• Title/Summary/Keyword: Platform Action Game

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The Influence of Salient Objects on the Game Difficulties (셀리언시가 높은 물체가 게임 난이도에 미치는 영향)

  • Rhee, Chi-Hyoung;Lee, Chan-Gun;Lee, Chang-Ha
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.15-23
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    • 2010
  • In action games such as shooting games or platform games, dodging enemy objects is crucial since the player character dies or loses energy when it collides with any enemy object. In this paper, we investigates how the difficulty of these games changes according to the existence of salient objects. Since salient objects attract the player's attention, other non-salient objects may be unattended by the player, resulting in failing to dodge them. We experimented on the influence of salient objects on the difficulty of a game, and found out that the subjects who played the game without salient objects performed better than the subjects who played the game with salient objects. This paper investigates a human perceptual issue that could affect the game difficulty and suggest a potential guideline for game design and planning.

VR Contents Design using Tangible Interaction (Tangible Interaction을 활용한 가상현실 콘텐츠 디자인에 관한 연구)

  • 이현진
    • Archives of design research
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    • v.17 no.2
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    • pp.463-470
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    • 2004
  • This paper studied tangible interaction design of VR platform and its applications that are economic In development process and cost, flexible by contents and installation conditions, and that has business potential for consumer market. The design solution uses video based virtual world and tangible interaction by motion tracking. Our platform enables a user to monitor their action and to collaborate with other users of remote place within attractive interaction feedback. We developed two design applications, Glass Xylophone 2003 and VR Class, in our platform. Glass Xylophone 2003 provides interactive music performance and helps self practice of glass xylophone. VR Class gives more serious distance learning experience with tutoring and group collaboration. They are presented in public exhibitions and tested by exhibition visitors. They showed application potential of this design solution in interactive game, distance learning, and entertainment field.

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A Study on Aspect of Genre Differentiation in Digital Games - Focused on 'Roguelike' and 'Metroidvania' (디지털 게임의 하위 장르 분화 양상 연구 - 로그라이크, 메트로배니아를 중심으로-)

  • Ahn, Jin Kyoung
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.51-59
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    • 2018
  • The purpose of this study is to analyze genre differentiation in digital games and examine the changing characteristics of core genre elements. Especially this study focuses on the aspect that how players recognize genre differentiation based on the conceptual blending theory. The evolution of the genre does not end with decline or extinction. The genre keeps being divided into sub-genres through partial use of genre elements. The differentiation of the genre results from the principle of frame confrontation or expansion with a parent genre. Rogue-like games are differentiated from Role-playing games by frame conflict, while Metroidvania games are differentiated from Platform adventure games by frame expansion. In the former case, the core genre elements are independent and easily combined with other genres. For example, the core mechanism of Rogue-like genre like 'perma-death' or 'procedural generation' has a decisive effect on the differentiation of the game experience become an independent genre element. In the latter case of Metroidvania, the core genre elements strongly reveals context dependency and are difficult to use outside the genre convention. The core mechanism of Metroidvania is 'backtracking' in the labyrinth style map, but it could be effective genre element within the specific context like side-scrolling action-platformer.

The Kinematic Factors of Physical Motions During Air Pistol Shooting

  • Kim, Min-Soo
    • Korean Journal of Applied Biomechanics
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    • v.26 no.2
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    • pp.197-204
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    • 2016
  • Objective: The purpose of this study was to analyze the kinematic factors of motion during air pistol shooting. Method: This study aimed to investigate changes in forces during movement and determine the factors that affect changes in force during the first, middle, and last periods of shooting an air pistol. Two ground reaction force systems (force platform), SCATT (a shooting training system), and EMG (electromyogram) to measure the action potentials in the muscles of the upper body were used in this study. Four university air pistol players (age: 19.75 years, height: 175.50 cm, body mass: $69.55{\pm}11.50kg$, career length: $6.25{\pm}6years$) who are training to progress to a higher rank were enrolled. Results: In terms of the actual shooting results, the mean score in the middle section was $42.48{\pm}1.74$ points, higher than those in the first and the last periods when using SCATT. The gunpoint moved 13.48 mm more vertically than horizontally in the target trajectory. With respect to action potentials of muscles measured using EMG, the highest action potentials during the aiming-shooting segments, in order higher to lower, were seen in the trapezius (intermediate region), trapezius (superior region), deltoid (lateral), and triceps brachii (long head). The action potentials of biceps brachii and brachioradialis turned out to be high during grasping motion, which is a preparatory stage. During the final segment, muscle fatigue appeared in the deltoid (lateral), biceps brachii (long head), brachioradialis, and trapezius (intermediate region). In terms of the ground reaction force, during the first period of shooting, there was a major change in the overall direction (left-right $F_x$, forward-backward $F_y$, vertical $F_z$) of the center of the mass. Conclusion: The development and application of a training program focusing on muscle groups with higher muscle fatigue is required for players to progress to a higher rank. Furthermore, players can improve their records in the first period if they take part in a game after warming up sufficiently before shooting in order to heighten muscle action potentials, and are expected to maintain a consistent shooting motion continuously by restoring psychological stability.

Study of the Ecosystem Model of Magazine on Special Genre Focusing on Collaboration System within Magazine Firm, Community and Creative User (전문잡지의 생태계 모델 분석 - 잡지사·커뮤니티·사용자의 협업체계를 중심으로)

  • Chang, Yong Ho;Kong, Byoung-Hun;Jin Jeon, Eun-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.8
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    • pp.4831-4843
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    • 2014
  • Magazines on specific genres have been operating collaborative, co-working and collective production systems for value maximization using an adaptation strategy on the dynamic, complex and uncertain value network of the magazine industry. The study used a case study method, and data collection was performed by observational research, depth interviews and survey research. The subjects of the study were 'magazine industry', 'magazine firm and community', and 'collaboration system within creative users'. According to the research results, the ecosystem of magazines on a specific genre has been evolving into an innovative value network system, which is combined with the magazine firm, community users and magazine platform. Second, the rapid introduction of smart device environment changes the way of the collaborating system, in which an action and interaction came out within the community, creative users and magazine firms. Third, the production agency shows strong action and interaction, which fits the magazine platform within the ecosystem of a magazine on a specific genre well. This model has a similar fractal structure to the game, publishing, drama, movie, comic, and animation contents industry, converging to an innovative technology-based-creative-industry.

Web contents deformation detection method by BHO (BHO 이용한 웹 컨텐츠 변조 탐지 방법)

  • Mo, Jeong-Hoon;Chung, Man-Hyun;Cho, Jae-Ik;Moon, Jong-Sub
    • Journal of Advanced Navigation Technology
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    • v.15 no.4
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    • pp.655-663
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    • 2011
  • Recently, with improvement of internet service technology, web service has been affecting the environment for computing user. Not only current events, economics, game, entertainment, but also personal financial system is processed by web pages through internet. When data transmission is implemented on the internet, webpage acquire text form code and transform them to DOM information, and then shows processed display to user by web browser. However, those information are not only easily accessed by diversified route, but also easily deformed by intentional purpose. Furthermore, it is also possible to acquire logon information of users and certification information by detouring security mechanism. Therefore, this dissertation propose the method to verify integrity of web contents by using BHO which is one of the Add-On program based on MS Internet Explorer platform which is one of major web browser program designed by MicroSoft to detect any action of webpage deformation.

Using Arduino and Processing Graphics performance validation (아두이노와 Processing을 사용한 그래픽 성능 검증)

  • Choi, Chul-kil;Lee, Sung-jin;Lee, Kyung-mu;Choi, Byeong-yoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.975-977
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    • 2013
  • Arduino is for design based on open source prototyping platform, artist, designer, hobby activists, etc, i has been designed for all those who are interested in the environment construct. Arduino adventage you can easily create applications hardware, without deep knowledge about the hardware. Configuration of arduino using AVR microcontroller ATmage 168, software to action arduino using arduino program, MATLAB, Processing. Arduino is open source base, you can hardware production directly and using shield additionally, the arduino can be combined. Processing iis open source. You can 2D, 3D, PDF output, using P3D and OpenGL graphics. Also you can check by running a stand-alone application. Through a combination of Arduino, library support, such as sound, video, and computer vision can be expanded, this program is the Android phone and iPhone programming. In this paper, sortware was used for Processing, hardware was used for arduino MegaADK board, After making easy 2axis game, using the software and hardware verification.

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