• Title/Summary/Keyword: 게임 시나리오

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A Game Scenario to Support Fairness in On-line Quiz Game (온라인 퀴즈 게임에서 공정성을 제공하기 위한 게임 시나리오)

  • Kim, Geon-Ung;Yoon, Sung-Jung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2005.05a
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    • pp.1425-1428
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    • 2005
  • 온라인 퀴즈 쇼와 같은 게임에서 참여자들의 서로 다른 망 환경과 컴퓨팅 환경으로 인해 공정성을 보장할 수 없는 문제가 발생할 수 있다. 본 논문에서는 환경의 차이로 인한 불공정성을 개선할 수 있는 게임 진행 시나리오를 소개한다. 제안한 시나리오에서는 클라이언트에서 질문이 도착하면, 질문 도착 시간을 저장하고, 사용자가 응답을 하는 경우, 사용자의 답과 질문 도착 후 경과된 시간을 같이 서버에게 전달하고, 서버에서는 응답이 도착한 순서가 아닌, 질문에 대한 응답을 만들어낸 소요 시간을 기준으로 승자를 판정하도록 하여 망 환경과 연산 환경의 차이로 인한 불공정성을 제거한다.

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Initial research for the Serious exercise scenarios designed for the elderly (노약자용 기능성 운동 시나리오 설계를 위한 기초조사)

  • Hong, jung youn;Yoon, yong jin
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.339-340
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    • 2015
  • 본 연구는 노약자용 기능성 운동 시나리오 설계에 앞서 특정 대상인 노약자들을 다양한 측면에서 이해하고자 수행하였다. 따라서, 노약자에게 적합한 운동 환경 및 게임 환경에서 고려해야 하는 사항들을 신체적 특성, 심리적, 인지적 특성 및 사회적, 물리적 특성 그리고 적합한 게임 환경 등에 대하여 체계적 문헌연구(systematic review)를 통하여 조사하고 범주화 한 후 전문가들의 검증을 거쳐 목록화하였다.

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A Study on the Construction and Evaluation of Intrusion Scenarios Based on 3D LiDAR Data (삼차원 라이더 데이터 기반의 침입 시나리오 구축 및 평가 연구)

  • Lee, Yoon-Yim;Lee, Eun-Seok;Noh, Hee-Jeon;Lee, Sung-Hyun;Kim, Young-Chul
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.131-132
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    • 2022
  • We generate classifications and scenarios for intrusions based on 3D LiDAR Data. Research was conducted to analyze and diversify various actual intrusion cases to establish a system that can recognize objects and identify and guard data on intrusion. By generating and simulating basic scenarios for cars, people, animals, natural objects and etc, we create a classification scheme necessary to build and evaluate systems for intrusion. Based on the finally constructed scenario, we add variables for vehicles and surrounding objects to diversify scenarios, and lay the foundation for building accurate and automated alerting systems for future intrusions.

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A Study on the Influence of the Flow by the Presence and Satisfaction Factors - Focused on Online Game - (실재감요인과 만족감요인이 몰입에 미치는 영향에 관한 연구 - 온라인게임을 중심으로 -)

  • Jo, Jin-Wan;Lee, Jong-Ho
    • Proceedings of the Korea Database Society Conference
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    • 2008.05a
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    • pp.87-106
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    • 2008
  • This study identified the properties of online game, and analyzed existing studies on the impact of the properties of online game on flow. As a result, graphics, sounds, scenarios, game speed, manipulability, and item difficulty were identified as properties of online game, which were influential factors to flow. As a result, the hypotheses on scenarios, game speed, and item difficulty were adopted as significantly influential factors to flow, Attribute of online game. Meanwhile, the hypotheses on graphics, sounds, and manipulability, which were expected to significantly impact flow, were rejected.

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A Study on the Expansional Aspects and Supporting Schemes of Scenario (시나리오의 확장 양상과 지원 방안에 관한 연구)

  • Lee Chang-Jo;Kim Yong-Do
    • Journal of Game and Entertainment
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    • v.2 no.1
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    • pp.56-63
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    • 2006
  • It is handled here in this paper, the orality and literacy of scenario, as a basic study for the expansional aspects of scenario at first. And next, it is grasped the specialness and potential energy of scenario checking various matter of Gutenberg Galaxy provided as a literal civilization. Further, basing on the former, various peculiarities of scenario have been linked to the digital storytelling of the internet basic and image writing of visual culture, and the various supporting schemes for new scenario format and creative circumstances in order to build the importance and the ranking of scenario have been presented in the era of the digital image contents. After all, the intention of this study particularly is to lay great emphasis on the supporting schemes and Scenario Galaxy such as a specialized graduate school and national story & scenario agency from a national point of view.

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The Influence of Modernism on Independent Games - From an Analysis of - (모더니즘이 독립 게임에 미친 영향 - 인디게임<더 바인딩 오브 아이작> 분석 -)

  • Guo, Dawei;Chung, Jeanhun
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.385-390
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    • 2017
  • With improvements in science and technology, independent game which through individuals or small groups development mode has become one of new art creation. In these constantly emerging works, there are contents include trend of modernism thought. In this article, independent game < The Binding of Isaac > is used as an example, by analyzing that game's script, art style and animation sequence, and comparing with westward modernism literature, modernism art and modernism movie's characteristics and manifestation, we try to find how modernism thought influences the independent game design, and conclude modernism game's characteristics. Through those deep influences, we prove that the progress of productivity can also stimulate mass culture to develop in a certain extent.

A Study on the Web-Game (웹(Web)게임에 관한 연구)

  • 현준;김경식
    • Proceedings of the Korea Multimedia Society Conference
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    • 2002.11b
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    • pp.526-529
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    • 2002
  • 게임 제작의 발전으로 더욱 더 현란한 그래픽, 탄탄한 시나리오, 웅장한 사운드의 게임들과 혼자가 아닌 여러 명이 동시에 같이 즐길 수 있는 게임들이 점차 적으로 늘고 있어 단순한 퍼슬 게임이나 혼자 하는 Standalone방식의 게임들이 점점 서있을 자리를 잃어가고 있다. 이 논문에서는 웹(Web)게임의 장점을 연구하여 복잡해지고, 조작에 있어 어려움이 있는 게임을 처음 게임을 접하는 사람과 게임에 적응력이 늦는 사람, 컴퓨터를 잘 모르는 사람에게 쉽게 게임을 접할 수 있게 하고 광고 홍보나 교육적인 면을 게임에 삽입하여 게임과 광고 홍보 효과, 게임과 교육을 동시에 얻을 수 있는 웹(Web) 게임 제작 방법에 대해 연구하였다.

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An Analysis of Game Scenario Variations in Literature Using Actant Model - Focused on "Hamlet" and "Mabinogi" (행위소 모형을 통한 문학의 게임시나리오 변용 양상 분석 - 「햄릿」과 「마비노기」를 중심으로)

  • Kim, HwaLim;Kim, Hanil
    • Smart Media Journal
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    • v.6 no.3
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    • pp.64-67
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    • 2017
  • Literary works are used as materials for various cultural contents including plays, movies, cartoons, and games. According to the results of the previous study, it is possible to create a game story that is plausible and universal even if the game storytelling is carried out using the elements extracted from the source data. It is expected that the analysis of the transformed contents of literary works will be analyzed. In this paper, we analyze the scenario of "Mabinogi" using literary works in domestic online games using Greimas' s actant model. The analyzed results are compared with Hamlet, which is the source of the source, and analyzed the structure, age, background, heroine, goal, theme. This study confirms the change of the narrative when the literature is contents, and the analysis is meaningful in analyzing the transformational patterns of game scenarios based on literary works. I hope that it will contribute to the study of various methods of storytelling by various materials of literature works.

A Design of an Authoring Tool for the Action Game (액션게임 저작도구의 설계)

  • 심재원;이상정
    • Proceedings of the Korea Multimedia Society Conference
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    • 2001.06a
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    • pp.429-432
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    • 2001
  • 본 논문에서는 일반 사용자가 게임 시나리오를 구성하고 동작 환경을 정의하여 액션게임을 제작할 수 있는 액션게임 저작도구를 설계 제안한다. 제안된 저작도구는 2명 또는 2팀이 서로의 대전 상대와 격투를 벌설 승패를 겨루는 대전격투게임을 사용자가 정의하고 제작 가능하게 해준다. 본 논문에서 개발하는 게임 저작도구는 IBM PC 호환 기종, Windows 9$\times$ OS 환경에서 구동되고, 2D 형태의 대전 격투게임을 지원한다.

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A Control Method for designing Object Interactions in 3D Game (3차원 게임에서 객체들의 상호 작용을 디자인하기 위한 제어 기법)

  • 김기현;김상욱
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.3
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    • pp.322-331
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    • 2003
  • As the complexity of a 3D game is increased by various factors of the game scenario, it has a problem for controlling the interrelation of the game objects. Therefore, a game system has a necessity of the coordination of the responses of the game objects. Also, it is necessary to control the behaviors of animations of the game objects in terms of the game scenario. To produce realistic game simulations, a system has to include a structure for designing the interactions among the game objects. This paper presents a method that designs the dynamic control mechanism for the interaction of the game objects in the game scenario. For the method, we suggest a game agent system as a framework that is based on intelligent agents who can make decisions using specific rules. Game agent systems are used in order to manage environment data, to simulate the game objects, to control interactions among game objects, and to support visual authoring interface that ran define a various interrelations of the game objects. These techniques can process the autonomy level of the game objects and the associated collision avoidance method, etc. Also, it is possible to make the coherent decision-making ability of the game objects about a change of the scene. In this paper, the rule-based behavior control was designed to guide the simulation of the game objects. The rules are pre-defined by the user using visual interface for designing their interaction. The Agent State Decision Network, which is composed of the visual elements, is able to pass the information and infers the current state of the game objects. All of such methods can monitor and check a variation of motion state between game objects in real time. Finally, we present a validation of the control method together with a simple case-study example. In this paper, we design and implement the supervised classification systems for high resolution satellite images. The systems support various interfaces and statistical data of training samples so that we can select the most effective training data. In addition, the efficient extension of new classification algorithms and satellite image formats are applied easily through the modularized systems. The classifiers are considered the characteristics of spectral bands from the selected training data. They provide various supervised classification algorithms which include Parallelepiped, Minimum distance, Mahalanobis distance, Maximum likelihood and Fuzzy theory. We used IKONOS images for the input and verified the systems for the classification of high resolution satellite images.