• Title/Summary/Keyword: 게임 공간

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Representation Model of Spatio-Temporal Formalization for Game Scenario (게임 시나리오의 시공간 정형화 표현 모델)

  • 성해경;김달중;하수철
    • Proceedings of the Korean Information Science Society Conference
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    • 1999.10b
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    • pp.286-288
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    • 1999
  • 기존의 시공간 동기화에 대한 연구는 대부분 멀티미디어 객체의 시간 동기화와 공간 동기화에 관한 연구가 이루어져 왔다. 또한 시나리오의 시간적 정형화 표현 연구는 멀티미디어 객체의 프리젠테이션에 중점을 두었다. 본 논문은 기존의 연구를 바탕으로 게임 공간상의 객체 표현에 있어서 게임 시나리오를 기반으로 동기화 표현에 관한 연구이다. 본 논문에서는 새로 제안된 시간과 공간, 시공간 언명을 게임 시나리오에 적용하여 시공간 동기화에 대한 통합 방법을 표현하고자 한다. 또한, 시간과 공간, 시공간 공식의 언명을 시공간 동기화 표현 모델로 제시하여 정형화된 표현법으로 나타내었다.

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컴퓨터 게임의 트랩 유형 분석

  • U, Hui-Jeong;Gil, Tae-Suk
    • 한국게임학회지
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    • v.10 no.1
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    • pp.12-23
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    • 2013
  • 본 논문에서는 컴퓨터 게임공간의 레벨디자인을 기반으로 3D 공간에서 설계될 수 있는 트랩 유형을 제시하였다. 트랩은 게임 내의 장애물로서 3D 공간에서의 X, Y, Z 축으로의 이동방향, 고정, 운동, 회전, 스케일의 트랩 자체의 상태, 일회성, 반복, 순환의 작동타입 등의 요소를 바탕으로 표현된다. 트랩의 상태를 기준으로 작동 타입과 이동방향의 경우의 수를 조합한 결과 28가지의 트랩 유형이 도출되었다. 그리고 도출해낸 28가지의 트랩 유형이 실질적으로 게임공간에 적용되어 쓰이고 있는지 알아보기 위해 발리언트와 트라인 게임을 대상으로 트랩 유형을 살펴보았다.

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A Study on the Characteristics of Game Space from a Place-Based Perspective (게임 공간의 장소적 특성 연구)

  • Jung, Naun;Lee, Seungje;Lee, Byungmin
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.67-82
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    • 2019
  • Along with technological development and change of perception, the form of advanced game space appears in various ways. And some game spaces have gradually gotten factors of placeness and become a place. The main purpose of this research is to identify the characteristics of game space from a place-based perspective. For this, the generations are divided into four sections based upon the factors of placeness. At the first generation, there are no elements of placeness. But as time goes by, elements of placeness have been increased gradually. Finally, in the fourth generation, various elements of placeness are found in some game spaces. This study offer insight into game space in a diachronic viewpoint and humanistic approach.

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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Changes to Gaming Acts in Game (게임에서의 게임 행위 변화)

  • Gwak, E-Sac
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.35-44
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    • 2017
  • Recent years have witnessed a surging popularity of games based on augmented reality and virtual reality. While old games embody virtual reality within the game platform, recent popular games based on augmented reality and virtual reality incorporate reality into virtual worlds. They present a new genre that is unprecedented, combined with what gamers have a passionate desire for, and thus provide new experiences. Good examples include smartphone games that were the game changer of the gaming industry in 2010 and the sensational $Pok{\acute{e}}mon$ Go that is gaining popularity nowadays. This study, thus, set out to analyze "gaming act(GA)" directly connected to the experiences of gamers to shed light on games as experiential content. The study analyzed gaming acts based on Park Sang-woo (2009) and assumed that gaming acts would change greatly according to the degree of real space intervening in game space; thus, examining changes to the gaming acts of games in two aspects of realizing virtual space from imaginations in game space and reproducing virtual space in real space.

A redistribution model for spatially dependent Parrondo games (공간의존 파론도 게임의 재분배 모형)

  • Lee, Jiyeon
    • Journal of the Korean Data and Information Science Society
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    • v.27 no.1
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    • pp.121-130
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    • 2016
  • An ansemble of N players arranged in a circle play a spatially dependent Parrondo game B. One player is randomly selected to play game B, which is based on the toss of a biased coin, with the amount of the bias depending on states of the selected player's two nearest neighbors. The player wins one unit with heads and loses one unit with tails. In game A' the randomly chosen player transfers one unit of capital to another player who is randomly chosen among N - 1 players. Game A' is fair with respect to the ensemble's total profit. The games are said to exhibit the Parrondo effect if game B is losing and the random mixture game C is winning and the reverse-Parrondo effect if game B is winning and the random mixture game C is losing. We compute the exact mean profits for games B and C by applying a state space reduction method with lumped Markov chains and we sketch the Parrondo and reverse-Parrondo regions for $3{\leq}N{\leq}6$.

The Research of the Psychoanalytical Implications and Therapeutic Elements of Game Addiction (게임 중독의 정신분석적 함의와 치료 요인에 대한 고찰)

  • Han, Joo-Yeun
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.33-46
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    • 2020
  • As the part of a research project, we examined the causes of game addiction. Traumatized infants may project into virtual space a variety of mental symptoms such as aggression and delusion, division and depression, lack of integrated ego, low emotional awareness, compulsive obsession with objects, rebellion against social norms, and low reality awareness. Game space plays various roles in exhibiting presence of self, omnipotence and hopelessness, division of the self-image, emotional duality, immersion, and motility. This roles have both functional and dysfunctional effects.

Constructing AR Game Space through Cuboid Detection in Indoor Environment (실내 환경에서 직육면체 검출을 통한 AR 게임 공간 구성)

  • Kim, Ki-Sik;Park, Jong-Seung
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.3-16
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    • 2021
  • In this paper, we propose a method of constructing AR game spaces through cuboid detection in indoor environment. Conventional spatial recognition methods can detect planes only in limited spaces that can be well observed. They are also vulnerable in density and noise. The proposed method overcomes the limitations of the conventional method by constructing AR game spaces by a method of detecting OBBs from spherical videos. Experimental results showed that the proposed method is faster than the conventional method and it is also robust against environmental constraints such as changes in density and noisy.

Motion Based Serious Game Using Spatial Information of Game and Web-cam (웹캠과 공간정보를 이용한 체감형 기능성게임)

  • Lee, Young-Jae;Lee, Dae-Ho;Yi, Sang-Hong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.9
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    • pp.1795-1802
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    • 2009
  • Motion based serious game is a new style of game and exercise using hands, arms, head and whole body. At that time gamer's reachable movement space is an important game space and interaction happening place. We propose efficient game spatial division and analysis algorithm that gives special information for collision avoidance of game objects. We devide into 9 parts of game space and check the enemy position and upper, down, left and right side movement information of gamer and calculate optimal path for collide avoidance of the enemy. To evaluate the method, we implemented a motion base serious game that consists of a web cam, a player, an enemy, and we obtained some valid results of our method for the collision avoidance. The resole demonstrated that the proposed approach is robust. If movement information is in front of enemy, then the enemy waits and finds the place and runs to avoid collision. This algorithm can be used basic development of level control and effective interaction method for motion based serious game.

Differences of Fun and Immersion according to Game User Interfaces in the Virtual Space (게임의 가상공간 환경에서 사용자 인터페이스 속성에 따른 재미와 몰입감 차이)

  • Kim, Ki-Yoon;Lee, Ju-Hwan
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1489-1494
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    • 2017
  • The purpose of this study is to investigate the limitations of virtual space game contents staying in the first-person viewpoint in the field of digital games with various genres through precedent researches and case studies, and to investigate the differences of immersion, presence, and fun based on the user interfaces, such as the viewpoints (first-person, third-person) and haptic feedback. The experimental results show that when the game is the first-person with the haptic feedback, the immersion, presence, and fun increase. However, the interaction effect between the virtual space environment and the game viewpoint was not found. As a result, it is appropriate to use the haptic feedback and the first-person viewpoint in the virtual reality games, but the fact that the game viewpoints and the virtual space environment are not huge relevant, and the third-person viewpoint is more popular than first-person viewpoint game, therefore the possibility of a third-person viewpoint game would be suggested.