• Title/Summary/Keyword: Game development

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Development Process Algorithm using 4-DAT on Mobile Game Development (모바일 게임 개발에서 4-DAT를 이용한 개발 프로세스 알고리즘)

  • Lee, Ji-won;Park, Sung-jun
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.76-78
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    • 2010
  • 본 논문에서는 소프트웨어 개발 프로세스 분석 도구인 4-DAT를 이용하여 XP와 스크럼을 비교분석하여 모바일 게임 개발에 최적화된 개발 방법을 제안한다. 새로운 개발 방법은 기존의 4-DAT가 포함하고 있는 4차원의 고려사항을 3차원으로 재정의하여 통합한 것으로 모바일 환경에서 기존의 XP와 스크럼이 가지는 제약성을 보완할 수 있다. 실험의 방법으로서 4-DAT가 가지는 변수를 적용하여 기초 자료를 도출하였고, 재구성한 3-DAT를 기반으로 상황 변수를 적용하여 분석하였다.

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A Study on the Transition of Characters in Korean On-line Games (한국 온라인게임 캐릭터의 변천과정에 관한 분석)

  • Kim Moon-Kyum
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.25-28
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    • 2005
  • For Korean game development technology, recently acknowledged as world-class, being aware of the importance of characters in the games, this paper will intend to contribute to the improvement of game character development quality by analysis of Korean on-line game transition focusing on the expressive quality of characters.

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A Case Study on the Use of Agile Methodology in Game Development Project of College (대학의 게임개발프로젝트에서 애자일 방법론 적용 방안에 관한 사례 연구)

  • Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.305-306
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    • 2019
  • 대학의 게임개발 프로젝트는 학기라는 시간적 제약아래 게임 기획, 그래픽, 프로그래밍, QA 등 다양한 전공의 학생들이 팀을 이루고 진행한다. 게임 개발은 특성상 폭포수 개발과 같은 전통적인 개발방법론보다는 애자일 방법론이 보다 적합할 수 있다. 본 논문에서는 애자일 방법론 적용을 시도한 졸업작품팀의 개발자를 인터뷰하여 진행과정과 실패 요인에 대한 정보를 수집하여 분석하고, 애자일 방법론을 적용하기 위한 방안을 제시하였다.

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A Study of Game Development Procedure for Creative Convergence Education (창의 융합형 교육을 위한 게임 개발 절차)

  • Chan-Il Park
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.63-64
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    • 2023
  • 4차 산업의 활성화와 더불어 창의 융합형 인력 양성이 중요한 요소로 자리 매김하고 있다. 인문학적 상상력, 과학기술 창조력, 인성, 융합, 가치 등이 창의 융합형 교육에서 중요한 요소이다. 본 논문에서는 창의 융합형 교육을 위한 게임 개발 절차를 제안한다. 게임개발 절차로 사전준비, 아이디어발상, 팀구성, 기술공유, 구현 그리고 결과공유 절차를 창의 융합형 인재 개발의 주요 요소와 연결하여 제안한다.

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A Study on the Creation List of Game Scenarios (게임시나리오 창작 리스트 연구)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.61-70
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    • 2017
  • The fusion of virtual and reality and the revolution of gamification are beginning in human culture. As the quaternary industrial revolution enters the era, major developments of convergence main content games are expected as human-made play products. Now that we need a diverse game IP, we need a methodology that makes it easy to approach game scenario creation. The creation of the game scenario has a very large difference due to interactivity with the general video scenario. Therefore, without interactive knowledge, it is difficult to challenge game scenario creation. In this paper, 'Game Scenario Creation List' was created in order to lower the barriers to entering game scenario creation. I hope that this paper will be even a little positive for the development of game contents.

Development of the Poker Game Achievement Engine for Artificial Intelligence (인공지능 포커게임수행엔진 개발)

  • Park, Jong-Beom
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.11
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    • pp.41-52
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    • 2009
  • This thesis proposed the poker game achievement engine that makes it possible to execute a game against a gamer and embodied an engine clone that can perform a game on behalf of a gamer by cloning a gamer's game capability, disposition and habits by using the proposed engine. It could be a factor in making a game more intriguing if there would be a game achievement engine that is equipped with the game capability and disposition similar to a gamer. In addition, if a gamer's achievement robot were to be created by a gamer's game achievement capability, disposition for a game and habits, etc. through such a game achievement engine, it could be possible to use it for several sorts of game in a variety of forms.

Development and Analysis of the Balance Game for Elderlies: Based on Proposal of the Game-Aided (노인용 밸런스게임 개발 및 효능 연구: 복지형 게임 제언 중심으로)

  • Oh, Seong-Suk;Kim, Kyung-Sik
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.33-42
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    • 2011
  • In this study, game-aided human life type game design method is suggested. It mainly deals with the permissiveness of the game rules and coenesthesia of the game that are fitted with the agility of the elders such as the performance of a selective response. And 'Rolling hoops Balance Game' has been implemented by applying the game-aided human life type game. Since the pressure sensors are installed on each parts of the chair type game controller, to play the game, a gamer simply uses her hands and feet to press the sensors without requirements of the complex movements. The goal of the game are the leg muscles strength and improvement of the body balancing ability. In addition, the game graphics consists of sensory stimuli package(Namazi, Haynes, reminiscence therapy, 1994) to make friendly mood for elders. We have tested 50 elders who were more than 65 years old. 74% of them answered they were satisfied totally for the game play. It is a meaningful result that 88% of participants replied they would like to play the game again.

Development of the Empty Container Simulation Game (공 컨테이너 시뮬레이션 게임)

  • Goh, Jeong-Bun;Moon, Il-Kyeong
    • IE interfaces
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    • v.23 no.2
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    • pp.89-99
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    • 2010
  • Containers are commonly used as an effective and relatively inexpensive method for transporting goods. Unfortunately, there are often imbalances between the number of import and export containers, and some ports have a surplus of empty containers while others have a deficit. The Empty Container Simulation Game was developed to address these problems. The game is a computer role playing simulation that simulates the distribution of empty containers in order to solve empty container imbalances among ports. An optimal solution is obtained by the computer using linear programming (LP). Upon completion of the game, a player's game results are displayed along with the LP solution. The game interface was designed to provide easy access and operation. This game will serve to provide an easy understanding and planning for empty container management.

Development of Horror Adventure Game using PC (PC플랫폼의 공포 어드벤쳐 게임)

  • Kim, Soo Kyun;Lee, Byeongcheol;Kim, Horyeol;Jin, Seokjin;Yoo, Woo-Jong;An, Syungog
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.97-98
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    • 2018
  • 본 논문은 PC 플랫폼에서 공포 어드벤처 게임을 구현한 논문이다. 여름이 오면서 다양한 호러 콘텐츠들이 출시되고 있으며, 본 게임은 시간과 장소의 구애를 받지 않으면서 호러 체험을 할 수 있는 체험 기반 게임이다.

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