• Title/Summary/Keyword: Video games

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A History Retransmission Algorithm for Online Arcade Video Games

  • Kim Seong-Hoo;Park Kyoo-Seok
    • Journal of Korea Multimedia Society
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    • v.8 no.6
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    • pp.798-806
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    • 2005
  • In this paper, we suggest a game system that can support network modules for multi-platform based video games, and built a system that can convert from a single-user game to multi-user game. In this system, we bring in an initial delay buffering scheme on clients to handle any periods of latency occurring from the load fluctuation in a network, when a real-time game is played, and shows that stable play for a game is achieved as the result of the scheme. This paper also presents a retransmission algorithm based on the history of game commands to handle drawbacks of UDP mechanism. And, we evaluate the network delay and packet loss using the simulation tool NS2, and shows the case of 0.3 second buffer delay is the most suitable for recovery.

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Classification of TV Program Scenes Based on Audio Information

  • Lee, Kang-Kyu;Yoon, Won-Jung;Park, Kyu-Sik
    • The Journal of the Acoustical Society of Korea
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    • v.23 no.3E
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    • pp.91-97
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    • 2004
  • In this paper, we propose a classification system of TV program scenes based on audio information. The system classifies the video scene into six categories of commercials, basketball games, football games, news reports, weather forecasts and music videos. Two type of audio feature set are extracted from each audio frame-timbral features and coefficient domain features which result in 58-dimensional feature vector. In order to reduce the computational complexity of the system, 58-dimensional feature set is further optimized to yield l0-dimensional features through Sequential Forward Selection (SFS) method. This down-sized feature set is finally used to train and classify the given TV program scenes using κ -NN, Gaussian pattern matching algorithm. The classification result of 91.6% reported here shows the promising performance of the video scene classification based on the audio information. Finally, the system stability problem corresponding to different query length is investigated.

A Model of User Adoption of Mobile Games (모바일게임 플레이 의도의 영향요인 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Asia pacific journal of information systems
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    • v.16 no.2
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    • pp.123-141
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    • 2006
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, as well as PC games, Video games and online games, offer a unique value for users in providing an exciting digital experience in virtual worlds. The overall trend for mobile games is towards bigger, more colorful, more involving and exciting contents, which might build upon the developing capabilities of mobile phones and networks, in order to bring new styles, concepts and experiences of game play to the users. In this paper, we investigate the factors influencing the usage and acceptance of the mobile games, based on the extended version of the Technology Acceptance Model (TAM). Based on data collected from online survey, we show that perceived usefulness, ease of use are the major determinants for mobile game users to play games. Four factors, including ease of use, self-expressiveness, visibility, and innovativeness are empirically shown to determine the level of perceived usefulness; additionally, innovativeness and facilitating conditions are shown to directly affect ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.

A Study on the Serious Game for the Military Training (군사훈련용 기능성 게임에 관한 연구)

  • Ha, Soo-Cheol
    • Journal of National Security and Military Science
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    • s.7
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    • pp.233-270
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    • 2009
  • Serious game played with a computer in accordance with specific rules, that uses entertainment to further government or corporate training, education, health, public policy, and strategic communication objectives. The main goal of a serious game is usually to train or educate users while giving them an enjoyable experience. Serous games are video games with serious purposes such as teaching or training and whose principal aim is education. The major characteristics of serious games involve pedagogy which are all of the activities that educate, train, or instruct the player. Other characteristics of serious games are that they use entertainment principles, creativity and technology to build games that carry out serious purposes. This study is to introduce a serious game for the military training and to describe the elements of game design for developing it.

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Study on Competitive Fighting Game SSF4 Han Ju-Ri's Fashion (대전격투게임 SSF4의 한주리 (Han Ju-Ri, 韓蛛俐) 의상에 대한 연구)

  • Yoon, Kyoung Hee;Cho, Woo Hyun
    • Journal of the Korean Society of Costume
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    • v.63 no.7
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    • pp.121-133
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    • 2013
  • The globalization of the world, fueled by the Internet, made possible for individuals to access the cultures around the world, other than their own, easier than ever before. But among those rapidly sought out sub-cultures, the video gaming industry, once a niche market mostly for nerds and geeks, now has become one of the biggest entertainment businesses in the world. In a video game, one of the critical elements that could determine its success or failure is the characters featured in the game. And as the countless number of animated characters from many different video games from the past few years have become incredibly popular among the audiences around the world, the expectations from the fans also grow higher every time a new game comes out. Ultimately this has forced the video game developers to come up with more unique and interesting characters for their video games. And at this point, where a video game character is more than just fictional fantasy but a brand to be recognized, it is worth paying proper attention to the video game characters that represent Korea. Hence in this study, we will take a look at Han Ju-Ri, a Korean character featured in Super Street Fighter IV, a competitive fighting game developed by Capcom, one of the world's most recognized video game companies that started its life as an arcade video game, developer but eventually ventured its business into the online world. The study will propose a complete overhaul of the character by incorporating Korea's own traditional looks.

A Study on Ludo-narrative Harmony in the Video Game "Ghost of Tsushima" (비디오 게임 "고스트 오브 쓰시마"의 게임플레이-스토리의 조화성 고찰)

  • Chun, Bumsue
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.87-104
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    • 2021
  • Ludo-narrative dissonance is a prevalent problem among open-world genre video games. However, Ghost of Tsushima (2020) alleviates this issue by designing its characters and narrative structure influenced by Akira Kurosawa's samurai films. The game's protagonist represents "Bushido," a samurai code, and the structure exudes similarity to Joseph Campbell's "Hero's Journey," which heavily influenced Kurosawa's films. The developers also designed the gameplay mechanics such as level-up system, map design, and side quests based on these narrative traits, ultimately making the goal of the narrative and the gameplay mechanics cohesive.

A Review of Major Issues on Research for Online Video Game Use and Sociability (온라인 비디오 게임 사용과 사회성 연구의 주요 쟁점에 관한 문헌고찰)

  • Shin, Min Jung;Lee, Kyoung Min;Ryu, Je-Kwang
    • Korean Journal of Cognitive Science
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    • v.31 no.3
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    • pp.55-76
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    • 2020
  • Sociability is an inherent part of human life and also possesses an important value as a comprehensive ability. While the lack of sociability has been pointed out as a representative problem of game use in general, this paper analyzed studies on the relationship between online video games and social competence. In this field, the view that the relationship in the online game may replace or complement the actual relationship and will potentially hinder the development of sociability currently faces a conflict with the opinion that online video games may not directly have a negative effect on sociability but rather result in a positive outcome by providing a social learning space. In a large scale survey that measured the use of online games, psychological characteristics, and social competence, no distinct relationship between game use and degradation of sociability was observed. Based on this analysis, we suggest that efforts are necessary to break away from the stereotype that online game play may cause a decline in sociability and to improve the validity of related research.

Study of Capturing Real-Time 360 VR 3D Game Video for 360 VR E-Sports Broadcast (360 VR E-Sports 중계를 위한 실시간 360 VR 3D Stereo 게임 영상 획득에 관한 연구)

  • Kim, Hyun Wook;Lee, Jun Suk;Yang, Sung Hyun
    • Journal of Broadcast Engineering
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    • v.23 no.6
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    • pp.876-885
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    • 2018
  • Although e-sports broadcasting market based on VR(Virtual Reality) is growing in these days, technology development for securing market competitiveness is quite inadequate in Korea. Global companies such as SLIVER and Facebook already developed and are trying to commercialize 360 VR broadcasting technology which is able to broadcast e-sports in 4K 30FPS VR video. However, 2D video is too poor to use for 360 VR video in that it brings less immersive experience and dizziness and has low resolution in the scene. this paper, we not only proposed and implemented virtual camera technology which is able to capture in-game space as 360 video with 4K 3D by 60FPS for e-sports VR broadcasting but also verified feasibleness of obtaining stereo 360 video up to 4K/60FPS by conducting experiment after setting up virtual camera in sample games from game engine and commercial games.

Abstraction of players action in tennis games over various platform (플랫폼에 따른 테니스 게임 플레이어 액션의 추상화 연구)

  • Chung, Don-Uk
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.635-643
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    • 2015
  • This study conducted a case study using various platforms centered on a tennis game to examine what forms the movements of a game player had when they were abstracted in the game. In particular, it summarized the forms of the player's experience that could be attained from the abstracted tennis actions into the 4 types: movement, swing, direction & intensity, and skill; and observed and schematized them in the early video games, console games, mobile games, Gesture recognition games, and wearable games. In conclusion, the development of technology offers the players with greater experience. For example the change of the platform of simple games of pressing buttons into swinging. Furthermore, the study found a consistency in the context even though the difference of action was slightly found by the interface.

A Study on Types and Characteristics of Arcade Games from a Historical Perspective (역사적 관점으로 본 아케이드 게임의 유형 및 특징에 대한 연구)

  • Kum, Bo-Sang;Kim, Dong-Hyun
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.149-158
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    • 2011
  • This study investigated the types and characteristics of arcade games that have marked the beginning of the game industry. Arcade game equipment have been largely evolved from 'mechanical arcade game equipment' to 'electro-mechanical arcade game equipment', and to 'video arcade game equipment' In these evolution processes, arcade games have had unique characteristics distinct from other game platforms. These characteristics included the properties of 'space' and 'time', 'original form of gameplay', 'simple interface' and 'performance feasibility.' The recent stagnation of arcade games was due to the fact that the characteristics of arcade games started to lose their unique characteristics since these were also spread to other platform of games.