• Title, Summary, Keyword: 체감형 게임

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Virtual Reality Drum Rhythm Game Using Motion Tracker (모션 트래커를 이용한 가상현실 드럼리듬게임)

  • Yun, Tae-Jin;Hwang, Soo-Min;Jung, Ji-Hoon;Choi, Hyun-Wook;No, Jin-Yeoung
    • Proceedings of the Korean Society of Computer Information Conference
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    • pp.291-292
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    • 2020
  • 본 논문에서는 가상현실 콘텐츠 구현에 널리 사용되고 있는 unreal engine4를 사용하여 모션 트래커를 이용한 가상현실 드럼 연주 게임을 제작하였다. 현재 4차 산업 혁명 시대에서 가상현실 기술을 이용한 다양한 응용분야가 나타나고 있고 그중에서 체감형 콘텐츠가 몰입감을 높일 수 있다. 가상현실에서 더 많은 모션을 구현할 수 있도록 모션 트래커를 이용한 악기를 연주하는 것은 거의 없다. 그래서 모션 트래커를 이용한 게임 콘텐츠를 제작하여 드럼 악기를 몰입감 있게 게임 형태로 연주하는 체감형 게임을 개발하였다.

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A Study on Effectiveness and Preference of Tangible Fitness Game (체감형 운동게임의 효과와 선호도에 대한 연구)

  • Kim, Eui-Young;Park, Chang-Hoon;Kim, Dae-Geun
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.67-77
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    • 2012
  • With the development of tangible interface in recent years, the interest in interactive exercise games to improve health-related physical fitness has been increased. We believe that this kind of serious game should provide not only motion sensing of the action required to play sports but also a specific effectiveness of exercise. This paper will show how a serious exercise game affects theirs heart rate and preference. For the experiments, we used an exercise game named GalaxyBike for aerobics exercise which is developed by the Interaction Media Research Center of Hoseo University. In the experiments, players' heart rate was measured during the warming-up, exercise and cooling-down periods by a wireless heart-rate measuring instrument. After they played the exercise game, a survey was conducted to see how they like this serious exercise game. The findings of the study suggest that the serious exercise game providing both video game and exercise would make a contribution to the improvement of health-related physical fitness since it serves to increase the heart rate and motivation.

Using Secondary Display in Interactive FPS Game and Its Availability (체감형 FPS 게임에서 보조 Display의 활용성)

  • Park, Chang-Bum;Park, Won-Bae;Paik, Doo-Won
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.29-36
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    • 2010
  • As more and more advanced technology implemented in Computer Game, various of technical skill must be applied to satisfy the demand of the users specifically in the immersion and convenience of the games. As a result, The number of interactive games, which are controlled by user's physical action so that make the games more immersible, are increasing. In Addition, as the amount of information that happens in the games increases, many studies are going on to provide efficient user-interface. In this study, we develop an interactive game using a controller designed by us, which consist of Wii controller and an attached secondary display that provides game information to user. In addition, we conduct a survey with questions about immersion and convenience of the game to understand how users feel when doing the suggested game, and to compare our game environment with general FPS game environment that uses mouse and keyboard.

Development of User Interface for Motion-based Screen Sports Game (체감형 스크린 스포츠 게임 유저 인터페이스 개발)

  • Yoo, Wang-Yun;Oh, Jong-Hwan
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.109-118
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    • 2017
  • The screen sports game is a motion-based game developed by combining the PC game and the sensor so that the user can directly participate in the game. Following screen golf, which was very popular in the 2000s, screen baseball has been on the rise since 2016. Most of the games released today employ the interface of traditional PC games. However, there is a need for a method that allows the user to manipulate the screen baseball in a more intuitive manner. In this study, we utilize a Kiosk independent of the game, which enables users to intervene naturally without disturbing the flow of the game. Such a Kiosk-based interface results in increased immersion in the game.

Implementation of Physics Engine Based on PC (PC 기반의 물리엔진의 구현)

  • Heo, Won;Choi, Jong-Wha;Son, Min-Woo;Shin, Dong-Kyu;Shin, Dong-Il
    • Proceedings of the Korean Information Science Society Conference
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    • pp.718-720
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    • 2003
  • 국내 게임 분야의 기술은 업소용 게임장을 중심으로 3차원 영상과 부분적인 체감형 인터페이스를 채용한 게임이 빠른 증가 추세이고, 게임 내용에 따른 재미 요소와 인간의 감각을 매개로 하는 다양한 체감형 반응.조작 장치의 시험적 상용화가 증가되고 있다. 따라서 3D 영상 및 실세계를 정밀하게 실시간으로 시뮬레이션 할 수 있는 물리 엔진의 필요성이 대두되고 있다. 이에 본 논문에서는 PC를 기반으로 한 물리엔진에 대한 설계와 구현 결과에 대해서 서술한다.

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Research for using MYO in Motion-based game development (MYO를 이용한 체감형 게임 개발 연구)

  • Won, You-Gi;Ahn, Seon-Min;Yoon, Seon-Jeong
    • Proceedings of the Korean Society of Computer Information Conference
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    • pp.41-42
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    • 2015
  • 직접 몸동작을 취하는 체감형 게임이 사용자들의 관심을 받고 있다. 새롭게 등장한 NUI(Natural User Interface)를 사용하는 MYO를 이용해서 개발을 하면 사용자들에게 강한 몰입감과 조작의 편의성을 높일 수 있을 것으로 판단하고 이와 관련된 자료조사를 하였다. 본 연구자료는 MYO를 이용한 게임 개발에 관심이 있는 개발자들에게 가이드가 될 것으로 기대한다.

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The System for Activity-Visualization of the Experience Game of Smart Phone (사용자 활동 가시화를 위한 스마트폰 게임 디자인 시스템)

  • No, Hyo-Houn;Oh, Eui-Sang;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.10 no.5
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    • pp.15-24
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    • 2010
  • Smart phone games market is getting bigger. In this circumstance, the Experience game focusing user's activity is popular among the smart phone games because the user can be easily absorbed into the game and felt more sense of unity with the game. there are several studies about game storytelling which focus on story visualization or effective methods of game design, but the study of game storytelling connected with user's activity is not entirely satisfactory. Therefore, in this paper, we introduce a system for user's activity visualization of the experience game for smart phone. To achieve this, firstly, we show the model which is about the overall configuration of experience game for smart phone. secondly, the detail configurations of the overall game model is introduced. lastly, standing on the model, we introduce a simulation model and a developed program.

Development of an Immersive Inline Skate System (체감형 인라인 시스템 개발)

  • Jo Yong-Jun;Ryu Young-Kee;Oh Chun-Suk
    • Proceedings of the KAIS Fall Conference
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    • pp.182-184
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    • 2004
  • 컴퓨터를 이용한 멀티미디어의 발전으로 인하여 3차원 가상현실의 구현이 빠르게 발전되어 가고 있다. 특히 멀티미디어 컨텐츠에서의 게임은 가장 인기 있고 넓은 시장을 가지고 있다. 하지만 대부분은 제한된 인터페이스의 데스크탐용 PC에 한정되어 있다. 직접 체험을 하며 게임을 하는 체감형 시스템을 갖춘 게임의 개발은 아직 활성화되지 않고 있다. 최근 인라인 스케이트가 여가를 즐기는 레포츠로 전세계적으로 인기를 얻고 있다. 그러나 인라인 스케이트를 충분히 즐기기 위해서는 넓은 공간이 제공되어야 하지만 넓은 공간은 제한되어 있으며, 일반도로에서 주행을 할 경우 대형사고에 노출되는 문제점을 가지고 있다. 본 논문에서는 이러한 인라인 스케이트의 위험에 노출되는 문제점을 해결하기 위하여 한정된 공간에 인라인 스케이트를 즐길 수 있는 전동장치인 스케이트 밀을 개발하고 사용자의 위치를 측정하여 체감 게임을 구현하고자 한다.

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Developing Functional Game Contents for the Silver Generation (실버세대를 위한 기능성 게임 콘텐츠 개발)

  • Kim, Eun-Seok;Lee, Hyun-Cheol;Joo, Jea-Hong;Hur, Gi-Taek
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.151-162
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    • 2009
  • As the aging population has increased, the silver generation is getting to account for the considerable percent of economic activities and becomes the main body of production and consumption. Although the economic activity of silver generation is increased, the development of silver contents for the leisure activities is still not revitalized. The serious silver contents and the easy-to-use interface are very important because the silver generation is relatively weaker than young people in perception, studying, and exercise, and is fragile in mobility and vitality. This paper suggests methods to develop sensory bicycle, gate ball, and mole game contents haying lower body exercise effects for the silver generation to utilize leisure and maintain health. Along with fun as games, functional design factors suitable to the cognitive ability and bodily activity ability of the silver generation were considered and through sensory intefaces that are easy for the silver generation to use and customized progressing methods complying with individual characteristics, it was attempted to induce continued interests and lower body exercise effects.