• Title/Summary/Keyword: 플레이이벤트

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An Approximate Reconstruction of NPT for Synchronized Data Broadcasting (동기화된 데이터방송을 위한 근사적인 NPT 재구성 기법)

  • 정문열;김용한;백두원
    • Journal of Broadcast Engineering
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    • v.9 no.1
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    • pp.83-90
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    • 2004
  • DVB-MHP recommends that NPT(normal play time) be used as the times of stream events. NPT is the local time within an event(TV program). But we found that commercial transport stream (TS) generators and middlewares for DVB-MHP settop boxes are not ready to support the use of NPT by applications. In particular, TS generators do not create NPT reference descriptors needed to reconstruct NPT at the TV receiver. This situation is undesirable because program providers cannot experiment with the idea of synchronized applications. So we have implemented a TS generator that inserts NPT reference descriptors to TS and MyGetNPT API to approximately reconstruct NPT. STC (system time clock) is needed to reconstruct NPT, but Xlets are not allowed to read it. So, we approximate STC by using PCR (program clock reference) and the Java system tune. In this method, the stream generator extrats PCRs from an existing TS and inserts them into null TS packets in the form of MPEG sections, which can be read by Xlets. Because PCRs are displaced into new positions in TS, their values should be adjusted based on the time intervals between the original positions and the new positions. We implemented a synchronized application by using our TS generator and MyGetNPT API, where the task of stream events are to display graphic images. We found that graphic images are displayed where 240 ㎳ from their intended time, where 240ms is a human tolerance for the synchronization skew between graphic image and video.

Research about a game image 3D versification (3D 게임영상 작성법에 관한 연구)

  • Lee Dong-Lyeor
    • Journal of Game and Entertainment
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    • v.1 no.1
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    • pp.31-38
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    • 2005
  • Correct flow of various game manufacture among the justice which is used at the game development. and The understanding about the manufacture regards we making rather correct game. We justice understanding which we are correct in the image manufacture to become the reason air control of the game and We put the center in a 3B game image manufacture understanding. we are marked in maneuvered the game in actual game good. The image of the back of Cut Scene which is inserted at an opeuning incomparableness event time, we have been produced in this method. The thing which a 3D game image is utilized in a special effectiveness image though it is different from the game in the theater movie, we are the graphic which a game manufacture o'clock must be considered. The reason air control which the game player Is rather correct, we are regarded we offer the reason to immerse with his game.

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A Study on PR Vocational Ethics of PR Practitioners (PR실무자의 PR직업윤리에 관한 연구)

  • Choi, seok-hyun
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.1216-1221
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    • 2009
  • Media relations is one of the most important areas of PR in Korea. And PR business ethics is the cause of misunderstandings and complications in PR media relationship. Therefore, PR practitioners' perception about PR business ethics is important part. Along with the rapidly developing PR industry, the ethical aspects of PR are gradually being taken seriously in executing PR projects and activities. PR practitioners have the social responsibility to preserve media clean in media relations because they primarily keep various information of organizations. In order to guarantee peoples right to know and the free flow and the free flow of information, the PR ethics must be closely examined.

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A Study on Effective Methods for Launching Mobile Platform Games in Console and PC Platform Games (콘솔과 PC 플랫폼 게임에서 모바일 플랫폼 게임 출시를 위한 효과적인 방안에 관한 연구)

  • Min-Cheol Lee;Hyo-Nam Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.141-143
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    • 2023
  • 콘솔 및 PC 게임이 모바일 플랫폼으로 진출하는 경우 기존에 출시했던 플랫폼과 다르게 모바일 플랫폼에 맞는 조작, UI, 과금 정책 등의 다양한 부분을 고려할 필요가 있다. 모바일 플랫폼의 화면 크기 조작의 한계를 반영해 전투, 퀘스트 진행, 파티 조합, 장비 장착, 캐릭터 육성 등 게임 플레이 전반의 자동 시스템을 구축해 유저에게 조작 편의성을 제공할 필요가 있다. 또한 기존의 유료화 게임 형태의 판매 전략에서 부분 유료화의 전환에 따른 기존의 유저가 느낄 수 있는 과금 거부감을 해소하기 위해 시즌 패스, 월정액 시스템 등을 도입해 소 과금으로 유저들에게 게임 내에서 만족감을 느낄 수 있도록 하는 것이 중요하다. 본 논문에서는 게임의 일회적인 판매량이 매출에 영향을 주는 것과 다르게 주기적인 유저들의 접속(DAU, MAU)에 따른 과금 정도가 매출 및 게임 순위 등에 영향을 주게 된다. 따라서 꾸준한 업데이트와 이벤트 제공을 통해 기존 유저들이 장기적으로 게임에 접속하도록 유도하고, 신규 유저들이 게임에 유입될 수 있도록 하는 과정과 같은 발전 방안을 제시해 본다.

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A Concurrency Control and a Collaborative Editing Mechanism in a Collaborative Virtual Environment for Designing a Game Map (게임 맵 디자인을 위한 협업 가상 환경에서의 동시성 제어 및 공동 편집 방법)

  • Park, Sung-Jun;Lee, Jun;Lim, Min-Gyu;Kim, Jee-In
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.15-26
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    • 2011
  • Game level design is a collaborative work to create a virtual world for a computer game including maps, agents, monsters, objects, players and events based on predefined its game scenario. It is a promising collaborative design application. The game level design generally requires much time and cost, as the size of its target game space becomes huge. However, traditional game level design tools do not provide concurrency control mechanisms among multiple participating game designers. They do not provide consistency of undo and redo mechanisms for erroneous collaborative tasks during iterative modifications and updates of collaborative tasks among multiple designers. In this paper, we propose a concurrency control and a collaborative editing mechanism to enhance productivity of the collaborative game level design. The proposed system provides hierarchical structures of shared objects and a concurrency control mechanism for each object. The proposed system also provides a consistent undo and redo mechanism to enhance modifications and updates on intermediate results of the level design procedures.

An Application-embedded method to trace OTT viewing patterns on smartphone (스마트폰에서의 OTT(Over The Top)서비스 시청패턴 추적 어플리케이션 설계 : 티빙(tving)을 중심으로)

  • Choi, Sun-Young;Kim, Min-Soo;Kim, Myoung-Jun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.4
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    • pp.1000-1006
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    • 2014
  • This study focuses on the fact that a OTT service is vigorously used for smart phones, and suggests a design of method to trace the experiences of watching television contents. For this purpose, we developed logging functions and embedded them into existing OTT service application to record flow and pattern of watching context. This paper suggests a log file format which can accurately and precisely record watching actions of users per-second methodology rather than former per-minute methodology. Moreover, this study shows that the application can trace watching attitude according to occurring events by characteristics and playing modes of realtime broadcasting, VOD, advertisement contents. In addition, based on the result of the study, this paper discusses educational, operational meaning of the method such as methodological application in mobile ethnography field or survey for total screening rate.

Analysis on User Behavior of Social Game (소셜 게임의 사용자 특성 분석)

  • Han, Hye-Won;Shim, Se-Ra
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.137-145
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    • 2010
  • Humans are social existences who connect with others and live together. Communication between human has evolved into diverse formats and contents beyond time and space. Social Network Service builds social relationship based on web and its users increase rapidly in a global environment due to the user-friendly web circumstances, easy access and wide-spread supply of the smart phones. One of the aspect that is taking the center of Social Network Service is a Social Game. Social Games are based on web that has simple rules to play in fictional time and space background. This research is to analyze the relationship between social game, Social Network and user behavior through the Social Games Farm Villand Cafe World.This paper, firstly, is going to observe the characteristics of people who participate in the two social games 'Farm Ville' and 'Cafe World'. It, then, attempts to analyze individual and social human desires depicted in the games. In the social games, personal perception is revealed through an image of "possession", while one's social activity is displayed by an image of "consumption."

Time-Space Setting Analysis for Creating the Feeling of Tension in Horror Games : Focused on 'Silent Hill 2' (공포게임에서 긴장감 형성을 위한 시공간 설정 분석 : '사일런트 힐2'를 중심으로)

  • Jin, Hyung-Woo;Kim, Mi-Jin
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.49-57
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    • 2020
  • This paper analyzed maximized the tension not by functional restriction but by psychological response inducement to form the tension of the horror game from the point of space time view. In order that, We arranged three major situations inducing the tension in the horror game and prepared space time analysis base. Pure fiction time of game itself is applied on game time excluding the time creating the cut-scene and the game space is organized with various combination of three space types. This analysis result can help horror game design by discovering the relationship between space time structure and tension forming of the horror game. These analysis results allow us to find guidelines for the time and space design of horror games that can be flexibly linked to game events and contexts by controlling the player's dynamic/static tension and temporary/continuous tension.

Development of an X3D Python Language Binding Viewer Providing a 3D Data Interface (3D 데이터 인터페이스를 제공하는 X3D Python 언어 바인딩 뷰어 개발)

  • Kim, Ha Seong;Lee, Myeong Won
    • KIPS Transactions on Software and Data Engineering
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    • v.10 no.6
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    • pp.243-250
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    • 2021
  • With the increased development of 3D VR applications augmented by recent VR/AR/MR technologies and by the advance of 3D devices, interchangeability and portability of 3D data have become essential. 3D files should be processed in a standard data format for common usage between applications. Providing standardized libraries and data structures along with the standard file format means that a more efficient system organization is possible and unnecessary processing due to the usage of different file formats and data structures depending on the applications can be omitted. In order to provide the function of using a common data file and data structure, this research is intended to provide a programming binding tool for generating and storing standardized data so that various services can be developed by accessing the common 3D files. To achieve this, this paper defines a common data structure including classes and functions to access X3D files with a standardized scheme using the Python programming language. It describes the implementation of a Python language binding viewer, which is an X3D VR viewer for rendering standard X3D data files based on the language binding interface. The VR viewer includes Python based 3D scene libraries and a data structure for creation, modification, exchange, and transfer of X3D objects. In addition, the viewer displays X3D objects and processes events using the libraries and data structure.