• Title/Summary/Keyword: On-Line Game

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A Study on the Transition of Characters in Korean On-line Games (한국 온라인게임 캐릭터의 변천과정에 관한 분석)

  • Kim Moon-Kyum
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.25-28
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    • 2005
  • For Korean game development technology, recently acknowledged as world-class, being aware of the importance of characters in the games, this paper will intend to contribute to the improvement of game character development quality by analysis of Korean on-line game transition focusing on the expressive quality of characters.

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A design and implementation of Java based network game environments design and implementation for Internet community (인터넷 커뮤니티를 위한 JAVA 기반의 네트워크 게임 환경 설계 및 구현)

  • Kim, Jong-Soo;Kim, Tea-Suk;Choe, Gil-Rim;Kim, Sam-Ryung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2003.05b
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    • pp.1071-1074
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    • 2003
  • Now internet is very popular. Many company services various contents in Web. One of the best way for internet community is network game service for internet member. There are some company to service high quality network game for gathering members. Those company make success for getting fee from their member. Global on-line game market is small but stability growing. Thus Microsoft invest on line game. On this paper, one of a java network turn game system called by "Hoola" is designed and implemented. This Application consist of Client/Server and Database module and multi-tier Architecture, because of easily translation to PDA or mobile phone.

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Types of Expression and Aesthetic Characteristics of On-line Game Characters' Body and Costume (온라인 게임 캐릭터에 나타난 신체와 복식의 표현 유형과 미적 특성)

  • Kim Mi-Young
    • The Research Journal of the Costume Culture
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    • v.13 no.3 s.56
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    • pp.425-438
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    • 2005
  • This study is to examine the types of expression and aesthetic characteristics of on-line game characters by analyzing those game characters' body and their costume that appear in various domestic on-line game sites. It is shown in this study that types of the human bodies and costume expressed through the game characters are grouped into five categories such as exposure and tightness, enlargement and exaggeration, curtailment and simplification, gender stereotype and unification. Furthermore, there are four typical aesthetic characteristics resulting from those types of expressions; First, 'grotesque' is expressed in the form of extreme enlargement and exaggeration, extreme exposure and concealment, combined images among human, animal or machine, or monstrous devilish images. Second, in an effort to express 'eroticism', bodies are directly exposed, see-through costumes are used in order to emphasize the body lines or very tight designs are used. Third, 'futuristic' characteristics are shown through geometrical shape and silhouette, machine-like details, strong artificial colors or glossy hi-tech material. Lastly, 'pastiche' is expressed with reconciliation of variety of costumes of game characters. Various opposite or heterogeneous styles are combined or harmonized each other to show pastiche, of which examples are male and female, superior culture and inferior one, rich and poor, oriental and western, human and machine, human and nature or past and future, etc.

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The successful advance strategy through chinese online game market pertinent data analysis (중국 온라인게임시장 관련 자료 분석을 통한 '성공적인 진출 전략'에 관한 연굴)

  • Lee, Ji-Won;Seo, Mi-Ra;Kyung, Byung-Pyo
    • Journal of Korea Game Society
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    • v.4 no.1
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    • pp.41-49
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    • 2004
  • Domestic On-line game market becomes keen competition gradually. So, work which advance into the new market is very important work which it takes future of Korean on-line industry. Recently, Chinese on-line game population is soaring by development of on-line infrastructure and elevation of the Intern et speed. Also, growth of China economy improved purchasing power. So, international market is desiring China market. Because China on-line game market has High potential energy, no one is opposed to truth that China market's advance gives opportunity of great success. So, this China market's charm advanced many domestic companies to China market. Also, many domestic companies are preparing for China advance. However, we did not understand perfectly circumstance of China market, and advanced impatiently without thorough preparation. So, occasion that the latest domestic companies fail greatly is increasing. Finally, we can know that China market's advance is difficulty. Therefore, we must analyze circumstance of China game market systematically, and do thoroughpreparation and preparatory audit that is enough with wider visual field. So, we must think investment about the future more than that think in a short time profit.

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Study On the Object Oriented Design Project of Online Game Engine Using UML (UML을 사용한 온라인 게임 엔진 프로젝트 설계 연구)

  • Choi, Sung
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.21-28
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    • 2004
  • Game Designs & Developers that system designs improve, the product and the change of tasks to all developers are essential in achieving On-Line Game project. Existent On-line Game project management designs supper the definition and the change of project activities, and configuration management designs support version check, workspace management, build management, etc. In this paper, the proposed Design defines Game component based development process model, and achieves recording of process progression, processing the request of change, reporting the progression of each task, product registering and change, version recording, artifact or form search, etc. using UML. Furthermore, study on the stake holders get the systematic management and standardization by sharing information that are necessary in Game design & development and configuration management in distributed environment using the system integrated management design.

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A Case Study on Applications of Physical Interactive Systems in On-Line Games (온라인 게임에서의 체감시스템 적용 사례분석)

  • Choi, Sam-Ha;Kim, Kyung-Sik;Yoon, Sung-Jun
    • Journal of Korea Game Society
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    • v.4 no.2
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    • pp.21-28
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    • 2004
  • Experience of human is more impressive when it is combined with physical interaction which provides multi-dimensional information including touching on body sense systems as well as seeing and hearing. In the Held of games, concentrations and satisfactions obtained from playing games are more effective when feedbacks come totally on whole body sense systems. In this paper, we have studied physical interactive systems with analysis on traditional physical interactive systems in on-line game area which normally were depending on seeing and hearing senses.

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Study On the Object Oriented Design Project of Online Game Engine Using UML (UML을 사용한 온라인 게임 엔진 프로젝트 설계 연구)

  • Choi, Sung
    • Journal of Korea Game Society
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    • v.5 no.1
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    • pp.33-40
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    • 2005
  • Game Designs & Developers that system designs improve, the product and the change of tasks to all developers are essential in achieving On-Line Game project. Existent Or-line Game project management designs supper the definition and the change of project activities, and configuration management designs support version check, workspace management, build management, etc. In this paper. the proposed Design defines Game component based development process model, and achieves recording of process progression, processing the request of change, reporting the progression of each task, product registering and change, version recording, artifact or form search, etc. using UML. Furthermore, study on the stake holders get the systematic management and standardization by sharing information that are necessary in Game design & development and configuration management in distributed environment using the system integrated management design.

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A Synchronized Scheme Applying on Hybrid in On-Line Game (온라인 게임에서의 하이브리드기법을 적용한 동기화 기법)

  • Kime, Hye-Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.2
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    • pp.7-12
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    • 2011
  • Because development of high speed network, spread of internet, and high quality of computer performance, request and internet about massive multiplayer playing the game, is increasing. In order to experience realistic game play which is one of the most importance factor in massive multiplayer on-line, synchronization is importance matter. We propose synchronized and optimized scheme that combined FSM (Finite State Machine) and event holding method for efficient state synchronization for massive multiplayer on-line, and we show the effectiveness and reliability of our proposed scheme through the implementing and testing of the game server applying on our proposed scheme.

The Ugliness Expressed in On-line Game Character's Fashion on Cyber-Space (가상공간의 온라인 개념 캐릭터 패션에 표현된 추[醜])

  • Seo Jung-Lip;Jin Kyung-Ok
    • Journal of the Korean Society of Costume
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    • v.56 no.1 s.100
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    • pp.106-120
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    • 2006
  • Using aesthetics of Rosencranz as the basis, this study contains the peculiarities of 'ugliness' and the obscured conceptual meaning of 'avant-garde', 'grotesque', and 'decadence' that are being utilized under ambiguous significance are defined through modern fashion and fashion of online game characters. Forms of 'ugliness' expressed in modern fashion and in games characters display distortion of form through incongruity, unbalance, disproportion and disharmony, and with this lack of form and expressional imprecision, both contain the elements of comical characteristics of vulgarity and repugnance. The difference in 'ugliness' between modern fashion and game character fashion is, the significance of 'ugliness' being expressed in modern fashion challenges new concepts by refusing tradition and recovering the human nature that has become turbid. On the other hand, 'ugliness' in game character fashion complements the story of the game that uses legends, fantasies or novels as its basis. Opposed to the significance of recovering human nature that is displayed in modern fashion, in order to terminate the opposing game character, the fashion of game characters exaggerates the form of modern fashion with added brutality. In addition, with the advantage of virtual reality that allows a more flexible expression than in the real word, images created are more sensational and excessive use of grotesque images are being expressed.

Shooting game Based on Line Trace Method (Line Trace를 이용한 슈팅게임 제작)

  • Ju, Hui-je;Choi, Woong-sik;Park, Joon-ho
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.469-470
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    • 2021
  • 본 논문에서 제안하는 슈팅게임 제자작 방법은 게임엔진으로 언리얼 엔진 4(Unreal Engine 4)를 사용하고 있다. 기존의 언리얼 엔진 기반의 게임은 총알에 데미지 판정 기법을 사용하지만, 슈팅게임 제작에서 중요한 요소인 정확성을 높이기 위해서 Line Trace 기술을 활용하는 기법을 제안한다.

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