• Title/Summary/Keyword: game culture

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A Study of Effective game designing processes (효과적인 게임 기획 프로세스 방안 연구)

  • Jeon, Joon Hyun;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.35-44
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    • 2016
  • The progress of the game engine make us easier to develop a game product and it is possible for one man to make a game. This means that if you have ideas about game, you can make a game as you thought only if you know how to design a game. Because the game designing is not the field that may not be used like tools and could not buy like graphical data. This study, based on the practice, presented to the understanding and guidance for people who want to know about game designing such as no experienced person and starting new game design. These contributions are supported by a detailed exploration of common understandings of game design methods so that I expect to help designing or managing the project.

A Study on Senior friendly function Game Industry and Culture Contents Technology(CT) R&D development process. (고령친화 기능성 게임산업과 문화콘텐츠 기술(CT) R&D 발전랑안의 모색)

  • Kim, Yeon-Jeong;Park, Hyun-Sik
    • Journal of Digital Convergence
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    • v.7 no.4
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    • pp.57-65
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    • 2009
  • This study explored the current supply status on Contents Technology R&D(research and development) and friendly function Game Industry targeting to elderly consumers. The game contents including the functional components are categorized the sixth category of CT R&D's fundamental planning. The function game targeting to elderly focused on emotional and physical recovering to barrier, user friendliness, simplicity and certainty of game performance. The purpose of game participation are health, well-being, psychological wellness and communication. The functional game consisted of various version procedure by socio-demographic, the accessibility to game media and device.

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A Study on Puzzle Game-based Learning Content for Understanding Mandala

  • Lim, Sooyeon;Kim, Youngduk;Kim, Kyungdeok
    • International Journal of Advanced Culture Technology
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    • v.8 no.2
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    • pp.34-41
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    • 2020
  • This study proposes the development of 'Mandala 37', a puzzle game based content that learns the principles of 37 Honored Ones within the Diamond World Mandala. The proposed game is a new type of learning content that combines the development process of 37 Honored Ones with the characteristics of the puzzle game. It aims to increase the understanding of Buddhist content by inducing learners' interest and increasing their concentration. Learners can learn and understand the principles of the emergence of 37 Honored Ones naturally through the rules of the game. This study introduces the implementation process of the proposed game and explains how learners perceive the principle of 37 Honored Ones within the Diamond World Mandala through the game.

A Study on the Effective Production of Game Weapons Using ZBrush

  • YunChao Yang;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.11 no.2
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    • pp.397-402
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    • 2023
  • With the rapid adoption of 5G, the gaming industry has undergone significant innovation, with the quality of game content and player experience becoming the focal point of attention. ZBrush, as a professional digital sculpting software, plays a crucial role in the production of 3D game models. In this paper, we explore the application methods and techniques of ZBrush in game weapons production through specific case analyses. We provide a detailed analysis of two game weapon models, discussing the design and modeling process, lowto-high poly conversion, UV unwrapping and texture baking, material texture creation and optimization, and final rendering. By comparing the production process and analyzing the advantages and disadvantages of ZBrush, we establish a theoretical foundation for further design research and provide reference materials for game industry professionals, aiming to achieve higher quality and efficiency in 3D game model production.

Longitudinal Analysis of Regional LQ Index Industry Competitiveness of Game Culture Contents Industry (국내 게임 문화콘텐츠산업의 권역별 산업역량에 대한 종단적 분석)

  • Kim, Yeon Jeong
    • Journal of Information Technology Services
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    • v.13 no.4
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    • pp.79-91
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    • 2014
  • The purpose of this study is to analyze the status and the competitiveness improvement of game contents industry comparing to relative LQ index of the no. of character company, the no. of employee and the amount of revenue of 2011, 2012, and 2013 between including Metro area and regional blocks(kangwon, chungchung, daekung, honam, dongnam and jeju region. The results of this research are as follows. In case including metro regional analysis, no. of employee suggested Metro and Chungchung have high competitiveness in during the 3 years. And in case of no. of game company suggested honam, dongnam and jeju area have high competitiveness between 2012 and 2013. The amount of revenue of game industry indicated the only Metro area have over LQ 1.0 which relative higher competitiveness than the other culture contents industry. But in case of except of Metro, no. of game company indicated honam, jeju have relative high competitiveness over LQ 1.0 and the no. of employee indicated kangwon, chungchung, honam and jeju showed relative competitiveness during 3 years. The amount of revenue of game industry indicated kangwon, chungchung and honam suggested high competitiveness. Honam area have strong competitiveness among three category by regional longitudinal analysis. Kangwon and jeju area suggested 2nd strong regional competitiveness. The main competitiveness of game industry were well established among national industry cluster.

Analysis of Visual Art Elements of Game Characters Illustrated by the Case of Glory of Kings

  • He, Yangyang;Choi, Chulyoung
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.3
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    • pp.213-219
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    • 2020
  • Visual art elements can most intuitively express the information expressed by a game character and play an important role in shaping a successful game character. We compares and analyzes the role design in the skins of the "Five Tiger-like Generals" series in Glory of Kings in terms of color, line, graphic and other visual elements. Different visual elements form different visual impacts and influences, which brings people different psychological feelings and presents different emotional colors. The reasonable use of visual elements gives people a refined visual experience and a comfortable psychological feeling, adding more influencing factors to the "immersion" of the game. It not only can strongly attract the attention and love of players, but also spreads traditional culture of the nation and the country. Therefore, whether the visual art elements of a game character can be appropriately used is an important part of the success of the game work. The analysis of visual art elements of game characters has important learning and research value.

A Study on Case-based Game-Boosting in the Online Game (온라인 게임에서 사례 기반 Game-Boosting에 관한 연구)

  • Yang, Keon-il;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.697-699
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    • 2020
  • 2020년의 게임 시장은 스마트폰 기기의 발전과 Pay To Win을 사용하는 BM모델의 감소 등의 변화로 인해 플레이어의 플레이 타임과 게임에 대한 이해도를 핵심 요소로 잡고 있다. 이러한 상황 속에서 게임에 대한 실력과 이해도가 높은 일부 유저들이 대신 게임을 플레이하여 타 유저들의 요구 사항을 충족 해주고 부당한 이익과 게임 내 성장, 경쟁 불균형을 발생시키는 'Game-Boosting'의 모습을 확인할 수 있었다. 본 논문에서는 'Game-boosting' 유저들에 대해 설명하고, 해당 유저들에 대한 기준을 정의하여, '대리게임 금지법' 에 적용될 수 있는 기준을 제시한다.

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Research on improving efficiency in VR game development

  • Kim Tae Gyu
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.74-80
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    • 2023
  • Currently, hardware companies such as Oculus, Samsung, and HTC are producing virtual reality devices, and game software development companies are developing or servicing VR games using these devices. Accordingly, the VR game market is expected to continue to grow in the future. However, in order for the VR game market to become active, various problems raised during game development and service must be resolved. This paper investigates solutions to problems raised during the development and service of VR games, such as cyber sickness, risk of injury due to environmental restrictions during play, and reconnection induction problems. Cybersickness can be alleviated by utilizing multiple GPUs for each display processing to achieve higher frame rates and optimizing play space design. Environmental constraints during play can be mitigated by optimizing space design, and the problem of inducing reconnection can be solved by continuously providing the motivation and purpose used in existing game methods. Through this, we were able to apply it to develop VR content that can be played continuously.

A Study on Efficient Compatibility Testing for Development of VR Contents (VR 컨텐츠 개발을 위한 효율적인 호환성 테스팅에 관한 연구)

  • Kim, Sang-Beom;Lee, Ha-Rim;Lim, Woo-Jin;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.69-70
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    • 2019
  • 4차 산업혁명 시대의 핵심 기술 분야라고 불리는 가상현실(Virtual Realityl VR)/증강현실(Augmented Reality; AR) 기술은 그 동안 IT 시장을 주도해 온 스마트폰 시장이 포화상태에 도달함에 따라 주요 IT기업들의 차세대 비즈니스로 떠오르고 있으며, 미디어 플랫폼인 VR에 대한 연구 또한 계속해서 진행되고 있다. 또한 최근 들어 디스플레이 해상도가 높아지고 PC의 성능이 좋아지면서 많은 회사에서 VR 콘텐츠에 대응하여 VR기기를 출시하고 있다. 하지만 아직까지 VR에 대한 호환성 테스팅 방법은 제대로 제시되지 않고 있는 실정이다. 따라서 본 논문에서는 연구를 통해서 효과적이고 효율적인 호환성 테스트 방법을 제시한다.

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A Study on Gender Discrimination Case Analysis and Alternatives in MOBA Games (MOBA(Multiplayer Online Battle Arena) 장르의 게임 내 성차별 사례 분석과 대안에 관한 연구)

  • Han, Go-Eun;Lee, Dong-Min;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.79-82
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    • 2017
  • 게임 산업이 발달하고 유저가 증가하면서, MOBA 장르의 게임들이 큰 인기를 끌고 있다. 하지만 팀원의 협동을 필요로 하는 게임에서 성으로 인한 차별적 대우를 받는 유저들이 급증하고 있고, 사회적으로도 이슈가 되고 있다. 본 연구에서는 MOBA 게임에서 유저들이 받고 있는 성차별 피해 사례를 수집하여 차별의 이유를 분석하고, 이런 성차별 피해를 없애기 위해 어떤 시스템을 도입하면 좋을지에 대해 방향을 제시한다.

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