• Title/Summary/Keyword: 게임 배경

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Model of Game Environment Design for Adanced Game Background Graphic and Map Design (게임 배경그래픽과 배경맵 설계를 위한 게임 환경디자인 모델 연구)

  • Joo, Jung-Kyu
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.77-84
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    • 2004
  • Game environment, game map and background graphic design is very important elements and factors that support fun, look & feel, immersion and player's acting fields. In this paper we defined elements of game background environment. And then make an investigation and refer to sundry records and books, we described elements of periodic environments, historic environments, natural environments, artificial environments, cultural environments, virtual environments, weather environments. Especially, the study suggests the model of game environment desgin to apply game map and game background graphic design.

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Music Generation Method by DNA as a Game Background Music (DNA염기배열에 의한 게임 배경 음악 생성방법)

  • Park, Young-B.;Hwang, Cheol-Ho
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.88-93
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    • 2001
  • It is getting easier to make copy of Digital Media. And, illegal copy of digital media causes an infringement of copyright. As a result, it is getting hard to find good game background music. In this study, Auto music generation method by DNA is proposed. Through this method, the game background music can be provided very easily. Since thousands forms of DNA have been found already, we can have thousands of game background music through this method.

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A Study on the Director for 3D Typographic Game Background (게임 배경 3D 타이포 그래픽 연출에 관한 연구)

  • Joo, Heon-Sik
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.271-272
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    • 2014
  • 본 연구에서는 게임 배경 제작을 위한 3D 타이포 그래픽 연출에 관한 연구를 제안한다. 게임 배경에 어울리는 타이포그래픽을 연출함으로써 게임에 대한 몰입과 그 게임에 대한 호기심을 유발하며, 그 게임의 특성을 나탄 낸다. 따라서 게임 배경의 타이포 그래픽의 효과가 크다고 할 수 있다. 따라서 게임 CD 타이틀 제작 등의 분야에 응용되며, 타이포 그래픽의 효과를 높인다.

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A Study on Game Background and Character Effect Setting (게임 배경과 캐릭터 효과 설정에 관한 연구)

  • Joo, Heon-Sik
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.01a
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    • pp.227-228
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    • 2016
  • 본 연구에서는 게임 배경과 게임 캐릭터의 효과에 대해서 나타낸다. 먼저 3개의 캐릭터 이미지를 주 캐릭터 로 만들 이미지에 합성기법을 적용하여 캐릭터들을 합성한다. 합성하여 만든 캐릭터와 다른 캐릭터의 모양과 형태에 맞게 알맞은 배경 색상으로 만들고, 각 캐릭터의 크기, 원근, 모양, 색상에 따라 효과를 적용한다. 따라서 게임 콘텐츠를 제작하는데 정지 영상으로 표현하여 캐릭터 애니메이션과 장면에 맞는 사운드를 삽입하여 게임 콘텐츠로서 시각과 청각과 움직임이 있는 게임 캐릭터를 제작한다. 특히 배경색, 캐릭터의 번개 및 라이팅 효과색상 같은 것에 관심을 갖고 제작하여 앞으로 게임 콘텐츠의 배경과 캐릭터 효과를 제작하는데 모션그래픽을 이용하여 간단하게 제작 할 수 있음을 나타내었다.

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A Study on the Modularization Process of Graphic Building in Game Background (게임 배경 그래픽 건축물 모듈화 프로세스 연구)

  • Shin, Su-jin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.609-610
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    • 2022
  • 본 논문에서는 게임 배경 그래픽 중 건축 구조물의 특성에 따른 건축물 모듈화 작업이 배경 그래픽 제작 통일성과 효율성에 주는 영향을 알아보고 향후 효과적인 건축물 제작 프로세스 연구의 방향을 제시한다.

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A Study on the Analysis of Background Object Using Deep Learning in Augmented Reality Game (증강현실 게임에서 딥러닝을 활용한 배경객체 분석에 관한 연구)

  • Kim, Han-Ho;Lee, Dong-Lyeor
    • Journal of Convergence for Information Technology
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    • v.11 no.11
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    • pp.38-43
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    • 2021
  • As the number of augmented reality games using augmented reality technology increases, the demands of users are also increasing. Game technologies used in augmented reality games are mainly games using MARKER, MARKERLESS, GPS, etc. Games using this technology can augment the background and other objects. To solve this problem, we want to help develop augmented reality games by analyzing objects in the background, which is an important element of augmented reality. To analyze the background in the augmented reality game, the background object was analyzed by applying a deep learning model using TensorFlow Lite in the UNITY engine. Using this result, we obtained the result that augmented objects can be placed in the game according to the types of objects analyzed in the background. By utilizing this research, it will be possible to develop advanced augmented reality games by augmenting objects that fit the background.

Research of the difference between the east and west of the point of view of the background design of the game (게임 배경디자인의 동서양 관점의 차이 연구)

  • Hwang, Yi-seul;Kang, Hyo-soon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.933-936
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    • 2014
  • Game design, has grown by adding to the development speed of the game market. When appeal a game to overseas users including the domestic market, the effect of design gives also large. Therefore, understanding of the background elements of design and design during the localization process is very important. In this paper, I will research the differences between the design of the game background of Eastern and Western design and various backgrounds.

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Focus+context volume rendering for medical simulation based on Unity game engine (유니티 게임 엔진 기반의 의료 시뮬레이션을 위한 초점 배경 볼륨 가시화)

  • Ha, Tae-Jun;Kye, Heewon
    • Journal of Korea Game Society
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    • v.18 no.4
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    • pp.65-74
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    • 2018
  • As commercial game engines become available to the public, attempts have been made to use it for general purpose research. This study uses the game engine to develop a medical simulation. Specifically, when the user selects an important portion of the human body, the focus+context visualization is applied to the volume data. We proposes the accumulation based method to make the background part more transparent and naturally fuse it with the focus part. Since the proposed method combines well with the existing volume visualization, the virtual surgery function such as incision is performed smoothly. The game engine is useful for general-purpose research, because auxiliary functions such as collision handling and UI can be efficiently created with the help of it.

A Management method of Load Balancing among Game Servers based on Distributed Server System Using Map Balance Server (분산형 서버 구조 기반 Map 밸런스 서버를 이용한 게임 서버 간 부하 관리 방법)

  • Kim, Soon-Gohn;Lee, Nam-Jae;Yang, Seung-Weon
    • Journal of Advanced Navigation Technology
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    • v.15 no.6
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    • pp.1034-1041
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    • 2011
  • Generally, In distributed online game server system, game maps are processed separately by means of dividing into several unit blocks. But the keeping normal distribution of user in game map is very difficult because preferences of game users are not same according to individual user's private character. For this reason, if the huge number of users concentrate on particular region of same game map at once, the game server exceed their threshold so that the system can be getting down. Conversely, the efficiency of system goes down considerably because the game server must perform map processing continuously even under user_empty situation. To solve this problem, in this paper, we propose a Map management method to control relatively normal distribution of users in game maps using Map Balance Server. In suggested model, we can reduce the load of game servers by means of turn off the game map processing temporary when a server is under user_empty situation. we also can maximize server performance by means of redistribution of map processing load among servers.

Development of a Three-Dimensional Ruins Game in the Internet (인터넷에서의 3차원 유적지 게임 개발)

  • 장현덕;권용대;이명원
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.10b
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    • pp.670-672
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    • 2004
  • 본 논문에서는 인터넷에서 3차원 가상환경인 유적지를 배경으로 게임을 진행하도록 구현된 프로그램에 대해 기술한다. 본 게임 개발의 배경은 이 게임을 통해 청소년들이 유적지와 관련된 역사적 사실을 이해하고 올바른 역사 인식을 갖도록 하자는 취지에서 시작하였다. 이 유적지 게임은 우리나라의 고궁이나 역사적인 장소를 시뮬레이션 하여 유저에게 역사적인 지식을 전달함과 동시에 게임 자체의 재미를 추구하도록 제작되어진 게임이다. 본 시스템은 서버, 클라이언트, 맵에디터로 구성되어 있다

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