• 제목/요약/키워드: game concept

검색결과 304건 처리시간 0.026초

판타지 게임 배경 색채에 대한 기호학적 연구 (A Semiotic Study on the Background Color of Fantasy Game)

  • 임초롱;백철호
    • 한국게임학회 논문지
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    • 제18권6호
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    • pp.49-58
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    • 2018
  • 본 연구는 개개인의 색채 경험을 고려하여 개발되는 게임 컨셉 아트를 기호학적 측면에서 분석한 것이다. 프랑크 만케의 여섯 단계의 색경험 피라미드를 크게 세 가지로 분류하여 게임 컨셉 아트가 각 단계에 어떻게 부합하는지 알아보고, 롤랑 바르트의 신화론-기호의 의미작용 모델을 이용하여 각 단계의 컨셉 아트의 기표, 기의의 의미작용 및 새로 도출되는 기호의 특징을 알아보았다. 그 결과 색상으로 배경 스테이지의 난이도를 인지할 수 있도록 만들어주거나, 특정 인상을 가질 수 있도록 의도할 수 있음을 알 수 있었다. 이와 같이 게임 개발에서 의도하고자 하는 것이 구현되는 게임 컨셉 아트를 통해 다양한 색의 조합으로 인상뿐만이 아닌 게임의 편리함을 제시하는 등 게임 컨셉 아트의 다양한 기능과 가능성을 확인할 수 있다.

게임 배경 원화 제작의 효율성을 위한 구조화 된 제작 프로세스 연구 (Structualized Process Research of Efficiency in Background Concept Art Production)

  • 김주민;백철호
    • 한국게임학회 논문지
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    • 제20권1호
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    • pp.3-12
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    • 2020
  • 본 논문은 구조화된 게임 배경 원화 제작을 위해 MDA 프레임워크의 게임 에스테틱의 구성 요소를 모듈로 활용하여 플레이어 경험이 중심이 된 컨셉 아트를 제작하였으며, 작품 제작 과정에서 'Adobe Color 이미지 색상 추출'을 도구로 사용하여 컨셉 아트 제작에 일부 자동화 프로세스를 구축하였다. 이는 단순히 감각적인 표현이 아닌 시스템적인 조형 표현의 작품 프로세스를 제시한 것으로서 게임 컨셉 아트 제작의 다양한 가능성으로 볼 수 있다.

아동의 컴퓨터게임 몰두성향과 심리사회 및 행동적 특성에 관한 연구 (Computer Game Immersion and Children's Psychosocial/Behavioral Characteristics)

  • 송숙자;심희옥
    • 아동학회지
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    • 제24권5호
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    • pp.27-41
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    • 2003
  • Data for this study on computer game immersion were collected from 538 1st through 6th grade students with the use of questionnaires. Instruments included the computer immersion scale, and the self-concept, social avoidance and anxiety, aggression, and impulsiveness scales. Results showed that boys were more involved in computer games than girls, and 6th graders were more immersed than 1st through 5th graders. Self-concept, social anxiety, aggression, and impulsivity differed by degree of computer game immersion. Aggression was the most powerful explanation of computer game immersion. Children higher in impulsivity and social anxiety were more involved in computer games. Children higher in self-concept were less involved in computer games.

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VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • 우탁
    • 한국게임학회지
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    • 제6권1호
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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Novel Ubiquitous Concept of Real Reality Robot Game Controlled by Mobile Server Robot

  • Joo, Byoung-Kyu;Jeon, Poong-Woo;Jung, Seul
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2003년도 ICCAS
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    • pp.2481-2485
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    • 2003
  • In this paper novel concept of real reality robot game controlled by a mobile server robot is proposed. Real reality robot game means that two real robots controlled by two human operator through the internet are playing a boxing game. The mobile server robot captures playing images of the boxing game and send them to GUI on the screen of human operators’ PC. The human operator can login to boxing game from any computer in any place if he/she is permitted. Remote control of boxing robot by a motion capture system through network is implemented. Successful motion control of a boxing robot remotely controlled by a motion capture system through network can be achieved.

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컴퓨터게임의 서사와 장르의 상관관계에 관한 고찰 (A Study on Interrelationship between Narrative and Genres of Computer Games)

  • 박태순
    • 한국게임학회 논문지
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    • 제6권2호
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    • pp.23-32
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    • 2006
  • 컴퓨터게임의 서사 개념을 이용하여 장르를 구분하는 틀을 제시하려 하였다. 게임의 서사에 대해서는 아직 논란이 많은 편이기는 하지만, 전통적인 개념으로서 게임 연구에 있어서도 유용하게 사용할 수 있을 것으로 보았다. 본론에서는 서사의 통합체/계열체적 속성과 서사가 게임에서 차지하는 비중이라는 두 축을 이용하여 각 컴퓨터게임의 장르의 위치를 설정하였다. 이에 따르면 게임장르의 서사적 특성을 반영한 위치를 찾을 수 있었다.

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유비쿼터스 개념 환경하에서 실제 현실 로봇 게임 구현 (Implementation of Real Reality Robot Game for Environment of Ubiquitous Concept)

  • 주병규;전풍우;정슬
    • 제어로봇시스템학회논문지
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    • 제11권12호
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    • pp.977-983
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    • 2005
  • In this paper, novel ubiquitous concept of real reality robot game controlled by a mobile server robot is proposed. Real reality robot game means that two real robots controlled by humans/computers through the internet are playing a boxing game. The mobile server robot captures playing images of the boxing game and sends them to GUI on the screen of human operators' PC. The human operator can login to the boxing game from any computer in any place if he/she is permitted. Remote control of a boxing robot by a motion capture system through network is implemented. Successful motion control of a boxing robot remotely controlled by a motion capture system through network can be achieved. In addition, real boxing games between a human and a computer are demonstrated.

XNA기반 게임 개발 환경에서 역공학 방법을 이용한 객체지향 개념 학습 (Object-oriented Concept Learning using Reverse-engineering Method Based on XNA Game Development Environment)

  • 최영미;주문원;윤태복
    • 디지털콘텐츠학회 논문지
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    • 제10권1호
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    • pp.45-54
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    • 2009
  • 본 논문은 게임 개발 환경에서 역공학을 이용한 객체지향개념 학습 방법을 제안한다. 흥미와 재미요소를 가지는 게임의 장점과 완성된 게임을 역으로 분석해 가며 사용된 기술을 학습자 스스로 도출해 낸다. 이 과정에서 게임에 사용된 객체지향 개념을 능동적으로 이해할 수 있는 학습 방법을 소개한다. 제안하는 방법은 XNA 게임 개발 환경에서 학습 사례를 소개하고 교수/학습자 역할에 따른 시나리오를 제시한다.

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Proposing the Model of a Storytelling-based Smart Board Game for Children - Case Study of the Game Development Process for Go! Space Express

  • Han, Hye-Won;Kim, Seo-Yeon;Song, Se-Jin
    • International Journal of Contents
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    • 제10권2호
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    • pp.74-82
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    • 2014
  • This paper aims to propose the educational concept and design model of a Smart Board Game appropriate for lower elementary grade students. The Smart Board Game refers to a hybrid, or 'convergent', game format based on the offline format of the conventional board game augmented through the use of smart devices. The substantive aspects of this game format utilize the procedural deduction and problem-solving skills applicable in storytelling methodologies and games, in order to generate and propose contents ideal for the educational environment. The development of the Smart Board Game is conducted through the following stages. First, the study analyzes a number of Smart Board Games currently popular in Korea and abroad, based on identification of the key components and processes of the board game format. The subsequent review of the science curriculum for lower elementary grades aims to determine the aspects conducive for application to Smart Board Games. Lastly, the theoretical framework outlined through the previous stages is used as the basis for the proposal of a detailed model of contents for the smart board game concept.

게임 공간의 분류와 시나리오의 시간 및 공간 동기화 표현법 (The Classification of Game Spaces and the Notations for Spatio-Temporal Synchronization on a Scenario)

  • 하수철;성해경
    • 한국정보처리학회논문지
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    • 제6권10호
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    • pp.2630-2641
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    • 1999
  • Most of the previous game development has proceeded in the approaches of the temporal-oriented synchronization because of producing game objects by using general authoring tools, and ad hoc or trial and error methods has been devised for representation of spatial concept. This paper is a study on the unification notation for spatio-temporal synchronization to conquest this fault. First of all, we classify game space as temporal object, spatial object, absolute/relative spatio-temporal space. The spatio-temporal relationships are divided into temporal extent, temporal location, spatial extent, and spatial location. In the paper the temporal and spatial relationships of game scene are defined to represent the synchronization, and we propose new unification notation by temporal and spatial concept to represent two concepts putting emphasis on space. Their relationships are presented on 3D by creating time axis related with time in scene unit of the two dimensional plane in the pivot on space. The usability of this representation method are shown by applying examples of game scenario.

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