• Title/Summary/Keyword: 게임 소프트웨어

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A Study on IoT Service for Game Development (게임 개발을 위한 IoT 서비스)

  • Lee, MyounJae
    • Journal of Digital Convergence
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    • v.13 no.2
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    • pp.291-297
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    • 2015
  • The basic idea of IoT(Internet of Things) is interconnection and cooperation with a variety of things in real life such as Radio-Frequency Identification(RFID) tags, sensors, mobile phone, etc, through internet. IoT technologies which applied to these fields consist of sensor network technology and middleware, application. Currently, IoT technology is applied to various fields such as health care, home care, automotive, transportation, construction, agriculture, environment, food, and etc, based on its technologies. This paper focuses on discussion of the IoT development trend in game field. In order to achieve this purpose, first, the IoT technologies for game development based on sensor network technology and middleware, application is mentioned. Second, covers serious game and gamification that is expected to be a growing that is expected to be a growing, by applying IoT technologies to the game field. It can help for game developers by using IoT technologies.

Development of Experience Dance Game using Kinect Motion Capture (키넥트를 이용한 체감형 동작 인식 댄스 게임 개발)

  • Yun, Hye-Jeong;Kim, Kwang-Il;Lee, Jeong-Hun;Lee, Hae-Yeoun
    • KIPS Transactions on Software and Data Engineering
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    • v.3 no.1
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    • pp.49-56
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    • 2014
  • Console game has high market occupancy in the world game market and has popular favor for many players. Especially, the experience console game in which body movement is used to control the game has made its own market. However, previous experience console games can easily make players to be boring and require additional payments to update the game. In this paper, we present an experience dance game using Kinet, which has high interest and can be continuously updated. Differently from previous console games, the presented game makes the player to see how they are playing and to know what the next action is. Also, the accuracy of the player motion is compared 20 times in each second to get high interests of players. Through these functions, the presented game can achieve high satisfaction rates based on the qualitative evaluation of users.

Developing a first-person horror game using Unreal Engine and an action camera perspective (언리얼엔진과 액션 카메라 시점을 활용한 1인칭 공포 게임 개발)

  • Nam-Young Kim;Young-Min Joo;Won-Whoi Huh
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.1
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    • pp.75-81
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    • 2024
  • This paper focuses on developing a first-person 3D game to provide extreme fear to players through realistic camera direction utilizing the features of action cameras. As a new camera production technique, we introduce perspective distortion using a wide-angle lens and camera shake when moving to provide higher immersion than existing games. The theme of the game is horror room escape, and the player starts with a firearm, but in order to overcome the concern that the game's difficulty is low due to the use of firearms, the player is asked to control the use of firearms by imposing burdens such as chasing monsters and reducing the number of magazines. The significance of this paper is that we developed a new type of 3D game that maximizes the fear effect of players through realistic production.

Proposal Research for Character's Physical Change System in Space Survival Game through Literature Review (문헌검토를 통한 우주 생존 게임에서 캐릭터의 신체 변화 시스템 제안 연구)

  • Seong-Jin Han;Min-Je Jang;Jung-Yi Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.3
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    • pp.1-7
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    • 2024
  • In this study, in order to analyze physical changes that occur in real space in a survival game set in space and effectively apply this to the game, we investigated changes in the body exposed to a weightless environment based on literature on physical changes that occur in space. In addition, survival elements were derived by analyzing the system of survival games registered on the global platform STEAM. Based on the results obtained, a survival system was constructed so that it could be practically applied to a survival game set in space, and a method was designed to apply survival elements related to actual physical changes. Therefore, this study is expected to be used as a way to apply scientific facts as a survival factor for player characters when producing survival games set in space.

Game Player Model Analysis with Time-series Data Mining (시간열 데이터 마이닝을 이용한 게임 사용자 모델 분석)

  • Kim, Jong-In;Wong, Chee-Onn;Jung, Kee-Chul
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.10c
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    • pp.293-296
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    • 2007
  • 컴퓨터 게임 산업이 발전함에 따라 사용자의 흥미를 측정하거나 불법 소프트웨어 구별을 위해 사용자 분석에 관한 연구가 진행 중이다. 그 예로 최근에 사용자 분석을 통하여 게임 레벨 디자인을 하거나 이를 게임 균형에 이용하는 연구들이 있다. 본 논문은 개인적인 게임 환경에서 사용자의 적절한 게임 경험을 위해 시간열 데이터 마이닝 개념을 이용하여 게임 사용자 모델 분석을 제안한다. 본 논문은 사용자가 게임을 하고 있는 동안 의미 있는 사용자 행동을 저장하고 차원감소와 SOM을 이용하여 4가지 행동 유형으로 클러스터링하고 행동 유형에 따른 사용자를 분석한다.

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Implementation of Entertainment Study Support System (엔터테인먼트를 고려한 학습 지원 시스템)

  • Kim, Seok-jun;Oh, Young-jun;Kim, Tae-geun;Kwon, Soon-kak;Lee, Jung-hwa
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.05a
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    • pp.569-571
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    • 2009
  • 요즘 학생들은 대부분의 시간을 컴퓨터 앞에서 보낸다. 컴퓨터를 학습에 이용하는 것이 아니라, 단순 오락을 하기 위한 비싼 가전제품으로 취급, 이미 게임기가 되어 버린지 오래이다. 본 연구에서는 컴퓨터로 문제를 풀고, 해답을 찾고, 오답노트를 자동 작성하여 문제점이 무엇인지 파악할 수 있도록 시스템을 구현하였다. 흥미도 유발을 위한 시각적인 요소가 있어 학생이 지루하기 않고 문제를 연속적으로 풀 수 있도록 도와준다. C#으로 구현된 이 시스템은 학생이 컴퓨터를 사용하기 위해 부팅을 했을 경우 자동 실행되어, 문제를 모두 풀지 않고서는 학생이 원하는 게임이나, 인터넷 등을 할 수가 없게 된다. 이 시스템을 통해 기대되는 효과로는 흥미요소를 가미한 교육학습 동기부여 제공이 가능하고, 오답문제에 대한 반복적인 학습을 통하여 학습능력 배양이 기대된다.

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CONTENT PRISM / 중국기업과 계약체결시 유의해야 할 30가지

  • Ryu, Myeong
    • Digital Contents
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    • no.9 s.124
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    • pp.58-63
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    • 2003
  • 국내 온라인게임 산업이 발전하면서 해외시장, 특히 중국시장으로의 진출은 이제 의례적인 절차로까지 인식되고 있다. 최근 계발되는 대부분의 온라인게임들이 향후 중국시장 진출을 염두에 두고 있으며, 실제로 수많은 개발사들이 중국시장을 두드리고 있다. 하지만 거대한 중국시장은 그 가능성만큼이나 내재된 위험성도 높다. 이에 한국소프트웨어진흥원은 최근 중국업체들과의 온라인게임 수출 계약시 국내 업체들이 염두해 둬야 할 사항 30가지를 정리, 권고하고 있다.

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The software design for the aircraft and the similar game environment construction (항공기와 유사한 게임 개발환경 구축을 위한 소프트웨어 설계)

  • Kim, Hyo-gwan;Han, Gyu-Seok;Jang, Won;Choi, Min-Hyung;Choi, Young-Gyu
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.6 no.2
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    • pp.101-104
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    • 2013
  • The actual aircraft flight training can be done, but falls pilots primary flight training skills to the many risks and costs are formidable. It also requires considerable skill to follow at a higher risk of flight training is the same. These things through software simulation training can reduce the risk and cost of the expected risk situations such as virtual reality development and has the advantage that you can try. In this paper, the characteristics and actual aircraft flight dynamics of the considered armed ballistics software platform for game development by designing a student wants to become a pilot in the aircraft is to help you understand.

A Study for properties of PBR software to 3D game material education (3D 게임 재질 교육을 위한 PBR 소프트웨어 특성 연구 (MARI, QUIXEL, SUBSTANCE DESIGNER를 중심으로))

  • Cho, Hyung-ik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.229-231
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    • 2017
  • Today, one of the most important reasons that PBR(Physical Based Rendering) softwares becomes a core part of the essential tools in the video game mateiral field is that they can save time to produce realistic materials and can produce better effects than traditional material making methods. This paper will compare and analyze the characteristics, and merits and demerits of these various kinds of PBR softwares(MARI, QUIXEL, Substace designer), and showed the result of analyses about the fact that educating which of the above three PBR software is helpful and beneficial for the students for the efficient education in the university where should teach much in the limited time.

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Design of MMORPG Game system Using Smart-Card (스마트 카드를 활용한 MMORPG게임 시스템 설계)

  • Kwon, Ki-Dal;Heo, Won;Shin, Dong-Il
    • 한국IT서비스학회:학술대회논문집
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    • 2002.11a
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    • pp.485-489
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    • 2002
  • 본 논문에서는 MMORPG 게임에서 스마트카드를 이용해 보안상의 문제점과 좀 더 편리한 과금 문제를 해결하기 위한 방안이 될 수 있는 시스템을 설계하였다. 스마트카드를 이용하여 MMORPG 게임에서 과금 체계, 시스템 유해 코드 차단 및 개인 MMORPG 게임 사용자의 정보 보호를 위해 기존의 서버-클라이언트 상의 소프트웨어의 설치와 사용자들이 신뢰할 수 없는 과금 체계가 아닌 하드웨어적인 접근을 통하여 보안적으로 좀더 견고하고 안정적인 시스템을 구축할 수 있도록 하였다.

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