• Title/Summary/Keyword: Game Concept Design

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A Study on Game Developing Idea Expressions by Using Web Based Conception System -The effects of using idea tips during the conceptual initial process of game development- (웹 기반 컴퓨터 지원 발상시스템을 이용한 게임개발 아이디어 발상에 관한 연구 -게임개발 초기 컨셉 디자인에서 아이디어 Tips 활용과 효과를 중심으로-)

  • You Jae-Seol
    • Journal of the Korea Society of Computer and Information
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    • v.9 no.3
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    • pp.143-148
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    • 2004
  • It is important the initial process during game development - the stage where creative idea expression is needed - decides the chance of success. CGTS(Creative Group Thinking System) is a web based system made for that particular-conceptual-step. As for this study is to show the conversion of ideas and the synergy effects of the tips given. Based on the facts, conceptual needs will be more strengthen during the initial stage. The intention of this study is to improve the game developing process.

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The Value Formation of Digital Image by Users' Interaction in Online Games (온라인게임에서 사용자 인터랙션에 의한 디지털 이미지의 가치 형성에 관한 연구)

  • Yoo Wang-Yun
    • Journal of Game and Entertainment
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    • v.2 no.2
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    • pp.17-24
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    • 2006
  • Online games take place by the interactions among users and their contents change endlessly with their organic characteristics. Especially, digital images that make a great impact on game play such as characters or items form their own value beyond the establishment scope of their designer even outside of the game world. The users who pay fees for using them establish the concept of possession for the images and information designed in the games. Then, business transactions are formed among them who are in agreement with their values and their possession rights can be changed. In this way, digital images in the online games form new values by the interaction among other users or game systems. Meanwhile, the more the interaction and a sense of solidarity in the community increase, the higher their value becomes.

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FTAs for Global Free Trade: Through Trade Liberalization Game

  • Nahm, Sihoon
    • Journal of Korea Trade
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    • v.26 no.1
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    • pp.33-56
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    • 2022
  • Purpose - This paper explains how free trade agreements (FTAs) work as a building block to achieve global free trade and be better than other trade regimes. Design/methodology - This paper utilizes a trade liberalization game setup. Three countries choose a trade agreement strategy based on a given trade regime. Trade agreement is made only when all member countries agree. The paper evaluates each trade regime concerning FTAs and customs union (CU) by area size of global free trade equilibrium on the technology or demand gap between countries. Findings - FTAs make global free trade easier. In this game, there are two main reasons for failure to reach global free trade. First, a trade regime with FTAs makes non-member face difficulties in refusing trade agreements in the existence of a technology gap than a trade regime without FTAs. Also, a trade regime with FTAs causes it harder to exclude non-members in the existence of a demand gap than a trade regime with only CUs. Therefore, a trade regime with FTAs can work better in reaching global free trade. Originality/value - The concept of "implicit coordination" was used, which assumes that FTA members keep external tariffs for non-members the same as before an FTA. Without this consideration, FTA members lower their tariffs to non-members, and it makes non-member refuse free trade easier. FTA can prevent it sufficiently only with implicit coordination. This makes the trade regime with FTAs more effective to reach global free trade.

A Prototype Design for a Real-time VR Game with Hand Tracking Using Affordance Elements

  • Yu-Won Jeong
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.5
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    • pp.47-53
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    • 2024
  • In this paper, we propose applying interactive technology in virtual environments to enhance interaction and immersion by inducing more natural movements in the gesture recognition process through the concept of affordance. A technique is proposed to recognize gestures most similar to actual hand movements by applying a line segment recognition algorithm, incorporating sampling and normalization processes in the gesture recognition process. This line segment recognition was applied to the drawing of magic circles in the <VR Spell> game implemented in this paper. The experimental method verified the recognition rates for four line segment recognition actions. This paper aims to propose a VR game that pursues greater immersion and fun for the user through real-time hand tracking technology using affordance Elements, applied to immersive content in virtual environments such as VR games.

Diverse Aspects of the Antagonist of the Game through the theory of Film Narrative (영화의 이야기 구조를 통한 게임의 Antagonist 양상과 특성 연구)

  • Ahn, Sang-Hyuk
    • Archives of design research
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    • v.17 no.4
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    • pp.299-306
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    • 2004
  • From oral literature to the online game, the narrative has been extended to be comprehensive of various temporal and meaningful facets. Antagonism between the desire and the obstacle propels the narrative story of the game and film. Essential to the concept of antagonism is the role of an antagonist with power to endanger the protagonist; the strength of that force grabs the spectator's interest. An antagonist becomes the obstacle that guards the distance between a protagonist's desire and ability to attain ti. Although an antagonist is the obstacle to overcome in a story, for ordinary people, the intense rivalry between the pro and antagonist offers an unlimited framework for the discussion of game with film narrative which create an interplay of desire and identification. In this paper, I am going to analyze the diverse aspects of the antagonist in the spectator's fantasy of the visual story such as film and multimedia.

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A Study on the Gamification Technology Valuation Framework (게이미피케이션 기술 가치 평가 프레임워크 연구)

  • Baek, Junho;Jang, Jintae;Jeong, Jiyong;Kim, Sangkyun
    • Journal of Korea Game Society
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    • v.18 no.3
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    • pp.17-26
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    • 2018
  • As the concept of experience economy has been accelerated recently, user experience is more emphasized today, most of all. And related representative keywords are gamification. Gamification characterized by that intangible elements are produced and consumed through various interactions between providers and users and by having a structure that is difficult to generalize and objectify to economic value. Therefore, the purpose of the present study is to develop a quantitative valuation indicator of concept and standardize the valuation formula covering economic value for gamification technology and overall framework from the perspective of evaluating economic values of intangible technologies such as of knowledge, design, contents, and service of a company.

The Graphic Designer's Competency in Convergence of Outsourcing Game Development (융복합적 외주 중심 게임개발 환경에서의 그래픽 디자이너 필요역량)

  • Ahn, Duck-Ki;Kim, Suk-Rae
    • Journal of Digital Convergence
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    • v.13 no.6
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    • pp.257-265
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    • 2015
  • The outsourcing has become a general part of the convergence in modern game development process for generating a higher profit margin. This study examines and defines the work competences required for the game graphic designers in a collaboration performance of outsourcing. In this study, we introduce the basic concept and advantages of the outsourcing and extend prior work on identifying three work competencies of graphic designers. We conducted in-depth case studies of outsourcing system used by North America's major game developer. The findings from this study offer insights into the essential core competencies expected for graphic designers, providing effective guideline from the practical perspective.

Authoring Tool of Courseware based on Crossword Puzzle Game for Vocabulary Learning (크로스워드 퍼즐게임을 기반으로 하는 어휘학습 코스웨어 저작도구)

  • Park, Su-Ja;Jung, SoonYoung
    • The Journal of Korean Association of Computer Education
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    • v.6 no.2
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    • pp.157-164
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    • 2003
  • To enhance the effect of learning in vocabulary learning, it is important first of all for learner to take active learning and be interested in learning, not cramming education. Due to this background, the instructor sometimes takes advantage of the game concepts in producing the courseware for vocabulary learning. But because of overwhelming overload in making the game-based courseware, it have been not made practical application to vocabulary learning. In this research, we study on the strategy for making practical application of the game concept to producing the courseware for vocabulary learning. And, based on the strategy, we design and implement the authoring tool of courseware for vocabulary learning based on crossword puzzle game. This tool enables instructor to produce the courseware based on crossword puzzle game easily and quickly and to make efficiently the courseware for vocabulary learning with level.

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A Study on Instruction Design for Game Programming Concept Learning (효과적인 게임프로그래밍 기본개념 학습을 위한 수업사례 연구)

  • Choi, Youngmee;Kim, Seongjoong
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.443-444
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    • 2014
  • 본 연구는 게임프로그래밍 기본 기술 습득을 위하여 교실 수업에서 학생들이 능동적인 실습으로 진행하는 사례를 교수환경(플립티드러닝), 교과내용(프레임워크기반 게임프로그래밍), 상호작용성, 평가방법 중심으로 기술하고, 성공적인 수업을 위한 관리지침과 기대효과를 제시한다.

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A Comparative Case Study on Studio Specialized in Digital Concept Art -Focused on the Field of Animation and Game- (디지털 컨셉 아트 전문 스튜디오에 관한 사례 비교 연구 -애니메이션 및 게임 분야를 중심으로-)

  • Choi, Do-Won;Lee, Heon-Woo;Lee, Hyun-Seok
    • Cartoon and Animation Studies
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    • s.36
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    • pp.167-187
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    • 2014
  • Animation-related films and game industries have been expanding their markets rapidly responding to sharply increasing public demand. The production processes of major studios are getting more and more specialized and detailed. Therefore, they feel burden to manage and maintain as the HR and physical sizes are getting greater. So, independent studios which perform partial processes of the works are increasing over North America and Europe. Specialized studios build previous functions and related business models. They are expanding their areas. Therefore, this study targeted studios specialized in digital concept art in free production step. The characteristics of such studios were analyzed. To this end, first definitions of digital concept art concepts and functional & artistic features of entire production, and their application to business were deliberated through documents and online. Based on the results, the features of 'concept art service', 'self-brand business/ communication', and 'education service' were drawn. Second, based on it, targeting three con cept art studios such as Atomhawk (UK), FengZhu Design (Singapore), and Studio Gage (Korea), case research was done. Comparative analysis for the cases was conducted. It turned out that concept art studio s lead new market demand through active business strategies such as related contents development, marketing, etc. based on specialization. This research is significant to understand global trend of newly establishing specialized studios market and suggest reference data to improve prospective domestic specialized studios competitiveness.