• Title/Summary/Keyword: Video games

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Analyzing Game Interfaces for Adapting Games in English Learning and Teaching (영어 교수학습에 활용 가능한 게임 인터페이스 분석)

  • Won, Eun-Sok
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.131-144
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    • 2015
  • As Smart-Learning has widely spread based on the advances of smart technologies in recent days, utilization of digital content has gradually become popular in English education. Considering the present situation, therefore, it can be predicted that games will draw attention as one of the commonly utilized digital contents in the English education field. This study focuses on finding out the major interfaces in game which could be applied properly to English learning and teaching activities. To achieve the research goals, this study elicited games which were able to represent their own genre and analyzed the aforementioned games by monitoring players' gameplay video clips to determine the interfaces which got the most selections. After that, this study examined the major interfaces to find out relative linguistic attributes. By synthesizing these results and methodological aspects of the English learning and teaching, this paper suggests game interfaces, which could be applied appropriately to teaching and learning in English education.

The Effect of Puzzle System on Player's Level of Immersion and Engagement in Adventure Games (어드벤처 게임의 퍼즐 시스템이 플레이어의 게임 몰입과 참여도에 미치는 영향)

  • Lee, In-Sun
    • Journal of Korea Game Society
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    • v.8 no.4
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    • pp.17-27
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    • 2008
  • This study has made an in-depth analysis of the 'Puzzle System' which is a characteristic structural unit of the Adventure Game, and concentrates on the mechanism where the experience arouses in the player a 'desire (quasi-need) to finish' that leads to one's immersion and engagement in the game. In the course of conducting this study, documentary records were consulted and also this writer personally played video games to learn the component elements and fundamental characteristics of the Adventure Games and to experience how the player was immersed in the game. Thus, the Puzzle System in the Adventure Game was defined and an analysis was made of the structure and course of play where the puzzle part and the narrative part within the system organically interacted between them in the system. In order to confirm the formation and effects of 'desire to finish' shown in the hypothetic assumptions, two experiment-purpose game units were produced, one with dramatic cut scenes and the other without them, so that differences between them could be found. I also conducted an experiment to learn the generation and effect of the 'desire to finish' of the Puzzle elements by using different games with a varying degree of difficulty.

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A Study on Social Interaction Factors Influencing on Excessive Online Game Usage (온라인 게임 과몰입에 영향을 주는 사회적 상호작용 요인에 관한 연구)

  • Kim, Yong-Young;Kim, Mi-Hye
    • Journal of Digital Convergence
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    • v.14 no.1
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    • pp.387-398
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    • 2016
  • The market size of online games has been rapidly growing as well as the behaviors of online gaming users have been changed. Online games are different from the traditional video games, because they permit players to interact each other during playing games. Today online gaming is a part of everyday life and social interaction has an impact on online gaming behaviors. Social interaction does not only have a positive impact on online game behaviors, but it also has a negative impact on them such as excessive online game usage. Previous research has a limitation to consider social interaction as a comprehensive concept. In order to fill the gap, we explore the factors of social interaction influencing on excessive online game usage. After reviewing previous literature, this study chooses three factors of social interaction such as escaping loneliness, expanding online social bridging capital, and reinforcing offline social bonding capital. The findings show that all of three factors of social interaction positively affect the excessive online game usage.

Digital Technology Facilitating the Fusion of Video Games and Films (디지털 기술의 발전 아래 전자 게임과 영화의 융합 연구)

  • Li, Juan
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.71-82
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    • 2019
  • Today's media environment is becoming very complicated and the trend of media convergence is getting clearer. The convergence of media is the supreme hot issue. In this wave of convergence, there has also been a huge change between movies and electronic games. The remake boom between them showed a tremendous economic effect that can be achieved by exchanging two media of essentially different characteristics. As computer virtual reality technologies evolve, electronic games will provide a virtual world that can satisfy the demands of the visual, auditory, and tactile aspects very real to the public with the Internet. At that time, movies and other media will be thoroughly melted into the virtual world created by electronic games, and they will become an element of the virtual world as those media that exist in the truth world.

Real-Time Animation of large Crowds

  • Kang, In-Gu;Han, Jung-Hyun
    • 한국HCI학회:학술대회논문집
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    • 2007.02c
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    • pp.318-321
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    • 2007
  • This paper proposes a GPU-based approach to real-time skinning animation of large crowds, where each character is animated independently of the others. In the first pass of the proposed approach, skinning is done by a pixel shader and the transformed vertex data are written into the render target texture. With the transformed vertices, the second pass renders the large crowds. The proposed approach is attractive for real-time applications such as video games.

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A Study on the global game industry trends and the direction of Korean games (글로벌 게임 산업 동향 및 국내 게임 방향에 관한 연구)

  • Kim, sang-jung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.337-338
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    • 2014
  • 본 논문에서는 글로벌 게임시장에서의 수익창출방안, 기술 변화, 업계 지각 변동 흐름, 콘솔게임의 현황 등 다양한 분석을 통해서 현재 진행 되고 있는 세계의 흐름과 현재 국내 게임 산업의 시장 규모, 수출 현황, 점유율, 이슈 등의 요소들을 분석하여 국내 게임 개발의 전망과 발전 방향을 제시하는데 목적이 있다.

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3D Graphics Library for Generating Real-time Special Effects

  • Kim Eung-Kon;Yoo Bong-Kil;Song Seung-Heon
    • Journal of information and communication convergence engineering
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    • v.2 no.3
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    • pp.172-176
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    • 2004
  • In special effects industry there is a high demand to convincingly mimic the appearance and behavior of natural phenomena such as smoke, waterfall, rain, and fire. Particle systems are methods adequate for modeling fuzzy objects of natural phenomena. This paper presents particle system graphics library for generating special effects in video games and virtual reality applications. The library is a set of functions that allow c++ programs to simulate the dynamics of particles for special effects in interactive and non-interactive graphics applications, not for scientific simulation.

PSD Sensor Module Based Monocular Motion Capture System (PSD센서모듈 기반 단안 모션캡쳐 시스템)

  • Kim, Yu-Geon;Ryu, Young-Kee;Oh, Choon-Suk
    • Proceedings of the KIEE Conference
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    • 2006.10c
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    • pp.582-584
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    • 2006
  • This paper describes a monocular PSD-based motion capture sensor to employ with commercial video game systems such as Microsoft's XBOX and Sony's Playstation II. The system compact, low-cost, and only requires a one-time calibration at the factory. The system includes a PSD(Position Sensitive Detector) and active infrared (IR) LED markers that are placed on the object to be tracked. The PSD sensor is placed in the focal plane of a wide-angle lens. The micro-controller calculates the 3D position of the markers using only the measured intensity and 2D position on the PSD. A series of experiments were performed to evaluate the performance of our prototype system. From the experimental results we see that the proposed system's compact size, low-cost, ease of installation, and high frame rates are suitable for high speed motion tracking in games.

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Cloud-Based Gaming Service Platform Supporting Multiple Devices

  • Kim, Kyoung Ill;Bae, Su Young;Lee, Dong Chun;Cho, Chang Sik;Lee, Hun Joo;Lee, Kyu Chul
    • ETRI Journal
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    • v.35 no.6
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    • pp.960-968
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    • 2013
  • To implement a cloud game service platform supporting multiple users and devices based on real-time streaming, there are many technical needs, including game screen and sound capturing, audio/video encoding in real time created by a high-performance server-generated game screen, and real-time streaming to client devices, such as low-cost PCs, smart devices, and set-top boxes. We therefore present a game service platform for the running and management of the game screen, as well as running the sound on the server, in which the captured and encoded game screen and sound separately provide client devices through real-time streaming. The proposed platform offers Web-based services that allow game play on smaller end devices without requiring the games to be installed locally.

A Cross-Layer Approach to Fair Resource Allocation for Multimedia Service in WiMAX

  • Hong, Seok-Hoon;Lee, Yong-Hun;Jung, Jae-Yoon;Suh, Doug-Young
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.4 no.6
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    • pp.1006-1022
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    • 2010
  • In this paper, a cross-layer resource allocation mechanism is proposed for wireless multimedia service. In particular, a game theory based on quality of service (QoS) for multimedia users is introduced to deal with the fairness of network resource allocation in wireless networks. Moreover, the channel states of wireless users are additionally regarded under the cross-layer design in WiMAX environment. In details, the bargaining solution is adopted to discover the efficient and fair resource allocation strategy for multimedia service in considering QoS in the peak signal-to-noise ratio (PSNR) and the channel states in the carrier-to-interface ratio (CINR). The proposed mechanism is illustrated and evaluated by simulation results of transmitting video sequences in WiMAX environment.