• Title/Summary/Keyword: Interactive game

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Interactive storytelling of e-Sports (e-Sports의 인터랙티브 스토리텔링 -스타크래프트를 중심으로-)

  • Lim, Ha-Na
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.576-581
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    • 2008
  • For the improved game industry, this society was permitted as an incorporated association for spearhead of game society from Ministry of Culture & Tourism on February 14, 2001 with a sense of duty and a strong will toward a powerful game country. This society has objectives of academic research and distributions on creations of game contents, technologies of game producing and developments of game cultures. We will develop the game culture and industry through an industry-academic cooperations by each expert field, and spread out academic activities for cultivation of policy, technology, education, etc of the game industry in the future.

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Elements of Interactive Storytelling in Alternate Reality Game (대체현실게임에서 사용자 참여 생성의 스토리텔링의 요소)

  • Kim, Maeng-Ha;Kim, Eun-Ji
    • The Journal of the Korea Contents Association
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    • v.12 no.8
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    • pp.105-113
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    • 2012
  • With the help of information technology, the web 2.0 gives people the environment where they share informations and a means of expressing ideas. The power of web affects interactive storytelling for Alternate Reality Game (ARG). There are less theoretical approaches and practices about ARG in Korea and to understand ARG into a deeper sense shall contribute to the development of domestic culture and its contents. In order to realize this, first we will explore the general idea about ARG. Second, know its elements in Interactive storytelling and finally, analyze the examples.

A Design and Implementation of a Digital TV Interactive Game Using a Touchpad Mobile Device (터치패드 이동 단말기를 이용하는 디지털 TV 인터랙티브 게임의 설계 및 구현)

  • Kang, Jung-Gu;Hwang, Joo-Yeon;Paik, Doo-Won
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.236-239
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    • 2008
  • In this paper, we developed digital TV interactive game using mobile device. This enables a TV viewer to participate in the game using mobile devices. Recently, advanced interface is adopted in the mobile devices, especially touchpad type interface is favorable. Such type interface has the advantage of more familiar interface for users, and the user can input various type of action. Using a mobile phone enables many users can participate in the TV game, and provides a private screen. In this paper, we describe contributions of the program in detail, and we present the architecture and a demonstration of the proposed program in a similar broadcasting environment.

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A Design and Implementation of Object Recognition based Interactive Game Contents using Kinect Sensor and Unity 3D Engine (키넥트 센서와 유니티 3D 엔진기반의 객체 인식 기법을 적용한 체험형 게임 콘텐츠 설계 및 구현)

  • Jung, Se-hoon;Lee, Ju-hwan;Jo, Kyeong-Ho;Park, Jae-Seong;Sim, Chun Bo
    • Journal of Korea Multimedia Society
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    • v.21 no.12
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    • pp.1493-1503
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    • 2018
  • We propose an object recognition system and experiential game contents using Kinect to maximize object recognition rate by utilizing underwater robots. we implement an ice hockey game based on object-aware interactive contents to validate the excellence of the proposed system. The object recognition system, which is a preprocessor module, is composed based on Kinect and OpenCV. Network sockets are utilized for object recognition communications between C/S. The problem of existing research, degradation of object recognition at long distance, is solved by combining the system development method suggested in the study. As a result of the performance evaluation, the underwater robot object recognized all target objects (90.49%) with 80% of accuracy from a 2m distance, revealing 42.46% of F-Measure. From a 2.5m distance, it recognized 82.87% of the target objects with 60.5% of accuracy, showing 34.96% of F-Measure. Finally, it recognized 98.50% of target objects with 59.4% of accuracy from a 3m distance, showing 37.04% of F-measure.

Technical Development of Interactive Game Interface Using Multi-Channel EMG Signal (다채널 근전도 신호를 이용한 체감형 게임 인터페이스 개발)

  • Kim, Kang-Soo;Han, Yong-Hee;Jung, Won-Beom;Lee, Young-Ho;Kang, Jung-Hoon;Choi, Heung-Ho;Mun, Chi-Woong
    • Journal of Korea Game Society
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    • v.10 no.5
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    • pp.65-73
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    • 2010
  • In this paper, we developed the device for an interactive game interface using bio signals which were able to recognize user's motion intention using EMG signals and it was applied to the games which need the information of the muscle motion directions. The module for acquiring EMG signals consists of 4-Ch, wrist-motions were defined as up, right, down and left state. The user's intent was recognized through thresholding and comparing signals of each channel. The classification result of the motion directions could control the arrow keys on the keyboard of PC and it was applied on the various games. This proposed game device can be expected to induce an effective exercise with an interesting and enjoyment, and it can use both self-developed or commercial games.

The Development of Interactive Wireless-Game Device based on Multi-Channel Electromyography for Rehabilitation in Patients with Hemiplegia (편마비 환자의 재활을 위한 다채널 근전도 기반의 체감형 무선 게임 장치 개발)

  • Kim, Kang-Soo;Kang, Jung-Hoon;Mun, Chang-Su;Choi, Heung-Ho;Mun, Chi-Woong
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.171-180
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    • 2011
  • An interactive wireless-game device based on multi-channel electromyogram has been developed to help rehabilitation of patients with hemiplegia. The device is able to provide a visual feedback and rehabilitation motivations to the patients. The game contents were made according to the number of applied channels and, their level and speed can also be controlled depending on the recovery states of patients. Patient satisfaction survey was conducted to evaluate the necessity and usefulness of the proposed device after playing the game. The results show that the proposed system is expected to give hemiplegia patients exciting and effective rehabilitation chances, if more diverse and specialized rehabilitation games are developed.

An Interactive Knowledge-based Planning System (인터렉티브 지식베이스 기반의 계획시스템)

  • Jeon, Hyoung-Bae;Han, Eun-Ji;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.139-150
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    • 2009
  • This paper attempts to investigate the establishment of an interactive knowledge base for action planning by virtual agents and an interactive knowledge-based planning system. A fixed knowledge base is unable to properly handle a change in circumstances because fixed planning is only available under a fixed knowledge base. Therefore, this paper proposes the establishment of an interactive knowledge base which is applicable to diverse environments and an artificial intelligence planning system in which an interactive knowledge base is available. The interactive knowledge base proposed in this paper consists of motivation, behavior, object and action. The association relationship between knowledge base and its input is set using an automation tool. With this tool, a user can easily add to or amend the components of the knowledge base. With this knowledge base, a character plans all action items and chooses one of them to take an action. Since a new action can be applicable by updating the knowledge base even when the character environment changes, it is very useful for virtual reality content developers. This paper has established a relationship between scalable interactive knowledge base components and other components and proposes a convenient input tool and a planning system algorithm effective for an interactive knowledge base. The results of this study have been verified through testing in a virtual environment ('virtual library').

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UI Design of the MMORPG using Storytelling (스토리텔링을 적용한 MMORPG UI 디자인)

  • Yoo, Wang-Yun
    • The Journal of the Korea Contents Association
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    • v.9 no.3
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    • pp.118-126
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    • 2009
  • The computer game has a narrative structure, which scenario is proceeded by player's consecutive interactive. The interaction is the core of game plays that is not only storytelling in itself, but also is implemented by interface. The UI of computer game is as a tool for communication between player and game, which has been designed by usability on use. However, is it the necessary for us to get synchronization of feelings about game scenario in terms of a psychological in order to deepen the pleasure that is the game's ultimate goal. Effectively, as a way to lead in this empathy. This study tries to application of storytelling to the UI that occurred player's interactive for the first time. Moreover, presented the result as the UI designs of casual MMORPG.

A Study on analysis component and reformative plan for Educational On-Line Game - especially on the User Interface Design elements - (교육용 온라인 게임의 구성요소 분석 및 개선방안에 관한 연구 - 사용자 인터페이스 디자인 요소 중심으로 -)

  • Sung, Kyung;Kim, Hyo-Suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.05a
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    • pp.955-960
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    • 2008
  • Supporting the interactive relation between gamer and computer, and offering the game world information, the user interface in online games plays an important role for a gamer to lead game into the intended direction. The purpose of this study is to analyse a currently utilized online game with educational implications and to analyse its user interface design elements, in order to suggest the strategy how to reformative educational online games.

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A Thought on Efficient Item Productions and Managements for MMORPG (MMORPG에서 아이템의 효과적인 제작 및 관리 방안에 대한 고찰)

  • Kim, In-Hong;Kim, Kyung-Sik
    • Journal of Korea Game Society
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    • v.5 no.1
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    • pp.61-66
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    • 2005
  • The item is an interactive element to escalate interest in the games as well as element providing various satisfactions to players. They give satisfactions to economic desire which is intrinsic in human beings. In this paper we propose an efficient method for item productions and managements by giving name values to items and managing them by database, so that new communities of players could grow with economic systems, which would improve specialties of games as well as solve problems such as hacking, etc.

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