• Title/Summary/Keyword: Game development

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A Study on the Design and Analysis of a Mobile Game (모바일게임의 분석과 설계에 대한 연구)

  • Woo, Won-Taek
    • Journal of Korea Society of Industrial Information Systems
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    • v.12 no.2
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    • pp.1-15
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    • 2007
  • The purpose of this study is to design and develop a mobile game using J2ME, which is currently the most popular choice for game development to understand the process of mobile game development and to develop methods that address weaknesses of J2ME. The development was done with the Eclipse IDE(Integrated Development Environment) tool to simplify mobile game development by removing the need for complex commands and installation processes which are intrinsic to the DOS command Batch file arid J2ME Wireless Toolkit when used for the implementation of java mobile games. Literature was also reviewed on mobile game environments, the structures of J2ME Platform, and past research on mobile games, to investigate which parts of J2ME are important to the characteristics of mobile game development and how to implement these important parts when developing.

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The Development and Application Effect of Coding Game for the Childhood Cognitive Development (유아인지발달을 위한 코딩게임의 개발과 적용 효과)

  • HONG, Dae Sun;YU, Mi;LEE, Hyoung Gu
    • Journal of Korea Game Society
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    • v.18 no.5
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    • pp.103-112
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    • 2018
  • "Ito2", an early childhood educational coding game that allows students to learn sequential, loop, and conditional statement concepts through games is introduced. The developed game is a two-stage process of mock and practical classes for children in actual nursing cares, and coding education is conducted for actual children to determine its effectiveness. The degree of change is observed by observing trends in childhood cognitive development performance in all six areas, including parts and the overall, space, observation, shape and measurement, classification, comparison, and listing, as the coding training is conducted. In this paper, the improvement of cognitive development and spatial perceptual abilities were achieved by children playing games with infant functional coding with fun elements plus learning factors.

A Study on Users' Desire according to the Changes in the Result of Game Scenario (게임 시나리오 결과 변화에 따른 이용자들의 사용 욕구에 관한 연구)

  • Lee, Ji-Hun;Cho, Sung-Hyun;Kim, Hyun-Soo
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.89-96
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    • 2007
  • The domestic game industry is diversifying itself in terms of game contents. The existing contents have limits when it comes to satisfy various needs and tastes of users. A scenario which successfully absorbs the players and users of a game may affect the whole game structure. Companies also introduce new contents to seize new customers. Thus, contents are considered more important than the past. Now that companies are able to produce various forms of contents and products out of one specific content, the development of new, user-satisfying contents can affect other fields of the industry. Thus, they are now found in one of the top positions in the business hierarchy. But game developers and experts concentrate more on other factors and environments of games, slowing down the growth of contents development. Therefore, this study focuses more on contents as an essential attribute to game production, especially scenario making. How changing results of a synopsis, as a part of a scenario, affect the preference of game users was the main focus of the study. The result of the study should suggest a positive direction for contents and scenario development.

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A Study on Quality Evaluation for On-line Game Software (온라인게임 소프트웨어 품질평가에 관한 연구)

  • Kim In-Suk;Ahn Gye-Jung;Cho Hyun-Hoon;Hong Dae-Ki
    • Proceedings of the Korea Information Processing Society Conference
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    • 2004.11a
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    • pp.323-326
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    • 2004
  • 최근 세계적으로 게임 산업은 문화콘텐츠 산업의 핵심으로 인정받고 있으며 우리 정부도 21세기 국가성장 동력의 핵심영역으로서 게임을 지목하고 있다. 그 중 2002년 아케이드 게임을 제치고 처음으로 1위로 등극한 온라인게임은 2003년에는 플랫폼 생산매출 $50\%$를 차지하며 국내 게임시장을 견인하고 있다. 그러나 게임 산업의 인기와 온라인게임의 확산에 비해 대부분의 게임제작업체들은 짧은 기간의 간단한 베타테스트에 의존하고 있어 콘텐츠의 품질평가에 대한 인식 부족과 만족스러운 테스트 결과를 얻기에는 부족함이 많다. 이러한 문제점을 해결하기 위해서는 온라인 콘텐츠의 특성을 반영한 체계적인 품질모델 및 모델에 기반을 둔 품질평가 프로세스 그리고 각 품질특성을 시험하기 위한 시험기법들이 필요하다. 본 논문에서는 ISO/IEC 9126 및 14598 기반의 온라인 게임콘텐츠 품질평가 모델 선정과 품질평가 프로세스를 제시하고자 한다.

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An Object-oriented Design Method of Game System for Game Designers (기획자를 위한 객체지향적 게임시스템 기획 방법)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.17-26
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    • 2016
  • In the domestic game development field, game system planning is the work that game designers design the gameplay mechanics system to satisfy the game concepts in the perspective of creative design by data structural methods. But the programmers work to design the game system based on the results of the game system planning in the perspective of engineering design by object-oriented methods. This work process is a high risky way for high occurring probability of communication errors between the game designers and programmers, and mismatching errors in their work results. In this study, we propose an object-oriented design method of game system for the game designers in order to resolve this problem. The proposed method is a customized one of GRAPPLE object-oriented SW development guidelines to suit the game system planning. To investigate the effectiveness of the proposed planning method for the game designers, we carried out a survey targeting 10 game system designers working in the domestic game industry. The survey results show that the necessity and effectiveness of the proposed method is "a little over" for almost the game designers.

Prototype of Educational Game for Development of Creativity (창의력 계발을 위한 학습게임의 프로토타입 제시)

  • Ahn, Seong-Hye;Song, Su-Mi
    • The Journal of the Korea Contents Association
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    • v.8 no.7
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    • pp.112-119
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    • 2008
  • Today, changing to knowledge information society, creativity education is thought important in each educational institution according as the importance of creativity is emphasized more. But it focused on development of intelligence that put special stress on scholastic subject. Therefore, this paper wished to present direction of development of educational game that can develop creativity and synthetic ability to solve problem through learner's voluntary interest and participation. As a result, the researcher drew element of fun and component of storytelling of educational game that was based on design of leaning for development of creativity, a previous research, that was based on the concept of creativity and theory of multiple intelligence, and presented a development example with storyboard, interface design and element of graphic for the production of prototype of educational game, after design game structure.

Skeleton Game Development Using Script (스크립트를 이용한 스켈레톤 게임 개발)

  • Choi Han-Yong;Kim Gui-Jung
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.55-58
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    • 2005
  • The existing game development way is adopting a direct engine design way. It was hard to learn game development, but it can learn the process that uses a script an abstraction. And it improves productivity and convenience anger because modeling does not do an engine directly and reduce a development cost and can solve a problem of a development human power security. The representative characteristic of this paper was able to change a development environment into an abstract script language with modeling having done an engine in the existing game development environment directly.

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A Research for Functional Game based on AR Smartcare : Focusing on infant and child safety education (AR기반의 스마트케어를 위한 기능성게임 연구 : 영유아 안전교육을 중심으로)

  • Jung, Suk-Ho;Ko, Jung-Woon;Heo, Seol-Hwa;Kyung, Byung-Pyo
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.25-36
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    • 2019
  • Outdoor play for young children can promote the development of physical development, emotional development, and creativity development. However, due to safety accidents that occur in outdoor play, outdoor play is not progressed sufficiently. In this paper, we have developed smart functional educational games for AR education which can be easily used in early childhood education. In order to maximize the educational effect of the developed game and to provide customized education on the field, we conducted a focus group interview with a group of in - service child care teachers in the game design stage. Through this, we developed a functional game with AR system and verified the educational effect.

Development of Cloud-based Game System : Toward Domestic Game Development (클라우드 기반의 게임시스템 개발 : 국내 게임 개발을 중심으로)

  • 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.457-458
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    • 2015
  • Recently, the development of cloud technology, related to service has spread to various fields. In the game field, to develop the N screen services using cloud technology without regard to the performance of the device, there is incresing interest to have been able to play to share any information of user in a variety of platforms. This paper aims to find the feature of game was developed using the cloud technology. After literature on the cloud technology research were reviewed, it is checked to how apply in the currently released cloud based game, based on find the features of the game. We expect to develop the cloud based game with feature of cloud and apply to develop the N screen game in the future.

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Development of Force Feedback Seat for PC-Game (Force Feedback을 이용한 PC Game용 체감시트 개발)

  • Choi Sam-Ha;Kim Kyung-Sik
    • Journal of Game and Entertainment
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    • v.1 no.1
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    • pp.15-22
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    • 2005
  • Among recent technologies that are applied to game development, virtual reality part is getting much attention for its technological effectiveness in transmitting game processing circumstances in variety that are happening in game world very realistically. In this study we analyze interface for game that is based on a action realization technology and force-feedback technology among technologies for developing virtual reality, in other words, technical analogy on game controller and the positive and negative sides of game controller for each platform. Based on that, more ordinary and effective way to deliver the functions to users in PC game field where application of force-feedback technology is least satisfied. And, Force-Feedback seat has been developed to satisfy the users' needs by using vibration.

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