• Title/Summary/Keyword: 게임문화의 거리

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Research For Creation Plan of Game Culture Street (게임문화의 거리 조성방안 연구)

  • Kim Dong-Kyun;Kim Dong-Hyun;Lee Ju-Young;Yu Yeo-Jung;Choi Sung-Kuan
    • Journal of Game and Entertainment
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    • v.2 no.3
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    • pp.38-43
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    • 2006
  • As the quality of life increases, the demand for enjoyment of leisure culture is increasing in modem society. This has led to the growth of cultural industries, creating many new cultural industries, and due to its recent engagement with digital technology, the development of digital cultural contents has rapidly expanded. As an integrated art field grafted with high technology, the game industry in particular is fusible with other various fields to create new leisure cultures. Taking these periodic conditions into consideration, this essay has presented a promotion scheme for game culture street based on the characteristics of game culture that make it easy for anyone to access. Game culture material signifies the grafting of cultural game characteristics to the physical platform of street, to provide, not only diverse applications of game culture, but also a market for vitalized game industries. This essay has researched the validity and components of game culture material promotion, along with promotion schemes for physical street.

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A Study on High-level Pathfinding Algorithm in Side View 2D Games (사이드 뷰 2D 게임에서의 고수준 길찾기 알고리즘에 대한 연구)

  • Hwan-Jin You;Bum-Ro Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.167-170
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    • 2023
  • 게임 플랫폼의 고도화와 게임 구현 기술의 발전을 통해 이루어지고 있는 개발 환경의 효율성 제고를 통해 이전에 게임의 구현 자체에 소요하는 시간을 게임 콘텐츠의 질적 향상을 위해 투입할 수 있는 여건이 형성되고 있다. 본 논문은 게임에서 등장하는 NPC가 보다 사실적인 추론을 통해 플레이어를 추적하도록 지정하는 알고리즘을 고수준의 카테고리로 구분하여 구현하여, 개발 과정에서의 NPC 구현에 효율성을 제고하는 기법을 제안한다. NPC가 플레이를 추적하는 스토리를 기반으로 하는 게임에서 NPC가 플레이어의 위치에 도달하기 위한 길찾기 알고리즘은 필수적이다. 일반적으로 사용되는 최단 거리 길찾기 알고리즘인 다익스트라(Dijkstra)의 경우, 효율적이지만 플레이어가 NPC의 경로를 예측 가능할 수 있기에 게임의 재미 향상에 걸림돌이 되는 단점이 있다. 본 논문에서는 최단 거리 길찾기를 구현하면서 다양한 게임 스토리 상의 설정으로 지정할 수 있는 다양한 방법론을 연구하였으며, 이를 구현하기 위한 고수준 길찾기에 대한 방법을 제시한다.

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An Exploratory Study on Success Model for Smart-Phone Game Applications According to Users' Cultural Difference: Focusing on Uncertainty Avoidance and Power Distance (스마트폰 게임 애플리케이션 환경에서 불확실성 회피성향과 권력거리 문화적 성향에 따른 품질 결정 요인에 대한 연구)

  • Choi, Hun;Choi, YooJung
    • The Journal of the Korea Contents Association
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    • v.13 no.2
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    • pp.62-70
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    • 2013
  • This study proposes smart-phone game applications success model based on mobile internet success model and investigates the effects of cultural propensities especially, uncertainty avoidance and power distance at the individual level. To achieve our research purposes, the study conducted survey in Korea and a total of 221 people participated in the survey. We classified user types by cultural difference as a moderating variable. User's cultural propensity classified two groups: high uncertainty avoidance and high power distance, low uncertainty avoidance and low power distance. This study results reveal that the impact of quality factors on user satisfaction have difference according to cultural propensities.

A Study on the Role of Online Games in Pandemic (팬데믹 상황에서 온라인게임의 역할에 대한 연구)

  • Chung, Won-Jae;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.479-480
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    • 2020
  • 2020년 초 코로나바이러스감염증-19(COVID-19)로 인해 전 세계적으로 사회적 거리두기 가 권고 되면서, 많은 사람들이 집에서 소비 할 수 있는 콘텐츠로 IT 네트워크 서비스를 기반한 장르의 소비가 증가했고, 게임산업에서도 신규 이용자의 유입이 증가하고 있다. 이에 따라 본 논문에서는 코로나바이러스감염증-19(이하 COVID-19)로 혼란스러운 상황에서 게임이 어떤 역할을 할 수 있을지를 고찰해본다.

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Creative and Cultural Free Korean Translation in the Game 'Hearthstone' (게임 '하스스톤'의 창조적·문화적인 한국어 의역에 대하여)

  • Won, Ho-Hyeuk;Gu, Bon-Hyeok;Kim, Hyoung-Youb
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.163-182
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    • 2020
  • In this research we attempt to observe the creative and cultural liberal translation for 'Hearthstone'. Also we examine the reaction of the game players when they face the translated expressions. At first, we consider the free translation methods. Then, we contemplate how the translating skills are employed. Next, the response of the game users is weighed through the questionnaires survey. Based on the results the players prefer the closeness between the original and the altered text. Otherwise, they tend to grant the freely translated terms without finding the proper terms.

A Study on Anti-immersive Strategy and Characteristics of Digital Games (디지털 게임의 반몰입적 특성과 전략에 관한 연구)

  • Lee, Seung-Je;Bae, Sang-Joon
    • Journal of Korea Game Society
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    • v.20 no.6
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    • pp.75-88
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    • 2020
  • Some games distract the player's immersion on purpose through the progression and direction of the game, thereby giving them an opportunity for rational awareness. In this paper, we tried to analyze the characteristics and types of alienation strategies of digital games. So we investigated the anti-immersive property of the game with the effect of Brecht 's alienation and proposed three strategic types of digital games that cause the anti-immersive effect into 'disturbance of sensory information', 'reversal of narrative and overturning of genre' and 'limitation of experience'.

A Rock-paper-scissors Game Using Hand Image Recognition Technology based on Artificial Neural Network (인공신경망 기반 손영상 인식기술을 이용한 가위바위보 게임)

  • Jang, Yeon-Su;Kim, Da-Ye;Park, Dong-Jin;Han, YunSung;Jeon, Soobin;Seo, Dongmahn
    • Proceedings of the Korea Information Processing Society Conference
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    • 2020.11a
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    • pp.659-662
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    • 2020
  • 최근 코로나 19로 인한 사회적 거리 두기 확산에 따라 언택트 문화가 새로운 패러다임으로 등장해 사회 전반으로 확산되고 있다. 언택트 문화의 확산으로 컴퓨터를 사용할 때 직접적인 접촉이 있는 키보드나 마우스 같은 입력장치는 공공장소에서 여러 사람이 접촉할 경우 문제가 생길 수 있다. 본 논문에서는 웹캠을 통해 입력된 영상에서 손동작을 인식하는 합성곱 신경망을 학습하고 결과로 나온 추론 모델을 이용하여 비접촉 가위바위보 게임을 구현하였다.

Transition from Spectacular Point of View to Contractual Point of View on Video Games - Theatrical Contract between Video Games and Player - (비디오 게임에 대한 스펙터클적 관점에서 계약의 관점으로 이동 - 비디오게임과 플레이어가 맺는 연극적 계약 -)

  • Ko, Kyu-Heun
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.29-42
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    • 2004
  • With the development of hardware and 3D graphic technologies since the 1990s, video games have been evolving in the direction in which they wholly pursue illusions and movie formats, and thus they are considered to be media centered on spectacles. However, video games, due to their inherent characteristics, cannot be transparent media like the existing spectacular entertainments centering on optical illusions. In their structure, there can be found elements that continually disillusion players from visions. Strictly speaking, players are not lost in visions, but are kept a certain distance from internal contexts. Games rely not on illusion but on contracts with players which are similar to a kind of convention, clearing internal imperfections. This paper aims to identify and analyze disillusioning elements and discuss theatrical contacts between players and games. The purpose of this paper is to reconsider the awareness of video games as a spectacle entertainment and to help discover future directions for game culture.

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An Interpretation of the Insa-dong Landscape from a Social Construction Viewpoint (인사동 경관의 사회 구성론적 해석)

  • Kim, Yun-Geum;Kim, Hai-Gyoung;Choi, Key-Soo
    • Journal of the Korean Institute of Landscape Architecture
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    • v.36 no.6
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    • pp.91-101
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    • 2009
  • In this study, the landscape of Insa-dong was interpreted from the viewpoint of a social construction of landscape, which regards the dynamic process of landscape change as more important than landscape visibility. This viewpoint also regards landscape as the result of its interaction with certain actors. From a review of previous studies on the same subject, it was found that the physical environment, institutions, and images are essential factors influencing landscape change. Insa-dong, which was Kwanindaing and Daesadong during the Joseon Dynasty, acquired symbolic meaning as a traditional area during the Japanese colonial period because of its many antique shops and Korean-style buildings. In 1970, the establishment of modern galleries in the district added to its image as a haven of the traditional Korean culture. Insa-dong thus eventually came to be referred to as "the street of traditional culture" by the people of Korea. Thanks to global festivals like the Asian Games, the Olympics, and the World Cup, Insa-dong's reputation as a cultural tourist destination has become stronger as these festivals created a need for a place in Korea where the country's traditional culture can be showcased to foreign tourists. After the mid-1990s, the merchants of Insa-dong began to cash in on the district's image as a showcase of traditional Korean culture due to the economic depression that emerged then. The people of Insa-dong and those outside it, however, came to feel that this trend damaged the district's image. Therefore, the people of Insa-dong and the district's local government started a movement to restore the aesthetic value and symbolic meaning of the district's landscape. This effort induced institutional change. Insa-dong used to be a natural haven of traditional Korean culture. Its landscape has recently been reconstructed so that this image could be restored. This process was made possible by the active interaction of diverse people: merchants, users, administrators, and NGOs.

A Case study for Multi-Perspective Relationship Experience(MPRE) to Improve Social Communication of Soldiers (군인들의 의사소통 향상을 위한 가상현실 활용 방안 -다시점 관계 경험 프로그램 사례 연구-)

  • Lee, Youn-Soo;Lee, Joong Ho
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.83-89
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    • 2022
  • Recentely, the military needs to apply various technologies for the improvement of teamwork. The government should take the non-face-to-face system due to the social interest of young military members. In this study we investigated collective cohesion by helping soldiers who have difficulty expressing their feelings and delivering messages while living in groups, or who are unable to adapt to group life due to psychological disorders such as relationship anxiety. We proposed the Multi-perspective Relationship Experience program as a new VR application. We showed feeling a sense of reality equivalent to the actual situation, interpersonal tension and social distance were significantly reduced, and communication, which was difficult to actually do, was naturally achieved. In addition, positive effects were confirmed on the sense of belonging and leadership among all participants. We will be effectively used in manpower management policies that improve the collective cohesion of soldiers and support the adaptability of the military environment in line with the rapidly changing social interaction method.