• Title/Summary/Keyword: interactive game

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Research about development process of game tendencious advertisement contents that drive active participation of internet user (인터넷 유저의 능동적인 참여를 유도하는 게임성향 광고 콘텐츠 개발 과정에 관한 연구)

  • Lim, Woo-Soung;Ryu, Seuc-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2004.11a
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    • pp.101-109
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    • 2004
  • Internet got into popularization by development of digitech today, and according as Internet user increases, advertisement that use internet is increasing. Specially, advertisement that use internet regardless of time customer and company both direction(interactive) communication possible because, image about special quality of product or company feature that can be active to customer and offer effectively have. There is charm that both direction communication that internet advertisement can attract to unspecified multitude internet connecter regardless of time this are available, internet user can do participation more easily. Interaction of Banner advert or different advertisement that form commentary of current internet advertisement is inert with internet posthumous work. It can become more efficient advertisement if take advantage of prognostication that most important element of game is interaction in internet advertisement. Investigator who aim in this point wishes to do on the basis of special quality of internet advertisement and interaction attribute of game and present actuality design process case of internet ad of game inclination.

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A Study on the Interactive Game for Traditional Culture Plays to improve the Adaptability of the Elderly (고령자를 위한 쌍방향 전통문화게임 개발에 관한 연구)

  • Cho, Dong-Min;Jung, Sung-Hwan
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.15-22
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    • 2008
  • Recently, Our average life span of korean people is extended and fast-growing an elderly population caused by Being Improved our living conditions and medical science level. Our another problems which being faced by an aging population are that marked psychological and social changes of the aged. The psychological changes of the aged is related to how they make their living and it strong influences on their successful aging process. For health of the aged, there is an urgent need of recreation which can be social activities to void decline their own process of thinking and the executive ability to adapt for controlling health. Therefore, thepurpose of this recreation Courseware program is to help the alienated minorities to achieve the optimal health and best quality of life based on the knowledge of the social-activities and to understand the korean traditional culture plays. Finally, This study could contribute it as a baseline model for the empirical study and to develop further recreation program for the elderly social activities and sufficient for needs of understanding our traditional culture plays.

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Designing Games with 'Boundary' as Formal Element (게임디자인을 위한 형식적 요소로서의 '경계' 연구)

  • Lee, Jun-Hee
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.3-10
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    • 2010
  • Game design as an academic discipline is still in the early developing stages and the lack of fundamental study has seen game designers cloning other games with only superficial changes added to them. Game market today is going through unprecedented expansion with games for more diverse users and variety of game styles. Such trend owes to the fact that formal structures of the game can be manipulated to formulate creative and experimental forms. This paper will focus on the 'boundary' element of the game that could broaden the perspective of the game into different possibilities with emerging mobile technologies, public design's new interpretation of urban spaces and integrating interactive technologies in different phases of art.

EIC(Evolutional Intelligent Character) 모델을 이용한 지능적인 실시간 게임 캐릭터의 구현

  • Kwang, Seung-Gwan;Ahn, Tae-Hong;Kim, Kook-Song;Kim, Jong-Hyuck;Kim, Hong-Ki
    • Journal of Korea Game Society
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    • v.2 no.2
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    • pp.60-65
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    • 2002
  • In the majority of today's computer games, the behaviour of characters are controlled by pre-defined game logic or pre-generated motion. As game developers strive for richer and more interactive games, they often encounter limitations with this approach. This paper attempts to construct a game model using Genetic Algorithms (GAs) in order to produce more intelligent and compelling computer games. Based on teaming ability, the use of GAs will enable the characters to continually evolve, providing a changing and dynamic game environment. A real-time game was implemented to investigate the performance and limitations of the system.

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Suggestion on the Elements of Physical Interactive Sport Game for Children (어린이를 위한 체감형 스포츠 게임 요소 제안)

  • Paek, Hee-Won;Gil, Young-Ik;Ko, Il-Ju;Sung, Bo-Kyung;Bang, Green
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.491-494
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    • 2018
  • 체감형 스포츠 게임은 신체활동이 부족한 어린이들의 활동량을 늘릴 수 있는 해결 방안으로 부상하고 있다. 기존 체감형 스포츠 게임관련 연구는 성인을 대상으로 한 연구들이 대부분이며 어린이를 대상으로 한 연구는 미흡한 실정이다. 제안하는 어린이 체감형 스포츠 게임 요소는 기존 성인대상의 체감형 스포츠 게임 요소들과 어린이 디자인 요소들의 공통 요소를 도출하고, 어린이에 맞춰 재해석한다. 도출된 요소는 적용해야 할 어린이 체감형 스포츠 게임에 맞춰 실제 요소를 도출하고, 실제 요소들을 고려하여 게임을 제작한다. 어린이 체감형 스포츠 게임 요소는 어린이를 대상으로 한 체감형 스포츠 게임 제작 및 평가 시 가이드라인으로 활용될 수 있을 것으로 기대된다.

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A Study of Interactive Contents Development Process on Metaverse Platform (메타버스의 인터랙티브 콘텐츠 개발 프로세스 연구)

  • Park, Chan-Il;Jo, Youn-Woo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.729-730
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    • 2022
  • 급격히 성장해가는 메타버스 시장 속에 메타버스 플랫폼의 증가세와 그에 반해 아직 활성화되지 못한 메타버스의 콘텐츠 크리에이터 생태계로 인하여 다수의 메타버스 플랫폼들의 내부 콘텐츠 확충과 유저 크리에이티브 생태계 활성화의 중요성이 대두되고 있다. 본 논문에서는 보다 체계적이고 효율적으로 메타버스 환경에 맞춘 인터랙티브 콘텐츠 개발 프로세스를 제안한다.

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Perspectives of Game in Terms of Interactivity between Game Texts and Players (게임 텍스트와 플레이어의 인터랙티브적 관점에서 본 게임의 시점)

  • Kihl, Tae-Suk;Chang, Jun-O
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.51-59
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    • 2008
  • This article focuses on perspectives of game in terms of interactivity between game texts and players. There are many points of view which have been discussed, such as first person point of view, third person point of view, top-down point of view, side-view point of view, quarter-view point of view, and isometric point of view, but they are too insufficient to fully explain the perspectives of game from the viewpoint of the interactivity. This paper examines the function of player and game manufacturer as implied authors on interactive point of view, and discusses the perspectives of game through a sense of distance between players as implied author and player characters.

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Development of Motion based Training Contents: "3D Space Exploration" Case Study (동작 기반의 훈련콘텐츠 : "3D 우주탐험" 개발사례)

  • Lim, C.J.;Park, Seung Goo;Jeong, Yun Guen
    • Journal of Korea Game Society
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    • v.13 no.5
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    • pp.63-72
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    • 2013
  • To enhance the effect of science educational contents, we developed a motion based training content: 3D space exploration. In this content, we used the 3D depth camera for user's motion recognition. Learners have to conduct the space station maintenance mission using the motion based natural and intuitive interface. The result this study is expected to propose the immersive training simulation for young science learners.

MMORPG Distributed Game Server using 2Layer-Virtual Cell (2Layer-Virtual Cell 방식을 이용한 분산 MMORPG게임서버)

  • Jang, Su-Min;Park, Yong-Hoon;Yoo, Jae-Soo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.189-192
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    • 2006
  • An important application domain for online services is an interactive, multiplayer game. in recent, many increase of users that use on-line services through networks have caused a heavy load to the server. In this paper, we propose a MMORPG distributed game server using 2Layer-Virtual Cell. Our method provides more effective solution of MMORPG distributed game server for large numbers of users.

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The Suggestion of Educational Model Based on Internet Games (인터넷 게임을 기반으로 한 교육모텔 제시)

  • 김종훈;김우경
    • Journal of the Korea Computer Industry Society
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    • v.2 no.6
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    • pp.759-774
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    • 2001
  • This research has the theoretical faces of education with the internet games are based on the Networking and interactive features be caused by network focused on cooperative education, and presentation about educational game model. It includes educational features about various internet games(adventure game, simulation game). Educational game model is a definite model can realize the learning with internet game according to each stages of educational games are based on the networking.

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