Müşerref Yıldırım, «Üç Boyutlu Yerleşke Modelleme; Mustafa Kemal Üniversitesi Tayfur Ata Sökmen Yerleşkesi Örneği,» CBÜ Fen Bil. Dergi, pp. 511-515, 2016. [7] Aswin Indraprastha, Michihiko Shinozaki, «The Investigation on Using Unity3D Game Engine in Urban Design Study,» ITB J. ICT Vol, pp. 1-18, 2009. [8] El-Sayed S. Azız, Yızhe Chang, Sven K. Esche, Constantın Chassapıs, «A Multi-User Virtual Laboratory Environment for Gear Train Design,» Game-Based Gear Traın Laboratory, pp. 788-902, 2012. [9] Cemil ALTIN, Orhan ER, «İnsansız Hava Araçlarının (İHA) Sanal Gerçeklik Yazılımı ile Modellenmesi ve Farklı Kullanıcılar için Performans Analizleri,» Sakarya Unıversıty Journal Of Computer And Informatıon Scıences, pp. 1-13, 2018. [10] David C. Jangrawa, Ansh Johri , Meron Gribetza, Paul Sajdaa, «NEDE: An open-source scripting suite for developing experiments in 3D virtual environments,» Journal of Neuroscience Methods, pp. 245-251, 2014. [11] Georgia Kontogianni, Andreas Georgopoulos, «Exploiting Textured 3D Models for Developing Serious Games,» The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, pp. 249-255, 2015. [12] Wei Meng, Yuchao Hu, Jiaxin Lin, Feng Lin, Rodney Teo, «In this paper, we gave a brief introduction to our newly Multi-UAV Navigation and Control Simulator in GPS-Denied Environments,» IECON2015-Yokohama, pp. 2562-2567, 2015. [13] Baki KOYUNCU, Erkan BOSTANCI, «Using Web Services to Support Battlefield Visualization and Tactical Decision Making,» %1 içinde International Conference on Computational Intelligence, Modelling and Simulation, Shanghai, 2009. [14] Františe kDuchoň, Andrej Babinec, Martin Kajan, Peter Beňo, Martin Florek,TomášFico, Ladislav Jurišica, «Path Planning with Modified a Star Algorithm for a Mobile Robot,» Elsevier Procedia Engineering, cilt 96, pp. 59-69, 2014. [15] Junfeng Yao ; Chao Lin ; Xiaobiao Xie ; Andy JuAn Wang ; Chih-Cheng Hung, «Path Planning for Virtual Human Motion Using Improved A* Star Algorithm,» %1 içinde 2010 Seventh International Conference on Information Technology: New Generations, Las Vegas, 2010. [16] Sonny E. Kirkley, Ph.D., Steve Tomblin, Jamie Kirkley, «Instructional Design Authoring Support for the Development of Serious Games and Mixed Reality Training,» Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC), pp. 1-11, 2005. [17] Autodesk Maya, [Online]. Available: https://www.youtube.com/watch?v=cOokoFED7QE&t=2s. [Reached: 4 10 2019]. [18] «www.transportfever.net,» [Online]. Available: https://www.google.com/imgres?imgurl=https%3A%2F%2Fwww.transportfever.net%2Findex.php%2FAttachment%2F70152-Original-Dunedin-jpg%2F&imgrefurl=https%3A%2F%2Fwww.transportfever.net%2Findex.php%2FThread%2F6375-Finding-Greyscale-Height-maps-What-is-your-source. [Reached: 4 10 2019]. [19] «terrain.party,» [Online]. Available: https://terrain.party/. [Reached: 4 10 2019]. [20] «www.unrealengine.com,» unrealengine, [Online]. Available: https://www.unrealengine.com. [Reached: 4 10 2019]. [21] «unity3d,» [Online]. Available: www.unity3d.com/‎. [Reached: 4 10 2019]. [22] Jie Hu, Wang gen Wan, Xiaoqing Yu, «A pathfinding algorithm in real-time strategy game based on Unity3D,» 2012 International Conference on Audio, Language and Image Processing, 2012. [23] «BuildingNavMesh,» unity3d.com, [Online]. Available: https://docs.unity3d.com/Manual/nav-BuildingNavMesh.html. [Reached: 4 10 2019]. [24] «farukcan.net,» [Online]. Available: http://farukcan.net/algoritmalar/2016/05/a-algoritmasi-a-yildiz-arama-algoritmasi/. [Reached: 4 10 2019]. [25] «www.alpgulec.com,» alpgulec, [Online]. Available: http://www.alpgulec.com/documents/33-a-star-algoritmasi-ve-temelinde-yatanlar. [Reached: 4 10 2019]. [26] «bilgisayarkavramlari,» bilgisayarkavramlari.sadievrenseker., [Online]. Available: http://bilgisayarkavramlari. sadievrenseker.com/2009/03/02/a-yildiz-arama-algoritmasi-a-star-search-algorithm-a/. [Reached: 4 10 2019]. [27] Adobe, [Online]. Available: https://www.autodesk.com.tr/products/fusion-360/students-teachers-educators. [Reached: 4 10 2019]. [28] «mixamo.com/,» [Online]. Available: https://www.mixamo.com/. [Reached: 4 10 2019]. [29] «Youtube,» [Online]. Available: https://www.youtube.com/watch?v=gON_hhhvheI. [Reached: 4 10 2019]. [30] MAGCAT, [Online]. Available: https://assetstore.unity.com/packages/tools/terrain/terrain-stratum-painter-60201. [Reached: 4 10 2019]. [31] Gwo-Jen Hwang, Po-Han Wu, «Advancements and trends in digital game-based learning research: a review of publications in selected journals from 2001 to 2010,» British Journal of Educational Technology, pp. 1-5, 2012. [32] EL-Sayed S. Aziza, Yizhe Changb, Sven K. Eschec,Constantin Chassapisd, «Virtual Mechanical Assembly Training Based on a 3D Game Engine,» Computer-Aided Design and Applications, pp. 37-41, 2015. [33] Rudy Darken, Perry McDowell, Erik Johnson, «The Delta3D Open Source Game Engine,» Projects in VR, pp. 10-12, 2005.

Yaya İntikallerde En Kısa Yol Problemi Unity İçerisinde Uygulama

Yıl 2020, Cilt: 6 Sayı: 2, 111 - 119, 25.08.2020

Öz

Son 15 yılda Terör örgütleri saldırılarında taktiksel değişiklikler yapmış, buna karşın TSK kendi doktrinini sürekli geliştirmiştir. İç Güvenlik Harekâtı başta olmak üzere tüm harekât nevilerinin bir bölümünde birlikler yaya olarak arazide bir noktadan başka bir noktaya intikal etmek zorunda kalmışlardır. Bu çalışmada arazide yaya olarak hareket eden birliklere hedefe olan en kısa yolu gösteren görsel bir uygulama yapılmıştır. Öncelikle yükseklik haritalarından faydalanılarak Unity Oyun Motoru içerisinde belirli bir bölgenin üç boyutlu modeli oluşturulmuştur. A Yıldız algoritması ve Navigasyon Mesh yardımı ile arazide yaya unsurların hareket etmesi sağlanmıştır. Çalışmanın sonucunda birliklerin arazide intikal esnasında hangi istikameti kullanarak hareket etmesini gösteren bir karar destek sistemi oluşturulmuştur

Kaynakça

  • [1] Yevgeniya Daineko, Madina Ipalakova, Ravil Muhamedyev, Mariya Brodyagina, Marina Yunnikova, and Batyrkhan Omarov, «Use of Game Technologies for the Development of Virtual Laboratories for Physics Study,» Development of Virtual Laboratories for Physics Study, pp. 422-428, 2016. [2] Roger Smith, «The Long History of Gaming in Military Training,» Simulation Gaming OnlineFirst, pp. 1-15, 2009. [3] A. Pattrasitidecha, Comparison and evaluation of 3D mobile game engines, Göteborg,: Chalmers University of Technology University of Gothenburg, 2014. [4] Panagiotis Petridis, Ian Dunwell, David Panzoli, Sylvester Arnab, Aristidis Protopsaltis, Maurice Hendrix and Sara de Freitas, «Game Engines Selection Framework for High-Fidelity Serious Applications,» International Journal of Interactive Worlds, pp. 1-19, 2012. [5] İbrahim Tiryakioğlu, Murat Uysal, Saffet Erdoğan, Mustafa Yalçın, Nizar Polat, Ahmet Suat, «3 Boyutlu Bina Modelleme ve WEB Tabanlı Sunumu: Ahmet Necdet Sezer Kampüsü Örneği,» Afyon Kocatepe Üniversitesi Fen ve Mühendislik Bilimleri Dergisi, p. 107‐114, 2016. [6] Aysel Gürkan, Aylin Salıcı, M. Kutay Yıldırım, Müşerref Yıldırım, «Üç Boyutlu Yerleşke Modelleme; Mustafa Kemal Üniversitesi Tayfur Ata Sökmen Yerleşkesi Örneği,» CBÜ Fen Bil. Dergi, pp. 511-515, 2016. [7] Aswin Indraprastha, Michihiko Shinozaki, «The Investigation on Using Unity3D Game Engine in Urban Design Study,» ITB J. ICT Vol, pp. 1-18, 2009. [8] El-Sayed S. Azız, Yızhe Chang, Sven K. Esche, Constantın Chassapıs, «A Multi-User Virtual Laboratory Environment for Gear Train Design,» Game-Based Gear Traın Laboratory, pp. 788-902, 2012. [9] Cemil ALTIN, Orhan ER, «İnsansız Hava Araçlarının (İHA) Sanal Gerçeklik Yazılımı ile Modellenmesi ve Farklı Kullanıcılar için Performans Analizleri,» Sakarya Unıversıty Journal Of Computer And Informatıon Scıences, pp. 1-13, 2018. [10] David C. Jangrawa, Ansh Johri , Meron Gribetza, Paul Sajdaa, «NEDE: An open-source scripting suite for developing experiments in 3D virtual environments,» Journal of Neuroscience Methods, pp. 245-251, 2014. [11] Georgia Kontogianni, Andreas Georgopoulos, «Exploiting Textured 3D Models for Developing Serious Games,» The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, pp. 249-255, 2015. [12] Wei Meng, Yuchao Hu, Jiaxin Lin, Feng Lin, Rodney Teo, «In this paper, we gave a brief introduction to our newly Multi-UAV Navigation and Control Simulator in GPS-Denied Environments,» IECON2015-Yokohama, pp. 2562-2567, 2015. [13] Baki KOYUNCU, Erkan BOSTANCI, «Using Web Services to Support Battlefield Visualization and Tactical Decision Making,» %1 içinde International Conference on Computational Intelligence, Modelling and Simulation, Shanghai, 2009. [14] Františe kDuchoň, Andrej Babinec, Martin Kajan, Peter Beňo, Martin Florek,TomášFico, Ladislav Jurišica, «Path Planning with Modified a Star Algorithm for a Mobile Robot,» Elsevier Procedia Engineering, cilt 96, pp. 59-69, 2014. [15] Junfeng Yao ; Chao Lin ; Xiaobiao Xie ; Andy JuAn Wang ; Chih-Cheng Hung, «Path Planning for Virtual Human Motion Using Improved A* Star Algorithm,» %1 içinde 2010 Seventh International Conference on Information Technology: New Generations, Las Vegas, 2010. [16] Sonny E. Kirkley, Ph.D., Steve Tomblin, Jamie Kirkley, «Instructional Design Authoring Support for the Development of Serious Games and Mixed Reality Training,» Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC), pp. 1-11, 2005. [17] Autodesk Maya, [Online]. Available: https://www.youtube.com/watch?v=cOokoFED7QE&t=2s. [Reached: 4 10 2019]. [18] «www.transportfever.net,» [Online]. Available: https://www.google.com/imgres?imgurl=https%3A%2F%2Fwww.transportfever.net%2Findex.php%2FAttachment%2F70152-Original-Dunedin-jpg%2F&imgrefurl=https%3A%2F%2Fwww.transportfever.net%2Findex.php%2FThread%2F6375-Finding-Greyscale-Height-maps-What-is-your-source. [Reached: 4 10 2019]. [19] «terrain.party,» [Online]. Available: https://terrain.party/. [Reached: 4 10 2019]. [20] «www.unrealengine.com,» unrealengine, [Online]. Available: https://www.unrealengine.com. [Reached: 4 10 2019]. [21] «unity3d,» [Online]. Available: www.unity3d.com/‎. [Reached: 4 10 2019]. [22] Jie Hu, Wang gen Wan, Xiaoqing Yu, «A pathfinding algorithm in real-time strategy game based on Unity3D,» 2012 International Conference on Audio, Language and Image Processing, 2012. [23] «BuildingNavMesh,» unity3d.com, [Online]. Available: https://docs.unity3d.com/Manual/nav-BuildingNavMesh.html. [Reached: 4 10 2019]. [24] «farukcan.net,» [Online]. Available: http://farukcan.net/algoritmalar/2016/05/a-algoritmasi-a-yildiz-arama-algoritmasi/. [Reached: 4 10 2019]. [25] «www.alpgulec.com,» alpgulec, [Online]. Available: http://www.alpgulec.com/documents/33-a-star-algoritmasi-ve-temelinde-yatanlar. [Reached: 4 10 2019]. [26] «bilgisayarkavramlari,» bilgisayarkavramlari.sadievrenseker., [Online]. Available: http://bilgisayarkavramlari. sadievrenseker.com/2009/03/02/a-yildiz-arama-algoritmasi-a-star-search-algorithm-a/. [Reached: 4 10 2019]. [27] Adobe, [Online]. Available: https://www.autodesk.com.tr/products/fusion-360/students-teachers-educators. [Reached: 4 10 2019]. [28] «mixamo.com/,» [Online]. Available: https://www.mixamo.com/. [Reached: 4 10 2019]. [29] «Youtube,» [Online]. Available: https://www.youtube.com/watch?v=gON_hhhvheI. [Reached: 4 10 2019]. [30] MAGCAT, [Online]. Available: https://assetstore.unity.com/packages/tools/terrain/terrain-stratum-painter-60201. [Reached: 4 10 2019]. [31] Gwo-Jen Hwang, Po-Han Wu, «Advancements and trends in digital game-based learning research: a review of publications in selected journals from 2001 to 2010,» British Journal of Educational Technology, pp. 1-5, 2012. [32] EL-Sayed S. Aziza, Yizhe Changb, Sven K. Eschec,Constantin Chassapisd, «Virtual Mechanical Assembly Training Based on a 3D Game Engine,» Computer-Aided Design and Applications, pp. 37-41, 2015. [33] Rudy Darken, Perry McDowell, Erik Johnson, «The Delta3D Open Source Game Engine,» Projects in VR, pp. 10-12, 2005.
Toplam 1 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Bilgisayar Yazılımı
Bölüm Araştırma Makalesi
Yazarlar

Mustafa Gunes 0000-0003-0447-0774

Hakan Dilipak 0000-0001-8742-9114

Yayımlanma Tarihi 25 Ağustos 2020
Gönderilme Tarihi 2 Nisan 2020
Kabul Tarihi 3 Ağustos 2020
Yayımlandığı Sayı Yıl 2020 Cilt: 6 Sayı: 2

Kaynak Göster

IEEE M. Gunes ve H. Dilipak, “Shortest Path Approach in Pedestrian Transfers Application in Unity”, GMBD, c. 6, sy. 2, ss. 111–119, 2020.

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