• Title/Summary/Keyword: multimedia game

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Analysis of Immersive Game Contents Based on Storytelling: Focusing on VR Games (스토리텔링 기반 실감형 게임콘텐츠의 몰입감 분석: VR게임을 중심으로)

  • Song, Seungyeol;Lim, Sang Guk
    • Journal of Korea Multimedia Society
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    • v.25 no.6
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    • pp.844-851
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    • 2022
  • This study intends to propose an evaluation tool for analyzing the sense of immersion of realistic VR game contents in the metabus game industry, which is rapidly increasing recently. This paper presents an analysis tool to measure the degree of immersion after selecting three types VR games for research, and analyzing the immersion way method of the game. The research method analyzes how the user and the sense of immersion formed in the storytelling in the game can have an effect. Based on the results, we present an sense of immersion analysis and measurement method for evaluating the usability of VR game contents, which is a key element in the metaverse era. Furthermore, it expands the immersion element that appears in storytelling to the game industry and seeks a new direction of development through connection with the VR game industry.

A Study on Game Satisfaction and Game Balance of MOBA Game in New Season Update (MOBA 게임 뉴시즌 Update를 위한 게임 만족 및 밸런스 연구)

  • Li, Jing;Cho, Dong-Min
    • Journal of Korea Multimedia Society
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    • v.24 no.8
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    • pp.1161-1170
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    • 2021
  • The MOBA game is updated every year with a new season, the new season update brings fun to the game users and also makes them feel unfamiliar with the new gameplay. In order to let game users better adapt to the new season, this study will extract the new season balance evaluation factors. Firstly, we used one-on-one review to collect the unbalanced factors that game users had encountered at the beginning of the new season of the MOBA game, and secondly, we organized the collected review data into a questionnaire and conducted a survey. The first step of the experiment was to filter out the lower factors through exploratory factor analysis and extract the balance evaluation factors of the MOBA game new season. The second step of the experiment was to examine the correlation between the factors through confirmatory factor analysis, as well as to confirm the appropriateness and explanatory value of the factors. The analysis resulted in "Game character experience", "Game view's expression", "Game level", and "Composition of the game setting" are the four factors. Finally, through correlation analysis, the most relevant factor for game satisfaction is the "Game character experience", and each factor is correlated with each other.

On Estimation and Distribution of Game Satisfaction (게임만족도 추정 및 분포에 관한 연구)

  • Ham, Hyung-Bum
    • Journal of Korea Multimedia Society
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    • v.10 no.5
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    • pp.679-686
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    • 2007
  • Every year, although the number of game enterprises increases, every game which is developed and distributed by these enterprises do not have competitiveness. One game even increasing competitiveness and added value of game industry, we have to develop games which are satisfied with users, and for it, we need scientific research which evaluates about satisfaction. In this paper, We quantatively estimate game satisfaction by using AHP and statistical method. Also we discuss the method which derive distribution of game satisfaction. We can acquire expected effect which predicts satisfaction level and standard about games by using these methods.

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Research on Scene Features of Mixed Reality Game Based on Spatial Perception-Focused on "The Fragment" Case Study

  • Li, Wei;Cho, Dong-Min
    • Journal of Korea Multimedia Society
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    • v.24 no.4
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    • pp.601-609
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    • 2021
  • This article combines literature and empirical research based on space perception theory and the case study of mixed reality game "The Fragment." It is concluded that the mixed reality scene under space perception has a three-level visual definition. This definition carries out a corresponding level analysis of the scenes of the "The Fragment" game and draws up the constituent factors of the mixed reality game scene characteristics. Finally, through questionnaire data investigation and analysis, it is verified that the three factors of virtual reality coexistence, human-computer interaction, and local serviceability can better explain the characteristics of mixed reality game scenes. At the end of the study, it is concluded that the definition of three levels of visual hierarchy and the constituent factors of mixed reality game scenes can provide reference and help for other mixed-reality game designs and a brief description of future research plans.

A Study on the Immersive Realities Between PC and VR Versions of <Resident Evil 4>

  • Mingke Lyu;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.340-345
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    • 2023
  • In recent years, the rapid development of VR technology has secured its significant position in the gaming industry. This paper selects the PC and VR versions of Resident Evil 4 as the research objects, aiming to compare the similarities and differences between these two platforms. Through this comparative study, it is evident that the PC version of the game offers most players an excellent gaming control experience through precise and flexible operations. On the other hand, the VR version not only achieves immersive gameplay through virtual reality technology but also delivers more impressive visual effects to players. However, in comparison to the traditional PC version, the VR version incurs higher development costs, necessitating the production team to invest more resources to optimize the gaming experience and strike a better balance between immersion and playability. In conclusion, this study provides a valuable reference for game developers, assisting them in meeting the diverse needs of player groups and enhancing game playability and user satisfaction.

Design and Implementation of the Mobile Flash for Flash Game on Mobile Terminals (휴대 단말기에서 플래시 게임을 위한 Mobile Flash의 설계 및 구현)

  • Oh, Hwang-Seok;Lee, Jae-Young;Kim, Man-Soo;Lee, Chung-Hwan
    • Journal of Korea Game Society
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    • v.5 no.3
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    • pp.11-16
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    • 2005
  • As an improvement of the CPU performance of mobile terminals and an increase of user requirements for multimedia services, various multimedia services and applications have been developed and served over mobile platforms. In this paper, we describe the design and implementation of the Mobile Flash which is one of the famous services in mobile platforms with the limitation of hardware resources. The Mobile flash is an optimized solution for mobile terminals of the Flash, which has been used in the Internet browsers not less than 95% in the world for playing various types of contents such as animations, games, contents for education, e-commerce.

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Research About Effect that Color Gets in Durability of On-Line Game (색채가 온라인 게임의 지속성에 미치는 영향에 관한 연구)

  • Kim Tae-Yul;Seo Mi-Ra;Kyung Byung-Pyo;Ryu Seuc-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.36-42
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    • 2005
  • 지금의 게임 시장은 Stand Alone형식의 컴퓨터 게임을 디스켓이나 CD와 같은 미디어를 판매함으로써 수익을 창출하는 것과는 달리 온라인 게임화 되어 사용자들이 얼마나 오랜 시간 동안 게임을 이용하였는가에 의해 수익을 창출한다. 다시 말해 온라인 게임 수익의 증가는 게임 이용자의 이용 시간 증가에 의해 결정된다[1]. 따라서 게임업계의 이윤은 바로 유저들의 게임을 이용한 시간 즉, 얼마나 게임에 대한 지속성을 최대화 한다면 이윤은 극대화 될 것이다. 그러면 이러한 게임의 지속성은 어떤 요소에 의하여 정해지는 것일까? 이 질문에 대한 답을 알 수 있다면 온라인 게임에서의 이윤추구는 더욱 쉬워질 수 있을 것이다. 본 논문에서는 온라인 게임의 총체적인 구성 중에서 게임을 구성하고 있는 색이 게임을 사용하는데 있어서 지속성을 가져다주는 중요한 요인이라는 주장을 입증하고자 한다. 이러한 주장을 입증하기 위한 근거로써 게임과 색의 기본적인 개념 파악 및 색이 우리에게 미치는 영향 등 이론 조사를 하였다. 다음으로 이미 발표된 논문을 인용하여 몰입과 사용시간, 색과 사용시간에 대하여 분석하고 마지막으로 사례분석을 통해 색채가 온라인 게임의 지속성에 영향이 있음을 알 수 있었다.

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Hierarchy Structure of Situation based on Event for Effective Game Development (효율적인 게임 개발을 위한 사건 기반의 상황 계층 구조)

  • Park, Jung-Yong
    • Journal of Korea Multimedia Society
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    • v.10 no.4
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    • pp.483-491
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    • 2007
  • This paper proposes a Situation Simulation Framework for implementing computer game and describes the possibility of analyzing game with unfolding situation. In last few years game systems have been evolving from the performance of physical engine, network traffic in the on line game to the representation of rendering physical phenomena. In computer game, a situation hierarchy structure which allows the designer for simulating high-level specifications of game structure. Logically simulated environment is created by defining situations and events based on hierarchy structure of the situation. We classify events into explicit event is occurred by user and implicit event is occurred by system. Our study defines the existence of objects is the most prevalent factor applied to any event in game world. The advantages of this approach are able to allow for providing the conceptual design for simulation game and analyzing the situation in the game world. And this method allows us to decrease the complexity of system design and abstraction modeling for the simulation game. Specially, the introduction of the definition of events allows us to approach game design in a structural manner rather than by their classification. The proposed method was implemented in the "Shooting BaDuk" among games.

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A Study on Screen Layout Design for The Younger Game Users (저연령층 게임유저를 위한 Screen Layout Design 연구)

  • Lee, Ji-Won;Kyung, Byung-Pyo
    • Journal of Korea Game Society
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    • v.5 no.1
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    • pp.25-31
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    • 2005
  • Game interface can be described as a method for communicating the information of the game, and with increase in complexity of the game and the role of interface also becomes complex. MMORPG of the present has a greater capacity than the RPG of the past, and because there are many information game users need to know such as uniqueness of the character, maturation system, beginning users who encounter MMORPG for the first time have difficulties in grasping the concept and the information of the game. Therefore, an interface design that assists theusers in understanding and adjusting to the game is needed. For the purpose of this dissertation, a study was conducted for an MMORPG screen layout design that enables quick understanding of game information for the inexperienced younger game users.

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Development of Game Environment System based on Spatial Augmented Reality using a Real Creature

  • Yun, Chang-Ok;Kim, Jung-Hoon;Jo, Jae-Ik;Yun, Tae-Soo;Lee, Dong-Hoon
    • Journal of Korea Multimedia Society
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    • v.12 no.6
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    • pp.856-866
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    • 2009
  • Recent development in game technologies has offered various game environments, but the existing games have not provided realistically felt game environments because the element of the game is virtually generated in most of the games. Therefore, we propose a mixed game environment based on spatial augmented reality by using a creature that really exists. In the proposed game environment, tracking based on camera images created in real-time enables the provision of information about the real creature that is both still and moving. The game environment is presented with virtual object by using the coordinate of a real creature. Then, spatial augmented reality technology is applied for mixing a real creature and virtual game elements. Thus, the game scene is displayed by the spatial augmented reality technique based on the real-time coordinate of real creatures. Moreover, by providing the realistic game environment based on the spatial augmented reality, our system can be applied to various game contents that are actually felt as real. Most importantly, our system arouses the players' interest in a new kind of game environment.

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