• 제목/요약/키워드: Game Theme

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VR Theme Park Activation Issues (VR 테마파크 활성화 이슈)

  • Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.122-123
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    • 2018
  • The purpose of this study is to investigate the problem of installing VR theme park in Korea and to find a solution for it. VR is expected to play a leading role in the fourth industrial revolution as a new industry, but it is a reality that it is hard to feel its value in actual field. This is a reality that can not move one step further because it is trapped in the existing legal network rather than the essence of VR because it sees VR from the existing law frame. Because VR is regarded as an amusement device in the amusement facility and is regarded as a game, the former is applied to the Tourism Promotion Law and the latter is applied to the game industry law. When one content and hardware are applied to both laws at the same time and other regulations are applied to it, it is practically impossible to operate VR properly. In order to solve this problem, it is necessary to revise each law little by little in each law and amend the law that can apply VR itself. This study is expected to contribute to the revitalization of VR industry by presenting the ultimate problems and solutions in creating VR theme parks in Korea.

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Development of GPS game machine of space and a position information system

  • Lee, Dae-Young;Park, Kil-Hwan;Bae, Sang-Hyun
    • Proceedings of the KAIS Fall Conference
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    • 2003.11a
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    • pp.243-246
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    • 2003
  • This system is unionized form about GPS and a pocket game machine. This game machine of the use only for the game with an existing system but the function of various purposes which carries out service relevant to a user's position information. This system have the game function, the function to offer space guidance service by the theme interlocked with a user's position, and the traffic safety education function.

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A Case Study on Design of Theme-based Integrated Learning by Using QR Code (QR코드를 활용한 주제중심 통합학습 설계 사례연구)

  • Park, Hyung-Sung
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.141-152
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    • 2013
  • This research aims at suggesting a case of designing theme-based integrated learning for usage smart media. New approach and direction for developing a gaming instructional design was suggested which can encourage learners to participate in. Quest-based learning, the learning environment design where learners conduct various learner-centered activities, plays an important role of reinforcing the motivation, promoting experiential and cooperative learning based on social interaction. The design using QR codes has been proved to be able to offer the learner-centered learning environment which includes social interaction strategy required for learners expanding their cognitive structure, motivation enhancing strategy encouraging their consistent participation in learning, complex problematic situation and scaffolding strategy emphasized by constructivism. And it is expected to contribute to promoting the design of theme-based integrated learning which is being demanded in the educational environment recently by combining systematic design process and strategies.

Study on development of GPS game machine of space and a position information system

  • Song, Byung-Ho;Kwon, Chang-Hee;Park, Kil-Hwan;Shin, Min-Hwa;Koh, Jin-Gwang;Bae, Sang-Hyun
    • Proceedings of the IEEK Conference
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    • 2002.07b
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    • pp.826-829
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    • 2002
  • This system is unionized form about CPS and a pocket game machine. This game machine of the use only for the game with an existing system but the function of various purposes which carries out service relevant to a user's position information. This system have the game function, the function to offer space guidance service by the theme interlocked with a user's position, and the traffic safety education function.

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Possibilities and Limitations of Virtual Reality Based Content - Focused on the Theme Park (가상현실 기반 콘텐츠의 가능성과 한계 - 테마파크를 중심으로)

  • Kim, Ki-Jeong;Han, Ho-Seong
    • Journal of Digital Convergence
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    • v.15 no.5
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    • pp.373-380
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    • 2017
  • Recently, virtual reality contents are being experimented and introduced in various fields such as game, education, medical, exhibition, movie, SNS. However, research on virtual reality is mainly focused on industrial and technological perspectives, so contents-centric or contents-oriented research is on virtual reality is very rare. In order to prepare for the future of virtual reality properly, content-oriented research is very much needed. The purpose of this study is to investigate the types, characteristics, and possibilities of virtual reality contents applied to theme parks. For this purpose, we tried to classify the contents type of virtual reality based theme park. The criteria of type classification are divided into 'fixed type', 'continuous moving type', and 'segmented moving type' according to the player's position movement possibility and movement type, here we combine the senses such as tactile, taste, smell, balance etc.

Introduction of New Game Paradigm-Digital Physical Field Game (새로운 게임 패러다임 : 디지털 피지컬 필드 게임)

  • Woo, Tack;Leem, Eek-Su;Wohn, Kwang-Yun
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.3-13
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    • 2010
  • This research will suggest a Digital Physical Field Game (Digital PFG) as a new ubiquitous paradigm. Based on the evolution of videogame paradigm which is affected by the social paradigm evolves, meanings of "participation" and "communication" as an interaction in the videogames are examined. Additionally, a general concept of ubiquitous games and its limitations are also investigated. Based on that, a new game paradigm which contains a concept of ubiquitous games, Digital PFG's main concepts and examples are newly designed and proposed. As contributions of this research, next are expected, such as, improved immersive contents for the serious games and new approaches to the theme and science parks design as a user participated digital contents.

A Cloud Computing Technology in Overseas Game development (해외 게임 개발에서 클라우드 컴퓨팅 기술)

  • Han, Sang-geun;Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.461-462
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    • 2015
  • Term of cloud computing has passed a long time, appeared on the important theme in IT. And cloud computing are used in various fields in which the development and market size of cloud technology increases worldwide. This paper aim to derive the cloud features of computing service that was used to game development overseas. Many literature related to cloud computing reviewed, to find out how it is applied was released overseas cloud game the present. We expected that it is guideline when develop a game by utilizing the cloud computing service.

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A Study on the Treatment of Jesus′s Resurrection in Korean Novels (예수 부활 문제에 대한 소설적 접근의 몇 가지 유형 "가룟 유다에 대한 증언"과 "사람의 아들"을 중심으로)

  • 이동하
    • Lingua Humanitatis
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    • v.2 no.1
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    • pp.153-174
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    • 2002
  • Dong-Ri Kim's Shaphan's Cross, Do-Gi Paek's A Testimony about Judas Iscariot and Mun-Yeol Yi's Re Son of Man have a common point. In the three novels, Jesus Christ plays an important role. Shaphan's Cross researches the theme of Jesus's resurrection directly and minutely. Dong-Ri Kim shows the attitude of a sincere Philosopher in this work. A Testimony about Judas Iscariot avoids such a theme in treating Jesus Christ, but Do-Gi Paek is concerned only about the moral problem, showing the attitude of a sincere philosopher. Re Son of Man researches the theme of Jesus's resurrection directly and minutely like Shaphan's Cross, but Mun-Yeol Yi does not show the attitude of a sincere philosopher. He, instead, shows the property of a dilettante who enjoys an intellectual game. In short, these three novels play important roles in enlarging the territory of Korean literature.

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Anatomizing Slots of Social Casino: Focus on Slotomania (소셜 카지노의 슬롯 해부하기: Slotomania를 중심으로)

  • Han, Sukhee
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.77-88
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    • 2018
  • This study anatomizes various traits of slots in Slotomania, the most popular online slot game in the world. Developed by Playtika, Slotomania is a social casino genre game that runs over Facebook. Slotomania has been the number one as a title in the social casino genre, and this study multi-dimensionally analyzes various characteristics of slots that exist in the game. Specifically, it analyzes factors of 1) User Interface(UI) 2) Theme 3) Payline & Betting 4) Structure & Symbol 5) Bonus 6) Additional Traits. As a reuslt, it reports that there is "diversity". Therefore, it not only researches how and why those slots are attractive to people but also explores the market of social casino based on Facebook.

A study on the Tendency of Localization for Game Environment Design - Based on the Analysis in Romance of the Three Kingdoms (게임배경디자인의 한.중.일 지역적 특성에 관한 연구 - 삼국지게임 대상으로)

  • Wei, Meng;Cho, Dong-Min
    • Journal of Korea Game Society
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    • v.13 no.5
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    • pp.31-42
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    • 2013
  • With the development of chinese online games rapidly, Game markets need the actual possibilities of practical game's technology increasingly. Additionally Lack of originality of the Chinese online games couldn't be appropriated for consumer's preferences, so it is necessary that the talents in a game design and management should be cultivated. When we cultivate the talents, we should pay attention to the various styles in different countries, that is why we will make a comparative study on the games respectively achieved in China, Japan, and Korea according to the romance of the three kingdoms. They respected the traditional Chinese cultures as materials of this theme, it is worth learning and referencing. We had selected representative 6 games among 25 three Kingdom games and 2 games for each country as a stimulus of the game architectural design in the backgrounds design, with using of SPSS regression analysis, Therefore, this research will provide the references for the better development talents of whom can not only understand Chinese traditional culture but also adapt to the needs of game development.