• Title/Summary/Keyword: 게임이미지

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Analysis of Gender Identity of On-line Game Character - focused on - (온라인 게임 캐릭터에 나타난 젠더 정체성 분석 - <리그 오브 레전드>를 중심으로)

  • Han, Hye-Won;Kim, Seo-Yeon;Koo, Hye-In
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.147-160
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    • 2014
  • The purpose of this study is to analyze figurations of genders in on-line game character in order to find out the ways of building gender identity of on-line game characters. This study selects characters in on-line game to analyze figurations of genders in game systems, images, discourses of game characters by using gender identity theory and examine the reproducing process of players. As the result, the gender identity of on-line game characters which was pre-given by game developers follows the same conventions and stereotypes in real world and also the players follow it in the same manner. On-line game has the potential of text involvement and modification of the game players, and it has immanent possibilities of becoming alternative space of endless improvement and evolvement.

How does the world in the game reveal the end of the century? -Analysis on the method of the representation of the end of the century in the game : With focus on Resident Evil 3, Parasite Eve 2, Silent Hill 3- (게임 속의 세계는 세기말을 어떤 방식으로 드러내는가? -게임 속 세기말의 구현 방식에 관한 분석 : Resident Evil 3, Parasite Eve 2, Silent Hill 3 중심으로-)

  • Ok, Seon Young
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.3-24
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    • 2021
  • This paper deals with on the game's way of embodying the society at the end of the century. Resident Evil, Parasite Eve, and Silent Hill are the targets of the analysis. First, I examine the world view of each game and its own language that conveys its contents. Second, I analyze the specific parts of reality that the three games imitate and the way they are represented. Third, I consider the connection between the real world and the world embodied in the game. Fourth, I suggest the possibility of providing an 'alternative perspective' of game media that reveals the hidden aspects of reality in a way of representation. In conclusion, the image of the game becomes 'the eye' that complements our perspective, captures the hidden aspects of reality, obtains a meaningful part, and even presents its blueprint.

A Study on Meaning Analysis of Game Skill Visual Effects -focused on world of warcraft- (게임 스킬 비주얼 이펙트의 의미 분석 -월드 오브 워크래프트를 중심으로-)

  • Kang, Yoon-Hee
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.751-759
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    • 2022
  • Game graphics provide players with a sense of immersion, leading to active participation. This paper aims to analyze the mythological meaning for symbolic design of game skill visual effects that reproduce the narrative and the worldview of games borrowing myths. The research method classified the visual effect image into a symbol of the form of a universal archetype representation and a symbol of color expressing the narrative in the game, and analyzed it by applying Roland Barthes' semiological scheme. Through this study, it was possible to analyze the meaning of visual effects as a mythical meaning that can be universally sympathized and an implicit meaning that symbolizes the narrative of the game. The symbolic expression of the visual effect, which reproduces the narrative of the game reflecting the myth, can induce players to engage and participate, and the design direction was intended to provide the visual effect to have a unique symbolism that reflects the game's mythical worldview of the game.

Implementation of Game Interface using Human Head Motion Recognition (사람의 머리 모션 인식을 이용한 게임 인터페이스 구현)

  • Lee, Samual;Lee, Chang Woo
    • Journal of Korea Society of Industrial Information Systems
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    • v.19 no.5
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    • pp.9-14
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    • 2014
  • Recently, various contents using human motion are developed in computer vision and game industries. If we try to apply human motion to application programs and contents, users can experience a sense of immersion getting into it so that the users feel a high level of satisfaction from the contents. In this research, we analyze human head motion using images captured from an webcam and then we apply the result of motion recognition to a game without special devices as an interface. The proposed method, first, segments human head region using an image composed of MHI(Motion History Image) and the result of skin color detection, and then we calculate the direction and distance by the MHI sequence. In experiments, the proposed method for human head motion recognition was tested for controlling a game player. From the experimental results we proved that the proposed method can make a gammer feel more immersed into the game. Furthermore, we expect the proposed method can be an interface of a serious game for medical or rehabilitation purposes.

A Study about the Effect of Edutainment Product on Corporate Image (에듀테인먼트 제품이 기업이미지에 미치는 효과 연구)

  • 김은정;최인규
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.05b
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    • pp.817-820
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    • 2003
  • 멀티미디어 기술 발전으로 인하여 최근 에듀테인먼트에 관하여 많은 연구가 이루어지고 있다. 에듀테인먼트(edutainment)는 교육(education)과 놀이(entertainment)의 합성어로 교육용 소프트웨어에 놀이를 가미하여 게임 하듯이 즐기면서 학습하는 방법이나 프로그램을 말한다. 본 연구에서는 교육과 놀이의 관계를 통한 에듀테인먼트에 대한 문헌연구와 그 제품에 대한 소비자의 기업이미지 파악을 위한 실증연구를 하여 에듀테인먼트의 과학적 개발과정의 이론적 토대를 마련하는 것을 제안한다.

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Analysis of Chinese Game Cosplay Photography - Focused on 'Qiwei Zoe' - (중국 게임 코스프레(cosplay) 사진 연구 - '칠미조(七味zoe)'를 중심으로-)

  • Jin, Tao;Lee, Sang Eun;Yang, Jong Hoon
    • The Journal of the Korea Contents Association
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    • v.17 no.11
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    • pp.470-478
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    • 2017
  • Costume play is an act of imitating the appearance or behavior of characters in digital games, cartoons or animations. In recent years, cosplay culture has become popular in China as the digital game is made into a movie. The number of cosers has also increased. Especially, Qiwei Zoe has been very popular among cosers because her cosplay photography reflects the understanding of the cosplay culture. A number of cosers admit that her work shows a commercial and artistic potential of cosplay photography. This paper analyzed how she maintains the contents of the original but creatively reimplementing them. She shoots the fantastic image of the character like it really exists in reality so that she can avoid excessive editing work. She emphasizes the character's action that symbolizes its personality and utilizes a variety of outdoor shooting locations similar to the original scenes. We also discussed how cosplay photographers can create cosplay photography by maintaining its artistic features.

Image Identification Plan for SeJong-City Presidential Archives (세종시 대통령기록관 상설전시 연출을 위한 색채·전시사인 계획)

  • Lee, In-Ho;Lee, Heung-Wu;Kyung, Byung-Pyo;Ryu, Seuc-Ho
    • Journal of the Korea Convergence Society
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    • v.9 no.12
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    • pp.169-174
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    • 2018
  • The museum, run by the archives, should show historical facts about the president through objective records that are not fully evaluated. The wartime atmosphere should maintain solemnity to highlight the evidential value of records about history, but include an interesting element that allows visitors to come comfortably. It would be possible to accommodate 360 viewers at the same time, and it would be an option to limit the number of visitors considering the operation of weekend events and the donor honor hall. In this study, we established and presented an image integration plan centered on the color plan and the signature plan. Although the real image integration plan is a case study that starts with symbols and logos and is conducted through an integrated and systematic system through the basic design and application design system, it is considered to be a meaningful study in terms of practical use.

Automatic Generation of Duplex Type 3D Terrain by Using a Single Image (이미지 기반 복층 구조의 지형 자동 생성)

  • Choi, SeongHwan;Son, Youngwoo;Sung, Mankyu
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.04a
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    • pp.30-31
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    • 2017
  • 본 연구는 게임을 비롯한 여러 가지 콘텐츠에서 활용하기 위해서 단일 이미지를 이용한 복층 구조의 지형을 제작하는 방법에 대해서 제안한다. 기존의 하이트맵(Heightmap)을 이용하여 복층구조를 제작했을 때의 문제점을 제시하며 어떻게 단일이미지 하이트맵(Heightmap)을 이용하여 복층 구조의 지형을 제작할수 있는지에 대한 방향을 제시한다. 본 논문에서는 단일 이미지의 RGBA값을 이용한 복층 구조 지형 제작 방식에 대한 실험을 통해 제안한 알고리즘을 검증한다.

Analysis the Commercial Success Factors of the One Source Multi-Use Contents (One Source Multi-Use 콘텐츠의 흥행요소 분석)

  • Park, Chan-Ik
    • Proceedings of the KAIS Fall Conference
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    • 2010.05b
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    • pp.788-791
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    • 2010
  • One Source Multi-Use(원 소스 멀티 유스)'란 하나의 소재를 서로 다른 장르에 적용해 파급효과를 노리는 마케팅 전략을 말한다. 이 같은 '원 소스 멀티 유스'의 대표적인 소재가 바로 만화다. 그러나 근래에 들어서는 만화를 비롯하여 소설, 게임, 애니메이션, 영화 등을 원천소스로 하여 다양한 장르로 변형되고 있다. 그중 대표적인 것이 '공포의 외인구단'과 '바람의 나라'를 들 수 있다. '공포의 외인구단'은 이현세의 원작이고(1982-1983)이고 '바람의 나라'는 김진의 만화가 원전이다(1992-2008현재). '공포의 외인구단은 곧바로 영화화 됐으며 20년 후인 2009년에 드라마로 만들어 졌다. '바람의 나라는' 1997년 국내 최초의 온라인게임으로 만들어져 현재까지 많은 사랑을 받으며 서비스되는 게임이며 또한 2006년과 2007년에는 뮤지컬로도 만들어졌고 최근에는 TV드라마로 만들어져 많은 인기를 얻고 있다. 또 다른 예로는 '툼레이더'를 들 수 있는데 이는 게임이 원작이고 게임의 인기를 업고 영화로 만들어졌으며 세계적인 흥행성공에 힘입어 속편까지 제작된 상태이다. 이에 본 연구에서는 '원 소스 멀티 유스'의 대표적인 성공사례인 '바람의 나라'와 '툼 레이더'의 여러 요소 중 시각적인 요소인 캐릭터와 영상이미지의 분석을 통해 흥행요인을 도출하고자 한다.

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Evaluating Korea Game Platform by Applying GE Model (GE 모델을 응용한 게임 플랫폼별 산업 평가)

  • Kim, Hyoung-Gil;Lee, Ji-Hun;Kim, Tae-Sik
    • Journal of Korea Game Society
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    • v.6 no.4
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    • pp.17-23
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    • 2006
  • Most companies operate their business unit by products which occupy mostly their sales or can increase their sales. The evaluation of business units is very important part to check the market position of its business, the value of investment and business diversification. This paper applies 5 game flat forms to Korean game industry at base on GE model which can evaluate business unit with market merit and competitive advantage in market. the result of study indicates that main flat form and the other flat form distribute diversely, and can determine the time for the new product development, the flat form of main investment and marketing strategy.

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