• Title/Summary/Keyword: 게임 배경

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A study on the Tendency of Localization for Game Environment Design - Based on the Analysis in Romance of the Three Kingdoms (게임배경디자인의 한.중.일 지역적 특성에 관한 연구 - 삼국지게임 대상으로)

  • Wei, Meng;Cho, Dong-Min
    • Journal of Korea Game Society
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    • v.13 no.5
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    • pp.31-42
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    • 2013
  • With the development of chinese online games rapidly, Game markets need the actual possibilities of practical game's technology increasingly. Additionally Lack of originality of the Chinese online games couldn't be appropriated for consumer's preferences, so it is necessary that the talents in a game design and management should be cultivated. When we cultivate the talents, we should pay attention to the various styles in different countries, that is why we will make a comparative study on the games respectively achieved in China, Japan, and Korea according to the romance of the three kingdoms. They respected the traditional Chinese cultures as materials of this theme, it is worth learning and referencing. We had selected representative 6 games among 25 three Kingdom games and 2 games for each country as a stimulus of the game architectural design in the backgrounds design, with using of SPSS regression analysis, Therefore, this research will provide the references for the better development talents of whom can not only understand Chinese traditional culture but also adapt to the needs of game development.

Review / 고대 중동을 배경으로한 풀. 3D온라인게임 '리펜트'

  • Korea Database Promotion Center
    • Digital Contents
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    • no.7 s.122
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    • pp.66-67
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    • 2003
  • '리펜트' 온라인은 위즈게이트에서 개발하고 엠게임에서 서비스하고 있는 3D 온라인게임으로 고대 중동의 아라베크 대륙을 배경으로 당시 큰 세력을 형성했던 밧셀과 쿰란 두 종교간의 싸움과 영토전쟁을 배경으로 하고 있다(기획 당시 중동과 이스라엘간의 분쟁을 모티브로 기획되었다고 하나 개발과정에서 사회적 분쟁의 소지가 있다고 판단해 고대종교전쟁으로 수정되었다는 이야기가 있다.).

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A Semiotic Study on the Background Color of Fantasy Game (판타지 게임 배경 색채에 대한 기호학적 연구)

  • Lim, Cholong;Paik, Chul-Ho
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.49-58
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    • 2018
  • This study analyzes semiotic aspects of game concept art which is developed considering individual 's color experience. The six stages of Frank H. Mahnke's color pyramid are roughly classified into three categories, and how the game concept art meets each stage. Using the Roland Barthes's mythological-symbolic model of meaning, The meaning of righteousness and the characteristics of newly derived symbols. The results showed that colors could make the background stage more recognizable or intended to have a particular impression. In this way, game concept art, in which what is intended to be implemented in game development, can identify various functions and possibilities of game concept art, such as presenting game convenience as well as impression through a combination of various colors.

Korea Information Science Society (3D 롤러코스터 게임을 위한 상호대화적 실시간 저작도구)

  • 남양희;이상곤
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.10b
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    • pp.208-210
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    • 2001
  • 본 논문은 3차원 롤러코스터 시뮬레이션 게임기를 제작함에 있어서 사용자가 단순히 고정된 트랙 및 배경을 대상으로 롤러코스터를 타는 것이 아니라 자신이 원하는 게임환경을 구축할 수 있도록 하는 상호대화적 실시간 저작도구의 개발 내용을 제시한다. 트랙의 모양이나 경로, 배경장면이 미리 구성되거나 고정되는 것이 아니므로, 실시간으로 사용자와의 상호작용을 통해 트랙 데이터를 생성하고 트랙에 잘 융합되는 배경을 생성하기 위한 트랙구성 방법 및 자동 배경생성 알고리즘을 중심으로 소개한다.

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Theoretical Background of Games for Social Change (사회 변화를 촉구하는 기능성 게임의 이론적 배경)

  • Chu, Jean Ho
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.55-64
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    • 2022
  • Serious games are developed under particular purpose. This study provides a theoretical background on serious games for social change as a basis for future experiments and practice. By examining the elements of games and related theories, narrative immersion and critical participation are identified as the two main experiences of games, which are realized through role play. Based on educational theories for behavioral and cognitive change, this study suggests to use role play as a strategy on serious games for social change. Analyzing the cases of serious games in Korea, this study concludes that participants are able to experience the context of the situation through role play.

Design of A Distributed Server System for Supporting Enormous Users Using Blocks (블록을 이용한 대규모 사용자 지원 분산 서버 시스템 설계)

  • Kim, Soon-Gohn
    • Journal of Digital Contents Society
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    • v.12 no.4
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    • pp.559-565
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    • 2011
  • In this paper, I propose a distributed game server system which has flexibility of enormous game character's processing in MMORPG using block scheme. I proposed game servers in distributed system grouped with zone which charge of each map, and the game servers in this zone divide game map into several unit blocks and process distributing blocks to game servers according to its performance. I proposed distributed game server system using block scheme can add/drop game map to/from easily through block process method in game and communication servers. Therefore, my proposed system can enormous character processing and add user created game map to existed game map easily in the future as well. Also, my scheme increases the system utilization and upgrades system stability by dynamic distribution of game map according to the number of characters and performance of servers.

Tree Growth Model Design for Realistic Game Landscape Production (사실적인 게임 배경 제작을 위한 나무 성장 모델 설계)

  • Kim, Jin-Mo;Kim, Dae-Yeoul;Cho, Hyung-Je
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.49-58
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    • 2013
  • In this study, a tree growth model is designed to represent a variety of trees consisting of a outdoor terrain of game efficiently and naturally. The proposed tree growth model is an integrated tree growth model, and is configured using the following approaches: (1) the tree modeling method based on growth volume and the convolution sums of divisor functions, which is used to model a variety kind of trees more intuitively and naturally; (2) a rendering method using a level of detail of branch based on instancing for real-time processing of numerous trees with complicated structures; and (3) a combination of the above methods to efficiently implement a game landscape. The natural and diverse growths of trees that emerged using the proposed tree growth model is evaluated through experimentation, along with the possibility of implementing the natural game landscape and the efficiency of real-time processing.

A music psychological study on the changing elements of music through analysis of Street Fighter II's Character Background Music (스트리트 파이터 2의 캐릭터 배경음악의 분석을 통한 음악의 변화 요소에 관한 음악심리학적 연구)

  • Kim, Byung-Hyun
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.103-112
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    • 2017
  • Street fighter II is a game that played an innovative role in the genre of fighting games in the 1990s. There are many elements that this game has played, but I would like to describe the character's background music. Is terms of sound, it is an excellent game with theme music suitable for twelve characters and voice that comes out when using each character's technique. Street Fighter II shows different patterns of background music depending on the charcater's fitness. I analyze it in harmonical way and try to study it form the perspective of music psychology.

Image Extraction Method in 3D Space for Game Player's Face Detection (게임 사용자 얼굴 검출을 위한 3D 공간 영상 추출 기법)

  • Yoo, Chae-Gon;Jung, Chang-Sung;Hwang, Chi-Jung
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.49-54
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    • 2001
  • 본 논문에서는 복잡한 랜덤 배경 하에서 위치하고 있는 게임 플레이어의 얼굴 영상을 스테레오 매칭을 이용하여 배경과 분리하여 추출할 수 있는 방법에 대하여 기술한다. 사람과의 상호 작용이 필요한 게임일수록 사람의 동작이나 각 부위에 대한 인식이 필요하다. 이 방법은 게임 이외에도 보안 시스템, 의류 시뮬레이션, 3D 모델링 그리고 로보틱스와 같은 분야에 적용될 수 있다. 스테레오 매칭에 관해서는 많은 연구가 있어왔으며, 기본적으로 영역기반 방법과 특징기반 방법으로 분류될 수 있다. 본 논문의 제안 방법 에서는 영역기반 방법으로 처리를 시작하고, 다단계 크기의 윈도우를 적용하여 물체의 경계선을 찾는 작업을 진행한다. 각 윈도우 크기에 대하여 유사성 커브가 생성되며, 이 값은 물체의 경계선을 판별하는 특징으로 사용된다. 전단계에서 생성된 코어스(coarse) 영역은 유사성 커브 방식에 의하여 머지 작업을 거치며, 최종적으로 대상 물체의 영상을 추출하게 된다.

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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.