• Title/Summary/Keyword: Game Developing Process

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Case Study on Design Approach Education for Creativity Based Game (창의력 기반 게임을 위한 디자인 접근 교육 사례)

  • Eun, Kwang-Ha;Lee, Wan-Bok;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.10 no.7
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    • pp.229-235
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    • 2012
  • The domestic game industry has constantly developed in a short time by concentrating on online games, and keeps growing as a highly added value industry. Also, in the social aspect, it has been seeking various alternatives to place online games as positive and new play culture in the digital era by avoiding negative criticism on game addictiveness. One of important factors in expanding the infrastructure of the game industry and developing it as a type of culture is not simply to develop the existing core genres (on the basis of profits), but to promote the approach of mixture with various contents and of positive functions and thereby enlarge users through various game genres. That is, it is to design games with positive themes and easy immersion by targeting a variety of game users. Such expansion of game design approach is a starting point to develop the infrastructure of the game industry. In the aspect, training professional human resources on the basis of academic and educational process is of significance. Therefore, this work was intended to suggest examples of design approach education based on creativity subject among various subjects with positive functions, and then propose an education process to which Capstone design education contents were applied.

A Study on the Design and Analysis of a Mobile Game (모바일게임의 분석과 설계에 대한 연구)

  • Woo, Won-Taek
    • Journal of Korea Society of Industrial Information Systems
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    • v.12 no.2
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    • pp.1-15
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    • 2007
  • The purpose of this study is to design and develop a mobile game using J2ME, which is currently the most popular choice for game development to understand the process of mobile game development and to develop methods that address weaknesses of J2ME. The development was done with the Eclipse IDE(Integrated Development Environment) tool to simplify mobile game development by removing the need for complex commands and installation processes which are intrinsic to the DOS command Batch file arid J2ME Wireless Toolkit when used for the implementation of java mobile games. Literature was also reviewed on mobile game environments, the structures of J2ME Platform, and past research on mobile games, to investigate which parts of J2ME are important to the characteristics of mobile game development and how to implement these important parts when developing.

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Developing the On-line Game Industry's Changing Scenario and Establishing Business Strategy According to the Introduction of IPTV (IPTV 도입에 따른 온라인 게임 산업의 변와 시나리오 개발 및 경영 전략 수립)

  • Kim, Min-Kwan;Han, Chang-Hee
    • Information Systems Review
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    • v.10 no.2
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    • pp.21-48
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    • 2008
  • The Korean on-line game industry is going through a rapid change. The future business environments for potential on-line game companies are very uncertain due to the new service and the different market trends. In this paper, I propose the use of morphological analysis approach for scenario generation about the future of the On-line game industry. The stages of research process were as follows; Firstly, digital contents analysis and key issues were drawn on IPTV in the on-line game industry. Secondly, each key issue was analyzed and the influence factors and directivity flow were found. Thirdly, highly probable future on-line game industry scenarios were derived. In this case, morphological analysis. On the basis of the developed scenarios, I formulated some implications for business strategy of a potential on-line game companies.

Augmented Reality Board Game Framework (증강현실 보드게임 프레임워크)

  • Kim, jin-guk;Lee, jong-weon
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.639-643
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    • 2007
  • The paper presents a framework for developing real-time multi-user board games and applications in augmented reality. Recently, increase the environment to playing game in augmented reality with advancement of computing ability improvement and wireless networking technique of mobile device. While the trend of utilizing this kind of games is creasing, the facts that there is a shortage of games whose contents are attractive to users. In this paper we propose a framework that enables game content developers to develop new game contents base on augmented reality easily and quickly. This framework is an automatic service that can augment in various methods by using the supported marker recognition service. Therefore game contents developers do not need to know about either augmented reality technique or the inner process structure. The framework also supports special functions and various interaction interfaces for augmented reality board game and components of the board game we can implement. These enable developers to accomplish all the necessary components and structures of the board game more easily.

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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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Engine Technology Design of On-line 3D Game (온라인 3D 게임의 엔진 테크놀러지 디자인)

  • Choi, Hak-Hyun;Kim, Jung-Hee
    • Journal of Digital Contents Society
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    • v.8 no.4
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    • pp.579-586
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    • 2007
  • The process of developing a online 3D game engine involves designing details of the engine, alpha test, adjustment, supplementation, beta test and introduction, and an online 3D game engine is made of a server engine and client engine. The server engine, which is made of server construction part, distribution center and DB construction part for building asymmetric multiple servers, is developed by Linux, and the client engine, which is made of a graphic part, sound part, AI part and object management part, is developed by using DirectX in Windows, and it proposes an engine configuration and method based on 3D engine technology by analyzing the network technology, which is a common engine technology.

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An Object Placement Method for War Game Synthetic Environment Using Color Channels of Image (이미지 컬러채널을 이용한 워게임 합성환경 객체 배치방법)

  • Ha, Dong-One;Lee, Tae-Eog
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.111-118
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    • 2013
  • The US military is developing and improving SE-CORE and CVE to integrate war game between different kinds of systems, establish time-optimal CVE. Although South Korea is researching SEDRIS, etc. that is suitable for domestic circumstances, there are still many problems to be solved. The researchers suggest a way to semi-automate part of SNE process, by using the channel information of the image. This can help to improve speed of creating synthetic environment and facilitate information sharing to the others. If there is further research on the subject, it will be possible to develop automation technology to apply data from various information collection devices to synthetic battlefield environment (SBE).

Design and Implementation of the Network Turn Game for API Using Design Patterns (디자인 패턴을 이용한 네트워크 턴 게임 API 설계 및 구현)

  • Kim Jong-Soo;Kim Tai-Suk
    • Journal of Korea Multimedia Society
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    • v.7 no.11
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    • pp.1588-1596
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    • 2004
  • Developing a real time network game that is serviced on the internet requires a lot of work, time and manpower. Therefore, it is important to design a game in such a way so that existing design codes could be used. The area which is being studied to maximize the reusability of the existing design code is related to design patterns. If the developers are given various design techniques and application examples that use well defined design patterns, they will be able to make better game API(Application Programming Interface) and to invent a framework for game development based on this API as well. In this paper, the design patterns that the GoF(Gang of Four) proposed have been applied to develop and implement two kinds of network turn games. In the process, efficient design techniques will be proposed for the effective reuse of the existing game API.

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The Extraction of Quality Evaluation Elements for Medical Serious Game (의료용 기능성 게임의 품질평가 요소 추출)

  • Yoon, Seon-Jeong;Ryu, Mi-Young
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.3
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    • pp.19-26
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    • 2013
  • As the Medical Serious Games are recently proven effective, the quality evaluation of the game has become an important issue. In quality evaluation, objective criteria and evaluation elements are important. Quality evaluation of the serious game is divided into two areas : the technical (from the point of view of Program) and the non-technical (from the point of view of Content). In this study, we developed the quality evaluation element of the non-technical area to the psychotherapy and the health & rehab game according to developing process of quality evaluation model. We extracted five evaluation elements from the two kinds of medical games, and interviewed with medical experts in order to ensure the validity of them. The goodness of fit tests for the elements mentioned above were verified by conducting. Chi-square test results for the two groups did not differ significantly. In conclusion, we expect to take advantage of the results of this study to design and develop serious games for medical treatment.

Analysis of Presence and Immersion Elements of VR Game (VR게임의 실재감과 몰입감 요소 분석)

  • Kim, Tae-Gyu;Jang, Woo-Seok
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.69-76
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    • 2019
  • Backed by the fourth industrial revolution as the background of the research, VR, AR and MR have increased interest and wireless Oculus Quest is releasing, creating hardware recall and continuing virtual reality devices, and game software develop or service VR games using such devices. As a result, it is expected that VR game markets will continue to grow in the future. For this purpose, we understand the technical factors of presence and immersion that appear in virtual reality games and should be able to apply them when we produce VR games. Through the process, we analyzed elements of VR game concept, immersion, and presence and analyzed three games that were commercialized. As a suggestion, we need to take into account presence and immersion characteristics when developing and experiencing virtual reality games in the future.