• Title/Summary/Keyword: 감성 게임

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A Study on the Abstract Shapes and Flat Colors of Emotional Games (감성 게임의 추상적 형태와 평면적 색채 고찰)

  • Park, Jin-Hong;Kim, Seung-In
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.7-18
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    • 2017
  • This study examines' form 'and' color 'by paying attention to the art of emotional game, which is directed toward abstract, as opposed to the game' s art is directed toward concept. First, the form and color were quantitatively analyzed through the researcher model and the NCS color system, and the result was derived as 'abstract' and color as 'pastel ash'. Based on the results, he insists that 'emotion' game is oriented to abstract form and plane color, and supports the claim through the boring almost abstract impulse and Baudrillard's pastel order.

The Comparison of EEG Changes in Performing EEG Biofeedback Game and Ordinary Computer Game (EEG를 이용한 바이오피드백 게임과 일반 컴퓨터 게임 수행에 따른 뇌파 비교)

  • 민윤기;이강희;이방형;민변찬
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2000.04a
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    • pp.53-57
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    • 2000
  • 본 연구는 일반 컴퓨터 게임과 뇌파를 이용한 바이오피드백 게임의 수행에 따른 뇌파의 변화를 비교하고자 하였다. 두 가지 게임을 수행하는 동안 수행 전반기와 후반기로 나누어 뇌파를 측정한 결과, 전반적으로 뇌파 게임은 수행 전반기에 비해 후반기에 slow alpha파가 증가하였고, 이와는 반대로 컴퓨터 게임은 전반기에 비해 후반기로 갈수록 fast beta파가 증가하였다. 특히 이러한 변화는 F3, F2, 그리고 T4 부위에서 두드러지게 관찰되었다. 후속 연구는 다양한 컴퓨터 게임들을 비교할 필요가 있다.

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Collective Sentiments and Users' Feedback to Game Contents : Analysis of Mobile Game UX based on Social Big Data Mining (집단 감성과 모바일 게임 사용경험 : 카카오게임 사례연구)

  • Cheon, Youngjoon;Kwak, Kyu Tae
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.145-156
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    • 2015
  • Existing researches have been limited to one-dimensional analysis of game experience (enjoyment, addictive user, usability). However, we considered to analyze complex sentiments of mobile game users due to diffusion of multitasking in these days. In this study, We focused on 'collective sentiments' of mobile game users and studied 'connected emotions and mental model' of them. To support theoretical assumption, we analyzed social data which reflect intention and unintended behavior of users. As a result, multiple consumption of service, diversified patterns of information recommendation and quest experience based on networking were critical to mobile game UX.

Representaion Model of Spatio-Temporal Synchronization for Sketching Scenario (시나리오의 스케치를 위한 시간 공간 동기화 표현 모델)

  • 하수철;성해경
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1998.04a
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    • pp.38-43
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    • 1998
  • 서로 다른 개발 과정에 있거나, 이미 개발된 게임 공간에 새로운 시나라요의 스케치를 포함시키는 경우 시간(temporal)과 공간(spatial)의 개념적인 동기화가 요구된다. 본 논문에서는 게임 시나리오 스케치의 표현 공간에 대한 범주를 나누며, 게임 장면 순서의 시간 관계성과 동적 장면의 공간 개념과의 동기화에 관한 표현법률 확장하는 표현 모델에 대한 논의를 한다.

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A Study on the Effects of Online Word-of-Mouth on Game Consumers Based on Sentimental Analysis (감성분석 기반의 게임 소비자 온라인 구전효과 연구)

  • Jung, Keun-Woong;Kim, Jong Uk
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.145-156
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    • 2018
  • Unlike the past, when distributors distributed games through retail stores, they are now selling digital content, which is based on online distribution channels. This study analyzes the effects of eWOM (electronic Word of Mouth) on sales volume of game sold on Steam, an online digital content distribution channel. Recently, data mining techniques based on Big Data have been studied. In this study, emotion index of eWOM is derived by emotional analysis which is a text mining technique that can analyze the emotion of each review among factors of eWOM. Emotional analysis utilizes Naive Bayes and SVM classifier and calculates the emotion index through the SVM classifier with high accuracy. Regression analysis is performed on the dependent variable, sales variation, using the emotion index, the number of reviews of each game, the size of eWOM, and the user score of each game, which is a rating of eWOM. Regression analysis revealed that the size of the independent variable eWOM and the emotion index of the eWOM were influential on the dependent variable, sales variation. This study suggests the factors of eWOM that affect the sales volume when Korean game companies enter overseas markets based on steam.

Application of Oriental Philosophy & Constitution Theory of Golf Game (동양사상과 체질의 골프응용)

  • 장동순;신미수;최혜선
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2001.05a
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    • pp.114-120
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    • 2001
  • 동양의 자연사상의 하나인 음양오행이론을 골프에 적용하였다. 구체적으로 골프에 적용할 수 있는 음양오행의 철학적인 의미와 함께 체질에 따른 골프게임에서 심리적, 육체적 장단점을 분석하고 이를 극복하는 방법을 제시하였다.

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A Study on Intended Game Over Situation Management System for Network Board Game (네트워크 보드 게임에서의 임의 종료 관리 시스템에 대한 연구)

  • Kwon, Jang-Woo;Ryu, Hyun-Jea
    • Science of Emotion and Sensibility
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    • v.10 no.3
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    • pp.321-330
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    • 2007
  • The objective of this study is to increase the credibility of online board game and to improve the process of user management system to resolve the negative and time consuming complaints of 'intended game over' caused by other online users who arbitrary stop the game. The suggested system would create profits to company with less investment in time and expenses regarding the forced game over through the online realtime game management system.

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A Study on the Checklist of Emotional Evaluation for MMORPG (MMORPG의 감성평가 체크리스트에 관한 연구)

  • Park, Sang-Jin;Kwak, Hoon-Sung;Seo, Mi-Ra
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.217-224
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    • 2006
  • As the online game which is possible of large-scale multiple access enjoys popularity, the number of development by many online game manufacturers came to increase exponentially. But, the reason why the qualitative expansion pace cannot follow the pace of the quantitative expansion on games is that most of them are paltry enterprises except the leading enterprises which are occupying few competitive advantages, so there is no well-established production procedure, and accurate test before the launch isn't accompanied. Therefore, it doesn't cope flexibly to the expectable results. Now, important function is not embodied through the game feature checking stage of the same feature or is under the situation being used in finding out the fatal error of the specific parts. To this, this study collects the emotional vocabulary in the games to suggest the evaluation system that can evaluate the emotion the user feels while playing the game with the usage of the evaluation system that is leaned toward the existing usage evaluation system, and through factor analysis, we classify them into interactivity, interface and information factors and suggest the emotion evaluation system while designing the evaluation questions according to it.

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A study on the development of game controller for children Suited to the character by the progress step in child game (아동 놀이 발달기별 특징에 적합한 아동용 게임 컨트롤러 개발에 관한 연구 - 아동의 비행기 놀이를 착안한 비행기 슈팅 게임 컨트롤러 개발 연구 -)

  • Kim, Gi-Yeong
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2008.10a
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    • pp.9-12
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    • 2008
  • 현재 게임 역사를 보면 조이스틱의 인기가 눈에 띄게 떨어졌음을 알 수 있다. 비행 시뮬레이션 장르의 게임의 수가 적어지고 있기 때문이다. 조이스틱들은 일인용 슈팅 게임을 지원하지만 마우스나 컴퓨터 키보드에 견주어 보면 정확성이 떨어진다. 최근에 나온 소수의 게임들은 콘솔 PC와 연계가 되지만 PC 사용자들에게 자동 발사 기능을 사용할 것을 요구함으로써 사용자들에게 불편을 주었다. 본 연구는 기존의 게임 컨트롤러 구성요소를 분석하고, 아동의 조작능력과 신체발달과의 상호관계를 통해 아동의 놀이 발달기별 특징에 적합한 게임 컨트롤러를 개발한다는 것을 목적으로 한다.

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