• Title/Summary/Keyword: Game Space

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Influence of Self-Identities in Real Space and Virtual Space on Game Addiction and Maladaptation: Focused on the Users of Online Role Playing Game (현실공간과 가상공간의 자아정체감이 게임중독과 현실부적응감에 미치는 영향: 온라인 롤프레잉 게임 이용자를 대상으로)

  • Han, Hye-Kyoung;Kim, Joo-Hee
    • Korean journal of communication and information
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    • v.37
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    • pp.342-376
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    • 2007
  • This study attempted to explore relationship between self-identities in real space and in virtual space and to inspect empirically both self-identities' influence on addiction and society maladaptation of online role playing game users. The verified results through this study are summarized as follows. First, both self-identity in real space and self-identity in virtual space represent strong interrelationship. In detail, the user with strong self-identity in real space shows strong self-identity in virtual space. Second, self-identities in two spaces have the negative interrelationship with game addiction and maladaptation. Whether real space or virtual space, the higher self-identity, the lower the levels of game addiction and maladaptation. Especially, self-identity in real space appeared an influential variable determining the level of addiction and maladaptation. Although self-identity in virtual space have not an independent influence, it has the possibility to effect complementary with self-identity in real space. This fact means that virtual space is not the place where the user with weak self-identity in real space can discovers the ideal self. Because they also experience the negative recognition about oneself in virtual space.

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An analysis of a Semiotic Point Of View In Computer Game : "New Super Mario Brothers" (닌텐도 "뉴 슈퍼마리오 브라더스"의 기호학적 분석 연구)

  • Jeong, So-Yun;Song, Mi-Sun
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.3-12
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    • 2008
  • This paper described a character of the narrative in the computer game, especially targeting the newest edition 'SUPER MARIO(NDS, ie computer game in NITENDO). The series had gained popularity over 20 years with its attractions as changing graphics, developing computer technology. It also had been proved that a narrative was connected with a semiotic factor in the game. The analyzation of doer and space in the game that showed the narrative character explained the repetition and the modification, then deduced certain motif from it. This study was to certify that immersion and interesting in game were interacted with between a game factors and narratives, and it is meaningful for developing game story.

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Analysis of Metabus Character Properties and Personal Space Status and Effectiveness (메타버스 캐릭터 속성과 퍼스널 스페이스 현황과 효과 분석)

  • Kim, Deok Min;Seok, Hyeonseon;Jeong, Hyung Won
    • Journal of Integrative Natural Science
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    • v.14 no.3
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    • pp.78-86
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    • 2021
  • Personal space is an invisible space around people and plays an important role in human communication. Individual spaces are known to change according to gender and relationships in communication between people. This study examines whether such personal space exists between characters on a metabus. Gender participants took up short personal space, and female participants found that on the Metabus, they changed their personal space according to their intimacy or gender with other people's characters rather than their own. Male participants are thought to change their personal space according to their personality in case of reason in Metabus. From this, it is thought that the participant continues to have physicality, just as the meta-bus actually has a body. Female participants found that in Metabuses, as in the real world, gender between characters has a similar short personal space, rather than gender, and intimacy between characters. In the case of male participants, it was shown that the closeness between the characters was similar to that of the personal space, but the gender of other characters did not change the personal space. Future validation of personal space for metabus characters requires comparison of shapes of individual spaces and cultures, such as individual characteristics, such as introduction and extroversion of individual space, and experiments of gender. In this experiment, the number of female experiment participants is strongly required in future experiments, as compared with male experiment participants, and the need for various cultural experiments is also required.

On the Formative Feature Characteristics of Cyber Character's Fashion in the Cyber-space Game (가상공간 게임에 나타난 사이버 캐릭터 의상의 조형성)

  • 서정립;진경옥
    • Journal of the Korean Society of Costume
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    • v.54 no.3
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    • pp.99-112
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    • 2004
  • The purpose of this research is to examine the relation between the cyber environment and the contemporary fashion design by studying the formative feature characteristics of cyber character's fashion in the on-line game from the point of the contemporary fashion design. The research method is to understand the general concept of the cyber-space and characters and then is to contemplate characteristics and formative features of game character's fashion of the cyber-space mainly with cyber characters that were closely linked with features of the contemporary fashion design. As a result, the formative feature of game character's fashion of the cyber-space was to be classified into four categories; reactionism, mechanism, futurism, sensualism. First, reactionism takes traditional elements with symbolical and compromising form. Second, mechanism has a tendency of deconstruction due to its vitality and sense of velocity for objects through employing geometrical forms and new materials. Third, futurism deviates from the established framework. It makes use of high-tech materials and has surrealistic and futuristic features. Fourth, sensualism does emphasize sensual parts of the body and intends to convey aesthetic atmosphere through association of ideas. Character's fashion of the cyber on-line game is unnatural and artificial in its forms and wear for the lack of knowledge for costume's structure, and it shows just simplified design that accept extremely partial fragment of features in the contemporary fashion design.

Efficient Counterexample Generation for Game Solving in NuSMV (게임 풀이를 위한 NuSMV의 효율적인 반례 생성)

  • Kwon, Gi-Hwon;Lee, Tae-Hoon
    • The KIPS Transactions:PartD
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    • v.10D no.5
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    • pp.813-820
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    • 2003
  • This paper solves Push-Push game with the model checker NuSMY which exhaustively explores all search space to determine whether a model satisfies a property. In case a model doesn't satisfy properties to be checked, NuSMV generates a counterexample which tells where this unsatisfaction occurs. However, the algorithm for generating counterexample in NuSMV traverses a search space twice so that it is inefficient for solving the game we consider here. To save the time to be required to complete the game, we revise the part of counterexample generation so that it traverses a search space once. As a result, we obtain 62% time improvement and 11% space improvement in solving the game with modified NuSMV.

Motion Based Serious Game Using Spatial Information of Game and Web-cam (웹캠과 공간정보를 이용한 체감형 기능성게임)

  • Lee, Young-Jae;Lee, Dae-Ho;Yi, Sang-Hong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.9
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    • pp.1795-1802
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    • 2009
  • Motion based serious game is a new style of game and exercise using hands, arms, head and whole body. At that time gamer's reachable movement space is an important game space and interaction happening place. We propose efficient game spatial division and analysis algorithm that gives special information for collision avoidance of game objects. We devide into 9 parts of game space and check the enemy position and upper, down, left and right side movement information of gamer and calculate optimal path for collide avoidance of the enemy. To evaluate the method, we implemented a motion base serious game that consists of a web cam, a player, an enemy, and we obtained some valid results of our method for the collision avoidance. The resole demonstrated that the proposed approach is robust. If movement information is in front of enemy, then the enemy waits and finds the place and runs to avoid collision. This algorithm can be used basic development of level control and effective interaction method for motion based serious game.

A Street-Child's Board Game: the Endless Quest for Respectability in Ragged Dick

  • Kim, Soyoun
    • Journal of English Language & Literature
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    • v.64 no.2
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    • pp.187-201
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    • 2018
  • Horatio Alger's Ragged Dick (1868) betrays the economic and social system of nineteenth-century America through a self-reformative bootblack's quest for respectability. Being considered a space of constant danger, nineteenth-century New York City serves as a game board, and both visitors and residents of the city are supposed to avoid dangers while moving across its space. Dick Hunter, the juvenile protagonist of the novel, illustrates a street-child who starts his game of life from the backline of the game board. Continuing his quest for respectability, not only must he abandon the bad habits that he acquired as a street-child, but he also must avoid thieves and swindlers just like a tourist or like a player of nineteenth-century American board games. As Dick's social rise goes parallel with his movement in the city space, his entrance to a bank brings him the access to other respectable places, and a series of entrance turns him into a legitimate subject in the official system of the American society. While he continues his game of life successfully with the help of gentlemen patrons, in reality it is almost impossible for a disadvantaged player to escape the backline of the society. Thus, Dick's success story presents Alger's fantasy about the ideal economic system in which materials and persons are endlessly circulated.

VR Theme Park Regulatory Improvement Plan (VR 테마파크 규제개선방안)

  • Song, Seung-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.12
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    • pp.1653-1658
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    • 2018
  • This study aims to analyze the cases of VR space to improve the regulations. The space is divided according to the multi-use business act when the VR simulator and the VR game are simultaneously installed in a single space. It is necessary to amend the rules of the Tourism Promotion Act so that it can operate at a certain area of the youth game room subject to the Game Industry Law. Amendments that do not compartmentalize a space partition in the Multi-use Business Act should be carried out simultaneously. This is safer alternative by collective management rather than by the safety applied within a limited space by eliminating the compartment by industry. This is a legal amendment that allows VR simulator and VR game to be operated in the same space even in small sized amusement facilities such as other amusement facilities. This regulatory improvement plan is expected to help the activation of small sized VR theme parks.

Proposal Research for Character's Physical Change System in Space Survival Game through Literature Review (문헌검토를 통한 우주 생존 게임에서 캐릭터의 신체 변화 시스템 제안 연구)

  • Seong-Jin Han;Min-Je Jang;Jung-Yi Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.3
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    • pp.1-7
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    • 2024
  • In this study, in order to analyze physical changes that occur in real space in a survival game set in space and effectively apply this to the game, we investigated changes in the body exposed to a weightless environment based on literature on physical changes that occur in space. In addition, survival elements were derived by analyzing the system of survival games registered on the global platform STEAM. Based on the results obtained, a survival system was constructed so that it could be practically applied to a survival game set in space, and a method was designed to apply survival elements related to actual physical changes. Therefore, this study is expected to be used as a way to apply scientific facts as a survival factor for player characters when producing survival games set in space.

Development of an Augmented Reality Puzzle Game Detecting Hand Posture Using HSV Color Space in Real Time (HSV 컬러 영역을 이용한 실시간 손동작 검출 증강현실 퍼즐 게임 개발)

  • Kim, Minhyuk;Kim, Youngsik
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.79-86
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    • 2014
  • There have been many trials for development of games using augmented reality. This paper presents a 2D puzzle game system using HSV color space to detect hand posture from an input image by smart device's cameras in real time. The developed game in this paper brings smart devices and the computer vision closer. Also this game can be a new interactive technology utilizing both the mobility of smart devices and the tangible interactivity of virtual reality in education and entertainment environments.