• Title/Summary/Keyword: 게임월드

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A study on overlapped configuration and Meta-simulation on Open-world (오픈 월드 게임의 중첩적 구성과 메타시뮬레이션 고찰)

  • Kim, Hee-Seon
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.47-56
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    • 2020
  • The overall aim of this research was to explore Open-world game through the notion of Paidia and Ludus that proposed by Frasca. As a structured simulation system, the Open World overlap Non-linear events and Linear quests via geographic world. Building own sequence of explore the world with Paidia process, Player collides with the pre-scripted quest. In result of that Meta-Simulator emerge as alternative tool for modeling Meta-Simulation, which presents an alternative, extended use of gameplay.

월드컵 열기 속 피파온라인 날다!

  • Korea Database Promotion Center
    • Digital Contents
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    • no.7 s.158
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    • pp.80-81
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    • 2006
  • 지난 한달은 월드컵열기로 인해 게임산업이 상대적으로 위축된 모습을 보였다. 그러나 이와중에서도 네오위즈가 선보인 <피파온라인>은 승승장구하며 월드컵의 후광효과를 톡톡히 누렸던 것으로 나타났다.

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A Study on A Proposal of Gaia Game Architecture With Ontology (온톨로지를 이용한 가이아 게임 아키텍처 제안에 관한 연구)

  • Yooun Ho-Chang;Jeon Hong-Jun;Oh Jung-Suk
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.221-228
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    • 2005
  • As the development of game graphic technology, games include many characters and various virtual worlds. In this paper we proposed the architecture which can make efficient game world through ontology technology. We applied Gaia theory to this architecture. And this game world can have ecological feedback structure. So we proposed the Gaia game architecture which can increase the interaction between user and game world.

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The research regarding 'Game system does simulation Phisical Phenomenon that happen on the earth' at online games (온라인게임상에 '지구환경의 물리적 현상을 시뮬레이션 한 게임 시스템'에 관한 연구)

  • Lee, Ji-Won;Cho, Sam-Ha;Kyung, Byung-Pyo
    • Journal of Korea Game Society
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    • v.4 no.1
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    • pp.26-33
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    • 2004
  • OlineGame Player suffers very big impact in environment of game World. Therefore, physical environment that is embodied to Gameworld is truth and immersion important element that experience to Player. Also, Game-System that embodied physical environment influences in Game Play can give more game player truth and immersion. I mainly MMORPG that is serviced present in this study investigated. 'What earth habitat factor was embodied and What influence does embodied earth habit at factor exert on game play'. I searched what problem is to design game system that do earth environment simulation. And I asserted development of environment information system to approach game system that do earth environment simulation by easier method. Environment information system is system that process status information of stand-by status, wind, wind speed, topography etc.. of game World.

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게임산업, 월드베스트 반열에 우뚞

  • Korea Electronics Association
    • Journal of Korean Electronics
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    • v.25 no.11
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    • pp.9-13
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    • 2005
  • 우리나라 게임 산업이 놀라운 성장세를 거듭하여 메인 엔터테인먼트 산업으로 떠오르고 있다. 게임 산업의 현재와 미래를 집중 조명해 본다.

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Implementation and Performance Evaluation of Migration Agent for Seamless Virtual Environment System in Grid Computing Network (그리드 컴퓨팅 네트워크에서 Seamless 가상 환경 시스템 구축을 위한 마이그레이션 에이전트 구현 및 성능 평가)

  • Won, Dong Hyun;An, Dong-Un
    • KIPS Transactions on Computer and Communication Systems
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    • v.7 no.11
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    • pp.269-274
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    • 2018
  • MMORPG is a role-playing game that tens of thousands of people access it online at the same time. Users connect to the server through the game client and play with their own characters. If the user moves to a management area of another server beyond the area managed by the server, the user information must be transmitted to the server to be moved. In an actual game, the user is required to synchronize the established and the transferred information. In this paper, we propose a migration agent server in the virtual systems. We implement a seamless virtual server using the grid method to experiment with seamless server architecture for virtual systems. We propose a method to minimize the delay and equalize the load when the user moves to another server region in the virtual environment. Migration Agent acts as a cache server to reduce response time, the response time was reduced by 50% in the case of 70,000 people.

The Analysis of the Successful Factors from User Side of MMORPG (사용자 측면에서의 MMORPG <월드 오브 워크래프트> 성공요인 분석)

  • Baek, Jaeyong;Kim, Kenneth Chi Ho
    • Cartoon and Animation Studies
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    • s.42
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    • pp.151-175
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    • 2016
  • The game industry has evolved from mobile games to PC online games after the smart-phone industry was opened up. In this environment, the game industry has rather been negatively developing its commercials means than the sufficient fundamental entertainment to the users. Especially, many games were released with better graphic qualities yet poor originality, continuing to be popular without enhancing the market itself. Moreover, the user's recognition level has improved. The users share their online gaming experience easily with the development of network environment. They receive the feedbacks on the quality of the game through the online channels and media by sharing them together. The high margin of the game industry will lead to the negative feedbacks of the users, effecting them to critique the content although the market looks good for now. The game industry's evolution has to be reviewed in the perspective of users, to look back at the successful cases of the past before the mobile era by analyzing and indicating the quality of the games and content's direction. This research is focused on the success factors of from the user's point of view, which has been widely claimed as a popular game franchise publicly before the mobile games had risen. WOW has been the most successful MMORPG game with its user record of 1.2 million till now. For these reasons, this study analyzes 's success factors from the user's point of view by configuring five expert groups, sequentially applying expert group survey, interview, Jobs-to-be-done and Fishbein Model as UX methodologies based on the business model to see through its long term rein in the industry. Consequently, The success factors from the user side of MMORPG provides an opportunity for the users to interact deeply with the game by (1) using well designed 'world view' over 10 years, (2) providing 'national policy' that is based on the locations of the users' culture and language, (3) providing 'expansions' with changes in time to give the digging elements to the users.

Create 3-Dimension Game World used Procedural Generation Algorithm (절차적 생성 알고리즘을 이용한 3차원 게임월드 제작)

  • Ko, Jung-Woon;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Dong-Lyeor;Lee, Wan-Bok;Lee, Dong-Yeop
    • Journal of Industrial Convergence
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    • v.16 no.1
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    • pp.35-40
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    • 2018
  • The procedural generation algorithm is an algorithm that automatically generates a content to be used in a game by repeatedly executing a series of rules. As the size of the game increases, the amount of content used in the game increases. Accordingly, artificial intelligence research is actively conducted to automatically generate game contents using game artificial intelligence such as procedural generation. In this paper, we propose an algorithm to create 3D game world using procedural generation. The proposed algorithm generates a two-dimensional contour in which the path is naturally connected using Perlin-Noise whose noise is gradually changed. A three-dimensional Height-Map is created based on the generated two-dimensional contour lines. The generated Height-Map show that the shape of the map is normal and that the player is able to move around all the sections as in the game world created by hand. In the future, we will improve the performance of algorithms and apply them to game.

온라인게임 시장 동향- 게임업계, 되살아난 대박의 꿈

  • Sin, Seung-Cheol
    • Digital Contents
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    • no.11 s.138
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    • pp.27-36
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    • 2004
  • 게임업계가 술렁이고 있다. 지난 8월 오픈베타 서비스를 시작하면서 온라인게임의 각종 신기록을 갈아 치웠던 CCR의‘RF온라인’이 유료 화를 단행, 그 성공여부가 초미의 관심사가 되고 있는 데다, 게임시장의 성수기와 발맞춰 월드오브워크래프트, 라스트 카오스, 아크로드 등 블록버스트급 온라인게임들이 대중의 손길을 기다리고 있기 때문이다. 수성이냐, 탈환이냐를 놓고 엔씨소프트의‘리니지 시리즈’, 웹젠의 ‘뮤’등 기존 강자와 후발주자간 치열하게 펼쳐질‘온라인게임 겨울대전’을 내다봤다.

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Narrative Structural Analysis of Quest in MMORPGs : Focused on <World of Warcraft> (구조주의 서사이론에 기반한 MMORPG 퀘스트 분석 : <월드 오브 워크래프트>를 중심으로)

  • Han, Hye-Won;Cho, Sung-Hee
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.143-150
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    • 2009
  • A quest in MMORPG functions as a unit of game narrative. It is an essential part to progress game narrative and to construct player's own storyline. In addition, it makes player to expand her territory and helps with character growth by giving reward. A quest consists of four essential elements : the quest giver, the background story, the objective and the reward. A quest shows a blanch structure with two nodes which is same as Claude Bremond's elementary sequence. The sequence of each functions cannot be changed, therefore, it can be explained through a syntagma model. On the other hand, spatial disposition of quests follows a paradigm model. In order to construct a MMORPG narrative, a player connects quests into a single narrative by carrying out them.