• Title/Summary/Keyword: 게임 시나리오

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A Case Study of Afterlife Myths in Korean and Japanese Cultural Contents Industry : Focusing on the Game of Baridegi and Persona4 (한국 · 일본 저승신화의 문화콘텐츠 활용 사례 연구 : <바리공주의 전설>과 <페르소나4>게임을 중심으로)

  • Choi, Su-Yeong;Lee, Nam-Hee
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.45-56
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    • 2016
  • "The Legend of Princess Bari" mostly accepted the story and character of the Myth of Baridegi. Each player has their own storyline from the beginning. "The Legend of Princess Bari 2" was released less than a year after the release of "The Legend of Princess Bari 1," but it fell short of creating additional contents from its original version. However, "The Persona4" applied and transformed the Myth of Inajagi & Ijanami according to our present time. The protagonist's each have their own designated "Persona" skills and Ijanami is their ultimate enemy. Interestingly, each player starts with the same storyline but all have different endings. Based on the existing story elements of Persona series, various genres of games were produced through remakes and spinoffs.

Scenario-based 3D Objects Reuse Algorithm Scheme (시나리오 기반의 3D 객체 재사용 알고리즘)

  • Kang, Mi-Young;Lee, Hyung-Ok;Son, Seung-Chul;Heo, Kwon;Kim, Bong-Tae;Nam, Ji-Seung
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.302-309
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    • 2006
  • This paper propose a practical algorithm to reuse and expand the objects. This algorithm is based on the Motion Path Modification rules. We focus on reusing of the existing motions for synthesizing new motions for the objects. Both the linear and the nonlinear curve-fitting algorithm are applied to modify an animation by keyframe interpolation and to make the motion appear realistic. We also proposes a framework of the scenario-based 3D image synthesizing system that allows common users, who envision a scenario in their minds, to realize it into segments of a cool animation. The framework is useful in building a 3D animation in game programming with a limited set of 3D objects.

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An Anti-Virus Vaccine Selection Model Based on Stackelberg Game (슈타켈버그 게임 기반 Anti-virus 백신 선택 모형)

  • Sung, Si-Il;Choi, In-Chan
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.19 no.1
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    • pp.135-144
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    • 2009
  • This paper deals with an information security problem that involves the strategies of both an attacker and an administrator of a web-based system. A game-theoretic model for the problem, based on an Stackelberg game environment, is presented. In the model, the administrator selects a set of anti-virus vaccines to cope with potential system attackers and the intruder chooses attacking modes that are most effective against the administrator's chosen set of vaccines. Moreover, the model considers a number of practical constraints, such as a budget limit on the vaccine purchase and a limit on the system performance. In addition, two different scenario analyses are provided, based on the results of the proposed model applied to a simulated pseudo-real-world data.

Volumetric Capture data-driven Real Object-Virtual Space Adjustment and Virtual Reality Contents Design (볼류메트릭 캡처 데이터 기반 실사-가상공간 정합 및 VR 실감 미디어 콘텐츠 디자인 설계)

  • Ryoo, Miohk;Yoo, Sanghyun;Yun, Kugjin;Kim, Myoungha;Kim, Sanghun
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.06a
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    • pp.1-3
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    • 2022
  • 코로나 19 팬데믹으로 인한 4차 산업혁명이 앞당겨지고 초현실, 초실감, 초연결 사회 등의 키워드가 대두되고 언택트(Untact) 시대가 일상생활에 불가항력적으로 접목되면서 몰입감과 흥미성, 유희성을 목적으로 한 콘텐츠들이 다양하게 활성화되었다. 특히, 메타버스(Metaverse) 플랫폼이 빠르게 진화하면서 물리적 현실과 디지털 가상성을 융합한 다중 사용자에게 다양한 경험이 가능한 서비스가 주목받고 있다. 메타버스는 다중 사용자 플랫폼에서 원활한 커뮤니케이션과 대규모 멀티플레이가 가능한 온라인 비디오 게임, 오픈 게임 월드, AR 협업 공간과 호환되는 사회적, 몰입감이 있는 VR(Virtual Reality) 플랫폼 서비스 중 하나이다. 우리는 메타버스 플랫폼 개발 시 필요로 하는 요소기술 및 3D 데이터 획득을 통한 VR 콘텐츠를 설계하고 구현하고자 한다. 1) 콘텐츠 시나리오 및 사용자 인터랙션 설계; 2) 볼류메트릭 캡처를 활용한 실사 기반의 동적(Dynamic) 데이터 생성; 3) 컴퓨터 그래픽 기반 가상공간 설계 및 정적(Static)데이터 요소기술 개발; 4) 가상 현실 공간 데이터와 볼류메트릭 캡처의 실사 데이터 정합; 5) 공간 데이터 시각화 생성 및 모듈형 공간 이동 제어 기능 개발; 최종적으로 6) VR 환경에서의 콘텐츠 구현을 목표로 한다.

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

  • Seo, Seong-Eun
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.114-124
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    • 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 Exploratory Study on Smart Wearable and Game Service Design for U-Silver Generation: U-Hospital Solution for the Induction of Interest to Carry Out Personalized Exercise Prescription (U-실버세대를 위한 스마트 웨어러블 및 연동 게임의 서비스 디자인 방안 탐색: 개인 맞춤형 운동처방 실행을 위한 흥미 유도 목적의 U-Hospital 솔루션)

  • Park, Su Youn;Lee, Joo Hyeon
    • Science of Emotion and Sensibility
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    • v.22 no.1
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    • pp.23-34
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    • 2019
  • The U-Healthcare era has evolved with the development of the Internet of things (IoT) in the early stages of being connected as a society. Already, many changes such as increased well-being and the extension of human life are becoming evident across cultures. Korea entered the growing group of aging societies in 2017, and its silver industry is expected to grow rapidly by adopting the IoT of a super-connected society. In particular, the senior shift phenomenon has resulted in increased interest in the promotion of the health and well-being of the emergent silver generation which, unlike the existing silver generation, is highly active and wields great economic power. This study conducted in-depth interviews to investigate the characteristics of the new silver generation, and to develop the design for a wearable serious game that intends to boost the interest of the elderly in exercise and fitness activities according to their personalized physical training regimes as prescribed by the U-Hospital service. The usage scenario of this wearable serious game for the 'U-silver generation' is derived from social necessity. Medical professionals can utilize this technology to conduct health examinations and to monitor the rehabilitation of senior patients. The elderly can also use this tool to request checkups or to interface with their healthcare providers. The wearable serious game is further aimed at mitigating concerns about the deterioration of the physical functions of the silver generation by applying personalized exercise prescriptions. The present investigation revealed that it is necessary to merge the on / off line community activities to meet the silver generation's daily needs for connection and friendship. Further, the sustainability of the serious game must be enhanced through the inculcation of a sense of accomplishment as a player rises through the levels of the game. The proposed wearable serious game is designed specifically for the silver generation that is inexperienced in using digital devices: simple game rules are applied to a familiar interface grounded on the gourmet travels preferred by the target players to increase usability.

An Animated Study Based on Games - based on the 12 Stages of Christopher Vogler's heroic journey

  • Kim, Tak Hoon;Jeon, Cheon Hoo
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.175-184
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    • 2018
  • The commercial success of the game has also led to animation of the original game, especially the live version of The Street Fighter II in 1994 and a variety of videos of the game-based version, 2D Animation and 3D Animaion until now. But animations are not always successful because they are based on popular and commercially successful games. That's because when the original game was remade into an animation, the difference between the narrative structure of the original game story and the setting of the game and animation is striking. Nevertheless, a feature-length animation based on the Angry Birds game, which was released on May 19, 2016, has also been a huge commercial success, with this paper analyzing the case applied to the 12th stage of Christopher Vogler's hero's journey, Aengibird the Movie, and discussing the way in which the animation developed based on the game compared with other animations. Christopher Vogler, a Hollywood playwright, analyzed the structure of popular-loved movies based on the common narrative of the myth as the main motif of the mythologist Joseph Campbell. His narrative style is a hero's journey, using a total of 12 stages of epic narrative structure to help the protagonist find himself and achieve what he wants. Foreign heroes, adventure films as well as animations from big studios like Disney, Pixar, and Ghibli are using the story-development method of this Christopher Vogler.

모델기반 시스템 엔지니어링 S/W를 이용한 통신 기반 열차 제어 시스템의 기능 분석에 관한 연구

  • Choe, Min-Sin;Park, Jung-Yong;An, Chi-Gyeong;Park, Yeong-Won;Lee, U-Dong
    • 시스템엔지니어링워크숍
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    • s.1
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    • pp.140-144
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    • 2003
  • AGT 시스템은 복잡한 대규모 시스템이며 이 시스템에 도입된 무인운전의 운영 개념은 한국 철도 기술의 환경에서는 처음 시도되는 기술이다. 게다가 신호시스템을 무선 기술을 이용하여 구현해 한다는 요구사항이 추가되어 신호시스템 개발은 더욱 도전적인 문제가 되었다. 이와 같이 실천하기 어려운 요구사항이 많은 무선열차 제어시스템 개발의 위험을 줄이기 위해 시스템공학팀은 전산지원 시스템공학 도구를 사용한 재공학의 개발공정을 수행하도록 하였다. 본 연구에서는 기존의 정적인 데이터모텔에 추가하여 시나리오 기반으로 동적거동 분석을 수행하여 기능 모델을 구축하였고 기능 모델을 토대로 한 시스템 아키텍처를 구성하였다. 특히 기능 요구사항의 취약성을 보완하기 위해 CORE의 FFBD(Functional Flow Block Diagram)기능을 활용하여 열차 운행 중 발생할 수 있는 여러 가지 시나리오를 분석함으로써 기능 모델의 완전성의 기여하였다. 이는 정적인 데이터 흐름 다이아그램(DFD:Data Flow Diagram)이 가지는 한계를 모델 기반 시스템공학 도구에서 지원하는 동적인 기능 분석을 수행하여 보완함으로써 모델의 충실도를 높였음을 의미한다. 이를 통해 기능의 오류를 개념단계에서 최소화함으로써 기술 위험이 높은 제품을 개발할 수 있다는 것을 확인하였다.

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IaaS 서비스의 정보보호 기술 분석 및 기업의 특성을 고려한 기술 적용방법 연구

  • Kang, Jin Hee;Kim, Ji Yeon;Park, Choon Sik;Kim, Hyung Jong
    • Review of KIISC
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    • v.22 no.8
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    • pp.61-73
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    • 2012
  • 인프라스트럭처 상용 클라우드 서비스(IaaS)의 이용 시 클라우드 기반의 네트워크에 어떤 정보보호기술을 적용할 지에 대한 고려를 하는 것은 기존의 네트워크에 정보보호기술을 적용하는 것과 차이가 있다. 그 차이점은 클라우드 서비스 사업자가 서비스 형태로 제공하는 정보보호 기술들을 선택하여 적용할 수 밖에 없다는 것이다. 본 연구는 사업자가 제공하는 정보보호 서비스들이 어떠한 것이 있는지를 분석 종합하고, 기술의 특성을 고려해 재분류하고, 기업별로 제공되는 정보보호기술의 적용에 드는 비용을 함께 조사하여 각 사업자들의 정보보호기술의 과금 형태를 분석하였다. 또한, 이러한 분석을 기반으로 게임, 의료 및 소셜 커뮤니티 사이트 등의 기업 유형별 필요 기술을 선택하는 시나리오 분석을 시도 하였다. 본 연구의 기여점은 클라우드 환경에서의 정보보호 기술의 분석을 통해 해당 기술을 적용하고자 하는 사람들이 어떻게 기술을 선택 및 적용 할지에 대한 실질적인 방법을 제시한 것에 있다.

The Classification of Game Spaces and the Notations for Spatio-Temporal Synchronization on a Scenario (게임 공간의 분류와 시나리오의 시간 및 공간 동기화 표현법)

  • Ha, Su-Cheol;Seong, Hae-Gyeong
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.10
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    • pp.2630-2641
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    • 1999
  • Most of the previous game development has proceeded in the approaches of the temporal-oriented synchronization because of producing game objects by using general authoring tools, and ad hoc or trial and error methods has been devised for representation of spatial concept. This paper is a study on the unification notation for spatio-temporal synchronization to conquest this fault. First of all, we classify game space as temporal object, spatial object, absolute/relative spatio-temporal space. The spatio-temporal relationships are divided into temporal extent, temporal location, spatial extent, and spatial location. In the paper the temporal and spatial relationships of game scene are defined to represent the synchronization, and we propose new unification notation by temporal and spatial concept to represent two concepts putting emphasis on space. Their relationships are presented on 3D by creating time axis related with time in scene unit of the two dimensional plane in the pivot on space. The usability of this representation method are shown by applying examples of game scenario.

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