Browse > Article
http://dx.doi.org/10.7583/JKGS.2016.16.6.29

The 4th Industrial Revolution and Development Direction of Korean Game Industry  

Choi, JoongBin (INHA University)
Kwon, Taekmin (Gachon University)
Abstract
The Korean game industry has stopped growing due to internal and external instability. It is the fourth industrial revolution that has been mentioned as a new breakthrough in the domestic game industry in front of these internal and external instabilities. The fourth industrial revolution is changing the paradigm of the existing industrial structure, and has brought ecological changes not only to the manufacturing industry but also to the contents industry as a whole. In this paper, we will explore the development direction of domestic game industry through the 4th industrial revolution and study the relation between development of AI and AR / VR and game industry which will be the main core of the fourth industrial revolution in the future.
Keywords
AI; fourth industrial revolution; AR; VR;
Citations & Related Records
연도 인용수 순위
  • Reference
1 MinJu Lee, " Klaus Schubert, President of the World Economic Forum", edaily news, Nov 15th, 2016.
2 Nicholas Davis, "What is the fourth industrial revolution?", www.weforum.org/agenda/2016/01.
3 Kim MinSik.Choi JuHan, "The Fourth Industrial Revolution and Industrial IoT.Industrial Internet", KISDI report, p. 21, July 1st, 2016.
4 KyeYoung, Choi, Changes and Policy Implications of the Fourth Industrial Revolution, KISDI Premium report, p. 15, July 29th, 2016.
5 KyeYoung, Choi, Changes and Policy Implications of the Fourth Industrial Revolution, KISDI Premium report, p. 23, July 29th, 2016.
6 EunMin Lee, The Fourth Industrial Revolution and Changes in Industrial Structure, KISDI report, p. 3, Aug 16th, 2016.
7 "Game Industry Survey in Q2 2016", KOCCA, p. 7, Oct 5th, 2016.
8 Hojun Lee, "<2017 Industry Outlook> Contents industry .. Internet growth expectation ... Game is carefully", etnews, Nov 3rd, 2016.
9 "Analysis of economic effect of shutdown regulation", Keri, May 6th, 2016.
10 HakJae Kim, "Multi-platform strategy combined with AR / VR for the second leap of Korean game industry", The financial news, Nov 13th, 2016.
11 HyunJung Shim, "Google's AI challenge this time Starcraft", ChosunBiz, Nov 7th, 2016.
12 http://www.yonhapnews.co.kr/bulletin/2016/11/14/0200000000AKR20161114060000063.HTML?input=1195m
13 http://m.post.naver.com/viewer/postView.nhn?volumeNo=4036390&memberNo=11710666&vType=VERTICAL
14 James Vincent, "Microsoft's new software turns Minecraft into a testing ground for AI", Mar 16, 2016.
15 M. Gervautz and D. Schmalstieg, "Anywhere Interface Using Handheld Augmented Reality, "Computer, vol. 45, no. 7 July 2012, pp.26-31.   DOI
16 HakJae Kim, "Multi-platform strategy combined with AR / VR for the second leap of Korean game industry", The financial news, Nov 13th, 2016.
17 A. Tate et al., "I-Room : A Virtual Space for Intelligent Interaction," IEEE Intel. Syst., vol. 25, no. 4, July-Aug. 2010, pp. 62-71.
18 A. Sherstyuk et al., "Toward Natural Selection in Virtual Reality," IEE Comput. Graph. Appl., vol. 30, no. 2, March-April 2010, pp.93-96.   DOI
19 http://www.dt.co.kr/contents.html?article_no=2016110202109931033003
20 SinHae Oh, "Google is so crazy about VR because it's the final platform to replace mobile ", mk news, Oct 25th, 2016.