• Title/Summary/Keyword: Game element

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A Development of Motion Detection Based Serious Game "ChoDeungGangHo" for Physical Training

  • Lee, Bum-Ro
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.11
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    • pp.55-62
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    • 2015
  • In this paper we propose a method to analyze user's motion as a game command, and implement a sports serious game applied the motion analysis method as a command interpreter. Recently, various contents platforms appear in industrial market, the computer game contents plays an important role in these emerging platforms as a killer contents. The computer game has enough values as an independent major cultural product, moreover it has the potential to be applied in various other fields such as education, healthcare, training, and so on. It could motivate users to do something continuously, and it could also support an immersive environment in a certain special game contents such as VR game. The Serious game 'ChoDeungGangHo', implemented in this paper, is the sensory healthcare serious game based on 3D run game and fitness game. It is designed for user to train the various exercise element by just playing the game, and it also supports the user management system and the linkage of social media. We proposes the sensory serious game 'ChoDeungGangHo' as a model of commercial serious game.

An analysis of the Space as a Narrative Element in the Horror Game (공포게임의 서사적 요소로서의 공간 분석)

  • Lee, Young-Soo
    • The Journal of the Korea Contents Association
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    • v.11 no.6
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    • pp.116-126
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    • 2011
  • In this paper, the horror game is defined as a game that is aimed at causing fear reactions to user. And this paper analyzed narrative elements for studying what causes fear reactions beyond the existing experimental study. This analysis is significant at the point of determining narrative principles in the horror game. So this paper has extracted horror elements from gothic horror novels that established as the 'horror' genre and has considered how these horror elements would be transformed actually in the horror game. So it analyzes how the space and narrative elements as the distinctive characteristics of game are transformed centrally in the case of the 'Silent hill' series(published by Konami Corporation). Furthermore this study will be expected to be a help for clarifying not only the horror game as a peculiar genre but also the relationship between the space and narrative elements in the game.

Development of Game Environment System based on Spatial Augmented Reality using a Real Creature

  • Yun, Chang-Ok;Kim, Jung-Hoon;Jo, Jae-Ik;Yun, Tae-Soo;Lee, Dong-Hoon
    • Journal of Korea Multimedia Society
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    • v.12 no.6
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    • pp.856-866
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    • 2009
  • Recent development in game technologies has offered various game environments, but the existing games have not provided realistically felt game environments because the element of the game is virtually generated in most of the games. Therefore, we propose a mixed game environment based on spatial augmented reality by using a creature that really exists. In the proposed game environment, tracking based on camera images created in real-time enables the provision of information about the real creature that is both still and moving. The game environment is presented with virtual object by using the coordinate of a real creature. Then, spatial augmented reality technology is applied for mixing a real creature and virtual game elements. Thus, the game scene is displayed by the spatial augmented reality technique based on the real-time coordinate of real creatures. Moreover, by providing the realistic game environment based on the spatial augmented reality, our system can be applied to various game contents that are actually felt as real. Most importantly, our system arouses the players' interest in a new kind of game environment.

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A Study on Game Moral System Plan for the Moral Improvement of the Children and Teenagers (아동 및 청소년의 도덕성 향상을 위한 게임 도덕시스템 연구)

  • He, Yu-Xuan;Lee, Dong-Yeop;Lee, Wan-Bok;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Dong-lyeor
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.359-366
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    • 2015
  • In Pingyu, China, 2003, murders caused by the game occurred. The perpetrator murdered 17 people under 20 years old by imitating the character of warrior of the game in the real world. This event was to draw the public's attention to a change of mentality and morality of the youth from the game. People have pointed to the problem of emotional design in the process of designing online games. Game designers have not considered making the game in the most ethical component. The moral element of the game design is a very important factor in forming the psychological changes and outlook on life and values of gamers. Therefore, to understand the rational moral standards is an important part of the online game design. This paper aims the design of a "moral system" role, contents and tasks settings and community game design elements of the game by using a systematic process of the moral element in online gaming. Hence the result is the formation of moral attitudes and values to the user of the online game allows the gamers to introduce a moral system in online games.

A Serious Game Development for Historical Education Using OGRE Engine (OGRE 엔진을 이용한 역사 교육용 기능성 게임 개발)

  • Lee, Myoun-Jae;Kim, Kyoung-Nam
    • Journal of Digital Contents Society
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    • v.11 no.3
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    • pp.385-392
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    • 2010
  • At present, educational serious games which are designed for educational purpose including funny element have been developed in korea. This paper proposes a history educational game and describes how to make history educational game using OGRE engine. The OGRE engine is public, and widely used in many universities. Methods of the proposed game's development include development environment, desired plan, game scenario, game interface, method to cooperate with physics engine and so on. The proposed game is played in performing a mission that is based on historical event of our country in itself. And discrimination of the proposed game is to set a quest with actual historical events, in order to learn history beyond the simple fun in the existing history educational games. This paper should be helpful to discrimination of history educational serious game and developers to create history educational serious game with OGRE engine.

Development of Serious Game based on Traditional Activities Culture (전통 놀이 문화에 기반한 기능성 게임 개발)

  • Park, Jung-Yong
    • The Journal of the Korea Contents Association
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    • v.11 no.5
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    • pp.117-124
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    • 2011
  • To minimize a negative cognition of the game, recently the game industry has been researched of serious games such as medical game, tutoring game, advertisement and game training simulation game. The development and method of those serious games is far less formalized than other software development and is still in the beginning stages. We will define three types of advertisement games in the paper and propose a serious game development method which is based on traditional activities culture. Also we will explain element technologies and process for developing a serious game and apply a suggested method to YOOT games which is a typical Korea traditional game among several games.

A study of Communication System between each Game Characters (게임캐릭터의 실시간 대화시스템에 대한 고찰)

  • Choi Sam-Ha;Kim Kyung-Sik
    • Journal of Game and Entertainment
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    • v.1 no.1
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    • pp.39-46
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    • 2005
  • Communication is an element of the story-telling in processing of the game as well as basic role of information exchange. In case of communication-based adventure games which are processed through communication, the communication is playing the role beyond its basic role up to providing a limited information on quests and solutions in Massively Multiplay Online Role Playing Game(MMORPG). Even though the communication is one of most important element for absorbtion into game, current communications with Non Playable Characters in games are just monotonous event-driven method following pattern based on prepared game scenario. In this research, we have analyzed natural language processing systems which are being used in the area of Artificial Intelligence for the purpose of more realistic communications in games, and have studied methods to apply these communications on games.

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Use of Emotion Rule for Game Characters Emotion Structure (게임 캐릭터의 감정구조를 위한 감정규칙의 활용)

  • Park, Jun-Hyoung;Ko, Il-Ju;Sung, Bo-Kyung
    • Journal of Korea Game Society
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    • v.16 no.1
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    • pp.23-32
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    • 2016
  • A recent emotion research has attracted attention as an element to enhance the interaction with the user to play the game. Emotion expressed in the previous game was using a simple structure. However, increasing the user's needs of emotions that have been used in the game is necessary to structure the emotions caused. In this paper, it was utilized for the character of emotion in the game rules of the proposed emotion based on the principle of biological feelings. And it was classified a game component that affects the emotions and character provides a structure for recognizing the emotion from the game. This paper provides a structural framework to be considered in order to analyze emotions used in existing game to the role of emotion, to express emotion in the game.

An Exploratory Study on the Methodology Development and Implementation of Game Contents Costing (게임콘텐츠 원가산정 방법론 개발 및 적용에 대한 탐색적 연구)

  • Im, Deuk-Su;Lee, Guk-Cheol;Park, Hyeon-Ji
    • 한국경영정보학회:학술대회논문집
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    • 2007.06a
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    • pp.45-51
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    • 2007
  • 본 연구는 공수방식이나 기능점수(Funtion Point)방식에 의존해 온 기존의 게임콘텐츠 원가산정 방식의 문제점을 인식하고 이를 대체할 새로운 게임요소점수(Game Element Point) 접근방식 하에서 구체적인 원가산정 방법론을 개발 제시하였다. 게임콘텐츠 원가산정 모델은 게임콘텐츠에 고유한 게임요소를 도출하여 이를 게임요소점수(GEP; Game Element Point)로 환산하고 여기에 게임요소당 단가를 곱하여 원가를 산정하는 형태를 가지고 있다. 또한 제시된 방법론의 실무적용 가능성을 타진하기 위해 게임 개발업체들의 실제원가 자료를 입수하여 실제 개발원가와 GEP방식으로 계산된 원가를 비교 검증하였다. 탐색적 수준의 사례 비교를 통한 검증결과 GEP방식의 적용이 가능하고 또한 기존방식을 대체할 좀 더 실무적이고 정확한 게임 컨텐츠 원가산정 방식으로 사용할 수 있는 것으로 판명되었다.

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Integration Method of Composite Pattern and Visitor Pattern for Expanding the Structure of Scenario Generator (시나리오 생성기의 구조 확장을 위한 Visitor 패턴과 Composite 패턴의 병합 기법)

  • Uam, Jaehak;Kwak, Jeonghoon;Sung, Yunsick
    • Proceedings of the Korea Information Processing Society Conference
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    • 2014.11a
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    • pp.591-592
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    • 2014
  • Visitor 패턴은 구조 문제로 새로운 ConcreteElement 클래스가 추가될 때 Visitor 클래스 및 ConcreteVisitor 클래스를 수정해야 한다. 이 논문에서는 Visitor 패턴을 적용한 시나리오 생성기가 유연한 구조를 가지기 위해서 Visitor 패턴과 Composite 패턴을 병합하여 적용하는 기법을 제안한다. 그래서 시나리오 생성기에 ConcreteElement 클래스를 추가할 때마다 ConcreteVisitor 클래스의 멤버 함수를 유연하게 추가 및 삭제를 할 수 있는 클래스 구조를 제공한다.