• Title/Summary/Keyword: Game device

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Intuitive Game Design as digital therapeutic tool for silver-generation

  • Hyein Kwon;Chan Lim
    • International Journal of Advanced Culture Technology
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    • v.12 no.1
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    • pp.305-310
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    • 2024
  • The purpose of this study is to implement game content within the generative artificial intelligence module Chat-GPTs, grounded in the humanistic discourse of self-reflection. This content aims to empower the dignity of the silver generation, which has been marginalized by digital technology. Simultaneously, we intend to prototype a digital psychotherapeutic tool. The development of a flexible device that adapts to the silver generation's living environment and temporal constraints is also part of our plan. However, there are still few commercially available products, and digital therapeutics developed in the form of content are virtually nonexistent. The goal is to implement game content that allows the elderly, who have been marginalized by digital technology, to find their true dignity. Simultaneously, we plan to commercialize a prototype of digital psychotherapy that can flexibly adapt to the range of living environments and time constraints of the elderly. This study has been extended based on the game content 'Daily Run' created by Hyein Kwon, an undergraduate student at Kyungil University.

A Serious Game Platform Design for Collaboration Game (협동게임을 위한 기능성 게임 플랫폼 설계)

  • Lee, Kwang-Jae;Lee, Chang-Jo
    • Journal of Korea Society of Industrial Information Systems
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    • v.12 no.1
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    • pp.72-79
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    • 2007
  • This paper will analysis the Jam-O-Drum developed for collaborative musical experience at first. And we suggest the multi-user interactive game system Kom-O-Drum(Korean Jam-O-Drum) as a Serious Game Platform By combining velocity, direction and touch sensitive input devices like a korea traditional drum "Jang Go" and computer graphics imagery into an LCD or PDP display up to four simultaneous players are able to participate in a collaborative approach to game's mission. Also we introduce the design of detail input device and application fields of Kom-O-Drum for Serious Game.

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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 Trends of Mobile Augmented Reality Game Platform and User Interface (모바일 증강 현실 게임 플랫폼 및 UI 기술 개발 동향)

  • Kim, Ji-Eun;Lee, Hun-Joo
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.7-18
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    • 2017
  • This year, global IT companies such as Google, Apple, and Facebook launched a mobile augmented reality platform. Existing augmented reality technology required a special device such as AR glass or tango phone, but now it will be easy to experience augmented reality in general Android phone and iPhone. The mobile augmented reality game market, which has been attracting interest since the Pokemon game, is expected to become more active. In this article, we introduce augmented reality platforms technology for mobile augmented reality game and mobile augmented reality games including ETRI prototype centered on user interface.

Analyzing the Efficient Elements on Multi-Touch Based Device for Web Application (웹 어플리케이션을 위한 멀티터치 기반 시스템의 효율적 요소 분석)

  • Cho, Jae-Joon;Jang, Hyun-Su;Cho, Ok-Hue;Lee, Won-Hyung
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.915-920
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    • 2009
  • In terms of development of intelligent information devices, the most important element is the function which is able to deliver the information user wants to input on the device without complexities. By using the mean such as our voice, expression, gesture and physical contact we use in our daily routine, we are able to interact with device easily and simply. In this paper, we are initiated to present interactive surface system, in which allows users to use their hand gesture as a function of mouse and keyboard free, to be interacted within the platform of web application.

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Comparison of simulation racing reality using simulation racing data based on racing equipment (레이싱 장비 기반의 시뮬레이션 레이싱 데이터를 활용한 시뮬레이션 레이싱 현실성 비교)

  • Lee, Yoseb;Lim, Young-Han
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.393-398
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    • 2022
  • In order to experience and compete in car racing in reality, the barrier to entry is very high. It takes a lot of money and time to recruit or participate in a license, expensive vehicle, and stadium where the game can be played. Because of this problem, various equipment is used to create a feeling similar to real racing in their own space through sim racing equipment. Equipment similar to this reality is called sim racing equipment. The sim racing equipment can be divided into three categories. The first is a racing game device that can run virtual racing, the second is a steering wheel, seat, and cradle that are linked to the racing game device, and the third is a racing motion device that allows the body to experience the direction of movement in the racing game. In this thesis, the feeling of real car racing is based on game racing, and how similar reality to real racing is through the steering wheel and cradle equipment, which are equipment that can control game racing, and motion equipment that allows you to experience the direction of game racing. Let's check how the difference between real racing and data value changes through the G-Force direction and speed change values.

Analysis of Technical Review for Domestic Arcade Game in perspective of Global Standard : Towards Rated M Game (국제표준 측면에서 국내 아케이드 게임에 대한 기술심의 분석 : 청소년이용불가 게임을 중심으로)

  • Song, Seong-Keun;Choi, Hun
    • Cartoon and Animation Studies
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    • s.33
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    • pp.551-578
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    • 2013
  • Since October 2006, number of deliberations of arcade game in Game Rating Board (GRB) annually was more than 1,000 cases except 2007 and 2010. However, these cases excessively handle to deliberate the game rating. Especially, the rating is manually performed thus, hindering the consistency and objectivity of the deliberation. To resolve this problems, we think that the automation of technical deliberation is necessary for arcade game which is needed to have much time for deliberation. The purpose of this study is to identify what the possibility part of automation or what obviously part of automation in the deliberation of game rating. To achieve our research purposes, we conducted in-depth interview with GLI standardization expert in BMM Korea and person in charge for deliberation in game rating board. The interview results show that 12 standardization and 14 automation factors for deliberation in game rating of arcade game. This study will expect bases in game development and promotion in game industry.

A case study of Abusing of Game Technology License - The Konami's Music Game Licence Lawsuit Approach - (게임 기술 특허 남용에 대한 사례연구 -코나미사의 음악게임 특허 소송 사례를 중심으로-)

  • Jeon, Hong Sik;Koh, Chan
    • Journal of Digital Convergence
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    • v.12 no.1
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    • pp.81-88
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    • 2014
  • The patent right is that creators are received the right of monopoly for supporting their creation work perseveringly but sometimes it causes infringement of freedom of creation. In this study, we examine the patent of music game in arcade game field and also examine Konami's, which is a main producer in this field, institutes many lawsuits repeatedly. It brought on diversion of rivals and depression of game market. We examine the abuse of music game patent through the case of Konami. We examine the negative influence through all music game market that creativity blocked by repetitive patent lawsuit institutes from little change of operation device and music game hardware even though it is reasonable for guarantee of new technology patent in game field which is a idea industry. We examine the lawsuit cases of abuse of music game patent in Korea, China and Japan and we analyze market change through the cases. We recommend policy for this industry development.

The Evolution of Smartphone Game System through Auto Play System (자동 전투 시스템을 통해 본 스마트폰 게임 시스템의 진화)

  • Cho, Eun-Ha
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.27-34
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    • 2016
  • New game systems have emerged with the rapid growth of Korea smartphone game industry. Especially auto battle system introduced in RPG which is the most popular genre, which has brought a significant change in the understanding of the computer games. To understand this change, it is necessary to look at what circumstances did emerge auto battle system. What is important here is the smart phone as the technical apparatus which defines the presence of a smart phone game, and the use pattern of the smart phone. the technical device and Its use pattern are affecting the activity of the user how to play the game, game developers are to create the game system according to this play style. By examining the appearance and growth of this auto battle system, we can confirm that the micro changes in the game system, reflect changes in the present form of a computer game. This fact will widen the understanding of the history of computer games.