• Title/Summary/Keyword: Game Contents

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Gamification Convergence Contents Study: Formal Elements of the Game Implemented in (게이미피케이션 융합콘텐츠 연구: <잼라이브>에 나타난 게임의 형식적 요소를 중심으로)

  • Lee, Un-Jung;BYUN, Daniel H.
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.483-489
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    • 2019
  • Recently, various media such as broadcasting, movies, and mobile converge with game elements, expanding the contents and expanding the area. This study focuses on the gamification convergence contents. Among them, we examine the case of mobile application live quiz show by applying the formal elements of the game mentioned by Tracy Fullerton. The elements have all the formal elements of the game, which led to the conclusion that they lead the audience to immersion based on the play characteristics of the game. This can be attributed to the elements of the game that have penetrated into the contents, and it can be reinterpreted, and the directions of new contents can be presented, which is industrially, culturally and academically significant. This study focuses on the industrial and cultural achievements created by contents, and plans and prospects new content that balances play and usefulness.

Development of Crossplatform 2D Game Library for PSP Game Console (PSP 게임기용 크로스플랫폼 2D 게임 라이브러리 개발)

  • Lee, Dae-Hyun
    • The Journal of the Korea Contents Association
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    • v.7 no.5
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    • pp.78-84
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    • 2007
  • The portable game market is growing so fast recently. However, the development activities of domestic game development companies have been very week, which is mainly due to the lack of efficient and economical game development library solutions. This paper deals with how to implement 2D game library for SONY PSP game console that is very popular thesedays as a portable game console. We have ported the open source SDL library to PSP. Consequently, developers could develop games in PC environment and port it to PSP very easly based on the game library

A Study On the Formative Of The Game Character (게임 캐릭터의 조형성에 관한 연구)

  • Oh, Hyun-Ju
    • Proceedings of the Korea Contents Association Conference
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    • 2004.11a
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    • pp.91-100
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    • 2004
  • Game industry has emerged as one of the most popular sector among the cultural industries in the digital era. The role of game characters has evolved with the times and today, the characters can even determine the fate and success of the game itself. In early stage, game character nearly didn't contain the character itself because it was for only game, however its importance has been considered more than the contents and scenario of game as game business has been changing gradually. Therefore, the "Formation" of the character that is the core of game, is an important factor that can make different products, is playing an essential role for the improvement in work and productivity of game.

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The study on derived problems and improvement analysis from tycoon type mobile game (타이쿤 모바일 게임의 문제점 도출 및 개선 방안에 대한 연구)

  • Park, Hong;Park, Jeong-Hyeon;Park, Jin-Wan
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.181-184
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    • 2006
  • With the game contents which is suitable in quality of the interface which is restricted and the mobile game which is restricted at game playing time the tycoon game raises its head and with one style human nature it is receiving. But like this popularity it is the actual condition which is being pushed out wild because of game the game characteristic come into the market without with character little by little. It examines the trend and a production process and a composition of the tycoon mobile game which is immanent the game characteristic which is considerable from the research which it sees consequently and it currently problem point a tycoon mobile game with character and escape a improvement program and to sleep it presents it does.

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A Study Animation on 3D Mobile Game -With Game [Fly to The Music]- (3D Mobile Game에서의 Animation 활용사례연구 -Game [Fly to The Music]을 중심으로-)

  • Kim, Hyeon;Lee, Nam-Kook
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.302-309
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    • 2006
  • Game and Animation are considered as two different fields. The definition of animation is "moving picture" and game is a kind of animation which can be controlled by users. Actually, many principles of animation are applied to the production of games, and are even more emphasized in the mobile game contents which are becoming popular these days because of the characteristics of mobile devices such as small screen size. In this paper, we study on the application of the 12 principles of animation through the making of a mobile 3D game called "Fly to the music" and that game is going to be serviced in late 2006 by SK Telecom. Moreover, we studied the differences between 3d mobile game animation and ordinary animation.

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Artificial Intelligence Techniques in Game Contents

  • Ko Sang-Su;Chae Song-Hwa;Nam Byung-Woo;Kim Won-Il
    • International Journal of Contents
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    • v.2 no.3
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    • pp.18-21
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    • 2006
  • Nowadays, many people enjoy playing games in computer. In this kind of game, people often meet NPC (Non Player Character). It is the virtual character in simplified form of real player and exits in most of current computer games. Various NPCs add the reality and atmosphere of the game as well as help players. There are several techniques to embody NPC, but developers generally use AI technique. This paper discusses some artificial intelligence techniques used in game contents. Especially this paper focuses on the AI techniques used in computer games in terms of the two main approaches, symbolic approach and sub-symbolic approach.

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A study of using a game engine technique to produce 3D Entertainment contents (게임엔진 기술을 활용한 3차원 엔터테인먼트 콘텐츠 제작 연구)

  • Noh, Seung-Seok;Park, Jin-Wan
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.294-297
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    • 2006
  • All through the World, the Game Market has grown up speedily and the Game technology progress rapidly for the advancement of the computer technology and the increase of the number of PC in use. For in this thesis, we will research on a real-time 3D game engine technique that is the core of FPS(First Person Shooter) which apply a 3D virtual reality and deduce a production of contents. Finally we will comment on a direction in development of the game engine.

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A Study of the Development System of 3D Sound Contents (3D사운드 컨텐츠 개발 시스템의 고찰)

  • Yi, Woo-Seock;Kim, Kyung-Sik
    • Journal of Korea Game Society
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    • v.2 no.2
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    • pp.72-77
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    • 2002
  • Sound contents of these days are in the trend of 3D surround audio which has much higher quality then CD audio with the aid of DVD, Development environments of sound contents should be advanced and the efficient application of this system is quite necessary. In this paper, we proposed an improving method for utilizing sound/audio card systems which are necessory for developing game and multimedia sound contents as well as relate know-hows of producing 3D sounds with sound production tools for their efficient usages and applications.

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3D Network Game Development for Education and Publicity of Resource Recycling Study on Contents Technology (자원재활용 교육홍보를 위한 3D 네트워크 게임 개발)

  • Oh Seung-Taek;Jun Byung-Hwan
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.407-411
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    • 2005
  • In this research, we develop 3D online racing game to aid the comprehension about resource recycling, in the way of provoking children's interest and satisfying scientific curiosity, using 3D graphic editor and DirectX programming tool. This game is developed for children to experience the collection and classification procedure of recycling resources by only taking part in a game naturally, and to learn recycling-process contents produced using animation technique. Especially, we make this game to utilize it as an educational and public medium at home and abroad, and to interchange with foreign institutes, by offering korean version as well as english version. As a result, this game can be used as educational contents about resource recycling, because it is developed in the style that children can enjoy it directly.

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Interactive Game Designed for Early Child using Multimedia Interface : Physical Activities (멀티미디어 인터페이스 기술을 이용한 유아 대상의 체감형 게임 설계 : 신체 놀이 활동 중심)

  • Won, Hye-Min;Lee, Kyoung-Mi
    • The Journal of the Korea Contents Association
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    • v.11 no.3
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    • pp.116-127
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    • 2011
  • This paper proposes interactive game elements for children : contents, design, sound, gesture recognition, and speech recognition. Interactive games for early children must use the contents which reflect the educational needs and the design elements which are all bright, friendly, and simple to use. Also the games should consider the background music which is familiar with children and the narration which make easy to play the games. In gesture recognition and speech recognition, the interactive games must use gesture and voice data which hits to the age of the game user. Also, this paper introduces the development process for the interactive skipping game and applies the child-oriented contents, gestures, and voices to the game.