• Title/Summary/Keyword: 한국형 게임

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A Study on Effective Revenue Model for Virtual World - Focusing on Payment Method of In-Game Assets in Social Virtual World (가상 세계를 위한 효과적인 수익 모델 연구 - 생활형 가상 세계에서 게임 내 자산 판매 방식을 중심으로 -)

  • Kim, Ha-Jung;Oh, Gyu-Hwan
    • Journal of Korea Game Society
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    • v.8 no.4
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    • pp.29-43
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    • 2008
  • The virtual world is a cyber gaming space where a player interacts with others through their avatars. It is now mainly developed in foreign countries including USA, Canada, and Europe and many experts say that the market capacity of virtual world will be continually expanded in worldwide. The virtual world will mostly be made such that a user accesses the world for free and pays for in-game activities. But it is hardly that we find the effective methodology of payment system for such virtual world due to its' short development history. In the case of Korea, various payment methods of selling in-game assets have been tested in online games. The paper propose an effective revenue model for social virtual world focused on selling in-game assets. The guideline of the proposed revenue model will be expected to contribute creating revenue focused on selling in-game assets, effectively for social virtual world.

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Robotic String Musical Instrument as an Interactive Game Prototype (체감형 게임 원형으로서의 로봇 현악기 설치미술)

  • Kim, Tae-Hee
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.57-65
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    • 2012
  • Interactive games allow users to obtain embodied experience using the bodies as controllers. The same is true in interactive media arts where users engage in active participation. In contrast to video games, physical body feedback is desired and such practice can be found in robotic arts. I suggest that interactive media arts and interactive games should share common foundations. In this context, I introduce and explain an interactive robotic art work implemented. This work is a musical instrument that employs a robot which travels sitting on two strings in response to audience positions. In results, the robot modulates the vibrations of the strings by causing the effective lengths of the strings changed. The robot uses an economic multi-cell proximity sensor in order to track the audience. In the interaction, phenomenological tension could take place in the performative narrative space. In this paper, I discuss this interactive robotic work in the context of interactive games with a few examples.

Augmented Reality Board Game using a Hand (손을 이용한 실감형 보드게임)

  • Kim, Ki-Rak;Jung, Kee-Chul
    • Proceedings of the Korea Information Processing Society Conference
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    • 2005.05a
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    • pp.923-926
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    • 2005
  • 컴퓨터 환경의 급속한 발전과 더불어 게임 산업도 발전하고 있다. 또한 보다 현실감 있는 컴퓨터 게임 환경과 인터페이스에 관한 연구도 많이 진행되고 있다. 이를 위한 환경으로는 증강현실과 가상현실이 있으며, 사용하는 인터페이스로는 사이버글러브, 데이터글러브, 전자펜, 마커 등과 같은 하드웨어 장비가 있다. 이러한 장비를 이용하면 현실감이 떨어지고 사용자에게 많은 경제적 부담감을 주며, 복잡한 기술이 필요하다는 단점이 있다. 본 논문은 추가적인 장비의 도움 없이 손만을 사용하여 실감형 오델로 게임을 할 수 있는 기술과 방법을 제안한다. 우리는 손을 찾기 위하여 스킨 칼라 모델을 사용하고, 원하는 위치에 돌을 놓기 위하여 손의 좌표와 마커 좌표간의 켈리브레이션을 수행하여 좌표변환을 하였다. 본 논문에서 제안된 방법은 오델로 게임뿐만 아니라 다른 증강현실 보드게임에 적용될 때 사용자에게 보다 현실감 있는 환경을 제공할 수 있을 것으로 기대된다.

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Implementation of NPC server for adaptive Al in online game (온라인 게임에서의 적응형 Al 구현을 위한 NPC 서버의 설계)

  • Mun, Sung-Won;Han, Sung-Ho
    • Journal of Korea Game Society
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    • v.5 no.4
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    • pp.23-32
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    • 2005
  • This paper introduces environment analysis way to improve the game AI. The way of environment analysis can provide game user the more reality than generally used AI patterns. This paper suggests the way to make die NPC patterns variously. To realize this theory we designed the organization of NPC server newly, and also accomplished the experiment of NPC server simulation test to get the performance applied in real situation.

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Virtual Reality Drum Rhythm Game Using Motion Tracker (모션 트래커를 이용한 가상현실 드럼리듬게임)

  • Yun, Tae-Jin;Hwang, Soo-Min;Jung, Ji-Hoon;Choi, Hyun-Wook;No, Jin-Yeoung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.01a
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    • pp.291-292
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    • 2020
  • 본 논문에서는 가상현실 콘텐츠 구현에 널리 사용되고 있는 unreal engine4를 사용하여 모션 트래커를 이용한 가상현실 드럼 연주 게임을 제작하였다. 현재 4차 산업 혁명 시대에서 가상현실 기술을 이용한 다양한 응용분야가 나타나고 있고 그중에서 체감형 콘텐츠가 몰입감을 높일 수 있다. 가상현실에서 더 많은 모션을 구현할 수 있도록 모션 트래커를 이용한 악기를 연주하는 것은 거의 없다. 그래서 모션 트래커를 이용한 게임 콘텐츠를 제작하여 드럼 악기를 몰입감 있게 게임 형태로 연주하는 체감형 게임을 개발하였다.

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A Study on The Gamification Elements of Eye-tracker for Improving Attention Concentration of Children with Quadratic Palsy with Intellectual Disability (지적장애를 동반한 사지마비형 뇌성마비 아동의 주의집중력 향상을 위한 아이트래커기반 게임화 요소 연구)

  • Jeong, Yoona;Woo, Tack
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.57-66
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    • 2020
  • In this paper, we analyze the interaction features using eye-tracker and the characteristics of attention concentration of children with intellectual disabilities, and present gamification elements that can be used when designing digital contents for them. For children with quadriplegic cerebral palsy, eye-trackers will increase the accessibility of digital contents. Foreground gamification can be used for selective attention concentration, background gamification and intrinsic motivation to sustain attention concentration, and foreground gamification and extrinsic motivation for mobility.

A Study on the Intelligent Game based on Reinforcement Learning (강화학습 기반의 지능형 게임에 관한 연구)

  • Woo Chong-Woo;Lee Dong-Hoon
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.4 s.42
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    • pp.17-25
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    • 2006
  • An intelligent game has been studied for some time, and the main purpose of the study was to win against human by enhancing game skills. But some commercial games rather focused on adaptation of the user's behavior in order to bring interests on the games. In this study, we are suggesting an adaptive reinforcement learning algorithm, which focuses on the adaptation of user behavior. We have designed and developed the Othello game, which provides large state spaces. The evaluation of the experiment was done by playing two reinforcement learning algorithms against Min-Max algorithm individually. And the results show that our approach is playing more improved learning rate, than the previous reinforcement learning algorithm.

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Game Based Online Contents Development in Middle School Mathematics (중학교 수학교과의 온라인 게임형 콘텐츠 개발)

  • Cho, Eun-Soon;Kim, In-Sook
    • The Journal of the Korea Contents Association
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    • v.7 no.9
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    • pp.248-256
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    • 2007
  • The purpose of this study is to design, develope, and deploy of online game content in middle school mathematics. This study analyzed related literature review, case studies, and educational game web sites for seeking better applicable design strategies. After serious discussion with experts based the design ideas, this study established its own educational game design model and it was applied to develop algebraic function lesson for middle school students. The developed content also was deployed in real classroom setting to see how students received the game contents and how. well they processed the design procedures and activities. We found that educational online game content, especially when applied to mathematics subject, can be effective in students interests and their motivations. We also observed that there were a few managerial errors such as need for detailed guidance for game, cumulative game results for later feedback, and so on. This study concluded that educational game contents should be able to widely spread out to get students' learning interests and strong motivation as well. We suggest that related research should be done toward to other subject than mathmatics and various students age groups.

Augmented Reality Game of Experiential Metaverse based on Landmark (랜드마크 기반 체험형 메타버스 증강현실 게임)

  • Min-gyu Yeom;Su-min Lee;Young-hoon Park;Kyung-sook Han
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.6
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    • pp.109-117
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    • 2023
  • Recently, interest in metaverse, which creates new value in the real world, has increased. In order to make it easy to experience such a metaverse, we have developed an experiential metaverse AR game in which users take the lead in exploring the environment and enjoying content based on landmarks. Important features of the metaverse include connectivity with the real world, interactivity, and digital currency. The game seeks to extend daily life through AR and satisfies interaction through real-time chat and team competition. Finally, digital currency is built through a store system. It is implemented as a mobile game and can be accessed at any time if there is a smartphone, increasing accessibility.

Development of Evaluation Criteria and Analysis For Game-type Learning Program Based on HCI (HCI 이론에 기반한 게임형 학습 프로그램 평가 준거 개발 및 적용)

  • Lee, Jeong-Hee;Lee, Jae-Mu
    • Journal of The Korean Association of Information Education
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    • v.11 no.1
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    • pp.1-9
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    • 2007
  • The purpose of this study is to develope a criterion for evaluation on game-type learning programs by the application of HCI(Human Computer Interaction) theory. And to analyze game-type learning programs for elementary students on the criterion developed in this study. The HCI theory, which deals with principles or methods for developing systems people can use conveniently and pleasantly, has been applied to overall area of program development. And it also has been widely used to evaluate learning programs. However, there have been few studies on a game-type learning program evaluation on the basis of the HCI theory. This paper shows that evaluation criteria are developed on three viewpoint bases : usefulness, usability, and affect which are as elements in HCI. And analyzes the game-type learning programs from these three points of view. The evaluation criteria developed in this study can be applied to a basis for evaluation on game-type learning programs, and the analysis will be able to be a useful guide to game programers as well as its users.

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