• Title/Summary/Keyword: Video Games

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From the Viewpoint of Technological Innovation, Generation Classification of the Video Game Industry (기술혁신 관점에서 비디오 게임 산업의 세대구분)

  • Jeon, Jeong-Hwan;Son, Sang-Il;Kim, Dong-Nam;Cho, Hyung-Rae
    • The Journal of the Korea Contents Association
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    • v.17 no.6
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    • pp.203-224
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    • 2017
  • With the development of the IT industry and the growth of the cultural industry, the game industry is becoming an important industry. In this regard, the study seeks to differentiate the generation of video games based on technological characteristics from the perspective of technological innovation. SEGA, Nintendo, MicroSoft, SONY, and ATARI were chosen as research subjects. The survy was conducted from ATARI to 2017. The results of the study are expected to help develop the technology strategy of the future video game industry.

Analysis of Camera Operation in MPEG2 Compressed Domain Using Generalized Hough Transform Technique (일반화된 Hough 변환기법을 이용한 MPEG2 압축영역에서의 카메라의 움직임 해석)

  • Yoo, Won-Young;Choi, Jeong-Il;Lee, Joon-Whoan
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.11
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    • pp.3566-3575
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    • 2000
  • In this paper, we propose an simple and efficient method to estunate the camera operation by using compressed information, which is extracted diracily from MPEG2 stream without complete decoding. In the method, the motion vector is converted into approximate optical flow by using the feature of predicted frame, because the motion vector in MPEG2 video stream is not regular sequene. And they are used to estimate the camera operation, which consist of pan, and zoom by Hough transform technique. The method provided better results than the least square method for video stream of basketball and socer games. The proposed method can have a reduced computational complexity because the information is directiv abtained in compressed domain. Additionally it can be a useful technology in content-based searching and analysis of video information. Also, the estimatd cameral operationis applicable in searching or tracking objects in MPEG2 video stream without decoding.

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Production of fusion-type realistic contents using 3D motion control technology (3D모션 컨트롤 기술을 이용한 융합형 실감 콘텐츠 제작)

  • Jeong, Sun-Ri;Chang, Seok-Joo
    • Journal of Convergence for Information Technology
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    • v.9 no.4
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    • pp.146-151
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    • 2019
  • In this paper, we developed a multi-view video content based on real-world technology and a pilot using the production technology, and provided realistic contents production technology that can select a desired direction at a user 's view point by providing users with various viewpoint images. We also created multi-view video contents that can indirectly experience local cultural tourism resources and produced cyber tour contents based on multi-view video (realistic technology). This technology development can be used to create 3D interactive real-world contents that are used in all public education fields such as libraries, kindergartens, elementary schools, middle schools, elderly universities, housewives classrooms, lifelong education centers, The domestic VR market is still in it's infancy, and it's expected to develop in combination with the 3D market related to games and shopping malls. As the domestic educational trend and the demand for social public education system are growing, it is expected to increase gradually.

A motion classification and retrieval system in baseball sports video using Convolutional Neural Network model

  • Park, Jun-Young;Kim, Jae-Seung;Woo, Yong-Tae
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.8
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    • pp.31-37
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    • 2021
  • In this paper, we propose a method to effectively search by automatically classifying scenes in which specific images such as pitching or swing appear in baseball game images using a CNN(Convolution Neural Network) model. In addition, we propose a video scene search system that links the classification results of specific motions and game records. In order to test the efficiency of the proposed system, an experiment was conducted to classify the Korean professional baseball game videos from 2018 to 2019 by specific scenes. In an experiment to classify pitching scenes in baseball game images, the accuracy was about 90% for each game. And in the video scene search experiment linking the game record by extracting the scoreboard included in the game video, the accuracy was about 80% for each game. It is expected that the results of this study can be used effectively to establish strategies for improving performance by systematically analyzing past game images in Korean professional baseball games.

A Study on the Creation List of Game Scenarios (게임시나리오 창작 리스트 연구)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.61-70
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    • 2017
  • The fusion of virtual and reality and the revolution of gamification are beginning in human culture. As the quaternary industrial revolution enters the era, major developments of convergence main content games are expected as human-made play products. Now that we need a diverse game IP, we need a methodology that makes it easy to approach game scenario creation. The creation of the game scenario has a very large difference due to interactivity with the general video scenario. Therefore, without interactive knowledge, it is difficult to challenge game scenario creation. In this paper, 'Game Scenario Creation List' was created in order to lower the barriers to entering game scenario creation. I hope that this paper will be even a little positive for the development of game contents.

Analysis of Structures of ONGAMENET's TV Program "From Start to till the End" (온게임넷 TV 프로그램 "켠김에 왕까지" 구조 분석)

  • Han, Sukhee
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.45-54
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    • 2016
  • This study analyzes cable TV Program "From Start to Till the End" televised by ONGAMENET from 2009 to 2015. "From Start to Till the End" is a game program that guests try to finish certain game or to complete mission once they started. Unlike other game programs, most of guests are not professional gamers thus it brings out comical challenges and enjoyments. This study examines the several components of video games played in the program. Specifically, those components are categorized according to the genre, platform, nationality, and clear time. In doing so, this study not only unpacks diverse structures of the program but also provides the blueprint of the game program.

Multiple GPU Scheduling for Improved Acquisition of Real-Time 360 VR Game Video (실시간 360 VR 스테레오 게임 영상 획득 성능 개선을 위한 다중 GPU 스케줄링에 관한 연구)

  • Lee, Junsuk;Paik, Joonki
    • Journal of Broadcast Engineering
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    • v.24 no.6
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    • pp.974-982
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    • 2019
  • Real-time 360 VR (Virtual Reality) stereo image acquisition technique based on game engine was proposed. However, GPU (Graphics Processing Unit) resource is not fully utilized due to bottlenecks. In this paper, we propose an improved GPU scheduling technique to solve the bottleneck of the existing technique and measure the performance of the proposed technique using the sample games of the commercial game engine. As a result, proposed technique showed an improvement of performance up to 70% and usage of GPU resources more evenly compared existing technique.

Analysis of Domestic and International Science Education Research Trends on Play: Focusing on Implications for Research in Elementary Science Education (놀이에 관한 국내·외 과학교육 연구 동향 분석 - 초등과학교육 연구를 위한 시사점을 중심으로 -)

  • Na, Jiyeon
    • Journal of Korean Elementary Science Education
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    • v.42 no.1
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    • pp.34-46
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    • 2023
  • To investigate the trends in science education research related to play and derive implications for elementary science education research, we analyzed 109 research articles on play in science education published both in Korea and abroad. First, the number of research studies conducted abroad has been steadily increasing since 2009, with the highest number targeting middle school students. Conversely, domestic research has the highest number of papers targeting elementary school students. Second, in terms of research methods, quantitative methods were the most commonly used. Third, the use of questionnaires was the most frequently published research method, while the use of observation and products was smaller in number in domestic studies compared to those conducted abroad. Fourth, In the aspects of the contents, more research was conducted in the field of physics than in other areas. In case of researches for elementary school students, domestic research was focused on four areas of science. Fifth, among the studies exploring effectiveness, the 'cognitive domain' was the most studied, followed by the 'science-related attitude domain' and the 'inquiry and practice domain'. Sixth, the use of play was high in the following order: online games, video games, virtual play, and games with rules. For domestic researches, studies on analog play were most frequently reported, and the ratio of digital games in abroad was higher than that of others. Seventh, the highest number of papers used teacher-directed play, and this tendency was more noticeable in domestic studies.

Effect of virtual reality training using 3-dimensional video gaming technology on spatiotemporal gait parameters in older adults (삼차원 가상현실 운동 프로그램이 노인의 시공간적 보행변수에 미치는 효과)

  • Lee, Yongwoo
    • Journal of the Korean Society of Physical Medicine
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    • v.11 no.1
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    • pp.61-69
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    • 2016
  • PURPOSE: This study was conducted to investigate the effect of the virtual reality training (VRT) using 3-dimensional video gaming technology on spatiotemporal gait parameters in older adults. METHODS: The study participants were divided into two groups: the VRT group and the control group. Those in the VRT group were enrolled in a VRT, which was conducted for 60 min per day, two times a week, during the 6-week research. The Wii-Fit balance board game was used for the VRT intervention. The VRT consisted of 6 different types of games, namely, jogging, swordplay, ski jump, hula hoop, tennis, and step dance. A 3-dimensional TV was used for 3-dimensional display. Participants in both the groups received 3 sessions of fall prevention education, at the first, third, and fifth weeks. Their gait parameters were measured by using OptoGait. RESULTS: After 6 weeks of the VRT, the spatial gait parameters of the participants, that is stride length and step length, were significantly improved compared with those of the control group participants (p<0.05). The temporal gait parameters, such as velocity, cadence, stride time, and step time, also showed improvement after the completion of the VRT training (p<0.05). Both the temporal and spatial gait parameters of the VRT group participants showed improvement after 6 weeks of the program compared with those of the control group participants (p<0.05). CONCLUSION: The VRT using 3-dimensional video gaming technology might be beneficial for improving gait parameters to prevent falls among older adults.

A Research on the Uses of and Satisfactions from 360° 3D Video Using VR Devices (VR 디바이스를 이용한 360° 3D 동영상 이용과 충족 연구 : 시청자와 시청예정자의 차이를 중심으로)

  • Moon, Yoon-Taek;Kim, Donna
    • The Journal of the Korea Contents Association
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    • v.18 no.3
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    • pp.205-214
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    • 2018
  • As the paradigm of the Fourth Industrial Revolution is expanding, VR devices and their contents industry are drawing more and more attention as the digital devices of the next generation. Of the realms of VR contents, $360^{\circ}$ 3D videos are receiving the most attention in the field of media, and they are being utilized by Google as educational contents. As such, this research analyzes actual condition of use and motivation of using corresponding contents through survey of $360^{\circ}$ 3D video users. Results show that the most utilized platform is Youtube, and the genres which the respondents have used or are willing to use turned out to be Games and Movies.