• Title/Summary/Keyword: 게임이미지

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A Study on Realization of In-game Animation (인 게임 애니메이션의 실재화에 관한 연구)

  • Lee, Seon-Young
    • Cartoon and Animation Studies
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    • s.42
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    • pp.177-194
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    • 2016
  • This study investigated an evolutionary process of In-game Animation and researched on the action of realization establishing virtual reality. In-game Animation, functioning as contents to visualize games, is responsible for conveying information to achieve goals of games. In-game Animation which is affected by graphic technology was initiated with setting up indicators by dot and line. Followed by the development of technology, In-game Animation has pursued realization, after passing through processes of iconography, materialization, and dimensionalization. The realization of In-game Animation does not simply imitate the real world but creates meaning of reality by establishing space with various factors such as characters and background along with the story, under the premise of virtuality. The realization of In-game Animation is very important to provide the experience of immersion, as it forms a sense of presence through such visual tactility. The process to create meaning of reality provides gamers with experiences, and leads them to expand senses through visual perception and finally absorb the virtuality as reality. Therefore, the image of In-game Animation does not simply imitate the real world but creates meaning of reality by establishing space with various factors such as characters and background along with the story, under the premise of virtuality. The realization of In-game Animation is not limited to blindly portray a realistic image. In addition, the process of realization pursued by In-game Animation is an action to immerse in the game rather than a mere product of technological development.

A Development of Grid Logic Game Contents by Using Image Processing Method (이미지처리 기법을 이용한 Grid Logic 게임 콘텐츠 개발)

  • Oh, Kab-Suk
    • Journal of Digital Contents Society
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    • v.10 no.3
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    • pp.413-421
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    • 2009
  • Recently, various kinds of arcade games are offered through the network with the internet's development. And for the Grid Logic game, it is opened up for everyone who uses the internet but it has a disadvantage that only the provided puzzles can be played. To improve this, in this paper, we developed a Grid Logic game contents using an image of user's as a puzzle. In order to do this, we suggested a threshold decision method, the pre-processing stage of image processing. We showed a method of detecting aim image from a binary image, showed up by the suggested way, and a method of changing into the game data and carrier of the meaning as a specific image at the end of the game are the objects of this paper. The suggested algorithm is constructed as a Java applet and applied to the 10 objects such as characters, logos, persons, etc. to show that this algorithm is suitable for the appropriate acquisition of the Grid Logic game data through the experiment.

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A Design and Implementation of Animals Farm Game Based on Kinect (Kinect 기반의 동물농장 게임 설계 및 구현)

  • Park, Jin Yang;Lee, Ki-Tae;Park, Chan-Young;Kim, Min Soo;Jang, In-Ho
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.155-156
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    • 2014
  • 본 논문에서는 키넥트 기반의 동물농장 게임을 설계하고 구현한다. 이 게임은 다양한 동물과 울음소리를 이용하여 유아의 지능 및 신체 발달을 목적으로 하는 유아 교육용 게임이다. 다양한 동물 이미지는 랜덤하게 화면에 출력되고, 플레이어는 화면에 출력된 동물 이미지를 순서대로 터치함으로써 점수를 획득하도록 구현한다. 또한 화면에 출력된 동물 이미지를 터치하면 해당 동물의 울음소리를 출력하도록 구현한다. 플레이어의 동작은 키넥트를 이용하여 인지한 플레이어의 스켈리톤 정보를 전송 받아 이용한다.

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Image Division Control Under the WAP Environments (WAP 환경에서의 이미지 분할 관리 기법)

  • Kim, Jun-Han;Kim, Young-Ung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2000.10a
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    • pp.391-394
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    • 2000
  • 무선인터넷 분야는 전송속도 및 서비스를 제공받는 단말기의 특성상 콘텐츠 크기의 제약을 가지다. 그 크기란 현재 무선기기의 전송속도에 의해 정해진 것으로 앞으로 더 높은 전송속도를 가지게 된다면 상관없겠지만, 현재는 이 전송량의 한계 때문에 거의 대부분의 콘텐츠들은 이미지보다는 상대적으로 크기가 적은 텍스트 기반으로 설계되고 만들어지고 있다. 하지만, 이미지를 기반으로 하는 게임 응용분야의 경우 이와 같은 제약으로 인해 상대적으로 작은 이미지만으로 구현하고 있다. 본 논문은 현재의 콘텐츠 제약에 따르면서, 큰 이미지를 일정 패턴을 갖는 다수의 작은 이미지로 분할하는 기법을 통해 상대적으로 적은 데이터 전송량으로 이미지를 처리할 수 있는 이미지 기반의 사용자 인터페이스를 제작할 수 있는 이미지 분할 관리 기법을 제안하고, 실제 게임 구현을 통해 그 실용성을 보여준다.

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Using Image Visualization Based Malware Detection Techniques for Customer Churn Prediction in Online Games (악성코드의 이미지 시각화 탐지 기법을 적용한 온라인 게임상에서의 이탈 유저 탐지 모델)

  • Yim, Ha-bin;Kim, Huy-kang;Kim, Seung-joo
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.27 no.6
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    • pp.1431-1439
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    • 2017
  • In the security field, log analysis is important to detect malware or abnormal behavior. Recently, image visualization techniques for malware dectection becomes to a major part of security. These techniques can also be used in online games. Users can leave a game when they felt bad experience from game bot, automatic hunting programs, malicious code, etc. This churning can damage online game's profit and longevity of service if game operators cannot detect this kind of events in time. In this paper, we propose a new technique of PNG image conversion based churn prediction to improve the efficiency of data analysis for the first. By using this log compression technique, we can reduce the size of log files by 52,849 times smaller and increase the analysis speed without features analysis. Second, we apply data mining technique to predict user's churn with a real dataset from Blade & Soul developed by NCSoft. As a result, we can identify potential churners with a high accuracy of 97%.

A Study on Impact of Game Overindulgence and Addiction on Game Companies Loyalty, Product Loyalty, and Profitability (게임 과몰입 및 중독이 게임 기업 충성도, 제품 충성도, 수익성에 미치는 영향에 관한 연구)

  • Lee, Ji-Hun
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.133-144
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    • 2015
  • This study aims to establish the concepts of overindulgence and addiction and present proposals on game policies and marketing for game companies by identifying relationship among game product loyalty, game company loyalty, and game company profitability from the psychological viewpoint (game overindulgence and addiction) of online and mobile gamers. Accordingly, this study has the following implications. First, government should realize the fact even gamers are confused over differences in such concepts concerning game and have processes to reestablish game overindulgence and game addiction and follow policies to establish such images. Second, loyalty to game products should be enhanced by highlighting the features to buy items and additional contents through game networks as well as features to share contents and records generated within games for those with overindulgence. Moreover, companies should strengthen publicity to increase loyalty to game companies. Conversely, the focus should be on game product image rather than corporate image. Third, game companies should engage in strategies for the game's direction, development, and marketing to establish positive brand based on game products and help become the brand of the corporation itself. Fourth, there is a necessity to increase gamers and study their satisfaction rate based on game development and efficient marketing.

Developing a motion recognition learning game using Teachable Machine (Teachable Machine을 활용한 모션 인식 러닝 게임 개발)

  • Ju-Han Hwang;Sung Jin Kim;Young Hyun Yoon;Jai Soon Baek
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.277-278
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    • 2023
  • 본 논문은 머신러닝 학습 도구인 Teachable Machine을 활용하여 모션 인식 러닝 액션 게임인 Dino Run Game을 개발하는 것을 목표로 한다. JavaScript, HTML, CSS를 사용하여 기본적인 게임 프레임워크를 구현하고, Google에서 개발한 Teachable Machine의 이미지 인식 모델을 활용하여 웹캠을 통해 사용자의 손 이미지를 인식한다. 이를 기반으로 게임 캐릭터를 제어함으로써 키보드를 사용하지 않고도 게임을 즐길 수 있도록 구현한다.

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English Word Learning System with Smartphone Augmented Reality Interface (스마트폰 환경의 혼합현실 기반 인터페이스를 사용한 영어단어 학습 게임 시스템)

  • Kim, Jinguk;Lee, Jongweon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2009.04a
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    • pp.224-225
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    • 2009
  • 본 논문에서는 스마트폰 환경의 혼합현실 기반 인터페이스를 사용한 영어단어 학습 게임 시스템을 제안한다. 제안한 시스템은 영어단어 학습 콘텐츠를 저작할 수 있는 저작도구와, 게임을 진행할 수 있게 해주는 스마트폰 인터페이스, 저작된 학습 콘텐츠를 실행하는 카드 매칭 게임 어플리케이션으로 구성되어있다. 이 시스템은 텍스트, 이미지, 비디오, 3D애니메이션 형식의 단어 카드를 제공하여 단순 이미지 형식을 사용한 방법보다 좀 더 구체적으로 단어를 묘사할 수 있다. 그리고 부모가 원활히 게임을 진행할 수 있도록 혼합현실 기반 인터페이스를 제공한다. 혼합현실 기반 인터페이스는 개인화된 정보를 부모에게 제공하여 부모가 사전 지식 없이 영어 단어 교육을 할 수 있도록 도움을 준다. 본 논문에서는 보급이 저조한 PDA와 UMPC대신, 최근 보급이 확산되고 있는 스마트폰에 혼합현실을 구현하여 인터페이스의 접근성을 높이고자 하였다.

Evaluation Strategy of Consumer Perception According to the Game Genre Positining (게임장르별 포지셔닝에 대한 소비자 지각도 평가 전략)

  • Lee, Ji-Hun
    • Journal of Korea Game Society
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    • v.5 no.3
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    • pp.31-38
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    • 2005
  • Consumer perception evaluation depending on the game genre affects many parts of the corporate management including market share, gaining new consumer, maintaining consumer and competition. If consumer perceives a company and a product as bad image, gaining new consumer would be no more available, and enormous amount of time would have to be spent to recover from that bad image. However game companies tend to simply keep spontaneous marketing strategy with the enforcing marketing. Its results will be the short-term success sacrificing the long-term marketing opportunity In order to increase sales and market share, the consumer perception evaluation as well as evaluating the game product and the corporate image is necessary. This article gives emphasis on the general game analysis and formulating strategy in the general game genre rather than a certain corporation and a product. Analyzing a particular product, company, platform and nation is necessary and will be followed subsequently.

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A study for efficient image use in the mobile contents development (모바일 컨텐츠 제작을 위한 효율적인 이미지 활용에 대한 연구)

  • Kim, Jeong-Hoon
    • Journal of Korea Game Society
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    • v.5 no.1
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    • pp.53-60
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    • 2005
  • To produce deep, entertaining mobile content, a large number of images must be included. But because of the limits on runtime memory for mobile phones, images cannot be used as easily in a mobile environment as they are in a computer. Therefore in this paper, I propose several different methods for efficiently using images in a mobile environment. The various methods I propose for using images are: Creating images using compression/decompression and rotation/symmetry Creating images of several different colors by changing the palette index of a bitmap Creating images through image combination Creating background images by using tile maps Creating new images through effects.

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