• Title/Summary/Keyword: Game-based content

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Mobile Game Control using Gesture Recognition (제스처 인식을 활용한 모바일 게임 제어)

  • Lee, Yong-Cheol;Oh, Chi-Min;Lee, Chil-Woo
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.629-638
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    • 2011
  • Mobile game have an advantage of mobility, portability, and simple interface. These advantages are useful for gesture recognition based game which should not have much content quantity and complex interface. This paper suggests gesture recognition based mobile game content with user movement could be applied directly to the mobile game wherever recognition system is equipped. Gesture is recognized by obtaining user area in image from the depth image of TOF camera and going through SVM(Support Vectorn Machine) using EOH(Edge Of Histogram) features of user area. And we confirmed that gesture recognition can be utilized to user input of mobile game content. Proposed technique can be applied to a variety of content, but this paper shows a simple way of game contents which is consisted of moving and jumping newly.

Export Promotion Plans of Digital Culture Contents based on the OSMU Strategy - Focused on Game, Animation & Character Industry - (문화콘텐츠의 원소스 멀티유즈를 통한 수출활성화방안 - 게임.애니메이션.캐릭터산업을 중심으로 -)

  • Won, Min-Kwan;Lee, Ho-Gun
    • International Commerce and Information Review
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    • v.6 no.3
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    • pp.297-318
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    • 2004
  • This paper examines export promotion plans of digital content industries, particularly of game, animation & character industry based on the OSMU(One-source Multi-Use) strategy. As the digital content industry is one of the newest industries as a source of strategic export, we must promote the export of digital contents that hold so much international competitiveness and through that promotion, we have to strengthen the international competitive power. The game, animation & character contents are very easy to adapt each other for creating new contents by omnidirectional OSMU. Therefore, it is intended to present some primary factor for export promotion of game, animation & character contents through the OSMU strategy.

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Analysis of Emotion Pattern for Game Player on Quest System : Towards of Tutorial Mode in Mabinogi Game (퀘스트 시스템에 대한 게임플레이어의 감정패턴 분석 : 마비노기 Tutorial Mode를 중심으로)

  • Kim, Mi-Jin;Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.10 no.4
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    • pp.15-22
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    • 2010
  • The purpose of this research is to analyze players' emotion pattern for conducting a quest in Role Playing Game(RPG). We have rebuilt up the action and content of gameplay related to category to set up five action classes of game players based on the literature review about the human behavior classification. Moreover, Mabinogi game includes the composition of various quests by story-centered expanse. We classified the quest structure of the tutorial mode, initial state, of its game into the cognitive action. We build the model of the correlation between cognitive behavior patterns of gameplay and emotions derived from targeting ten novices. The result of this research reveals that gameplayers' stimulus levels are identified to emotion pattern. It is enable to grope to concrete the design of the quest and the level in a specified state. Moreover, players' emotion variation is indicated to the type of expression of fun elements. We expect to use a device to induce the curiousness and the challenge for conducting the higher goal of game in the whole.

A Study on Transtextuality and Effect on Replayability of Easter Eggs in Digital Games (디지털 게임에 나타난 이스터에그의 트랜스텍스트성과 리플레이어빌리티의 향상 연구)

  • Nam, Seo-Hyun;Han, Hye-Won
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.3-18
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    • 2022
  • This study focuses on transtextuality of Easter egg and its effect on replayability. This paper categorizes Easter eggs of digital game into five types based on game elements, and applies Gerard Genette's transtextuality theory by analyzing function and meaning of Easter eggs based on quotation, allusion, and annotation of intertext and paratext. In conclusion, Easter eggs as transtext form game ritual by linking inside and outside of the game, as well as developers and players. Through this process, Easter egg enhances replayability of digital games by extending the narrative of the game.

Board Game Design for Disaster Safety Education for Elementary School Students Based on Learning Motivation Theory (학습동기이론 기반의 초등학생 재난안전 교육을 위한 보드게임 설계)

  • Kim Mira;Jung Hyungwon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.20 no.1
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    • pp.59-74
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    • 2024
  • In order to improve safety consciousness due to the increase in disasters and safety accidents, safety education is necessary to prepare for disasters with interest in safety. This study is a board game design for disaster safety education for elementary school students based on Keller's learning motivation theory. By considering the school safety curriculum and the safety education contents of the School Safety Mutual Aid Association and the Ministry of Public Administration and Security, the content and goals of learning were derived and the order of learning was determined. When designing game content, the fun elements of the game were applied to Keller's learning motivation inducing factors such as attention concentration (A), relevance (R), confidence (C), satisfaction (S), and educational game design elements to induce the achievement of learning goals at the game planning stage. It is expected that the existing safety education focusing on lecture-style and audiovisual will be supplemented and used in the educational field.

A Comparative Study on the Structure and Implementation of Unity and Unreal Engine 4 (유니티와 언리얼 엔진 4의 구조와 구현 방식 비교 연구)

  • Lee, HanSeong;Ryoo, SeungTaek;Seo, SangHyun
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.4
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    • pp.17-24
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    • 2019
  • In the game industry, traditional game development way was to develop a game engine in advance before developing game content. This has the disadvantage is the high cost of developing the game engine. Further, there is a problem that the game content are not developed unless the game engine is prepared in advance. In order to solve these problems, the game industry has recently selected a method of purchasing a license for a commercial engine, which is a method for improving the game content development productivity, rather than concentrating on game engine development. In this paper, we describe a game object and the structure in Unity and Unreal Engine 4. We compared the editor interface and the supported development languages in the two game engines. We also implemented a First-Person Shooter game to compare how the player's configuration and event handling differ from the two game engines.

Design and Implementation of Healthcare Game Content in IOT Environment

  • Yoon, Seon-Jeong
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.9
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    • pp.29-34
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    • 2019
  • In Recently, as the interest in health has increased and the spread of smart phones has become common, the development of smart health care related contents has been active. In this paper, we introduce the design, implementation and effects of game-based content that can make walking exercise fun in the Internet of Things environment. This content calculates the consumed calories by walking the stairs with the Beacon installed, and incorporates games to encourage continuous fun activities. It also provides event functions that enable on-off-line coordination. The goal of this content is to enable busy modern people to exercise lightly, funly, and constantly in the surrounding activity space. The effect of this content has been confirmed through the review of many users participating in offline events. This content is expected to be able to converge with various types of healthcare systems with the expansion of the application space.

Analyzing Crowdsourced Mobile Content: Do Games Make a Difference?

  • Pe-Than, Ei Pa Pa;Goh, Dion Hoe-Lian;Lee, Chei Sian
    • Journal of Information Science Theory and Practice
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    • v.5 no.2
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    • pp.6-16
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    • 2017
  • Populating information-rich online environments through crowdsourcing is increasingly becoming popular. One approach to motivate participation is via games. That is, a crowdsourcing game offers entertainment while generating useful outputs as byproducts of gameplay. A gap in current research is that actual usage patterns of crowdsourcing games have not been investigated thoroughly. We thus compare content creation patterns in a game for crowdsourcing mobile content against a non-game version. Our analysis of 3,323 contributions in both apps reveal 10 categories including those that conform to the traditional notion of mobile content created to describe locations of interest, and those that are social in nature. We contend that both types of content are potentially useful as they meet different needs. Further, the distribution of categories varied across the apps suggests that games shape behavior differently from non-game-based approaches to crowdsourcing.

Implementation of Digital Game-based Learning Feature for Package Tour Management Application (패키지 투어 관리 애플리케이션을 위한 디지털 게임 기반의 학습 기능 구현)

  • Wahyutama, Aria Bisma;Hwang, Mintae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.7
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    • pp.1004-1012
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    • 2022
  • This paper contains the implementation of a game as a feature of a package tour management application with the Digital Game-based Learning approach that helps tourists learn about tourism spots. The game is written in Java language for an Android smartphone that is designed to be integrated with Content Management System (CMS) to manage the game's contents and assets. The game contains one tourism spots introductory level and five quiz game levels with each having a reward (points) and punishment (time penalty) system, then summed the results to obtain the total score from all levels. The total score will determine a tourist's performance and be listed on an online leaderboard to increase competitiveness among tourists. The conducted performance evaluation of the game shows satisfactory results of 0.9 seconds of response time from the database to the game. Implementing the game presented in this paper will potentially reduce the burden of the tour guide and increase the efficiency of managing the tour group.

Avoiding Trial-and-Error based Elements for Game Scripting (게임 스크립트를 위한 시행착오 회피 요소)

  • Jung, ChanYong
    • Journal of Korea Game Society
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    • v.14 no.6
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    • pp.19-28
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    • 2014
  • Scripting is often used in games for novices at programming to enable implementation of the game. In this paper we examine the trial-and-error elements taken to implement game programming and identify the useful features for game scripting. This paper presents complemental elements based on avoiding trial-and-error, and discusses complementary statements implementation of this proposal, where the complementary statements were written in C# on Unity3D engine. The approach is compared and contrasted to the existing approach.