• Title/Summary/Keyword: 게임방

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Implementation of an Interactive Paper Airplane Game based on SMS Clients, a PHP Server, and Arduino (SMS 클라이언트, PHP 서버, 아두이노 기반 인터렉티브 종이비행기 게임 구현)

  • Kim, Min-Soo;Ko, Han-Sae;Lee, Byung-Man;Lim, Won-Jun;Lee, Kang-Hee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.67-70
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    • 2014
  • 본 논문에서는 아두이노를 이용하고 SMS와 PHP를 기반으로 구축된 인터렉티브 종이비행기 게임시스템을 설계하고 구현한다. 본 시스템은 LCD가 설치된 건물과 센서가 부착되어 물체가 들어오면 인식할 수 있는 각기 독립된 4개의 방, 게임 사용자의 문자 메시지를 읽고 출력하는 용도의 프린트와 개인서버로 이루어진다. 설계단계는 PHP를 이용한 웹 서버를 통해 사용자가 보낸 문자 메시지를 읽어 오는 첫 번째 단계, 사용자가 보낸 문자메시지의 내용을 프린트를 통해 출력하는 단계, 출력된 내용의 프린트물이 비행기로 접혀 센서가 부착된 각기 다른 4개의 방으로 들어갔을 때 프린트에 적힌 문자메시지의 내용이 LCD에 출력되는 단계로 이루어진다.

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The Origin of K orean Online Game Industry : Networks of 'Butterflies' (한국 온라인 게임 산업의 기원 : '나비들'의 네트워크)

  • Nam, Young
    • Journal of Science and Technology Studies
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    • v.11 no.2
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    • pp.1-30
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    • 2011
  • This paper analyzes system builders and their human networks of the Korean online game industry. By the early 2000s, Korea became one of the major online gaming countries in the world. In this period, important factors included the existence of system builders and their solid human networks. The few innovators who assisted the breakthrough of the development of the online gaming industry formed a human network in universities and IT companies. They shared innovations in information and collectively learned the conventions of the industry. In their achievement, the human networks which had already fully formed in the late 1990s became more noticeable. This paper, with its historical approach, will complement the limits shown by existing researches that, in their effort to find the causes for the success of the Korean online game industry, focus rather narrowly on the conditions of the period during which online games were becoming popular.

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A Study on Design of Physically Interactive Sport Game for Children (어린이를 위한 체감형 스포츠 게임 디자인 연구)

  • Paek, Hee-Won;Ko, Il-Ju;Bang, Green
    • Journal of Korea Game Society
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    • v.18 no.5
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    • pp.31-46
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    • 2018
  • Physically interactive sport games are emerging as a solution to increase the physical activity of children in urban life. Existing studies on physically interactive sport games have been conducted with adults, while studies on children are insufficient. The elements of physically interactive sport games for children are derived from the common elements of physically interactive sport games and design for children. The derived elements are applied to actual game item to design a game for children. In this study, the elements of physically interactive sport games for children were applied to children's screen climbing games, and games could be identify improvements through user evaluation. It is expected games to take into consideration more children's characteristics can be designed by utilizing the elements of physically interactive sport games for children.

Calculation of Gravity in a 2D Game (2D 게임에서의 중력 계산)

  • Nam, Seung-Hyeon;Bang, Jung-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.01a
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    • pp.353-354
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    • 2019
  • 게임에서 캐릭터가 점프 하는 중 플레이어가 스킬을 사용하면, 모든 물체가 정지 되는 기능을 구현해야 하는 상황에 놓이게 된다. Unity Engine에 내장 된 중력을 사용하면, 플레이어가 스킬을 사용 할 때 Rigid Body 속성을 사용하여 움직임을 제한할 수 있다. 그러나, 스킬 사용으로 인한 움직임정지를 해제 할 때 물체의 이전 속력이 사라져 움직임이 부자연스럽게 된다. 이를 해결하기 위해 수학 계산을 통해 시간 값에 따른 중력 값을 대입 하는 방법을 사용하면, 속력이 매우 커 타일을 통과해서 지나가는 현상이 나타난다. 본 논문에서는 다음 프레임 위치 계산을 통해 이러한 문제를 보정하는 방법과 수학 계산식을 통해 속력을 계산했을 때의 문제점 보완 방법 등에 대하여 연구하였다.

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A Study on Development of VR Room Escape Game Content on the Background of Historical Places (역사적 장소 배경의 VR 방탈출 게임 콘텐츠 개발연구)

  • Min, Ji-Su;Lee, Jae-Hee;Cha, Jeong-Ho;Seo, Yu-Na;Joo, Ye-Jin
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.11a
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    • pp.1196-1199
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    • 2021
  • 본 연구는 청소년들에게 역사에 대한 흥미를 높이고 게임을 통해 이해할 수 있도록 제안한다. 서대문형무소의 내부와 고문 기구를 3D 모델링으로 사실적으로 묘사한다. 문헌과 역사 사료를 바탕으로 일제강점기에 있었던 역사적 사건들을 게임 내부에 설계하고, VR 을 통해 사용자의 플레이에 몰입감을 준다. 이를 통해 사용자가 역사를 자연스럽게 접할 수 있도록 하는 VR 게임 콘텐츠 개발을 목표로 한다.

행복+건강한 마음 - 우리아이 건강하게 키우기 - 쌀쌀한 날씨 속에 파고드는 TV와 컴퓨터 게임의 유혹에서 우리아이 지키기 프로젝트!

  • Park, Sang-Rak
    • 건강소식
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    • v.34 no.12
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    • pp.14-15
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    • 2010
  • 길고 긴 겨울방학을 코앞에 둔 12 월. 자녀를 둔 집안에서는 전운이 감돈다. TV와 컴퓨터 게임으로부터 자녀를 사수하고자 하는 엄마와 기어코 빠져들고야 말겠다는 아이. 팽팽한 긴장감속에 벌어지는 이 웃지 못할 전투의 승률은 언제나 아이 쪽이 높다. 엄마가 고단수의 수를 써서 막으면 아이는 집을 나가 유유히 PC 방으로 향한다. 엄마의 고단수란 결국 악을 쓰고, 무조건 '안돼!' 라는 하급수의 전략이다. 엄마와 아이의 한판승부! 올바른 전략을 알아보자.

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A Study of Elastic Collision Model of a Circular Object in a 2 Dimensional Space for Realistic Game Implementation (현실감 높은 게임 구현을 위한 2차원 공간상의 원형 물체의 탄성충돌 모델 연구)

  • Ko, Jae-Hyeop;Bang, Jung-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.01a
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    • pp.175-178
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    • 2017
  • 본 논문에서는 공을 쳐서 구멍에 넣는 당구 게임을 제작하면서 실제 물리 현상과 같은 충돌 구현을 위해 사용한 여러 가지 상황에서의 원형 물체의 2차원 탄성 충돌 모델 구현 방법에 대하여 연구하였다.

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A Study on Deaf Students' Use of Internet Games (청각장애 학생의 인터넷 게임 이용 실태 연구)

  • Yi, Seung-Hoon;Kim, Jung-Soo
    • Journal of Korea Game Society
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    • v.14 no.3
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    • pp.15-24
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    • 2014
  • This research examined the actual state of deaf students' use of Internet games by administering an Internet game addiction scale test to 201 deaf students from elementary, middle or high schools. The research findings indicated that middle and high school students were more likely to be left at home after school without their protector's presence than elementary school students. The average daily sleep hours of deaf students were similar to or fewer than those of general students, and the amount of their Internet access time and the one spent on Internet games were greater than that of non disabled students. As for the Internet user types, more male deaf students were categorized into risk user type than female deaf students, and the number of deaf risk user type students was significantly higher than that of non disabled risk user type students. The results suggest that the on-going national research on the actual state of Internet game users should include disabled students and that there is an urgent need to develop prevention programs of computer games overindulgence.

Longitudinal Trajectories of Computer Game Use among School Age Children: Using Latent Class Growth Model (학령기 아동의 게임 사용시간 변화궤적 분석 : 잠재계층성장분석(LCGM)을 활용하여)

  • Kim, Dong Ha
    • Korean Journal of Social Welfare Studies
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    • v.48 no.2
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    • pp.303-329
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    • 2017
  • This study aimed to explore the trajectories of computer game use of school age children and to identify the related predictors. The data for this study used Korean Children and Youth Panel data covering from the second year to the sixth year of elementary school. A total of 1,959 participants were analyzed. Latent class growth model was employed to explore the trajectories of computer game use and multinomial logistic regression was conducted to identify the significant predictors. Main results indicated that three types of trajectories were identified: low game using group, high initial using-fluctuating group, and high increasing game using group. Each group was found to be associated deferentially with sex, aggression, attention deficit, main caregiver's education, siblings, parent absence after-school, neglecting, family income, family trip, school grades, and peer relationship. Based on these findings, this study emphasized the importance of predictive intervention for the game user among early school age children and suggested useful practical strategies.

An Exploratory Study for Identifying Key Factors in Online Games Development Strategy Utilizing Web Community (온라인게임 개발전략에 관한 탐색적 연구 : 게임 커뮤니티 활용을 중심으로)

  • Jung, Jai-Jin;Chang, Chung-Moo;Kim, Tae-Ung
    • The KIPS Transactions:PartD
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    • v.11D no.4
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    • pp.991-1002
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    • 2004
  • Online game business has emerged as the most lucrative entertainment industry, with over 20 million platers. The popularity of online games can be attributed to the presence of numerous PC Bangs around the country, which have pushed online games into the mainstream culture while broadband internet services facilitated online game play. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the online game market continues to expand, with many new online game publishers entering the market, relatively little is known about which factors are strategically important for successful development of online games. A conceptual framework is proposed, and a structural equation modeling, for Identifying the factors affecting the market success of online games, is developed. The concept of online game community, idea generation, systematic development strategy, flexible development process, utilizing demo-version, outsourcing, etc, are ail introduced into the model, as the independent variables affecting the success level of online games directly and indirectly. Based on data collected from questionnaire survey, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between these variables. Statistical results show that utilizing online game community and system atic development strategy is the key for successful online game development. Other interesting results concerning game development strategy are also provided. It is hoped that this result might provide the useful guidelines for developing the successful online game contents. With a better understanding of key success factors, online game developers should be able to make adjustments in their development and marketing plans, providing them with a sustainable advantage over their competition.