• Title/Summary/Keyword: Digital Game Space

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Reinterpretation on Propertiness of Online Game Item (온라인게임 아이템의 재물성에 대한 재검토)

  • Yoo, In-Chang
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.4
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    • pp.153-160
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    • 2013
  • Online game provides a kind of cyber money aden and game instruments, items in order to attract game users. Game users want stronger, better and higher-leveled items with competition. Demands and supplies on items are formed and the transactions are made. The problem is there happen frequently illegal behaviors in the process of transactions. Among these illegal behaviors, for using other's id and password without authorization and stealing items, rejecting to return assigned items, providing stolen item to other who knows the fact or destroying others' items, it is difficult to apply provisions on properties in the criminal code on them. Because the criminal code has a duty to prevent separation between substantial criminal behavior and regulations, it should reflect substantial cultures and values of the times. Therefore, property like items in cyber space can be considered as new property to need to be protect under the criminal code and it may be not an interpretation of expansion. The reason is it is practical and reasonable to judge whether propertiness can be established considering cyber space's unique characteristics. It is time to review propertiness of Article No. 346 according to the request of times of the digital age.

A Study of Production Technology of Digital Contents upon the Platform Integration : Focusing on Cross - Platform Game (플랫폼 통합에 따른 디지털콘텐츠 제작기술 경향연구 : 크로스 플랫폼게임(Cross-Platform Game) 사례를 중심으로)

  • Han, Chang-Wan
    • Cartoon and Animation Studies
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    • s.14
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    • pp.151-164
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    • 2008
  • Cross platform game has brought about the expansion of game market, which results in technology innovation overcoming the limit of game consumption. The new model integrates both off and online game services. Gamers can now enjoy game service regardless of age, time, and space. If the technology evolution model of digital contents like cross-platform game engine can provide contents for several platform at the same time, the interactive service can be utilized into maximum level. It is also necessary to allocate, switch data as well as to innovate the transmission technology of data according to each platform. Providing the same contents for several platform as many as possible can be the most suitable strategy to enhance the efficiency and profits. However if the interactive service can be accomplished completely, the development of data switching technology and distribution should be made. To be a leader in the next digital contents market, one should develop the network engine technology which can embody the optimization of consumption in the interactive network service.

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A Study on the Planning of a Space for Senior Citizens Using Digital Contents (디지털 콘텐츠를 활용한 노인 공간의 기획에 관한 연구)

  • Kwon, Ji-Hyuk
    • Journal of Digital Convergence
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    • v.18 no.5
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    • pp.257-267
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    • 2020
  • The objective of this study is to plan a space for senior citizens using digital contents as the measures for securing the cultural diversity by paying attention to culture of senior citizens. For this, this study theoretically examined digital contents as physical/social/psychological aging of senior citizens, space only for senior citizens, and culture of senior citizens. The research method used an in-depth interview. The results of this study are as follows. The senior citizens wanted the new play culture besides cultural programs operated by the existing spaces for senior citizens, and they also showed high preference of digital contents such as personal media and game. Especially, the senior citizens had an expectation that such digital contents would be helpful to smooth communication between family members. Based on such results, this study suggested a digital based culture spaces for senior citizens.

Study on Management of Water Pipes in Buildings using Augmented Reality (증강현실을 이용한 건물의 수도관 관리 방안 연구)

  • Sang-Hyun Park
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.6
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    • pp.1229-1238
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    • 2023
  • Digital twin is a technology that creates a virtual space that replicates the real world and manages the real world efficiently by integrating the real and virtual spaces. The digital twin concept for water facilities is to effectively manage water pipes in the real world by implementing them in a virtual space and augmenting them to the interior space of the building. In the proposed method, the Unity 3D game engine is used to implement the application of digital twin technology in the interior of a building. The AR Foundation toolkit based on ARCore is used as the augmented reality technology for our Digital Twin implementation. In digital twin applications, it is essential to match the real and virtual worlds. In the proposed method, 2D image markers are used to match the real and virtual worlds. The Unity shader program is also applied to make the augmented objects visually realistic. The implementation results show that the proposed method is simple but accurate in placing water pipes in real space, and visually effective in representing water pipes on the wall.

The Impact of Object Density on Motion Simulation in Virtual Space (가상공간에서 오브젝트의 밀도가 이동시뮬레이션에 미치는 영향)

  • Yoong, Hayoung;Koo, Jihun
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.55-62
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    • 2017
  • In this study, motion simulation of Walk-through was evaluated with HMD(Head Mounted Display). More Specifically, we examined the changes of the degree of object density placed around virtual space on psychological moving distance, moving speed, and moving time. The results were as follows. First, the difference between the experimental conditions(low density, Medium density, High density) was significant. Second, as the density of the surrounding objects increased, the average point of moving time, moving speed, and moving distance rose compared to the basic conditions. Third, it was found that the surrounding objects improved the sense of time, speed and distance in motion simulation in virtual space.

A Study on the Reproduction Method of Oriental-painting on 3D Space in Virtual Reality - Based on the case of "Haedol landscape painting" (가상현실 속 3D 공간에서의 동양화 기법 재현방법 연구 - "해돌 산수화"의 사례를 중심으로)

  • Park, Min-Ji;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.33-42
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    • 2019
  • This paper is the result of research on how to represent 'Landscape' of Oriental painting in 3D space within virtual reality. Based on the similarities between the characteristics of Oriental painting and virtual reality put together three features of painting and put them into the digital content. For the expression of painting style, we produced texture, represented spaces and shadows as a content development environment, and the view point with helper storytelling.

Simulation of Entropy Decrease in Puzzle Game Play (퍼즐 게임 플레이에 나타난 엔트로피 감소의 시뮬레이션)

  • Yun, Hye-Young
    • Journal of Korea Game Society
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    • v.13 no.5
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    • pp.19-30
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    • 2013
  • This Study analyzes dynamic of a puzzle game play by applying entropy law. Entropy is a concept that a quantitative measure of the amount of thermal energy not available to do work in a closed system. And amount of entropy can be measured only if we see the closed system as whole, the field. Puzzle game is also closed system. When player moves an object in game, it change a relationship among objects in play field. In , through an act of position change, player sustains a play field active. In respect of an entropy, this kind of play is considered as pursue of usability of the energy. In , player piles up objects without empty space. In respect of an entropy, this kind of play is considered as pursue of the order. Likewise, puzzle game play can be considered as simulation of a human's pursue of the order in an entropy increasing physical world. And this pursue is a driving force of puzzle game play.

Guidelines for Serious Game Museum Exhibits (박물관 전시용 기능성 게임을 위한 가이드라인 연구)

  • Kwon, Jungmin
    • Journal of Korea Game Society
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    • v.19 no.4
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    • pp.119-138
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    • 2019
  • Digital interactives in museums are expanding and user experience is becoming the focus of exhibition design. The purpose of this study was to suggest guidelines for serious games as a part of museum exhibits. To achieve this, studies on museum education, public space HCI, serious games, and universal design were analyzed by using content analysis methods. Results included 16 quality standards from cognitive, physical, and personal/social models. The findings from this study could benefit the design of future museum gaming interactives.

A Case Study of Museum Gamification in Korea and abroad (국내외 박물관의 게이미피케이션 사례 연구)

  • Son, So-Hee;Min, Seo-Yun;Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.109-120
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    • 2018
  • Gamification is an important technology for the museum experience in the future, but there is a lack in both its application and academic studies in Korea. Therefore this study targets the technical strategies of museum gamification by studying domestic and international cases. For this purpose, this study analyzes and compares the cases as personalization, and audience interaction of museum experience and sees how the structure of the digital program affects the museum experience in detail by applying MDA framework to the comparisons. For visitors' active interaction with the museums, gamification should be designed in a way to contribute to visual expression of self identity, utilization of the museum space, constructivist learning free from limit on space and time, and interaction with other people.

The Emergence of Lifestyles in On-line Game World : Understanding Self and Others, Aesthetics of Diversity (게임 세계에서 만드는 삶의 방식과 현실 인간의 persona : 같음과 다름의 배움, 차이의 미학)

  • Whang, Sang-Min;Doh, Young-Yim
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.492-500
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    • 2008
  • This research was conducted in an attempt to understand human lifestyles in on-line game world. Q methodology was used to investigate players in Mabinogi, which is an on-line game(MMORPG). Based on 82 behavior statements, 6 types of on-line game lifestyle were found : Self -Enhancer, Self -Expressionist, Relation-Oriented, Isolation -Antisocial, Social Contributor, and Self-Interest. The behavior patterns of the 6 types were then compared to identify similarities and differences amongst them in psychological meanings and values in the on-line game life. The results showed that the lifestyles in on-line game world encompass both the reflection of the lifestyles in the real world and also the creation of new life patterns that players desire. The process of developing lifestyles in the online game world illustrates the emergence and evolution of human life on new social environment which is established by digital technology. On-line game world can be defined as new life space in which people is able to create new identity and new culture.

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