• Title/Summary/Keyword: Game Sound

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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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Study of sound for Smart phone games (스마트폰 게임의 사운드에 관한 연구)

  • Lee, Myung-Hwan;Ryu, Chang-Su
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.405-408
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    • 2012
  • Recently, Smartphone takes center stage as the next generation game platform, so there's fierce competition between various companies which enter the mobile market. According to Smartphone market is wide, Smart phone App game sound is more widely. This study attempts to analyse the role of sound effects and BGM(background music) during game play or game development, and make a comparison between game play with and without Sound effects, so that to suggest the direction of development of the App game sound for Smartphone and to remind the importance of sound effects and emphasize the necessity of development of the professional game sound.

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Reactive sound system suitable for platform genre games (플랫폼 게임에 적용될 수 있는 반응성 사운드 시스템)

  • Park, Dae-Hwan;Lee, Dong Lyor;Lee, Wan Bok
    • Journal of the Korea Convergence Society
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    • v.4 no.4
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    • pp.7-12
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    • 2013
  • Presence of music in the modern game is getting bigger and bigger, and storytelling in the area of game play a leading role in many cases. Platform game is one type of action game genre. In its nature, the character and the object in a game are closely coupled, thus they have intermate relation with reactive sound system. In this study, we tried to build a effective and reactive sound system which is suitable for the storytelling of platform game. In addition, we speculated various aspects of game including psychological, musical and social aspects, finally investigating the future aspects of the game music.

A Study of the Changes of Game Music (게임음악의 변천에 대한 고찰)

  • Lee, Jeong-Hyeok
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.103-111
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    • 2012
  • Games in 1970s have used the savings of analog wavelength as in music and the like on hardwares of small cassette, gramophone, and the like. Due to these configuration elements, durability has to be declined so much. In the event of using the music on the video game, more affordable method is to use the computer chip to convert the analog sound into the computer code to convert into the electric wavelength to send to the speaker. The sound effect of the game is generated in this method. The technical limit has been gradually overcome to grant more freedom to the composers and the sound track pre-recorded on the optic disc and the like has emerged. The game developers of today have made several attempts on the technology to produce the game music. This study has contemplated the process of advancement in the change of game music production with the influence on technology and business.

Cloud-Based Gaming Service Platform Supporting Multiple Devices

  • Kim, Kyoung Ill;Bae, Su Young;Lee, Dong Chun;Cho, Chang Sik;Lee, Hun Joo;Lee, Kyu Chul
    • ETRI Journal
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    • v.35 no.6
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    • pp.960-968
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    • 2013
  • To implement a cloud game service platform supporting multiple users and devices based on real-time streaming, there are many technical needs, including game screen and sound capturing, audio/video encoding in real time created by a high-performance server-generated game screen, and real-time streaming to client devices, such as low-cost PCs, smart devices, and set-top boxes. We therefore present a game service platform for the running and management of the game screen, as well as running the sound on the server, in which the captured and encoded game screen and sound separately provide client devices through real-time streaming. The proposed platform offers Web-based services that allow game play on smaller end devices without requiring the games to be installed locally.

An Analysis of The Repetitive Sound Effects Influencing on Game User's Flow (반복사운드 활용이 게임 유저의 몰입에 미치는 영향 분석)

  • Kim, Wan-Suk;Yun, Jae-Sun;Lim, Chan;Min, Byung-Chul
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.149-156
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    • 2010
  • There are elements for the game user get into the emotion of flow (the mental state of operation in which the person is fully immersed in what he or she is doing by a feeling of energized focus, full involvement, and success in the process of the activity). In game contents, for example, a considerable sophisticated application of 'sound' is one of the important elements must be considered for a qualified game development process. If a proper audio condition is satisfied, a game user is intrinsically solving problems by auditorial sense and the participant get into immersing into the game spontaneously. There are elements in game contents storytelling for the user to be in flow condition, this study will be analyzing a game user's flowing, especially with repetitive usage of sound. To be accurate, 'flow analysis' of Csikszentmihalyi. M, and 'flow factors' of Donna L. Hoffman & Thomas P. Novak, in addition, would be proper references in the research. comparing to a precedent study that analyzed a game and flow focused on visual elements. Ponpoko(Sigma Enterprise Inc., 1981) and Bio Hazard 4(Capcom, 2007) will be given as the main texts. To achieve the desired proposition in the study, user's reaction is monitored by listening repeatable and ordinary sound. Questionnaires are including Frequency Analysis, MANOVA(multivariate analysis of variance).

Development of portable game device with uncompressed HD video and high quality sound output (비압축 HD급 영상 및 고음질 음성 출력을 지원하는 휴대용 게임기 구현)

  • Lee, Chung-Hee;Lee, Jong-Hun;Jung, Woo-Young
    • Proceedings of the KIEE Conference
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    • 2006.10c
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    • pp.391-393
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    • 2006
  • In this paper, we develop a portable game device with uncompressed HD video and high quality sound output. Portable game devices support not only game function but also various complex functions recently. It especially supports TV-Out port to play realistic game, connecting a large screen display device. But the video and audio output signals of conventional TV-out port have the low performance and these signals are analog output. So, it is difficult that the users enjoy realistic game with benefit of high resolution digital TV. We propose the game device output with uncompressed digital signal, which has no delay of video/audio signal, also has strong immunity to external noise. Since it supports a high resolution video and high quality sound, users can playa realistic game. First, we implement the HDMI to the game device and we test reliability with the various resolutions video inputs and audio inputs. The proposed method can be applied multimedia devices requiring high performance output function as well as portable devices.

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Development of an Authoring Tool for Producing 3D Games (3D 게임 제작을 지원하는 저작도구의 개발)

  • Lee Hunjoo;Kim Hyunbin
    • Journal of Korea Multimedia Society
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    • v.7 no.10
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    • pp.1464-1477
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    • 2004
  • Recently, there is a growing consideration that game authoring tools can play an important role in producing 3D games. In this paper, we introduce our 3D game authoring tool. The tool consists of a map editor, a sound editor, a game data exporter/previewer, and a special effect editor. This tool can help a game designer Produce game data such as game maps, sound effects, and special effects, and so on. In this paper, we implemented a prototype game content to verify the effectiveness of the developed authoring tool.

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The consideration of the speciality of game scenario writer (게임시나리오작가의 특수성에 관한 고찰)

  • Lee, Jae-Hong
    • Journal of Korea Game Society
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    • v.2 no.1
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    • pp.84-91
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    • 2002
  • The big difference of game scenario writers from ordinary scenario writers is the creativity of interactive game element. Game scenario writers should complete scenario form before making conti of game production, develop new item that is the essence of game and be able to write mulit-scenario for diverse story developments. Also, he should have the ability to advise on effective arrangement for sound effect to game designer.

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