• Title/Summary/Keyword: Game Visual

Search Result 376, Processing Time 0.022 seconds

The Research on Applying FMEA to Evaluate the Safety of Tangible Game - Focusing on Wii Accident Cases - (FMEA를 활용한 체감형게임 안전성 평가모델에 관한 연구 - wii 사고사례를 중심으로 -)

  • Kim, Woo-Ri;Ryu, Seoung-Ho
    • Journal of Korea Game Society
    • /
    • v.10 no.3
    • /
    • pp.25-35
    • /
    • 2010
  • This paper researched the possibility of applying FMEA that estimates and eliminates the failure modes into the measurement of tangible game's safety. Tangible game with actuation makes unexpected accidents for the game users. And this article tried to give risk priority number to 2 categories, game device and physical injuries using FMEA method. The result showed that TV and Hand laceration and/or bruise were revealed as the most risky factors among the others. In conclusion, it is suggested that FMEA can present integrated, quantitative and coherent measurement for the safety of tangible game.

The Effects of Playing Video Games on Children's Visual Parallel Processing (아동의 전자게임 활동이 시각적 병행처리에 미치는 영향)

  • Kim, Sook Hyun;Choi, Kyoung Sook
    • Korean Journal of Child Studies
    • /
    • v.20 no.3
    • /
    • pp.231-244
    • /
    • 1999
  • This study examined the effects of short and long term playing of video gamer on children's visual parallel processing. All of the 64 fourth grade subjects were above average in IQ. They were classified into high and low video game users. Instruments were a visual parallel processing task consisting of imagery integration items, computers, and the arcade video game, Pac-Man. Subjects were pre-tested with a visual parallel processing task. After one week, the experimental group played video games for 15 minutes, but the control group didn't play. Immediately following this, all children were post-tested by the same task used on the pretest. The data was analyzed by ANCOVA and repeated measures ANOVA. The results showed that relaying short-term video games improved visual parallel processing and that long term experience with video games also affected visual parallel processing. there were no differences between high and low users in visual parallel processing after playing short term video games.

  • PDF

Affection of Game Character's Jumping Motion Factors on Visual Effects (게임 캐릭터의 점프 동작 요인이 시각적 효과에 미치는 영향)

  • Go, Hye-Young;Yoon, Seon-Jeong
    • Journal of Korea Game Society
    • /
    • v.11 no.4
    • /
    • pp.3-14
    • /
    • 2011
  • In this paper, affection of jumping motion factors on visual effects are studied for game character's natural motion realization. First, 3 kinds of games that realize natural motions are selected and 4-types of characters jumping motions are captured from it. Then, the motions are measured using four fundamental principles of jumping as takeoff strength, landing impact, landing elasticity and flexibility, and measured in motion factors as time, distance, angle either. Finally, consistent characteristics of visual effects and motion factors on jumping motion are suggested. The study could be used to basic information for realization of character's natural jumping motion.

A Representation Method of Game Mechanics Using UML Notations in Game Design (UML 표기법을 활용한 게임메카닉스 설계내용 표현방법)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
    • /
    • v.6 no.4
    • /
    • pp.47-53
    • /
    • 2006
  • In the game development differently with general software development, game planers, programers, and graphic designers, the specialists of the various fields, accomplished one team and they are advanced all to their goal. So it is very difficult for the development participants to communicate each other accurately and efficiently. For successful game development, all development participants should understand accurately the contents of the game design document. Specially the game mechanics as a major part of game design, requires the no-error contents, the no-error expression, and the no-error readings to all development participants because it contains almost game-play logic. It becomes more difficult for the development participants to understand accurately the game mechanics which becomes larger and complicated as the size of game development becomes larger. And configuration management of the game mechanics becomes more complicated and inefficient. In this paper, we propose a new representation method of game mechanics using UML notations for solving this problem. The proposed method satisfies the visual expression and the logical expression simultaneous for the requirements of the game mechanics because of UML notations. And the proposed method could be an efficient management of configuration because the management is based on the UML model management. The proposed representation of game mechanics of "Capture The Dude" game, shows good visual expression and good logical expression.

  • PDF

The Effect of Export on Firms' Profit in Contents Industry - In the Case of Visual and Game Contents Firms - (콘텐츠산업 수출이 기업 수익에 미치는 영향 - 영상 및 게임 콘텐츠 기업을 중심으로 -)

  • Oh, Choon-Ho;Cho, Yong-Rae;Kim, Won-Joon
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.6
    • /
    • pp.153-164
    • /
    • 2009
  • The export on visual and game industry has grown very rapidly and is expanding its role in economic growth. In contrast, researches on these firms' financial performances in strategic and policy point of view are difficult to be found regarding the export of cultural industry. In this study, we analysis the effects of firms export in cultural industry on their financial performances focusing on game and visual industry. We find that the recent activities of export in game industry have positive effect on firm's growth in game industry. However, we find that the export deteriorate the net profit. On the other hand, we find no significant results in the case of visual game industry. Our results suggest that we need more strategic approaches in exporting goods in contents industry.

A Realtime Analytical System of Football Game

  • Min, Dae-kee
    • Communications for Statistical Applications and Methods
    • /
    • v.8 no.2
    • /
    • pp.557-564
    • /
    • 2001
  • The objective of he study is to record the real conditions along with the soccer ball that is, each player's ball keeping time, the number football keeping, accuracy of passing to other player, direction, etc., on a real-time basis, measure them in numbers and get necessary analyzed output as much as one needs. The study consists of the following stages: (1) Record the data by drawing through Visual Interface on a real-time basis; (2) Graphic windows to display the recorded data item by item in graphic; (3) Form windows to display the individual or team scores anytime when needed; (4) Windows to display the analyzed data in visualized form. The effect of the study is threefold: (1) It inputs all the game-related data on a real-time basis, which was impossible before and shows analyzed contents during the game enabling each tea manager o use; (2) In cse of TV broadcasting or newspaper articles, it explains objectively the situations of he game to the TV viewers or readers; (3) After the game, it provides importance information on each team's playing ability and individual player's technical improvement through data analysis.

  • PDF

Development of multi arcade game platform applying smart devices (스마트 디바이스 기반의 멀티 플랫폼 아케이드 게임 개발)

  • Yun, Chang Ok;Kim, Jun Hong;Ju, Woo Suk;Yun, Tae Soo
    • Journal of Korea Game Society
    • /
    • v.15 no.5
    • /
    • pp.119-130
    • /
    • 2015
  • In the recent gaming industry, the paradigm has been changed with upcoming core-platform as time goes by. Arcade, console, PC online and smart device platforms are representative ones. In recently, the platform is changed to multi-platform which connecting to smart device and other platforms. Besides, the multi-platform without PC is up-coming. This paper suggests that a kind of multi-platform which connecting from smart devices to arcade devices be aware of lack of continuous. It provides a new arcade gaming condition connecting to smart devices, then supplies online network conditions to the arcade gaming machine. The original arcade game was lack of continuous and the game platform was so simple, but now, it could be focused from players by connecting to smart devices to increase the gaming machines' continuity. Furthermore, Bluetooth communication module and wireless Wi-Fi communication module are used to adapt various communication environments. The Unity3D engine would make contents' expandability.

A Study on the Cartoon Style in Digital Game (디지털 게임에 나타나는 만화적 표현양식 연구)

  • Yun, Hyun-Jung
    • Journal of Korea Game Society
    • /
    • v.11 no.1
    • /
    • pp.25-35
    • /
    • 2011
  • This study finds out the types and meanings of the cartoon style in digital game. First, this study suggests two types, visual sign and aural sign. The cartoon style of visual sign signify denotative means, that helps user's instant gaming experience. Meanwhile the cartoon style of aural sign strengthens user's identity and immersion. Also it delivers background story of the game. These significations implies the semiological meanings of the cartoon style in digital game, and this study comprehensively handles aspects of the user experience in gaming world, too.

A Study about Need for Approval of Adolescent Game Users : Focused on Adler's Individual Psychology (청소년 게임 이용자의 인정욕구에 관한 연구 : 아들러의 개인심리학을 중심으로)

  • Gim, Hye-Yeong;Lee, Hye-Mi;Ryu, Seoung-Ho
    • Journal of Korea Game Society
    • /
    • v.17 no.3
    • /
    • pp.93-106
    • /
    • 2017
  • This study explains motivation and purpose of adolescents' game use based on Adler's individual psychology. Through in-depth interviews, it was found that the game is a field to reveal their need for approval in the social community and a means of expressing the attitude toward their life. In addition, need for approval shows a difference in adaptive/maladaptive attitude according to the social interest. This means that the role of peers, parents, and society is important in order for an individual's need for approval to produce social adaptive outcomes. It is necessary to acknowledge the game as an important area of self-actualization in which an adolescent is internalizing social interest and recognizing their self and it is required to switch from an attitude of exclusion, disdain and ignorance to an attitude of openness and tolerance and adaptive intervention.

Structural Analysis of Play Space by Game Level Goals in FPS (FPS게임레벨의 목표에 따른 플레이공간 구조분석)

  • Choi, GyuHyeok;Ting, Wu;Kim, Mijin
    • Journal of Korea Game Society
    • /
    • v.17 no.5
    • /
    • pp.19-26
    • /
    • 2017
  • A game player experiences gameplay that game designer sets in play space according to goal of a game. Player's experiential behaviors are affected by the space structure of game level and its arrangements. Therefore, it is an important process to understand and analyze the space structure of game level at the initial stage of game designing. In this paper, we was aimed to analyze the space structure and components of FPS game level based on space theory. To attain the objective, observation was carried out on a total of 204 levels in 3 different kinds of FPS games and the difference in the distribution of spatial composition factors by the goal of a game level was identified. As a result of the analysis, experiential behaviors in the play space show a clear difference according to the goal of the game level and the space structure that derives this is different.