• Title/Summary/Keyword: 게임콘텐츠제작

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A Study on the Development of a Sensory Gate-Ball Game for the Aged People (노인을 위한 체감형 게이트볼 게임 개발에 관한 연구)

  • Kim, Jung-A;Kang, Kyung-Kyu;Li, Xianji;Ming, Shi-Hua;Kim, Dong-Ho
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.13-21
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    • 2007
  • Recently, medical advances have been increasing the size of the aged population. With rapidly developing technology, computers are now essential parts in our daily life, and the number of the aged people using computers is also increasing continuously. But user interfaces and contents for the aged people have not yet been developed actively. In this paper, we present a 3D sensory gate-ball game which can be played by the aged people easily. This study is based on 3D graphics and uses a realistic gate-ball stick and balls as interfaces, so it can improve both physical and metal health of the aged people. Because our game is a sensory game, it is easy to play in house without an outdoor playground. In addition, the game provides many interesting situation so that it can raise the participation and interest of the aged people.

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A design of wearable controller for VR(Virtual Reality) games (가상현실 게임을 위한 웨어러블 컨트롤러)

  • Hwang, Ji Hwan;Shin, Seung Ok;Tae, Jun Hyeok;Jeon, Gyeong-Gu
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.11a
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    • pp.1092-1094
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    • 2017
  • 오큘러스의 대중화 선언 이후로 일반인들에게도 가상현실(VR, Virtual Reality)에 대한 많은 관심을 불러일으켰다. 국내에서도 VR산업에 많은 투자를 하고 있으며, 현실감이 부족한 점을 보안하기 위해 웨어러블을 적용한 실감현 콘텐츠를 제작하고자 하였다. 사람의 움직임을 적외선 센서와 자이로 센서로 인식하고 측정된 센서값을 아두이노와 라즈베리파이를 이용하여 디바이스 입력신호로 처리값을 블루투스 통신으로 디바이스에 전송하여 작동한다. 기존에 없던 웨어러블(wearable) 컨트롤러로 현실감 있는 리얼한 게임을 제공한다.

Ubiquitous Cyber Aquarium Using Schooling Animation (군집 애니메이션을 이용한 유비쿼터스 사이버 아쿠아리움)

  • Kim, Jong-Chan;Cho, Seung-Il;Kim, Eung-Kon
    • Journal of Korea Multimedia Society
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    • v.11 no.10
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    • pp.1427-1435
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    • 2008
  • It is worth it to properly present the behaviors of cyberspace and game characters. It is not so easy to manually supply the actions for all objects one by one, so we need to use crowd animation techniques in order to display automatically, realistically, and effectively. In this paper, we construct a ubiquitous cyber aquarium based on sensors, using the crowd behavior library, which is applied to programming crowd behavior in cyberspace and game applications. We use a sensor board to become aware of a person approaching the cyber aquarium, and according to the perceived distance, the objects in the cyber aquarium automatically react and behave accordingly.

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Animation System for Crowd Behavior Using Information of 3D Models (3차원 모델 정보를 이용한 군집행동 애니메이션 시스템)

  • Cho, Seung-il;Ryu, nam Hoon;Kim, Jong-chan;Kim, Jong-il;Kim, Cheeyong;Kim, Eung-Kon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.05a
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    • pp.131-134
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    • 2009
  • The development of computer graphics leads to high value-added products, such as film, game contents, 3D animation. In realistic animation, it is impossible and inefficient to produce the movement of each objects as handwork to display the various behaviors of a lot of characters. So we need the techniques of the crowd animation which presents the movement of objects realistically and efficiently by calculating automatically. In this paper, we designed a modeler which generates the attitudes of objects in crowd behavior animation using information of 3D models. We developed an animation system for crowd behavior which was applied for animation, VR, or games.

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Development of Digital Games Based on Historical Material and its Design Components - With History Based Games of 5 Countries (역사소재 기반 디지털게임의 발전과정 및 기획요소 연구 - 동.서양 5개국의 역사소재 게임을 중심으로)

  • Moon, Man-Ki;Kim, Tae-Yong
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.460-479
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    • 2007
  • When culture took large part in industrial area, every country has tried to utilize own cultural contents for educational or commercial purpose and the various cultures and histories are recognized as a main concept or subject so that a number of scholars who study history increase. In video game field, special characteristics of interface that audiences participate in the game to complete story-telling is considered as efficient material for learning process. As observed above, it is important to analyze the games that every country makes and export to the world in which the video games is understood as a play of human in general. This Paper has firstly analyzed the most favorite historical games developed in Korea, the USA, Japan, Taiwan and Germany from 1980 to 2005 and secondly, compared that wars and historical origin appears in game scenario, a world view and background story and finally after point out the preferable era and genre of the countries then propose the promising way of design for historical video games. In the process of analysis of a view and heroes in historical games, we compared the real persons, the real historical events and novel in which 11.8% only employed the real persons in 8 out of 68 games. Also the real history and background story are appeared in 37 games which is 54.4% of them. We discovered that the main material that is popular for each country is the historical backing rather than real persons where the favorite historical background is chosen at which they are proud of; 3-Throne era with strong ancient Gogurye for Korea, the 1st and 2nd World Wars and the Independence War for the USA, the tide of war around Middle age for Japan, ancient history of Europe for Germany. The favorite age for video games is Ancient times with 37 games for 54.4%, Middle Age with 7 games fer 10.3%, the prehistoric age with 5 games for 7.35%, remote age with 1 for 1.47%, while current historical games favor Ancient or Modern Age.

Development of Library and Generator for Real-time Special Effects (실시간 특수효과를 위한 라이브러리 및 생성기 개발)

  • Song, Seung-Heon;Park, Kyoung-Wook;Kim, Eung-Kon
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.499-502
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    • 2006
  • Simulation of dynamic particle systems has been used in computer animation for several years and has more recently been used in real-time simulation and games to enrich the visual appearance of the virtual worlds. A particle system is composed of one or more individual particles. The goal of this paper is to develop particle system graphics library and generator for real time processing.

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Haum: Educational Mobile Game for Korean Language life Conversation (하움: 한국어 생활회화 교육용 모바일 게임)

  • Yun, Jihye;Lee, hansol;Hong, Jiyeon;Yoon, Daseul;Park, Su e;Park, Jung Kyu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.208-211
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    • 2017
  • The biggest challenge immigrants face is language. We realized that Korean education contents suited for it are lacking more than we thought. To help with the above problems, we decided to make a mobile game for Korean conversation education. The proposed game is based on the online course of Sejonghakdang and is composed of life conversation which can be used immediately in real. We selected female marriage immigrants from China who have a large number of foreign residents and need a lot of Korean education but have a relatively low chance of being contacted. In the case of female marriage immigrants, communication was possible, but it was characterized that the composition of sentences was not smooth. Considering these features, we chose the game method that can match the problem in the unit of the word.

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Research of Soft-Interface Creation and Provision Methodology According to Applications Based on Mobile Device Environment (모바일 디바이스 환경에서 어플리케이션에 따른 소프트 인터페이스 제작 및 제공 방안 연구)

  • Cho, Changhee;Park, Sanghyun;Lee, Sang-Joon;Kim, Jinsul
    • Journal of Digital Contents Society
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    • v.14 no.4
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    • pp.513-519
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    • 2013
  • In this paper, we provide interfaces according to user application environments and provide tools through web-site that users can create interface to apply a wide range of application environment. HTML5 is used in the creation processing, so users can create various interfaces by dragging mouse and apply it to multimedia, game applications as well as documents by using the ASCII code and key events that are provided in the Android OS. Database of interfaces is stored in HDFS (Hadoop Distributed File System) based on Hadoop for management and users can have their own designed interface or select interfaces through simple login any time. In order to provide interface quickly, HIVE based on Hadoop is used for search and the data is provided in XML file which smart mobile can process quickly.

A study on the device management application production of the focal of user interface (사용자 인터페이스 중심의 디바이스 관리 앱 제작에 관한 연구)

  • Choi, Yong-Seok;Ju, Woo-Suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.170-171
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    • 2015
  • At the present time it continues to be the smart device released has also been commercialization device accessories accordingly. Such accessories are getting great response to consumers in the form of an external device to a character commercialization design. However, these products are not useful in the functional aspects of using the external form of the device is concentrated only. This study documents the management app to give the game character acts on the application category grouping the ability to efficiently manage the smart device. Research method is to study the existing product released to find out how it works come from the smart device management side, The device app management features added to the game play will be produced based on them.

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The Case Study on Game Balancing for Player VS Player Fighting Game (대전 격투게임의 사례 분석을 통한 게임 밸런싱 연구)

  • Han, Seung-Woo;Lee, Jae-Joong;Park, Jin-Wan
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.15-27
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    • 2008
  • Games can be divided into different genres such as action, adventure, role playing, simulation and etc based on the types of the play provided to a player. And each genre has various kinds of balancing system. Fighting games are classified as one of the action genres. They seem to have a simple structure but there is a variety of complex balancing factors. Because there are quite a number of the fighting games that were developed in a relatively short period, it is possible to identify diverse balancing systems in the fighting games from unstable ones in the early stage to the recent ones in a stable condition. The balancing system allows players to use all the contents offered in the game by eliminating the imbalance created among the various components. It helps players maintain their interest during the procedure. Furthermore, it gives the justification, increases the efficiency of controlling, and develops the empathy in the process. Therefore, the balancing system plays a crucial role in the games when it comes to getting an evaluation and building popularity, which can determine its lifespan. In this study, we researched on the possibilities of expanding an application to the other genres by understanding the established balancing model developed from the case study of the fighting games.

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