• Title/Summary/Keyword: Game tool

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3D Network Game Development for Education and Publicity of Resource Recycling Study on Contents Technology (자원재활용 교육홍보를 위한 3D 네트워크 게임 개발)

  • Oh Seung-Taek;Jun Byung-Hwan
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.407-411
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    • 2005
  • In this research, we develop 3D online racing game to aid the comprehension about resource recycling, in the way of provoking children's interest and satisfying scientific curiosity, using 3D graphic editor and DirectX programming tool. This game is developed for children to experience the collection and classification procedure of recycling resources by only taking part in a game naturally, and to learn recycling-process contents produced using animation technique. Especially, we make this game to utilize it as an educational and public medium at home and abroad, and to interchange with foreign institutes, by offering korean version as well as english version. As a result, this game can be used as educational contents about resource recycling, because it is developed in the style that children can enjoy it directly.

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Development of a terrain model in 3D Game (3차원 게임에서의 손쉬운 지형 모델 구현 방법)

  • Park, Seok-hee;Lee, Hee-bum;Kim, Soo-Kyun;Im, Kwang-Hyuk;An, Sung-ohk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.533-534
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    • 2013
  • In computer game, terrain model is applied a nice texture to render snowy mountains and valley. Terrain model in the game, it is important role that the character plays in space. Realistic depiction of the terrain model enhances the absorption of the game. Now many terrain models are made by using lots of terrain tools. In this paper, we does not use terrain modeling tool, we use only 3D max for making terrain model easily. 3D max provides a comprehensive 3D modeling, rendering, and compositing solution for games. In this paper we create terrain models by using 3D max, also we present how to use DirectX environment.

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Modeling and Analyzing One Vendor-Multiple Retailers VMI SC Using Stackelberg Game Theory

  • Golmohammadi, Amir-Mohammad;Javid, Negar Jahanbakhsh;Poursoltan, Lily;Esmaeeli, Hamid
    • Industrial Engineering and Management Systems
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    • v.15 no.4
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    • pp.385-395
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    • 2016
  • Game theory is a powerful tool for analyzing the Supply chain (SC) with different conflicting elements. Among them, the Stackelberg game is the one in which a player as leader has more power than the other ones as followers. Since in many SC systems one element has, in essence, more power than the others; the Stackelberg game has found many applications in SC studies. In this paper, we apply the Stackelberg game-theoretic approach and the corresponding equilibrium point to formulate and analyze a two echelon VMI SC. Comprehensive computational results on an experimental case are conducted to numerically analyze the performance of VMI system against three groups of critical parameters. Moreover, a critical comparison demonstrates the poorer performance of decentralized VMI system than centralized one. This naturally necessitates designing proper contracts between VMI partners in order to more effectively implement the realistic decentralized system.

Gameness in SNS : Tetradic Analysis of the Classic Game Model (SNS의 게임성 연구 : 클래식 게임 모델의 테트래드적 분석)

  • Kwon, Boh-Youn
    • Journal of Korea Game Society
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    • v.14 no.2
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    • pp.29-44
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    • 2014
  • This Study analyzes gameness in SNS. SNS is not only communication tool for real life but also game like media for the experimental fiction. As the media like games, SNS meets 6 classic game features. After the Tatradic analysis, Expressive and manipulation rules move SNS paidia direction, player's effort and negotiable outcome are obsolesced. Player's attachment is enhanced and in SNS, the tradition of MUD retrieves abstract ground with representative expression. As following result, SNS is able to extend its own area to the player's creative world for the possible. SNS is the media like games.

A Study on the frame within a frame as a Digital Game Design Tool (디지털 게임 설계 장치로서의 다중 프레임 연구)

  • Kim, Da-In;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.111-124
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    • 2021
  • Starting with painting, it is the frame that plays the main role in movies, cartoons, and games as well as the act of attracting the audience's attention. Knowing about a frame is to be able to read and use the frame. Therefore, this paper deals with frames of digital games, especially multiple frames that complement the limited configuration of primary frames. In this paper, frame within frames are classified into structural frames, which are the basic components of the game, temporal frames, which reflect player behavior, and surface frames representing the characteristics of existing visual media. Through this, we examine the aspects of frame within a frame as digital game design equipment. This paper is meaningful in that it derives the possibility of using frame within a frame of games in the future and provides a mechanism for frame within a frame analysis.

Game Fan-dom of Generative the Secondary Culture -Based On Machinima- (게임 팬덤의 이차 문화 생성 -머시니마를 중심으로-)

  • Oh, Seong-Suk;Park, Sung-Jun
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.130-139
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    • 2009
  • This paper introduces the secondary cultural productions of game fandom that have been underestimated. The participatory cultural activities of game users are broadly expanding owing to machinima technology based on game engine. It allows gamers to make the three dimensional digital animations simple and easy way. This paper studies that how simple game consumers change their role as producers through machinima. This study is focused on the relationship between polysemy of participatory Machinima and former fandom's the secondary culture studies using ethnographic research method. It is to clarify relationship between the game users' psychological motivation for culture practice and the machinimas. We verify practically the machinima's effects on fandom culture through analysing viewers' reaction using replies on the machinimas and then find out machinima is a very important tool for expanding the game culture realm as the main body.

Gesture-based Table Tennis Game in AR Environment (증강현실과 제스처를 이용한 비전기반 탁구 게임)

  • Yang, Jong-Yeol;Lee, Sang-Kyung;Kyoung, Dong-Wuk;Jung, Kee-Chul
    • Journal of Korea Game Society
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    • v.5 no.3
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    • pp.3-10
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    • 2005
  • We present the computer table tennis game using player's swing motion. We need to transform a real world coordinate into a virtual world coordinate in order to hit the virtual ball. We can not get a correct 3-dimension position of racket in environment that using one camera or simple image processing. Therefore we use Augmented Reality (AR) concept to develop the game. This paper shows the AR table tennis game using gesture and method to develop the 3D interaction game that only using one camera without any motion detection device or stereo cameras. Also, we use a scan line method to recognize gesture for speedy processing. The game is developed using ARtoolkit and DirectX that is popular tool of SDK for game development.

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An Integrated Framework for Authoring Augmented-Reality Contents (증강현실 콘텐츠 저작을 위한 통합 프레임워크)

  • Seo, Jin-Seok;Kim, Nam-Gyu
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.1
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    • pp.405-412
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    • 2011
  • This paper analyzes the requirements of an ideal augmented-reality contents authoring tool that can allow non-programmers as content creators to author contents easily and quickly. To satisfy the requirements, we employ the approach using formal and visual specification techniques. In this paper, we also introduce an integrated augmented-reality framework for the ideal authoring tool, and demonstrate the effectiveness of our research results by illustrating an example content.

A Study On The Virtual Space Simulation Expression Using Graphic Process Unit (GPU를 활용한 공간 가상 시뮬레이션 표현에 관한 연구)

  • Kim, Jong-Hyun;Kim, Suk-Tae
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2004.11a
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    • pp.80-83
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    • 2004
  • It is impossible to do real verification on design spaces before their completions due to the characteristics of building and interior space designs. So, in designing spaces, designers should reflect their real experiences in their lives into their design works. 3D games where GPU and other kinds of advanced technologies have bee applied first show their leads in technologies have bee applied first show their leads in technologies about 5 years than VRML. Those games which are produced reflecting real environment as it is could be regarded as the most excellent tool in their completeness level of physical environment due to their characteristics. This means that if 3D game engines employing GPU are used effectively they could be used as a presentation tool for virtual spaces. This study studies the expressions of virtual constructions through 3D game engines employing GPU, not in VRML-based virtual spaces on Webs but in immersion-type virtual spaces.

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A Design and Implementation of Planning, CASE Tool for Game (게임제작을 위한 CASE Tool 설계 및 구현)

  • Jang, In-Geol;Lee, Seung-Hun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2004.05a
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    • pp.853-856
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    • 2004
  • 국내 게임 산업은 여타 문화 산업과 비교하였을 때 상업화의 시기는 가장 늦었음에도 불구하고 2003 년을 기준으로 4 조를 넘을 정도로 급성장을 하였다. 그러나 게임 제작사의 95% 이상이 적자에 시달리고 있는데 이는 게임 제작과 관련하여 개발 단계에 있어 담당자의 역할 분배 및 각 단계에 대한 적절한 관리를 하지 못해 팀원간 의사소통, 게임제작 공정 생성물 관리, 핵심 기술 및 자원관리 등의 문제가 발생하기 때문이다. 이러한 문제점들은 CASE 툴을 통해서 해결이 가능하다. CASE 툴을 통해 게임제작 공정에 있어 팀원간의 의사 소통과 인력 및 자원 관리, 각 공정간 산출물의 버전 컨트롤 및 이력관리의 정보를 체계적으로 관리할 수 있도록 한다. 이에 본 논문에서는 ISO12207과 RUP 프로세스를 기반으로 게임제작 공정의 생산성과 효율성을 증가시킬 수 있는 게임제작 기획, 자원관리도구를 설계 및 구현하였다.

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