• Title/Summary/Keyword: 게임 배경 디자인

Search Result 43, Processing Time 0.023 seconds

Methodology of Online Survey Questionnaire based on Webgame towards Spacial Color Combination and Affective Word (웹게임 기반 온라인 설문조사 방법론 -공간배색과 감성언어를 중심으로-)

  • Kang, Seung-Mook;Kim, Hae-Yoon;Park, Kyeong-Su;Park, Young-Sung
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.7
    • /
    • pp.133-141
    • /
    • 2010
  • The purpose of this paper is to suggest one of effective online questionnaire methods by using web based games. The research examines the interrelation between space design element and emotion language in the background actually used in the web games, and suggests new questionnaire methods to overcome the problems of the insincere answers which is the limitation of online questionnaire methods. The paper is to examine the related references, and compare the merits and demerits between printed and online text based questionnaires. Then it suggests the on-line questionnaire methods based web games which can improve errors of the demerits. The emotional words and phrases database is embodied by the interrelation between the emotional words and four spaces such as a dwelling, a tradition, a commerce and a fantasy based on the position decision value of Gaussian distribution. The paper suggests to be utilized for a population calculability system such as a consumers preference test.

The World View of the Middle Ages Fantasy Game (중세 판타지 게임의 세계관 연구)

  • Seo, Seong-Eun
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.9
    • /
    • pp.114-124
    • /
    • 2009
  • 73 percent of online games in Korea hold perspectives of medieval times in them. So far in history, about a millennium in medieval times is said to be a period of darkness and savagery, but it is newly revived in the digital virtual world. Such phenomenon is paradoxical and meaningful to often bring out 'medieval times' as a theme for online games, which are revealed by up-to-date technologies in present days. This research examines the background of views of medieval times appeared in online games and how they are realized. Medieval fantasy games have appeared because people dream about escaping from pre-modem times and have fantasy about medieval times. Moreover, perspectives of medieval times have enormously influenced background epics, quest stories, creation of characters in a game scenario. The dual structure having coexistence of nature and super naturalness acts an important role to set up the epic for medieval fantasy games. And medieval romance literature, which has a three-step quest narrative of 'targeting - adventure and fight - achievement' is reflected in a quest story of medieval fantasy games. The strict pyramid system represented by feudalism forms a meaningful metaphor for designing characters, and players organize communities for online games through horizontal collective consciousness in such vertical system of history at the same time.

An Analysis of Game Storytelling Structure Focused on the Characters in RPG (캐릭터 중심의 RPG 스토리텔링 구조 분석)

  • Kim, Mi-Jin;Yoon, Sun-Jung
    • Journal of Korea Game Society
    • /
    • v.5 no.3
    • /
    • pp.17-24
    • /
    • 2005
  • The interaction property of digital media have changed traditional storytelling into a new concept, digital-storytelling, which has been widely accepted. Nowadays open-ended game storytelling, which different from story design of movie or animation, is chosen for the development of RPG. It can make infinite stories according to player character's decision. In this paper, we propose a game storytelling structure focused on the characters for RPG, and analyze how characters designed with various story-values interact with background stories and events in the cyber game world through case studies. This research is necessary to design predictable game mechanics and provide methods to control game play in case of special-purpose game.

  • PDF

Game Storytelling System in View of Character-centered Standpoint (캐릭터중심 관점에서 본 게임스토리텔링 시스템)

  • Kim Mi-Jin;Yoon Sun-Jung
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2005.11a
    • /
    • pp.416-422
    • /
    • 2005
  • The feature of digital media's interactivity made the traditional storytelling to be evolved into a new concept of digital storytelling. Unlike films or animations, games' storytelling takes open-ended design method; thus, it is possible to create unlimited number of stones within a game depending upon the decisions of player characters. In this paper, a character-centered game storytelling system of a highly story-based RPG genre will be reviewed, and, it analyzes case studies of how a character with various story values can interact with its background story, virtual game world, and many events in its game storytelling system. Game storytelling structure and game mechanics are related to each other very closely. Therefore, it is possible to control the player's overall movement as the character's story develops according to a predictable structure or situation.

  • PDF

Designing a Tangible Virtual Heritage Environment for Collaborative Culture Experience (협동적 문화체험을 위한 탠저블 가상 문화유산 환경 디자인에 관한 연구)

  • Park, Kyoung-Shin;Cho, Yong-Joo;Kang, Seung-Mook
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.10 no.10
    • /
    • pp.1759-1766
    • /
    • 2006
  • The tangible virtual heritage environment employs a tangible interface to increase social interaction and engages user's understanding of cultural heritage with the activities in the virtual environment. Tangible Moyangsung is an tangible virtual heritage environment of a Korean war-defensive castle Moyangsung, and it allows a group of users to collaboratively play the tangible interface for fortifying the broken walls. This paper suggests an overview of cultural meanings behind Moyangsung and represents the details in the design and implementation of the Tangible Moyangsung system. It will also discuss improvements and further research directions.

A Study on the Using Product Prototype as a Usability Tasting Contents through WWW (웹상에서 프로토타입의 사용성 평가 콘텐츠 활용에 대한 연구)

  • 이상화
    • The Journal of the Korea Contents Association
    • /
    • v.1 no.1
    • /
    • pp.100-108
    • /
    • 2001
  • To develope more competitive products, lots of attentions are paid to the study of user participation in the process of product design. In this circumstance, the user participation at a usability testing phase is relatively active. However, the usability testing in the controlled laboratory has some drawbacks. for stance, It needs a lot of money, efforts, and time. Most of all, it is difficult to collect a vast range of data and gain a fast feedback Recently, to overcome these difficulties mentioned above, international usability testing has been applied. Especially, usability testing Contents through Internet is considered most effective one. Because it has a lot of merits such as easiness of collecting remote user, simplicity of collecting data, cost effectiveness and so on. With these merits, this study takes advantage of using a WWW to carry out usability test and to collect remote usability data. And a website was development for posting computer simulated product so that the remote users can test its usability through internet.

  • PDF

The Research on the Comparison of Warrior Role with the Three Kingdoms an the Theme in the Korea-and-China Games - to GUAN YU as the Center (한중게임 중 삼국지를 배경으로 한 무장(武將) 캐릭터에 대한 비교 연구 -관우(關羽)를 중심으로)

  • Ping, Sun-Shu;Lee, Dong-Lyeor
    • Journal of Digital Convergence
    • /
    • v.12 no.4
    • /
    • pp.461-466
    • /
    • 2014
  • With the popularity of Japan's "Three Kingdoms" series of games, the Three Kingdoms became popular and gave birth to the Three Kingdoms game for the traditional cultural resources and cultural industries. At the same time generate economic benefits and promote the traditional culture of double effect. With Liu Bei, Guan Yu and other roles in the development of cultural industries in each particular historical figure internationalization appearance design to get attention in the digital arts industry. In this thesis, three kingdoms cultures and three kingdoms generals were analyzed based on classic novel Three Kingdoms (三国演义). Guan Yu, China and South Korea in appearing common in the game as the center. Take example of the role of Guan Yu's generals styling, clothing, weapons, color comparison, attempts to explore the international trend of historical figures game character.

Developing an Adventure Game based on the 'Patterns' of Fun Theory for Inducting the Flow : 1 Hour (재미이론의 '패턴'에 근거하여 몰입 유발을 위한 어드벤처 게임 개발)

  • Kang, Jae-Woo;Cheo, Min-A;Um, Joo-Hee;Sung, Jae-Ho;Kim, So-Young;Kim, Hyeon-Jun;Son, Yu-Jin;Lee, Ju-Yeoun;Jang, Sae-Ri;Kang, Myung-Ju;Park, Chan-Il;Lee, Jong-Won;Oh, Hyoun-Ju;Kim, Sang-Jung
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2014.07a
    • /
    • pp.303-306
    • /
    • 2014
  • 수많은 사람들이 게임을 제작 및 개발함에 있어, 많은 학자들이 다양한 방법으로 오랜 세월에 걸쳐 연구한 게임의 인문학적 정의 및 재미 이론은 현대의 게임 개발에 있어서도 그 이론적 배경을 담당하는 주춧돌의 역할을 맡고 있다. 본 논문에서는 청강문화산업대학교 게임전공의 게임 개발 프로젝트의 일환으로 구성된 '안드로메다' 팀이 Unity 3D 엔진을 기반으로 제작한 3D 생존 어드벤처 게임 "1 Hour"를 개발한 과정을 기술하였고, 그 과정에서 재미 이론의 '패턴'에 근거하여 플레이어로 하여금 몰입을 유발시키는 어드벤처 장르의 게임 디자인을 제시하는 것을 이번 연구의 목적으로 하였다. 연구 과정은 문헌 연구 및 개발 게임("1 Hour")의 플레이 테스트 등을 통해 게임에서의 몰입의 과정을 분석하였고, 몰입 유발 효과 증명을 위해 '패턴과 몰입의 상관관계'에 대한 가설들을 수립하고 실험을 실시하여 그 결과를 분석하였다.

  • PDF

A Study on the Educational Content of Floral Design on YouTube (유튜브에 나타난 화예 디자인 교육 콘텐츠 연구 -화훼장식기능사 교육 콘텐츠를 중심으로-)

  • Yang, Dongbok
    • Journal of the Korean Society of Floral Art and Design
    • /
    • no.41
    • /
    • pp.93-114
    • /
    • 2019
  • The purpose of this study is to analyze the characteristics and problems of the content of flower design education videos on YouTube and to search for improvement direction. The subjects of analysis were 129 pieces of videos uploaded in the last one year including 'craftman floral design' as a search term. The result shows that contents covered were practical lectures, theory lectures, test related tips, job and character introduction, test work, educational guidance and publicity. The production format could be divided into studio lecture, classroom lecture, video feature, interview, Vlog, and television program. The hub-type programming strategy that periodically uploads the videos satisfying the target audiences' interests is mostly applied. The type of lecture covered 'practical skill test' got a good response from the users. Overall, content diversity, interaction between creators and users, and harmonious programming strategies are lacking. In order to improve this, it is necessary for emotional and expressive creators to pioneer differentiated fields and practice based on actual field. The introduction of interactive elements such as games and quizzes and the application of new media technologies such as VR and AR are worth trying. Three strategic types of 'hero', 'hub', and 'how to' should be applied complementary. As the demand for education content related to flower design is expected to expand in the future, it is required to develop content that can be used in various platforms, foster professional creators, and develop associated business models.

A Study on the VR Simulation Program for the Sport of Realistic Trees (운동경기 VR Simulation을 위한 나무 사실감 연구 "가상현실 나무의 그림자와 거리감을 중심으로")

  • Shin, Hwa-Hyun;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2010.05a
    • /
    • pp.378-382
    • /
    • 2010
  • Horseback riding, shooting, golf and other sports that make up the visuals, the background graphics in the game is an important factor influencing the outcome. But they need to play directly from the site is limited, and sports simulation games and the realistic representation of real-time operation since the fall of the background. In this paper, to overcome the limitations in the field for the game by converting pictures 3d graphic modeling. z-depth by using a special technique for expressing the perspective of the analysis of the sport and VR (virtual reality) simulation to study the background to the development. In this study, background realistic VR implementation of sport Journal of Sports Science and will contribute to the development.

  • PDF