• Title/Summary/Keyword: Game Graphics

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A Study on the Influence of the Flow by the Presence and Satisfaction Factors - Focused on Online Game - (실재감요인과 만족감요인이 몰입에 미치는 영향에 관한 연구 - 온라인게임을 중심으로 -)

  • Jo, Jin-Wan;Lee, Jong-Ho
    • Proceedings of the Korea Database Society Conference
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    • 2008.05a
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    • pp.87-106
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    • 2008
  • This study identified the properties of online game, and analyzed existing studies on the impact of the properties of online game on flow. As a result, graphics, sounds, scenarios, game speed, manipulability, and item difficulty were identified as properties of online game, which were influential factors to flow. As a result, the hypotheses on scenarios, game speed, and item difficulty were adopted as significantly influential factors to flow, Attribute of online game. Meanwhile, the hypotheses on graphics, sounds, and manipulability, which were expected to significantly impact flow, were rejected.

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Development of Multi User Games using 3D Graphics and Multicasting (원격 다중 참여자 3차원 그래픽스 게임 개발)

  • Kim, JongSeong;Park, JiHun
    • Journal of the Korea Computer Graphics Society
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    • v.4 no.1
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    • pp.67-77
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    • 1998
  • In this paper we describe a development of a multi user game using 3D graphics and multicasting. First, we represent a virtual reality world by 3D graphics technology. Next, we use computer communication technology for the purpose of interaction among multi users. As a result, multi users share 3D graphics objects and play games. The goal of this paper is a development of a system that enables multi users to play games sharing a virtual world represented by 3D graphics. We use the OpenInventor library and C++ language for 3D graphics scene representation, and IP multicasting protocols for computer communication. The system allows to use Polhemus Fastrak 3D input device that recognizes the 3D position and 3D orientation. As an example we present a game that demonstrates the effect of piano concert by multi piano players who are distributed in a computer network.

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A Game Level Design Technique Using the Genetic Algorithms (유전자 알고리즘을 사용한 게임 레벨 디자인 기법)

  • Kang, Shin-Jin;Shin, Seung-Ho;Cho, Sung-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.15 no.4
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    • pp.13-21
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    • 2009
  • Game level design is one of the important parts in the commercial game development. Because of its complexity in combining game components, game design work could be classified into a non-linear problem. In this paper, we propose a new automated game level design system by using genetic algorithms. With our system, a game designer easily generates an optimized game level by designating the key parameters m the initial stage of game design. Our system can be useful in reducing the trial-errors in the initial game level design process.

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Applications of Variable Indexed Colors for Game Development of Mobile Devices (모바일 기기용 게임 개발을 위한 가변 인덱스 컬러 응용)

  • Jung, Jong-Pi;Kim, Chee-Hoon
    • The Journal of the Korea Contents Association
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    • v.8 no.11
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    • pp.49-56
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    • 2008
  • Most games based on PCs or consoles at present show vivid special effects and brilliance sceneries. However, the other games running on mobiles and portable devices can not show magnificent scenes because of low hardware specifications such as slow CPU, old graphics card and battery capacity. These games relatively prefer light and casual contents that do not need tremendous calculation. It is very important to keep minimum of game graphics quality in those games. Thus this research presents the new possibility of variable indexed color palettes to overcome the low hardware capacities.

The raise the efficiency of game graphics design education using game engine : In focus of Unity3D and Torque (게임엔진 활용으로 게임 그래픽 교육 효율성 제고: 유니티3D(Unity3D)와 토크(Torque) 엔진을 중심으로)

  • Kim, Chee-Hoon;Park, Sung-Il
    • Cartoon and Animation Studies
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    • s.29
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    • pp.151-172
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    • 2012
  • Game production education in a university is very important because it is the stage for completing a game education course as well as for determining a future of game industry. In order to perform various experience and creative learning, it should be able to effectively use a computer infrastructure representing the knowledge and information society for the purpose of obtaining and re-processing information necessary for game production through prediction of directions of game industry as well information technology. This research is focused on an effective game engine education for students whom want to become game graphics designers. The purpose of this study is to draw a lesson of game production utilizing game engines and it enables practice-focused class for game production. It also allows the class participant to manufacture prototypes without support from game programmers for their outcomes of works planned during the game production class. The theoretical background of game production compared and analyzed exemplary game engines. Based on the result, the study selected Unity 3D engine and conducted the research on the background where the Unity engine has been selected and its characteristics. In addition, this study provided an example of game production utilizing a game engine, and also described the details of actual realization. This study selected Torque3D with the Unity in order to identify the purpose of this study and efficiency of learning. Thus, the previous situation is that the class remained in making a game plan during the course of game production project and, students whose major is not game programming. Now, it is necessary for students to make many efforts to make a game in an active and positive attitude by utilizing a game engine beyond the previous method of class.

Key Elements of Rating Classification of Adult Arcade Games : Toward Golden Poker Castle, Adult Non-Amusement With Prize Arcade Game (성인용 아케이드게임물의 등급분류 핵심요소 : 황금(黃金) 포커성(城), 성인용 비경품 아케이드게임물을 중심으로)

  • Song, Seung-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.6
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    • pp.1469-1474
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    • 2014
  • This research aims to investigate the difference between game graphics which considers key elements and game systems which do them in the rating classification of adult arcade games during reviews. The case of the supreme court about 'The Golden Porker Castle' last year for 3 years presents the basis whether considers the game graphics or the game system during the review for the game. It implies to identify the gambling game device for the adult arcade game. This research try to find the direction for the scientific, systematic rating classification to enhance the reliability and the validity in it.

A Comparative Study on the Structure and Implementation of Unity and Unreal Engine 4 (유니티와 언리얼 엔진 4의 구조와 구현 방식 비교 연구)

  • Lee, HanSeong;Ryoo, SeungTaek;Seo, SangHyun
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.4
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    • pp.17-24
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    • 2019
  • In the game industry, traditional game development way was to develop a game engine in advance before developing game content. This has the disadvantage is the high cost of developing the game engine. Further, there is a problem that the game content are not developed unless the game engine is prepared in advance. In order to solve these problems, the game industry has recently selected a method of purchasing a license for a commercial engine, which is a method for improving the game content development productivity, rather than concentrating on game engine development. In this paper, we describe a game object and the structure in Unity and Unreal Engine 4. We compared the editor interface and the supported development languages in the two game engines. We also implemented a First-Person Shooter game to compare how the player's configuration and event handling differ from the two game engines.

A study on character change of game graphics according to media coverage and diversity of technology (매체의 포괄성과 기술의 다양성에 따른 게임그래픽의 캐릭터변화 연구분석)

  • Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.16 no.8
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    • pp.287-292
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    • 2018
  • It's called masterpieces, which are made up of a lot of enthusiasts by adding a variety of configurations, high game quality, and colorful and realistic graphics. Since many classic games came out and disappear from the game companies, they have been revived in recent years as mobile. Although this phenomenon may have various hardware and software reasons, the present researcher intends to compare and analyze the graphical issues of the characters that can increase the game immersion by the user's autonomous selection among the factors for the immersion of the game. In addition to the birth of one of the most loved characters in the world among the characters of various games, it is considered to be a character who has developed the process of graphic and various expressive production centering on the character called Super Mario which shows various developments than the character in the game history of the world We will present various possibilities of development of game character through comparative analysis and research based on the character.

A study of utilizing key components in game trailer production - Focusing on production case of trailer "Thanatos" - (핵심 구성 요소를 활용한 게임 트레일러 제작에 대한연구 - 게임 트레일러 '타나토스' 제작 사례를 중심으로 -)

  • Jiang, HaiTao;Yun, TaeSoo;Lee, ByungChun;Lee, JeongGi
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.3
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    • pp.19-31
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    • 2016
  • Game Trailer plays the role of main marketing for promotion of game. Recently, the characteristic can be summarized as storytelling, graphics method, production technology, and game mechanics of 3D Game Trailer. Online game was produced as cinematic trailer in the beginning, but recently, in-game trailer has been produced as machinima production method for users. This method reveals functions, various contents, and graphics related to the game through trailer, and it is useful in giving information and curiosity related to the game. Machinima composes background and characters in a short period of time online due to recent 3D CG methods, and only dubbing needs to be proceeded. This saves production fee and production period, and it also has the advantage of having multi-story. Game trailer Thanatos is a video developed through machinima production method. This paper proposes production process and the importance of the key components of the whole project through the above four aspects to be used in the actual production stage by intuitively apply and analysis.

Optimization of image data for Mobile Game Gontents (모바일게임 콘텐츠 개발을 위한 이미지 데이터 최적화)

  • Lee, Hwan-joong;Kim, young-bong
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.38-42
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    • 2008
  • In the 2000s, the PC package game market has withered, but the internet based on-line game, the wireless internet based mobile game and high-powered console game market have been main stream. Among those markets, mobile game market has rapidly increased because it has 'mobility' that overcomes the limitation of time and area. But, unlike other platforms, mobile game user have to pay the higher price for download mobile game contents through the wireless internet and mobile game developer have to overcome the limitation of storage memory capacity.of mobile phone. Chiefly, the image data consume the storage capacity of mobile game contents, this paper present a technology to optimize image data for mobile game contents through analyzing type of compression method and image formats.

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