• Title/Summary/Keyword: Next-Generation Games

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A Study on the Limitation of Nintendo Wii using Physical Interactive Interface (체감형 인터페이스를 사용하는 닌텐도 위(Wii)의 한계에 대한 연구)

  • Lee, Jang-Won;Yoon, Joon-Sung
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.93-104
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    • 2011
  • For development of physical interactive game recognized as next generation game, this study examines the present situation of physical interactive games and analyzes the problem that game contents lack development compared to the hardware. This paper firstly divides the problem of physical interactive game contents into three parts: demand of the contents and biased game genre, low level of game difficulty, and limited use and/or misuse of the motion controller. Then, the possible solutions for each part are suggested afterward. As the discussion on the development methods in physical interactive game will also develop and therefore, as the next generation game, physical interactive game will play a positive role in th growth of game industry as well as game culture.

A Study on the Fashion of the New Generation in Korea - Focusing on the Influence of Japanese Popular Culture - (한국(韓國) 신세대(新世代) 패션에 관(關)한 연구(硏究) - 일본대중문화(日本大衆文化)의 영향(影響)을 중심(中心)으로 -)

  • Lee, Hee-Seung;Cho, Kyu-Hwa
    • Journal of Fashion Business
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    • v.6 no.1
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    • pp.83-101
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    • 2002
  • The purpose of this study is to observe the elements of Japanese popular culture portrayed in Korean new generation fashion at the current point of time, when Japanese popular culture is first being opened to Korea. And the another purpose is to look into the fashion consciousness of them, which is made up of these aspects. The new generation plays the leading role in further excelling the culture of our society. They are the generation of sense and sensibility, the generation of "me", the generation of information, and the generation of individuality. Even before Japanese popular culture was officially opened, the new generation was already accepting fashion, comics and animation, video games, music, broadcasting, food, etc. The Japanese cultural elements that show most in Korean fashion are street fashion and the fashion of celebrities. These are mostly brought in by fashion magazines, the internet, satellite TV, the new media of cable TV, and street shops. The aspects of Japanese popular culture in Korean new generation fashion are many and varied. Such examples in fashion are : vintage style, school-girl style, sexy causal style, black coordination, soft avant-garde style. It can be said that the fashion consciousness of Korean new generation could be placed in the following order. First, the variety of fashion. Next, the internationalism of fashion. Third, the information of fashion, and last, the play value of fashion. Interest has peaked in Japanese culture after the official opening, and this study has explored the very same aspects which can be seen in Korean new generation fashion. This study was meant to help make a responsible and sturdy new generation fashion culture which can help face the new millennium.

An Exploratory Study on the Realistic Expression of Characters (캐릭터의 사실적 표현에 대한 탐색적 연구)

  • Luyuxin, Luyuxin;Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.126-127
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    • 2018
  • Whether it is an online game or a stand alone game, research will ultimately never stop to increase the degree of realistic expression of visual effects. Recently, realistic characters are appearing in games. Particularly, due to the development of virtual reality technology, RPG games with simulation-based realistic images are becoming popular. The player can experience the story of the game in the game and experience difficulty level by level. As other players, teammates, or enemy characters appear as realistic characters, and the episode of the game expands, the importance of realistic game characters is growing so that they can play more. Adding a realistic game character to a game based on a classic movie character gives the player a more realistic and interesting visual experience. The purpose of this study is to investigate the effect of realistic character style on the fun and visual effects of games.

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Development of Intelligent Position Compensation Scheme for Virtual Game Interface (실감 게임 인터페이스를 위한 지능형 위치 보정 기법 개발)

  • Kim, Sung-Ho;Yun, Seong-Ung
    • Journal of Institute of Control, Robotics and Systems
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    • v.15 no.4
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    • pp.439-444
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    • 2009
  • Recently, a wide range of next-generation's game consoles has been developed by many game makers. Particularly, active interaction between users and games is required more than ever before for giving gamers the fullest pleasure. In this work, an infrared image sensor based position recognition system which can be used for virtual game interface is proposed. Furthermore, two kinds of compensation algorithms and Extended Kalman Filter are utilized to enhance the performance of the proposed system. The proposed system can effectively generate the position of the gamer in the face of the coordinate distortion and noise. To verity the feasibilities of the proposed system, various experiments are carried out.

A Prospective Study of Game Content based on Wearable Device (웨어러블 디바이스 기반의 게임콘텐츠 전망 연구)

  • Baek, Jaeyong;Chang, Hyojin;Kim, Youngjae
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.1
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    • pp.145-155
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    • 2015
  • The game industry has changed along with the advancement of device technology. The wearable, a recently appeared device will create new demand in this saturated age of the smart devices. The game industry's content targeted towards the wearable devices will play an important role as main driving source. For this reason, this research studies the development aspect and the current technical capabilities of games' platforms and contents by analyzing the contrast between the results of features and current situations of the wearable market. Consequently, we define the prospects of game content for wearable device. We also expect that the new style of the game content, combined with cloud game, augmented reality game and virtual reality game will appear in the next generation platforms gearing towards the wearable devices.

Highly Stretchable, Transparent Ionic Touch Panel

  • Sun, Jeong-Yun
    • Proceedings of the Korean Institute of Surface Engineering Conference
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    • 2017.05a
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    • pp.51-63
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    • 2017
  • The touch panel was developed decades ago and has become a popular input device in daily life. Because human-computer interaction is becoming more important, the next generation of touch panels require stretchability and bio-compatibility to allow integration with the human body. However, because most touch panels were developed based on stiff, brittle electrodes, electronic touch panels face difficulties to achieve such requirements. In this paper, for the first time, we demonstrate an ionic touch panel based on polyacrylamide hydrogel containing LiCl ions. The panel is soft and stretchable and thus, can sustain a large deformation. The panel can freely transmit light information through it because the hydrogel is transparent, with 99 % transmittance for visible light. A 1-dimensional touch strip was investigated to reveal the basic mechanism of sensing, and a 2-dimensional touch panel was developed to demonstrate its functionalities. The ionic touch panel was operated under high deformation with more than 1000% areal strain without sacrificing its functionalities. Furthermore, an epidermal touch panel on the skin was developed to demonstrate the mechanical and optical invisibility of the ionic touch panel through writing words, playing the piano and playing games.

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Analysis of Metaverse Business Model and Ecosystem (메타버스 비즈니스 모델 및 생태계 분석)

  • Seok, W.H.
    • Electronics and Telecommunications Trends
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    • v.36 no.4
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    • pp.81-91
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    • 2021
  • Recently, discussions on Metaverse, which represents the transcendent world, have been dominant for some time. Cases related to the Metaverse are introduced through various media and are continuously attracting attention as the next generation of the Internet. This study reviews the business model and the ecosystem overview, focusing on service cases related to the Metaverse. The widely used business models include content production and sales, media brokerage fee, and marketing fee. The Metaverse ecosystem is formed around games, with major players in game production, authoring tool & support SW, intelligent cloud service, and game platform expected to lead the market. Results show that a strategy to secure the leadership of the Metaverse, such as the business model expansion conditions, a strategy to foster a game-oriented Metaverse ecosystem, and technology development for the realization of the ultra-realistic Metaverse, is necessary.

A Study on the Effective Production of Game Weapons Using ZBrush

  • YunChao Yang;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.11 no.2
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    • pp.397-402
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    • 2023
  • With the rapid adoption of 5G, the gaming industry has undergone significant innovation, with the quality of game content and player experience becoming the focal point of attention. ZBrush, as a professional digital sculpting software, plays a crucial role in the production of 3D game models. In this paper, we explore the application methods and techniques of ZBrush in game weapons production through specific case analyses. We provide a detailed analysis of two game weapon models, discussing the design and modeling process, lowto-high poly conversion, UV unwrapping and texture baking, material texture creation and optimization, and final rendering. By comparing the production process and analyzing the advantages and disadvantages of ZBrush, we establish a theoretical foundation for further design research and provide reference materials for game industry professionals, aiming to achieve higher quality and efficiency in 3D game model production.

A Study on Virtual Source-based Differentiated Multicast Routing and Wavelength Assignment Algorithms in the Next Generation Optical Internet based on DWDM Technology (DWDM 기반 차세대 광 인터넷 망에서 VS기반의 차등화된 멀티캐스트 라우팅 및 파장할당 알고리즘 연구)

  • Kim, Sung-Un;Park, Seon-Yeong
    • Journal of Korea Multimedia Society
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    • v.14 no.5
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    • pp.658-668
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    • 2011
  • Over the past decade, the improvement of communications technologies and the rapid spread of www (World Wide Web) have brought on the exponential growth of users using Internet and real time multimedia multicast services like video conferencing, tele-immersive virtual reality, and Internet games. The dense-wavelength division multiplexing (DWDM) networks have been widely accepted as a promising approach to meet the ever-increasing bandwidth demands of Internet users, especially in next generation Internet backbone networks for nation-wide or global coverage. A major challenge in the next generation Internet backbone networks based on DWDM technologies is the resolution of the multicasting RWA (Routing and Wavelength Assignment) problem; given a set of wavelengths in the DWDM network, we set up light-paths by routing and assigning a wavelength for each connection so that the multicast connections are set-upped as many as possible. Finding such optimal multicast connections has been proven to be Non-deterministic Polynomial-time-complete. In this paper, we suggest a new heuristic multicast routing and wavelength assignment method for multicast sessions called DVS-PMIPMR (Differentiated Virtual Source-based Priority Minimum Interference Path Multicast Routing algorithm). We measured the performance of the proposed algorithm in terms of number of wavelength and wavelength channel. The simulation results demonstrate that DVS-PMIPMR algorithm is superior to previous multicast routing algorithms.

Study of sound for Smart phone games (스마트폰 게임의 사운드에 관한 연구)

  • Lee, Myung-Hwan;Ryu, Chang-Su
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.405-408
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    • 2012
  • Recently, Smartphone takes center stage as the next generation game platform, so there's fierce competition between various companies which enter the mobile market. According to Smartphone market is wide, Smart phone App game sound is more widely. This study attempts to analyse the role of sound effects and BGM(background music) during game play or game development, and make a comparison between game play with and without Sound effects, so that to suggest the direction of development of the App game sound for Smartphone and to remind the importance of sound effects and emphasize the necessity of development of the professional game sound.

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