• Title/Summary/Keyword: game development environment

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The Design and An Implementation of Education Shooting Game for kids

  • Seo, Jeong-Man
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.2
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    • pp.75-81
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    • 2020
  • The definition of educational games, the importance of game development, and the characteristics of educational games are described. The design of the screen used in the game and the algorithm used are described. We explained the game implementation in the system environment and experiment, and the questionnaire showed whether there is nonviolence of the game, games preferred by children, game benefits, and fun elements of the game. The superiority of the game was described by comparing and analyzing the educational shooting game proposed in this paper with the existing game. The existing children's games had many shortcomings in terms of commercial and educational aspects, but the proposed games proved to be less violent and have educational effects.

Development of a Tangible Snowboard Training Simulator based on Virtual Reality (가상현실 기반의 체감형 스노우보드 시뮬레이터 개발)

  • Park, Changhoon
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.87-94
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    • 2014
  • In recent years, there has been an increasing interest in tangible sports simulators with the success of golf simulator. The main purpose of this study is to develop a tangible snowboard simulator for the beginner using virtual reality technology. This paper proposes an interactive virtual coach and high fidelity virtual environment for snowboard training. The virtual coach offers an intuitive guidance and personalized coaching feedback about the 5 fundamental riding skills. The virtual training environment uses the stereoscopic display system and motion platform to create more realistic training situation. We expect virtual reality will be used as a training aids in many sports such as taekwondo, baseball, archery and so on.

A Study on the Implementation of Smart Farm Environment Control System Using Unity and Photon (Unity와 Photon을 활용한 스마트 팜 환경 제어 시스템 구현에 관한 연구)

  • Jung, Hyeon Ji;Lee, Wan Bum
    • Journal of the Semiconductor & Display Technology
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    • v.20 no.1
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    • pp.104-107
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    • 2021
  • Unity programs are largely recognized as game development tools. However, it has many functions built in, so it can be applied to various fields as well as game development. Therefore, in this paper, we propose a smart farm environmental control program using Unity and Photon. The proposed program has vast compatibility that is not limited to specific devices, and it is very easy to build network systems for remote control. In addition, the proposed programs were installed on various devices such as pc and smartphones, making it easy to control the smart farm environment system. Through experiments, it was confirmed that data transmission and reception between Windows and Android, other operating system environments, and that smart farm systems were operating normally.

A Study on the Spatio-temporal Coordinate Array for the Efficient Editing of Game Story (게임스토리의 효율적 작성을 위한 시공간 좌표 배치 연구)

  • Shim, Yu-Jin;Sohn, Kee-Hoon
    • Journal of Korea Game Society
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    • v.18 no.3
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    • pp.39-48
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    • 2018
  • The composition of the 'The Game Story' should reflect the game play and development environment. To do that, I borrowed a coordinate format called 'Spatio-temporal Coordinate Array' that was not based on text-based storytelling. I wanted to create a way for the story to describe relationship between 'action' based on time and 'object' based on space. One way to do this was to analyze the concepts using a mystery game in which Spatio-temporal Array is a large role in user's decision-making. As a result, I found that the method -Spatio-temporal coordinates- was an editor containing game play, and a setting tool capable of being used as a conceptual diagram.

Gesture-based Table Tennis Game in AR Environment (증강현실과 제스처를 이용한 비전기반 탁구 게임)

  • Yang, Jong-Yeol;Lee, Sang-Kyung;Kyoung, Dong-Wuk;Jung, Kee-Chul
    • Journal of Korea Game Society
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    • v.5 no.3
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    • pp.3-10
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    • 2005
  • We present the computer table tennis game using player's swing motion. We need to transform a real world coordinate into a virtual world coordinate in order to hit the virtual ball. We can not get a correct 3-dimension position of racket in environment that using one camera or simple image processing. Therefore we use Augmented Reality (AR) concept to develop the game. This paper shows the AR table tennis game using gesture and method to develop the 3D interaction game that only using one camera without any motion detection device or stereo cameras. Also, we use a scan line method to recognize gesture for speedy processing. The game is developed using ARtoolkit and DirectX that is popular tool of SDK for game development.

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An Implementation of the Game Mechanics Simulator (게임메카닉스 시뮬레이터 구현)

  • Chang, Hee-Dong
    • The KIPS Transactions:PartB
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    • v.12B no.5 s.101
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    • pp.595-606
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    • 2005
  • The scale of game development are rapidly increasing as the blockbuster games which cost $7\~20$ billion won, often appear on the markets. The game mechanics which is concentrated on technological elements of the game, necessarily requires the management of quality. In this paper, we propose a computer simulator for the quality evaluation of game mechanics which can analyze the quality accurately and economically in the design phase. The proposed simulator provides Petri net[7,8] and Smalltalk[9] for convenient modeling. The simulator gives the realistic evaluation like play test because it uses the realistic data of gameplay environment such as player action-pattern, game world map, and item DB but the previous evaluation methods can not consider the realistic gameplay environment and can only cover a limited scope of evaluation. To prove good performance of the proposed simulator, we have 80 simulations for the quality evaluation of the game mechanics of Dungeon & Dragon[13,14] in a given world map. The simulation results show that the proposed simulator can evaluate the faultlessness, optimization, and play balance of the game mechanics and gives better good performance than other evaluation methods.

A Study on Product Positioning based on Conjoint Analysis in a Competitive Market (경쟁시장에서 컨조인트분석에 기초한 제품포지셔닝에 대한 연구 : 온라인 게임을 중심으로)

  • Baek Seung-Kee;Rhim Ho-Sun;Park Myung-Sub
    • Journal of the Korean Operations Research and Management Science Society
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    • v.31 no.3
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    • pp.107-125
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    • 2006
  • We introduce a two-stage game theoretic model to support decision making processes for product Positioning and pricing in competitive environment. In the first stage, firms decide on entry and product position, in the second stage, firms compete with price. 'Alpha rule' is used as a choice model. Demand parameters of the choice model are estimated by conjoint analysis. We investigate conditions for the existence of Nash price equilibria in the pricing game. Nash equilibria in the entry and positioning game are produced using a concept of stable sets. An example of the online game industry in Korea is examined.

Intuitive Game Design as digital therapeutic tool for silver-generation

  • Hyein Kwon;Chan Lim
    • International Journal of Advanced Culture Technology
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    • v.12 no.1
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    • pp.305-310
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    • 2024
  • The purpose of this study is to implement game content within the generative artificial intelligence module Chat-GPTs, grounded in the humanistic discourse of self-reflection. This content aims to empower the dignity of the silver generation, which has been marginalized by digital technology. Simultaneously, we intend to prototype a digital psychotherapeutic tool. The development of a flexible device that adapts to the silver generation's living environment and temporal constraints is also part of our plan. However, there are still few commercially available products, and digital therapeutics developed in the form of content are virtually nonexistent. The goal is to implement game content that allows the elderly, who have been marginalized by digital technology, to find their true dignity. Simultaneously, we plan to commercialize a prototype of digital psychotherapy that can flexibly adapt to the range of living environments and time constraints of the elderly. This study has been extended based on the game content 'Daily Run' created by Hyein Kwon, an undergraduate student at Kyungil University.

Design and Implementation of Healthcare Game Content in IOT Environment

  • Yoon, Seon-Jeong
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.9
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    • pp.29-34
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    • 2019
  • In Recently, as the interest in health has increased and the spread of smart phones has become common, the development of smart health care related contents has been active. In this paper, we introduce the design, implementation and effects of game-based content that can make walking exercise fun in the Internet of Things environment. This content calculates the consumed calories by walking the stairs with the Beacon installed, and incorporates games to encourage continuous fun activities. It also provides event functions that enable on-off-line coordination. The goal of this content is to enable busy modern people to exercise lightly, funly, and constantly in the surrounding activity space. The effect of this content has been confirmed through the review of many users participating in offline events. This content is expected to be able to converge with various types of healthcare systems with the expansion of the application space.

A Study on the Game Analysis Methods : Focusing on the Analysis of Game Components (게임 구성요소를 중심으로 한 게임 분석 방법에 대한 고찰)

  • Nam, Ki-Teok;Yoon, Hyung-Sup
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.19-28
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    • 2015
  • The game industry has been seeing rapid change brought on by the competitive environment globally. As a result, game design skill is being magnified as a key to success. Because of lack of game design skills, Korean game market is in crisis recently. The game analysis is necessary to enhance game design skills. However, criteria and definition of game analysis is not clear and it is difficult to use for game development. This paper will suggest H-G model which has two factors that are 'human role' and 'the scope of game analysis'. This model segments 9 types of game analysis method. This study finds the limitation of leading researches and tries to improve it mapping the major leading researches to H-G model. This paper would help to make the game analysis be integrated and systemic research as regards 9 types of H-G model.