• Title/Summary/Keyword: 게임콘텐츠제작

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A Study Animation on 3D Mobile Game -With Game [Fly to The Music]- (3D Mobile Game에서의 Animation 활용사례연구 -Game [Fly to The Music]을 중심으로-)

  • Kim, Hyeon;Lee, Nam-Kook
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.302-309
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    • 2006
  • Game and Animation are considered as two different fields. The definition of animation is "moving picture" and game is a kind of animation which can be controlled by users. Actually, many principles of animation are applied to the production of games, and are even more emphasized in the mobile game contents which are becoming popular these days because of the characteristics of mobile devices such as small screen size. In this paper, we study on the application of the 12 principles of animation through the making of a mobile 3D game called "Fly to the music" and that game is going to be serviced in late 2006 by SK Telecom. Moreover, we studied the differences between 3d mobile game animation and ordinary animation.

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Efficient Multicasting Mechanism for Mobile Computing Environment (안전교육 기능성게임 제작가이드 제안_청소년대상)

  • Choi, Eun-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.302-304
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    • 2018
  • There is a need for education that can be effectively education rather than one-sided audiovisual-oriented education. Serious games capable of contextual design and iterative training of various scenarios are easy to use and spread contents. The effects of safety education in childhood and adolescence, which are the most active periods of cognitive development, are most effective compared to other age group. The purpose of this study is to propose the guideline and components of the contents development for youth safety education using functional games.

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Design for STEAM Game Contents based on Edutainment (에듀테인먼트를 기반으로 한 STEAM 게임 콘텐츠 설계)

  • Song, Mi-Young;Nam, So-Hee;Choi, Da-In
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.41-42
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    • 2017
  • 프로그래밍 교육이 초 중 고교에서 의무화될 예정인 가운데 코딩을 쉽고 재미있게 배우기 위한 교육 개발의 중요성이 대두되고 있다. 본 논문에서는 유아용 프로그래밍 교육 도구인 '큐베토'를 모티브로 하여 창의력, 상상력에 과학기술이 더해진 창의적 융합인재교육에 접목한 에듀테인먼트를 기반으로 한 STEAM 게임 콘텐츠 제작의 프로토타입을 제안한다. 제안된 STEAM 게임 콘텐츠는 유아의 흥미를 유발할 수 있도록 출판물 동화를 활용하여 길을 찾아 모험을 떠나는 스토리 전개와 캐릭터를 제작하고 이를 통해서 유아의 창의적 융합인재교육에 도움이 될 수 있을 것으로 기대한다.

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Development of Smartwatch game contents utilizing the Watch face (워치페이스를 활용한 스마트워치 게임 개발)

  • Yoo, Wang-Yun;Woo, Tack
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.127-138
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    • 2016
  • Watchface is a content accounted for the largest number of current Smartwatch content posted on the App Store. However, the watch face itself does not find that the game content. Games operated in connection with the Watchface can minimize game controls and increase accessibility, while decreasing battery use, which ultimately can enhance immersion into the game. Beginning with background research on wearable devices, the current study puts forth development methodologies encompassing the entirety of the content development process from content design, to production. Through the current study, the author hopes to the ultimate effect of vitalizing Smartwatch game development.

Analysis of Game Video Production in Streaming Media Environment (스트리밍 환경에서 게임 영상 제작 분석)

  • Lee, JianBo;Ryu, Seuc-Ho;Hyun, Seung-Hoon
    • Journal of Industrial Convergence
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    • v.20 no.5
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    • pp.69-76
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    • 2022
  • This paper summarizes the features and functions of game video on each platform through a study on streaming technology. Game videos have a high relationship with game content itself for the purpose of marketing and disseminating game play methods using games as the subject matter. The video length is short and it is easy to spread. The main types of game video content are game commentary, game strategy, funny, imitative, music video, and game information. As a game promotion video function, etc., it is used as a direct or indirect publicity for the game by the producer and the user for each reason. This article analyzed the production subject and production conditions of game videos, focusing on the production process. The production subject is divided into professional creators, non-professional creators, and general users. The motive for producing game videos is mainly to obtain economic benefits. The production process was extracted and presented through examples of game videos.

The Cultural Effect of Korean Characters and Stages described in Game Contents (게임콘텐츠에서 묘사된 한국 캐릭터·스테이지의 문화적 영향)

  • Rhee, Chang Seop;Rhee, Hyunjung;Kim, Hyangmi
    • Journal of Korea Game Society
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    • v.17 no.3
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    • pp.83-92
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    • 2017
  • Game users can create cultural images about foreign countries from game contents what they play. Most fighting action games provide various game characters and game stages where the game characters come from. This study analyzes that Korean game characters and game stages of The King of Fighters (KOF) series, one of popular fighting action games. We find that KOF describes Korea negatively in the beginning KOF series but the negative descriptions of Korea were gradually weaken as newer KOF series were released.

A Study on the Making and Trends of Interactive Movies (인터랙티브 무비의 관한 연구 - 제작과 동향을 중심으로 -)

  • Park, Yoon-Sung
    • Journal of Digital Contents Society
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    • v.8 no.2
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    • pp.227-233
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    • 2007
  • Movie Films and Games, to be close to their industries, needs in crossover fields, are affected to each other. Interactive movie is an effective authoring method accommodating this trend on demands. However, studies which explore and examine various forms of Interactive effected films and storytelling approaches are scarce. This call for elucidation is basis of this research which applies the notion of Interactive movies and games to analyzing of trends and composition limits of Interactive movies, and improvised methodology of ability on merits for the next generation media cultures.

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A Study on according to Characteristic Techniques Flash Animation (플래시 애니메이션 기법에 따른 특성 연구)

  • Joo, Heon-Sik
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.309-311
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    • 2014
  • 본 논문에서는 만화, 게임, 웹, 앱, 모바일 등에서 2D 애니메이션 기법으로 콘텐츠를 제작하는 플래시 애니메이션의 기법들의 특성들을 나타낸다. 제작 콘텐츠가 어떤 디바이스에서 어떤 애니메이션을 연출할 것인가를 먼저 고려하여야 한다. 따라서 콘텐츠의 목적에 맞는 애니메이션 기법을 사용함으로 콘텐츠 제작 시간과 경제성과 완성도의 효과를 얻을 수 있다.

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Mobile digital storytelling using Hamel (하멜을 이용한 모바일 디지털 스토리텔링)

  • Ko, Seok-Ha;Lim, Ji-Hoon;Kim, Seong-Baeg;Moon, Hae-Gyoung;Hyun, Jung-Suk
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.172-175
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    • 2006
  • Hamel has a scholastic value as the first person, who announces Jeju and Korea to Europe. However, there has been little research on developing digital contents except a few books about Hamel. We develop an educational game on PDA using Hamel, based on Hamel character, Jeju's unique culture, multimedia technology, and so on. Compared with the previous games, it is different from the form of gathering points and has various game scenarios through interactions between Hamel character and game space. The structure of this game, which connects Jeju culture and cyber space together, represents the form of a digital storytelling. You can study through this game. It uses quizzes about Jeju culture, crossword puzzles, finding a sequence, finding differences between two pictures to teach users, and fixing pieces of a figure, etc. When we made the game, we divided it into some independent modules to make new game series easily using contents of the other provinces.

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Study on Creative Materials of Digital Contents Using Traditional Culture of Art School of PyongYang Ki-Saeng and Ki-Saeng of Chosun Age (조선기생 및 평양기생학교에 관한 전통문화의 디지털콘텐츠 창작소재에 관한 연구)

  • Joo, Jung-Kyu
    • Journal of Korea Game Society
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    • v.5 no.1
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    • pp.45-52
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    • 2005
  • This paper is re-lighting(reputation) that Ki-saeng is a artist in Chosun age to concern with history, social lives, role, art school of Ki-saeng and Ki-saeng and also is re-light and analysis educate system, rules, curriculum, time table of teaching, graduated album, photos of art school of Pyongyang Ki-saeng. And the using these traditional culture materials of Ki-saeng can create various digital contents of game contents, animation, drama, film and characters. Specially, it is propose to use culture contents that creation and pick out of beauty, talent, social system and art school of Ki-saeng in Chosun age willing to use concept design, scenario of game, animation, drama and film etc.

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