• Title/Summary/Keyword: 게임플레이

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Development of An Automatic Classification System for Game Reviews Based on Word Embedding and Vector Similarity (단어 임베딩 및 벡터 유사도 기반 게임 리뷰 자동 분류 시스템 개발)

  • Yang, Yu-Jeong;Lee, Bo-Hyun;Kim, Jin-Sil;Lee, Ki Yong
    • The Journal of Society for e-Business Studies
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    • v.24 no.2
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    • pp.1-14
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    • 2019
  • Because of the characteristics of game software, it is important to quickly identify and reflect users' needs into game software after its launch. However, most sites such as the Google Play Store, where users can download games and post reviews, provide only very limited and ambiguous classification categories for game reviews. Therefore, in this paper, we develop an automatic classification system for game reviews that categorizes reviews into categories that are clearer and more useful for game providers. The developed system converts words in reviews into vectors using word2vec, which is a representative word embedding model, and classifies reviews into the most relevant categories by measuring the similarity between those vectors and each category. Especially, in order to choose the best similarity measure that directly affects the classification performance of the system, we have compared the performance of three representative similarity measures, the Euclidean similarity, cosine similarity, and the extended Jaccard similarity, in a real environment. Furthermore, to allow a review to be classified into multiple categories, we use a threshold-based multi-category classification method. Through experiments on real reviews collected from Google Play Store, we have confirmed that the system achieved up to 95% accuracy.

An Analysis of the Preference Type of Internet Personal Game Broadcasting in China - focused on Player-Unknown's Battlegrounds Streaming (중국의 1인 게임 방송의 선호 유형 분석 - 배틀그라운드 1인 게임 방송을 중심으로)

  • Seo, Ryung;Kihl, Taesuk
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.81-89
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    • 2018
  • The purpose of this study is to classify the types of internet personal game broadcasting in China and to examine viewers' preferences type of it. By targeting top 100 creators of Player-Unknown's Battleground streaming as a personal game broadcaster with over 100,000 followers, the game types were classified based on the purpose and characteristic of game broadcasting such as game play, entertainment, and audience participation. As a result, the type of internet personal game broadcasting in China was classified into progamer type, cooperative playing type, storytelling type, and reciprocal entertainment type. The progamer type was 38% and it was the highest proportion of Player-Unknown's Battlegrounds streaming. Next came storytelling type, cooperative playing type and reciprocal entertainment type with 25%, 19% and 18% respectively. In sum, progamer type and storytelling type which shows relatively low real - time communication with audiences accounted for a high percentage of 63%. This implies that the characteristics of the broadcast media focused on 'showing' have influenced the production and planning of personal game broad casting. The interactive characteristics of the platform of personal game broad casting can be expected to gradually change the conventional customs of broadcasting media.

Surrealistic Expression with Interactive Art (인터렉티브 아트의 초현실적 표현)

  • Lee, Jinsil;Kim, Sangwook
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.95-96
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    • 2016
  • 3d 게임 혹은 애니메이션 툴로 제작된 인터렉티브 아트 작품은 디스플레이를 통해 표현 될 때 가상의 입체공간이 시각적 평면 상태로 전달되는 물리적 한계를 가지게 된다. 관람자의 몸의 움직임과 가상현실의 시각적 재현, 물리적 공간에서 물체의 변화와 움직임을 동시에 경험한다면, 다양한 감각과 자극으로 작품의 몰입도를 높이고 전달하고자 하는 내용에 집중도를 높을 수 있다. 이 프로젝트에서는 이러한 복합적인 인터렉션을 통해 현대사회의 가상과 현실의 모호성을 표현하고, 삶의 본질과 현상에 대한 철학적 질문을 제시한다.

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이동통신사 CP 지원전략

  • Korea Database Promotion Center
    • Digital Contents
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    • no.9 s.112
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    • pp.44-46
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    • 2002
  • 이동통신서비스업체와 CP와의 관계는 소니와 플레이스테이션2 게임개발업체의 관계에 비유할 수 있다. 그만큼 밀접한 관계라는 뜻이다. 무선인터넷이 이동통신의 차세대 수익원으로 주목받고 있는 가운데 이동전화사업자들이 콘텐츠 업계(CP)지원 및 인력 양성 프로그램을 강화하고 있어 주목된다. 킬러 콘텐츠를 확보하는 것이 곧 통화료 수익 증가로 이어지는 상황에서 이동통신사들과 콘텐츠 프로바이더와의 관계 변화가 새로운 국면을 맞고 있는 듯하다. 이통사들이 어깨에 힘을 빼고 콘텐츠 프로바이더를 파트너로 인식했다는 것 자체로 의미있다는 평가를 받고 있다. 그들의 행보를 취재했다.

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A Study on Cognitive Treatment Process of Serious Games for the Elderly (실버 기능성게임의 인지처리 프로세스 연구)

  • Kim, Sungjin;Kim, Mijin
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.43-45
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    • 2010
  • 본 논문은 기능성 실버 게임의 플레이 과정에서 사용자의 인지적 반응을 코드화 하고, 실증적 방법을 통해 인지처리과정을 분석하고, 패턴화 시키는데 목적을 둔다. 뉴웰의 MHP(Model Human Process)이론을 평가를 위한 모델로 삼고, 평가 방법 설계를 위해 Schneier와 Mehal의 정량적 변수와 정성적 변수 이론을 사용한다. 실험은 실증적 평가방법 중 특정 부분에 대한 정밀한 평가를 주로 하는 실험실 평가로 전문가 집단을 통한 예비실험을 실시한다. 인지기능 향상을 위한 기능성 실버게임의 인지패턴 표준화를 위한 연구는 급속하게 고령화 사회로 변화되고 있는 현 시장에 새로운 문화콘텐츠 개발의 중요한 지표로 활용되리라 기대한다.

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Development Direction for Game Industry Development (게임산업 발전을 위한 개발방향 제안)

  • Han, Sang-Beom;Oh, Hyoun-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.89-92
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    • 2017
  • This study critically analyzes the present situation of the domestic game industry that infringes game nature or diversity, which is the essence of game contents such as copycat, auto play, excessive billing inducement, indiscriminate advertisement developed by focusing on commercial aspect, It suggests the necessity of creative and various game development environment. It suggests development direction for the development of domestic game industry through game case analysis which shows the possibility of game media out of existing success formula and does not concentrate only on commerciality and makes effort to give new fun to users.

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Dynamic Process of Collective Internet Rumor Based on Play Theory (놀이이론 기반의 인터넷 루머의 집합적 확산자에 관한 연구)

  • Chang, Yong Ho;Park, Lyoung Joo
    • Korean System Dynamics Review
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    • v.14 no.4
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    • pp.5-35
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    • 2013
  • The study examines the play theory based internet rumor process by using simulating tools, Vensim, which offer a new theoretical basis from which to explore complex adaptive social system. Internet rumor is not a simple linear diffusion process, but a complex interaction behavior between the actors of production and diffusion. Rumor actors consist of two type of diffusion, which is rumor mongers and playful mongers. These two type of mongers make the internet rumor as collective system. Playful mongers play strategically to maximize playfulness. Internet rumor as play is consequence of collective framing constituted by dynamic interaction and playfulness. The networking space spreading internet rumor function as a playground which mobilize play rule, ignoring fact based framing. Rumor as paly, even though it turns out to be a false and loses the public attentions rumor sustains the game play function which makes the rumor without natural extinction. The study proves that playful mongers is a main actors in rumor play ground.

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A Study on Asynchronous Level Load in a Rogue-Like Game Using Level Streaming (Level Streaming을 활용한 Rogue-Like 게임에서의 Asynchronous Level Load에 관한 연구)

  • ChangWoo Lee;Jaeho Lee;HeaRyeong An;Youngjong Kim
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.05a
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    • pp.35-36
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    • 2023
  • Unreal Engine 5의 Level Streaming 기능은 플레이어가 플레이 도중 메모리에 Map을 로드/언 로드하는 등의 작업을 처리하는 기능이다. 이때 Level Streaming은 커다란 Map의 당장 필요한 부분에만 메모리에 로드하고, 렌더링하여 특히 Seamless Open world 장르에서 많이 사용된다. 본 논문에서 제안하는 방식은 이 Level Streaming 기능을 이용하여 현재 개발 진행 중인 Rogue-Like 장르 게임에서 비동기 방식의 로딩 화면과 Stage 전환을 통해 좀 더 부드러운, 즉 더 높은 Frames per Second(fps)를 플레이어에게 제공하기 위한 새로운 스테이지 시스템의 구현방식을 연구한다.

Expression Analysis System of Game Player based on Multi-modal Interface (멀티 모달 인터페이스 기반 플레이어 얼굴 표정 분석 시스템 개발)

  • Jung, Jang-Young;Kim, Young-Bin;Lee, Sang-Hyeok;Kang, Shin-Jin
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.7-16
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    • 2016
  • In this paper, we propose a method for effectively detecting specific behavior. The proposed method detects outlying behavior based on the game players' characteristics. These characteristics are captured non-invasively in a general game environment and add keystroke based on repeated pattern. In this paper, cameras were used to analyze observed data such as facial expressions and player movements. Moreover, multimodal data from the game players was used to analyze high-dimensional game-player data for a detection effect of repeated behaviour pattern. A support vector machine was used to efficiently detect outlying behaviors. We verified the effectiveness of the proposed method using games from several genres. The recall rate of the outlying behavior pre-identified by industry experts was approximately 70%. In addition, Repeated behaviour pattern can be analysed possible. The proposed method can also be used for feedback and quantification about analysis of various interactive content provided in PC environments.

Selection and research of physical computing game elements through case analysis (사례 분석을 통한 피지컬 컴퓨팅 게임 요소 선별 및 연구)

  • Lee, Jun-Suk;Rhee, Dae-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.5
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    • pp.659-666
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    • 2021
  • This research will apply the environmental characteristics of physical computing to game development, which has the concept of giving substantial materiality to digital media that do not exist in reality. The processing process of physical computing is digital input and digital output, and analog input and analog output, which mainly uses Malik controllers. Therefore, we select development elements by analyzing research cases in the field of digital art and information education where physical computing is studied a lot, and by analyzing games that borrowed some physical computing elements. The derived elements are verified by the Delphi's research methodology through agreement with experts. 12 elements are selected in this study, and the importance is shown in order of the physical properties in the virtual world, the suitability of the implementation technology, and the conformity between real and virtual players.