• Title/Summary/Keyword: Game classification

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Consideration on Role and Functions of Game Rating Board (게임물등급위원회의 발전방향 모색)

  • Kim, Chan-Soo;Park, Tae-Soon
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.114-122
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    • 2007
  • Recently, Game Rating Board has been established. It is to follow worldwide trend in building up publicity, autonomy and professionalism under the framework to assure freedom of expression. This article analyzed major nation's game rating system, and showed some points to need improvement which are to have more detailed classification in game rating, to modify contents descriptor, to appoint committee members with expertise on game, to revise articles to be capable of misuse, and to become a nongovernmental organization.

The Classification of Game Spaces and the Notations for Spatio-Temporal Synchronization on a Scenario (게임 공간의 분류와 시나리오의 시간 및 공간 동기화 표현법)

  • Ha, Su-Cheol;Seong, Hae-Gyeong
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.10
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    • pp.2630-2641
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    • 1999
  • Most of the previous game development has proceeded in the approaches of the temporal-oriented synchronization because of producing game objects by using general authoring tools, and ad hoc or trial and error methods has been devised for representation of spatial concept. This paper is a study on the unification notation for spatio-temporal synchronization to conquest this fault. First of all, we classify game space as temporal object, spatial object, absolute/relative spatio-temporal space. The spatio-temporal relationships are divided into temporal extent, temporal location, spatial extent, and spatial location. In the paper the temporal and spatial relationships of game scene are defined to represent the synchronization, and we propose new unification notation by temporal and spatial concept to represent two concepts putting emphasis on space. Their relationships are presented on 3D by creating time axis related with time in scene unit of the two dimensional plane in the pivot on space. The usability of this representation method are shown by applying examples of game scenario.

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Development of the Game for Increasing Intensive Power using EEG Signal (뇌파신호를 이용한 집중력 향상 게임 구현)

  • Lee, Chang-Jo
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.23-28
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    • 2009
  • There are a lot of games which have good benefits in the game genre such as serious game. In this paper we implement an serious game for increasing intensive power by calculating the index of the intensive power based on EEG signal. First we explain the definition of the EEG and the classification of the brainwaves and we depict the method for increasing the intensive power. Then we apply the index of the intensive power to the game production to train the intensive power. At last we make an experiment on the effect of an game which increases the intensive power and the analysis shows the increase of the intensive power.

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Research on the Game Elements and Mechanism that Affect the Game Overindulgence and Addiction (게임 과몰입과 중독에 영향을 미치는 게임 요소와 메커니즘 연구)

  • Yun, Chan;Woo, Tack
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.131-142
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    • 2018
  • As the gaming industry grows, the need to understand and study on game Addiction and overindulgence have also grown. For this object, in this study, the author first studied how game elements and game mechanisms were categorized by using previous studies. As a result, game elements are divided into three elements that compose visual, competitive, and probability elements. And the game mechanisms that establish three elements were grouped into subcategories. Risk of competitive and visual element that effect on overindulgence is depended on what mechanism has used. But, in the probability element, Gambling mechanism must be viewed in terms of addiction, not overindulgence.

Opponent Move Prediction of a Real-time Strategy Game Using a Multi-label Classification Based on Machine Learning (기계학습 기반 다중 레이블 분류를 이용한 실시간 전략 게임에서의 상대 행동 예측)

  • Shin, Seung-Soo;Cho, Dong-Hee;Kim, Yong-Hyuk
    • Journal of the Korea Convergence Society
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    • v.11 no.10
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    • pp.45-51
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    • 2020
  • Recently, many games provide data related to the users' game play, and there have been a few studies that predict opponent move by combining machine learning methods. This study predicts opponent move using match data of a real-time strategy game named ClashRoyale and a multi-label classification based on machine learning. In the initial experiment, binary card properties, binary card coordinates, and normalized time information are input, and card type and card coordinates are predicted using random forest and multi-layer perceptron. Subsequently, experiments were conducted sequentially using the next three data preprocessing methods. First, some property information of the input data were transformed. Next, input data were converted to nested form considering the consecutive card input system. Finally, input data were predicted by dividing into the early and the latter according to the normalized time information. As a result, the best preprocessing step was shown about 2.6% improvement in card type and about 1.8% improvement in card coordinates when nested data divided into the early.

Digital Motion Capture for Types and Shapes of 3D Character Animation (디지털 모션 캡쳐(Motion Capture)를 위한 3D캐릭터 애니메이션의 종류별, 형태별 모델 분류)

  • Yun, Hwang-Rok;Ryu, Seuc-Ho;Lee, Dong-Lyeor
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.102-108
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    • 2007
  • Among culture industry that greet digital generation and is observed 21th century the most representative game industry latest is caught what and more interest degree is rising. 2D and 3D animation accomplish continuous growth and development depending action expression along with development of computer technology, and 2D and 3D animation practical use extent are trend that is widening the area in TV, movie, GAME industry etc. through computer hardware and fast change of software technology. The trend of latest game graphic is trend that the weight is changing from 2D to 3D by 3D game and activation of 3D game character that raise player's immersion stuff and Control in 2D's simplicity manufacturing game balance for one side. This treatise that is reality of 3D game character to classify kind of (Motion Capture) and 3D character animation, form model the sense put. Recognize that is overview and reality of 3D game character first for this about example, and is considered to efficiency is high game industry and digital contents industry hereafter by proposing kind model classification of 3D game character animation, form model classification data and character animation manufacture process that application is possible at fast time and effect in 3D character animation application are big.

Development of a Game Application Based on iOS (iOS 기반 게임 앱 개발)

  • Kang, Seongjae;Hwang, Soyoung;Yu, Donghui
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.403-404
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    • 2012
  • This paper proposes development of a game application playing on smartphones. Game applications occupy an important classification among many applications on mobile platform. The proposed game application is developed on the iPhone and benchmarks Fortress based on PC platforms.

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The Study of Information Security Technologies for Security Incidents in Online Game Service (게임 서비스 침해유형에 따른 기술적 대응방안 연구)

  • Chang, Hang-Bae;Kim, Kyung-Kyu;Lee, Si-Jin
    • Information Systems Review
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    • v.9 no.3
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    • pp.83-98
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    • 2007
  • This study focused on online game security, which has been considered relatively insignificant when compared to the online game industry's rapid growth. In this study, the state of security incidents in the Korean game industry and security solutions for such cases were examined. At first the security incidents were classified according to the type of game security infringement. Based upon this classification, this study analyzed the causes that give rise to infringement of online game security, and developed technical solutions for such cases. Finally, this study verified whether or not these technical solutions could be applied to online game sites.

A Design Consideration Element and Serious Game for Disabled person (장애인을 위한 기능성 게임 및 디자인 고려 사항)

  • Seo, Jeong-Man
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.1
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    • pp.81-87
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    • 2011
  • This Serious Game is on the issue for its positive role recently. A Serious Game helps the learners to recognize the problems effectively, grasp and classify important information needed to solve the problems and convey the contents of what they have learned. The Serious Game can be usefully applied to education and training in the areas of scientific technology and industrial technology. This Paper described trend and classification of Serious Game, and proposed design consideration element for disabled person, and proved the result through question investigation.

3D game animation production pipeline and application instance proposal (3D게임 애니메이션 제작 파이프라인 및 적용 사례 제안)

  • Han, Dong Hoon;Ryu, Seuc-Ho;Lee, Dong-Lyeor;Che, Te-June;Lee, Hung-Woo
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.644-646
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    • 2007
  • On-line game industry had accomplished much growths and development. One in pain of the game enterprises according to quality of on-line comes to be short Game production pipeline and it is suitable in quick production schedule and to be easy to the standard research of form by of 3D game character animations which are various the game production at the time of application is possible, operation by and type by in necessity. Element by model classification of the digital base game character which is used in game it set from the research which it sees and research it analyzed and the fundamental data which is necessary to 3D game character animation productions escape it tried. And the digital motioncapture it applies a cap department system and real picture of the character animation which is various at real-time the control research moving and it advances at the time when the effectiveness is short highly in game industry and digital contents industry application the character animation production process which is possible and production pipeline escape the reporter to do it does.

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