• Title/Summary/Keyword: Game Grammar

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A Study of Digital Game Grammar (디지털 게임의 장르 문법 연구 -FPS 장르를 중심으로-)

  • Lee, Dong Eun
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.7-18
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    • 2015
  • The aims of this study are to theorize genre convention of the digital games and to draw digital game genre grammar. This study verified the need for game genre and derives FPS Game genre grammar in six features. There is a formulation of the genre theory of meaning to academic researchers who studies digital games. And game designers to provide universal principles of a specific genre that is meaningful. As well as this study found that game play through the convergence of different media genres and the new format of storytelling or do it the potential to generate content may also be expected.

Analysis on Playing Pattern of Mobile RPG's Combat Contents - Focus on - (모바일 역할수행 게임 전투 콘텐츠의 플레이 패턴 연구 - <세븐 나이츠>를 중심으로 -)

  • Lyou, Chul-Gyun;Kim, HwaHyun
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.69-78
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    • 2016
  • A sense of oneness between a player and an avatar is more emphasized than role-playing itself in Korean RPG playing. Because of this tendency, the main contents of smart phone-based mobile RPG are mainly focus on combat. As PvP occurs more frequently in mobile RPG, playing experiences are diversified from sensitive control to simple repetition. Also, the auto-combat function offered in game system ingenerates funs from testing a mental model that a player statistically sets before playing. This paper analyzes the process of generating fun in mobile RPG based on Ralph Koster's Game Grammar theory. is selected as subject of this analysis. The pattern of mobile RPG playing is dichotomized : automation of producing materials and concentration on raid and PvP contents.

Logic as grammar: Wittgenstein’s view of logic (문법으로서의 논리 ― 비트겐슈타인의 논리관 ―)

  • Lee, Young-Chul
    • Korean Journal of Logic
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    • v.11 no.2
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    • pp.57-91
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    • 2008
  • In accordance with his belief that philosophical problems arise from misunderstandings of the logic of our language, Wittgenstein's philosophical investigations were always focused on the problems of logic of language. Indeed, it can be said that his investigations were logical investigations. But what was the logic as conceived by him? He regarded logic as grammar from the beginning, but between his two different philosophical periods, there were important changes in his conceptions of grammar. In his earlier period, he understood the logic of language as the truth-functional syntax realizable in an ideal notation, while in his later period he regarded logic as the rules of language-use in various language games. It was a change from viewing logic as an ideally strict and universal system in which every logical possibilities are determined to viewing logic as an open system of non-strict grammatical rules specific to each language game. This paper deals with the gists of his earlier and later views on logic and the reasons for the change of his views, including specifically the reasons for the change of his views concerning the autonomy and necessity of logic as grammar.

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Cinematic reproduction of original game contents-Focusing on text analysis of games and movies (게임 원작 기반 콘텐츠의 영화적 재현-게임과 영화의 텍스트 분석을 중심으로)

  • Park, Hyunah
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.17-32
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    • 2021
  • This study focused on the games that were in the spotlight during the One Source Multi-use era, analyzing game based movies and the games. Through this, we wanted to examine the phenomena, changes, and in-depth meanings of the genre and grammar. Using Vogler's "12 Stages of the Hero Journey" and Greimas's "Model actantie" the three works of Need for Speed, Assassin Creed and Warcraft were cross-analyzed. Through this analysis, we looked at the structure of the discourse and identified the significant messages brought by the change in text.

Online Recognition of Handwritten Korean and English Characters

  • Ma, Ming;Park, Dong-Won;Kim, Soo Kyun;An, Syungog
    • Journal of Information Processing Systems
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    • v.8 no.4
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    • pp.653-668
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    • 2012
  • In this study, an improved HMM based recognition model is proposed for online English and Korean handwritten characters. The pattern elements of the handwriting model are sub character strokes and ligatures. To deal with the problem of handwriting style variations, a modified Hierarchical Clustering approach is introduced to partition different writing styles into several classes. For each of the English letters and each primitive grapheme in Korean characters, one HMM that models the temporal and spatial variability of the handwriting is constructed based on each class. Then the HMMs of Korean graphemes are concatenated to form the Korean character models. The recognition of handwritten characters is implemented by a modified level building algorithm, which incorporates the Korean character combination rules within the efficient network search procedure. Due to the limitation of the HMM based method, a post-processing procedure that takes the global and structural features into account is proposed. Experiments showed that the proposed recognition system achieved a high writer independent recognition rate on unconstrained samples of both English and Korean characters. The comparison with other schemes of HMM-based recognition was also performed to evaluate the system.

Development of Systematic Instructional Materials about "Programming" by Understanding of Game Programs (게임 프로그램 이해를 통한 체계적 "프로그래밍" 교수 자료 개발)

  • Kim, Jong-Hoon;Shin, Jae-Hun
    • Journal of The Korean Association of Information Education
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    • v.5 no.1
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    • pp.133-142
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    • 2001
  • The conception of the computer education should be paid attention to use, as it has meaning of the education using the computer and the education learning the computer. As a notion of the latter, the computer education points at survey of calculation and study which is related programing. Especially study of programing demands various understandings of external fields in programing like operating system and knowledge of hardware with complex courses like coding, compiling, debugging. Existing programming has set importance on mechanical memorizing and using programing grammar so that it has not been suitable for cultivating logical thoughts. So this paper intends to analyze simple game sources coded by C which is based of programing language to develop a fundamental insight.

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A Study on Generalization of Semantic Error Detection Rules in a Grammar Checker for Korean Using Korean WordNet 『KorLex』 (한국어 어휘의미망을 활용한 의미 오류 검사 규칙 일반화 연구)

  • So, Gil-Ja;Kwon, Hyuk-chul
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.11a
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    • pp.640-643
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    • 2010
  • 영어권에서는 통계적 기반 의미 오류 검사기에 대한 연구가 활발하게 진행되었으나 한국어에서는 자주 나타나는 오류를 중심으로 오류 단어를 검사할 문맥이나 공기정보를 갖는 규칙 기반의 연구가 이루어져왔다. 본 논문에서는 표제어나 사전 기반 범주화 정보로 표현되고 있는 기존 문법 검사기의 성능을 개선하는 방안으로 한국어 명사 어휘 의미망인 KorLex를 활용하는 방법을 연구한다. 특히, 용언은 목적어나 주어에 사용되는 명사의 표제어가 의미 제약 조건으로 사용되는 예가 많다. 본 논문에서는 용언의 의미 제약 조건을 명사 표제어 단위에서 명사 의미 그룹(class) 단위로 확대하여 문법 검사기의 의미 오류 검사 규칙의 의미 오류 제약 조건을 일반화 하는 방안을 연구한다.

The Effect of a Programming Class Using Scratch (스크래치를 이용한 프로그래밍 수업 효과)

  • Cho, Seong-Hwan;Song, Jeong-Beom;Kim, Seong-Sik;Paik, Seoung-Hey
    • Journal of The Korean Association of Information Education
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    • v.12 no.4
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    • pp.375-384
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    • 2008
  • Computer programming has educational effect on improving high-level thinking abilities. However, students initially have to spend too much effort in learning the basic grammar and the usage model of programming languages, which negatively affects their eagerness in learning. To remedy this problem, we propose to apply the Scratch to a Game Developing Programming Class; Scratch is an easy-to-learn and intuitive Educational Programming Language (EPL) that helps improving the Meta-cognition and Self-efficacy of middle school students. Also we used the Demonstration-Practice instruction model with self-questioning method for activating the Meta-cognition. In summary, a game developing programming class using Scratch was shown to significantly improve the Meta-cognition of middle school students. However it was shown to insignificantly improve the Self-efficacy of girl students group.

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A Study on Visual Tactility and Spatial Illusion in Virtual Reality Games (가상현실 게임에 나타난 시각적 촉각성과 공간의 환영성)

  • Park, Jin-Ok
    • Journal of Digital Contents Society
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    • v.19 no.2
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    • pp.229-236
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    • 2018
  • The background fort this study is related to the concept of modern time and space which has been extended from physical space to virtual space in the present times witnessing the advent of the Fourth Industrial Revolution. Based on visual tactility and illusion in virtual reality, we intended to present the possibility of the interactions as realistic as the interactions occurring in reality. Regarding the scope of this study, we analyzed the relationship between illusion in game space and immersion in interactions based on the games used frequently among current virtual reality contents. The results of the study showed that the interactions in virtual reality occurred within the space converging the time and space and that the illusion of digital images had realistic position of reality without original. Research which investigates the interaction in virtual space and media projection method for real space and virtual space will provide useful basis for promoting technological development based on novel methods differentiated from existing image grammar and for identifying the content utilization methods.

Toward Successful Adaptation from Games to Films (게임 원작의 성공적인 각색)

  • Park, Soo-Jin;Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.3-14
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    • 2011
  • Nowadays, it becomes a widespread and frequent practice that one content as a source is converted into diverse media formats. However, it is hard to answer the question whether the converted content might become successful again. That is mainly because one needs to have clear understanding about the characteristics of the target media format. This explains the phenomenon that there are very few successful movies which have been adapted from successful digital games. Thus, it is essential to conduct thorough and sufficient researches on the success factors of the adapted movies. The objective of this research is to investigate and analyze common factors of successful movies from digital games in terms of their visuals and narratives. We have found that successfully adapted movies from digital games shares three commonalities in the work of adaptation for effective cinematic impacts. Firstly, the adaptors of the successful movies have composed scripts with riveting storytelling through simplification, compression and removal of the original story. Secondly, they have satisfactorily re-implemented the original game avatars in the process of adaptation. Finally, they have effectively discovered inherent attractiveness of the original games and incorporated into the target movies with faithful following of cinematic grammar. We expect that our work contribute to reduce failure rate of the prospective movies converted from games by the proposed analysis of success factors shared among successfully adapted movies through the proposed case studies.