• Title/Summary/Keyword: Game development

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Development of a Chair-Type Controller (의자형 게임컨트롤러 개발)

  • Oh, Seong-Suk;Jung, Hyun-Wook;Kim, Kyung-Sik
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.47-55
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    • 2010
  • In this research, a chair type game controller has been developed. We implement pressure sensors on a chair so that user's whole body movements can be signalized. The signals linked to a game system. This process occurs a meaningful exercise effect. Because users can play exergame setting on the chair type game controller, it is reduces risk of physical injury such as falling down and the Joint pressure compared existing exergame controllers. Based on the advantages of seating, elderly and obese can be provided appropriate exergame.

A Study on A Proposal of Gaia Game Architecture With Ontology (온톨로지를 이용한 가이아 게임 아키텍처 제안에 관한 연구)

  • Yooun Ho-Chang;Jeon Hong-Jun;Oh Jung-Suk
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.221-228
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    • 2005
  • As the development of game graphic technology, games include many characters and various virtual worlds. In this paper we proposed the architecture which can make efficient game world through ontology technology. We applied Gaia theory to this architecture. And this game world can have ecological feedback structure. So we proposed the Gaia game architecture which can increase the interaction between user and game world.

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Game Traffic Classification Using Statistical Characteristics at the Transport Layer

  • Han, Young-Tae;Park, Hong-Shik
    • ETRI Journal
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    • v.32 no.1
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    • pp.22-32
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    • 2010
  • The pervasive game environments have activated explosive growth of the Internet over recent decades. Thus, understanding Internet traffic characteristics and precise classification have become important issues in network management, resource provisioning, and game application development. Naturally, much attention has been given to analyzing and modeling game traffic. Little research, however, has been undertaken on the classification of game traffic. In this paper, we perform an interpretive traffic analysis of popular game applications at the transport layer and propose a new classification method based on a simple decision tree, called an alternative decision tree (ADT), which utilizes the statistical traffic characteristics of game applications. Experimental results show that ADT precisely classifies game traffic from other application traffic types with limited traffic features and a small number of packets, while maintaining low complexity by utilizing a simple decision tree.

Development of Mobile Defense Game using Unity Engine (유니티 엔진을 이용한 모바일 디펜스 게임 제작)

  • Kim, Soo Kyun;Park, Sanghoon;Shin, Euiseong;Han, Changmin;Lim, Wongyu;An, Syungog
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.01a
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    • pp.29-30
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    • 2018
  • 모바일 게임 시장은 국내외를 막론하고 상승세를 보이는데 그 중 국내 모바일 게임회사 또한 크게 성장하고 있다. 국내 회사들은 유니티 게임 엔진의 장점인 멀티 플랫폼을 활용하여 안드로이드, iOS 등 플랫폼에 구애 받지 않고 최적화 기법을 사용하여 플랫폼에 맞는 게임을 제작하고 있다. 이러한 유니티 엔진의 장점들을 활용해 쉽고 빠르게 디펜스 게임을 제작 해 본다. 본 논문에서는 모바일 게임에서의 오브젝트 풀 기법, 애니메이터 개념과 구현 방법에 대해 설명한다.

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A Study on Development of BIT(Broadcasting Integration Tools) for Game and Game broadcasting Assistive Subtitling System for the Deaf person (청각장애인의 게임 및 게임방송 시청을 위한 청각 장애보조 자막 시스템 BIT(Broadcasting Integration Tools)개발에 관한 연구)

  • Kang, Hyo Soon
    • Journal of Korea Game Society
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    • v.19 no.5
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    • pp.143-150
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    • 2019
  • Deaf subtitles provide the hearing impaired with visual elements, commentary, and enjoyment of TV programs. Subtitles in game play are a great help to the game play for the hearing impaired as well as the average user. This paper aims at the academic research on the BIT subtitle system BIT, and is intended to help game play and game broadcasting of the hearing impaired.

Development of Strategy and Shooting Game Using UNITY3D Engine (게임엔진을 이용한 전략 슈팅 게임 개발)

  • Lee, Byeongcheol;Kim, Jongdeok;Jung, Jin-young;An, Seongok;Kim, Soo Kyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.85-86
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    • 2019
  • 게임 시장의 성장에 따라 여러 가지 장르의 게임이 출시되고 있다. 현재 슈팅 및 액션 게임 등의 고전적인 장르는 물론 Aeon Of Strife 같은 새로운 장르도 새롭게 탄생하고 있다. 새로운 장르의 게임의 등장은 앞으로 게임 시장이 지금보다 더 많이 발전할 것임을 말한다. 제안방법에서는 전략 시뮬레이션과 슈팅 게임을 혼합한 장르의 게임을 게임엔진을 이용해 빠르게 개발하는 방법을 설명한다.

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Analysis of Immersive Game Contents Based on Storytelling: Focusing on VR Games (스토리텔링 기반 실감형 게임콘텐츠의 몰입감 분석: VR게임을 중심으로)

  • Song, Seungyeol;Lim, Sang Guk
    • Journal of Korea Multimedia Society
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    • v.25 no.6
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    • pp.844-851
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    • 2022
  • This study intends to propose an evaluation tool for analyzing the sense of immersion of realistic VR game contents in the metabus game industry, which is rapidly increasing recently. This paper presents an analysis tool to measure the degree of immersion after selecting three types VR games for research, and analyzing the immersion way method of the game. The research method analyzes how the user and the sense of immersion formed in the storytelling in the game can have an effect. Based on the results, we present an sense of immersion analysis and measurement method for evaluating the usability of VR game contents, which is a key element in the metaverse era. Furthermore, it expands the immersion element that appears in storytelling to the game industry and seeks a new direction of development through connection with the VR game industry.

Research of the Influences of Doujin Culture in Game Operation

  • Xu, Qingqing;Kwon, Kije
    • International journal of advanced smart convergence
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    • v.11 no.3
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    • pp.85-92
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    • 2022
  • Known as "The Ninth Form of Art", video game is a form of hypermedia art rising in response to the rapid development of modern technology, with millions of fans worldwide. From the perspective of the game market, those games that have high stickiness and a long operating cycle usually have abundant doujin works. As a spontaneous behavior of the players, doujin culture reflects the players' feelings towards and perception of the games, and it reacts upon the original game while relying on it, exerting a far-reaching influence on the operation of game products. We try to analyze the influences of doujin culture on game operation performance, hoping to provide game operators with some useful ideas.

A Study on the Effective Production of Game Weapons Using ZBrush

  • YunChao Yang;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.11 no.2
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    • pp.397-402
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    • 2023
  • With the rapid adoption of 5G, the gaming industry has undergone significant innovation, with the quality of game content and player experience becoming the focal point of attention. ZBrush, as a professional digital sculpting software, plays a crucial role in the production of 3D game models. In this paper, we explore the application methods and techniques of ZBrush in game weapons production through specific case analyses. We provide a detailed analysis of two game weapon models, discussing the design and modeling process, lowto-high poly conversion, UV unwrapping and texture baking, material texture creation and optimization, and final rendering. By comparing the production process and analyzing the advantages and disadvantages of ZBrush, we establish a theoretical foundation for further design research and provide reference materials for game industry professionals, aiming to achieve higher quality and efficiency in 3D game model production.

Children's and Adolescents' Achievement Level in Online Game, Sense of Self-efficacy, School Adjustment and Life Satisfaction (아동.청소년의 온라인게임을 통한 성취, 자기효능감, 학교적응과 삶의 만족도)

  • Kim, Tae-Yeon;Yi, Soon-Hyung
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.151-162
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    • 2011
  • The purposes of this study were to find out the effect of children's and adolescents' achievement through the online game on their self-efficacy, school adjustment and life satisfaction in accordance with the degree of their online game playing. In heavy user group, children's and adolescents' achievement through the internet game had positive effect on their self-efficacy, school adjustment and life satisfaction. Also their self-efficacy mediated the relationship between their achievement through the online game and school adjustment, achievement through the online game and life satisfaction. This study investigated the fact that children's and adolescents' achievement through the online game affects their real life and found out positive possibility of the online game.