• Title/Summary/Keyword: Game Landscape

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Virtual Landscape Classification Standards and Representative Spatial Types in Digital Games (디지털 게임 내 가상경관 분류 기준 확립 및 대표 유형 산출)

  • Kim, IkHwan;Lee, Injung;Lee, Ji-Hyun
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.19-28
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    • 2016
  • Digital games are generating various types of virtual landscape and the importance of virtual landscape has been arises. However, there has not been any research done how to design the virtual landscape. To establish virtual landscape design methodology, establishing the classification system and suggesting the representative type of virtual landscape is needed. With this research, I collected the classification standard and established five standards; story, cooperation, interaction level, dimensions and shape of the space. With that system, I classified digital game and could prove the effectiveness. Also by classifying cases through 20 years of timeline, I could come out with three representative types. This result will work as a reference to the future research; establishing design methodology on virtual landscape.

Tree Growth Model Design for Realistic Game Landscape Production (사실적인 게임 배경 제작을 위한 나무 성장 모델 설계)

  • Kim, Jin-Mo;Kim, Dae-Yeoul;Cho, Hyung-Je
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.49-58
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    • 2013
  • In this study, a tree growth model is designed to represent a variety of trees consisting of a outdoor terrain of game efficiently and naturally. The proposed tree growth model is an integrated tree growth model, and is configured using the following approaches: (1) the tree modeling method based on growth volume and the convolution sums of divisor functions, which is used to model a variety kind of trees more intuitively and naturally; (2) a rendering method using a level of detail of branch based on instancing for real-time processing of numerous trees with complicated structures; and (3) a combination of the above methods to efficiently implement a game landscape. The natural and diverse growths of trees that emerged using the proposed tree growth model is evaluated through experimentation, along with the possibility of implementing the natural game landscape and the efficiency of real-time processing.

Development of Multi-platform 3D Interactive Rural Landscape Simulator with Low-cost Web GIS and Game Engine (무료 Web GIS와 보급형 게임엔진을 이용한 다중플랫폼 3차원 인터랙티브 농촌경관 시뮬레이터 개발)

  • Lee, Sungyong;Kim, Taegon;Lee, Jimin;Suh, Kyo
    • Journal of Korean Society of Rural Planning
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    • v.19 no.4
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    • pp.177-189
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    • 2013
  • 3D modeling and rendering technologies are getting more attention from landscape planners and architects because the virtual reality based on 3D graphic technology could give more realistic experience to landscape simulation users and boost promotional effects. The 3D landscape simulation, however, not only requires a lot of cost and time in production, but also demands efforts to distribute to consumers due to various computing environment of them. The purpose of this study is to suggest a process for developing an interactive 3D landscape simulator with low-cost, which can support multi-platform functionality in high quality through reviewing related current software and web services. We select GIMP for 2D image texturing, SketchUpfor 3D modeling, Unity for real-time rendering, and Google Earth for terrain modeling considering price and workability and apply the developed process for Windows, Web, and Android versions to test the applicability for Sangji-ri, Gosam-myeon, Gyeonggi-do, Korea.

Seoul 1988 Olympic Marathon Course Selection Process and the Image Strategy of the Urban Landscape (88 서울올림픽 마라톤 코스의 결정 과정과 도시 경관 이미지 전략)

  • Park, Sangyeon;Jeon, BongHee
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.36 no.1
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    • pp.81-92
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    • 2020
  • The purpose of this study was to examine the selection process of the marathon course and the progress of the related urban landscape design projects. The study revealed that the initially selected course of the downtown Namdaemum changed to the riverside course that runs around Gangnam and Han river. This change implied that showing the developed landscape of Seoul was much more considered than showing the traditional landscape of Seoul. The urban design plan had changed in 1986 after the marathon course was finalized. The development project of downtown was changed to Gangnam area including Teheran-ro. The city also redeveloped the substandard housing zones around the Olympic facilities. As a result, developed areas and modern apartments of the riverside was emphasized in international TV game broadcast. This embedded the industrialized and modernized image of Seoul to foreigners. Also, Koreans started to recognize the Han river as Seoul's representative landmark. Accordingly, Seoul succeeded in creating a modernized urban landscape image through the Olympic marathon course.

Study on the Internet Industry Structure under the NgN Regime-Competitive Landscape of ISPs, CPs, and CDNs (디지털 컨버전스 인프라로서의 NgN 환경에서 인터넷 산업구조 : ISP, CP, CDN 사업자간 경쟁을 중심으로)

  • Kim, Do-Hoon
    • Korean Management Science Review
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    • v.23 no.3
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    • pp.243-257
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    • 2006
  • ITU-T's NgN(Next generation Network) architecture is expected to offer a new Internet platforms such as QoS(Quality of Service) guaranteed services as it overcame the limitations of the existing best-effort Internet architecture. However, policy development crucial for the NgN framework(e.g., interconnections and billing) is lagging far behind technology development. For example, arguments over network neutrality clearly indicate little understanding of the Internet industry structure where diverse providers including ISP and CP coexist. This study employs a network economics approach to predict how the competitive landscape involving various providers will evolve under the traffic-based billing system under the NgN environment. Applied is the non-cooperative game theory, in particular, Stackelberg's repeated game in order to build and analyze model for competition among those providers. We also studied possible impacts that CPs would have on the competitive landscape if they have an option to replace ISP: i.e., CDN(Content Delivery Network) provider. Lastly, based on the model analysis and experiments, presented are their implications to policy development and tile future prospect.

Historical Conciderations of Gyeokgu Game and Play Space - Focused on the Goryeo Dynasty Palace - (격구희(擊毬戱)와 개최공간의 역사적 고찰(1) - 고려조 궁궐을 중심으로 -)

  • Choi, Woo-Young;Yoon, Young-Jo;Yoon, Young-Hwal
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.29 no.3
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    • pp.134-146
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    • 2011
  • Gyeokgu is a group ball game transmitted into the Joseon Dynasty period as acquiring a great vogue among the royal palace and people in Goryeo Dynasty after being introduced into the country from China. This research aimed through historical investigation to look into the form in which the Goryeo dynasty's kings enjoyed Gyeokgu game, and the historical-spatial signification and the locational characteristics of Gujeong(the ground where play Gyeokgu) which is the courtyard where Gyeokgu game was held centering around the Goryeo dynasty's palace where Gyeokgu was prosperous most. We researched and analyzed the data for research after extracting the records related to Gyeokgu from three historical data of the true records of the Goryeo Dynasty. Upon investigation, twelve among 34 kings of the past generations were concerned with Gyeokgu in Gyeokgu game participation form, and 46 times were recorded in historical records in total. In the participation form, kings participated personally in 9 times among 46 Gyeokgu games, and viewed games in case of 37 times. Among these kings, the 18th generation king Uijong was recorded most as 17 times(36.9%) in Gyeokgu records. Places where Gyeokgu were held were 25 places in total including royal palace, detached palace, Lu-jeong, Buddhist temple, private residences, markets and streets, other outside of the royal court and so on, and 46 time-Gyeokgu games in total were held in these places. 21 time(45.6%)-Gyeokgu games were held in only 5 detached place among these places. So, detached palace were used most for Gyeokgu games. In particular, Gyeokgu games were held most in Suchanggung palace and Jangwonjeong palace among these detached palaces, and all these things were recorded during the reign of King Uijong. Gyeokgu game which was prevalent by the end of the Goryeo Dynasty showed a progression to a national festival which kings, personally coming into streets or Jeoja(an archaic word for "market"), enjoyed with the crowd.

Seasonal Changes in Structure and Landscape of Urban Stream Corridor - In the Case of Gongji Stream in Chuncheon- (도시하천 하도구조와 경관의 계절변화 - 춘천시 공지천을 중심으로 -)

  • Jo Hyun-Kil;Han Gab-Soo
    • Journal of Environmental Science International
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    • v.14 no.8
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    • pp.739-748
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    • 2005
  • The purpose of this study is to analyze seasonal changes in structure and landscape of Gongji stream corridor in Chuncheon, and to suggest some guidelines to contribute to creating a desirable close-to- nature stream. The study seasonally surveyed floodplain and revetment conditions, channel micro-topography, streamflow level and velocity, and vegetational cover. Flooding, water level, and vegetation were major factors of affecting seasonal changes in streambed structure and stream landscape. Small sand bars and islands were considerably disturbed by flooding and water level change. However, large islands and sand bars in the upper and middle section of the study stream remained or reappeared even after flooding. Flooding also tended to repeat channel sedimentation at the same spot. Controlling water volume of the Euiam Lake, which is adjacent to the study stream, caused higher water level downstream in the dry seasons. The majority of vegetation in sand bars and islands was washed away by the floods. Vehicle passing, crop cultivation, and ball game were other elements which disturbed vegetation in the floodplain. Creating a close-to-nature stream should reflect micro-topographical changes of channel by flooding, prevent improper vehicle entry and human use, and remove concrete material in the revetment and floodplain.

A Study on the Use of Halophytes on the Reclaimed Land in Landscape Architecture (간척지 염생식물의 조경적 활용방안에 관한 연구)

    • Journal of the Korean Institute of Landscape Architecture
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    • v.26 no.3
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    • pp.278-287
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    • 1998
  • The halophytes are considered less important in our field, as the land reclamation executed continuously by public or individual. So this research is to use plants more active on the reclaimed land and to verify their utility in the aspect of the landscape planning, design and complementaton. This research is performed at the construction site of Incheon International Airport in Youngjong-do located in West-sea of Korea. Following proposals are the major conclusions drawn from the research:1. The halophytes to be used in the vicinity of the water reservoir in orer to improve the ground for the introduction of new plants and prevent the water contaminatioin. 2. The halophytes to be used as a gound-cover which protects major structures nearby from being damaged by the salt content in the air. 3. Thd halophytes to be used as a unique and panoramic landscape element. They have various colors which change throughout a year. 4. Thd halophytes to be considered as a outdoor recreation resource. The halophytes planted area may be utilized as picnic area, outdoor event plaza, ball game ground, rough in the golf cource and etc. Additional usage of the land include the future rearch site for sea fronted ecological studies and pasture for cows and other livestock.

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