• Title/Summary/Keyword: 게임활용

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Brand New SW Education Solution with GM:S (GM:S의 풍부한 API와 낮은 진입 장벽의 교육적 활용 방법)

  • Kim, Jinkwan;Lee, Heejun
    • Proceedings of The KACE
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    • 2017.08a
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    • pp.75-78
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    • 2017
  • 기존의 프로그래밍 교육용 프로그램(스크래치, 엔트리)들은 프로그래밍의 진입장벽을 낮춰 교육의 효율을 높일 수 있었다[1][2]. 하지만 그러한 접근 방식은 실용적인 프로그래밍에 대한 지표가 되기에는 좋지 않다. 우리는 교육용 프로그램으로 게임메이커 스튜디오(이하 GM:S)를 사용하는 것을 제안 하고, 기존 지표의 단점을 풍부한 스크립팅 API와 네이티브 라이브러리 링크 등으로 극복한 GM:S를 교육적 목적으로 사용하는 방법에 대해 알아보고자 한다.

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보안팀 탐방-네오위즈 게임즈 보안팀

  • Korea Information Security Agency
    • 정보보호뉴스
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    • s.129
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    • pp.19-21
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    • 2008
  • 운동선수를 평가하는 기준은 다양하지만, 그 가운데에서도 선수가 가진 신체 혹은, 공격과 수비에 대한 균형능력은 어느 종목에서나 공통적인 기준이 된다. 정보보호 분야에서도 이 균형을 얘기하는 사람들이 많이 있다. 규제와 자율, 보안성과 가용성. 이 모든 것을 적절히 활용하는 능력은 균형감각 없이는 어렵기 때문이다. 자유분방하기로 소문난 웹 서비스 업체의 구성원들 사이에서 기업의 보안을 책임져야 하는 네오위즈 게임즈 보안팀도 그런 균형감각에서 뛰어난 모습을 보여준다.

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Making of Online Game in Intelligent Development Studio (지능형 개발 스튜디오 환경에서의 온라인 게임 제작)

  • Kim, Dong-Wan;Kwon, Ji-An;Park, Yong-Sung;Youn, Chan-Hyun
    • Annual Conference of KIPS
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    • 2012.04a
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    • pp.230-231
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    • 2012
  • 지능형 응용 개발 스튜디오의 어플리케이션 디자이너와 블록 에디터를 활용하면, 개발 언어에 대한 지식이 없거나 개발 경험이 없는 사람도 코드 작성 없이 간단히 Drag&Drop으로 기능을 개발 할 수 있다. 본 연구에서는 지능형 스튜디오 환경에서 간단한 온라인 게임을 시험적으로 제작하고 평가한다.

A Study on the Development of Technology for HMD Design (HMD디자인을 위한 기술 발전방향 연구)

  • Xiang, Ke xin;Go, Jeong uk
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.239-240
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    • 2019
  • 최근 가상현실(Virtual Reality)기술이 급격히 발전하고 있다. VR기술의 가장 큰 특징은 몰입감 증대를 통해 가상현실에서 시각적 정보를 구현한다는 것이다. 현재 군사 교육 엔터테인먼트 의료 등 매우 다양한 분야에서 콘텐츠의 개발이 활발하게 이루어지고 있다. 그 중 게임 산업에서 주로 활용도를 높이는 것을 배경으로 하여, 본 논문에서는 VR기술의 발전사로부터 VR구현 장비인 HMD의 기술적 발전방향 연구를 통해서 미래형 HMD디자인의 방향을 고찰하고자 한다. 탐구 이를 기반으로 향호 게임마니아의 니즈에 부합한 HMD 디자인을 제시하고자 한다.

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Development of Commercial Game Engine-based Low Cost Driving Simulator for Researches on Autonomous Driving Artificial Intelligent Algorithms (자율주행 인공지능 알고리즘 연구를 위한 상용 게임 엔진 기반 초저가 드라이빙 시뮬레이터 개발)

  • Im, Ji Ung;Kang, Min Su;Park, Dong Hyuk;Won, Jong hoon
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.20 no.6
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    • pp.242-263
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    • 2021
  • This paper presents a method to implement a low-cost driving simulator for developing autonomous driving algorithms. This is implemented by using GTA V, a physical engine-based commercial game software, containing a function to emulate output and data of various sensors for autonomous driving. For this, NF of Script Hook V is incorporated to acquire GT data by accessing internal data of the software engine, and then, various sensor data for autonomous driving are generated. We present an overall function of the developed driving simulator and perform a verification of individual functions. We explain the process of acquiring GT data via direct access to the internal memory of the game engine to build up an autonomous driving algorithm development environment. And, finally, an example applicable to artificial neural network training and performance evaluation by processing the emulated sensor output is included.

Intelligent interface using hand gestures recognition based on artificial intelligence (인공지능 기반 손 체스처 인식 정보를 활용한 지능형 인터페이스)

  • Hangjun Cho;Junwoo Yoo;Eun Soo Kim;Young Jae Lee
    • Journal of Platform Technology
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    • v.11 no.1
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    • pp.38-51
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    • 2023
  • We propose an intelligent interface algorithm using hand gesture recognition information based on artificial intelligence. This method is functionally an interface that recognizes various motions quickly and intelligently by using MediaPipe and artificial intelligence techniques such as KNN, LSTM, and CNN to track and recognize user hand gestures. To evaluate the performance of the proposed algorithm, it is applied to a self-made 2D top-view racing game and robot control. As a result of applying the algorithm, it was possible to control various movements of the virtual object in the game in detail and robustly. And the result of applying the algorithm to the robot control in the real world, it was possible to control movement, stop, left turn, and right turn. In addition, by controlling the main character of the game and the robot in the real world at the same time, the optimized motion was implemented as an intelligent interface for controlling the coexistence space of virtual and real world. The proposed algorithm enables sophisticated control according to natural and intuitive characteristics using the body and fine movement recognition of fingers, and has the advantage of being skilled in a short period of time, so it can be used as basic data for developing intelligent user interfaces.

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An Analysis on Achievement-assessing Style for Serious Game (기능성게임의 성취도 평가 유형 분석)

  • Yoon, Seon-Jeong
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.15-24
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    • 2012
  • Serious games are purposive game. So game-developers want to achieve the desired purposes, and game-users also want to play to achieve the goals of playing games. The function of achievement-assessing is an important area of serious game. In this study, achievement-assessing style was defined as three types, that is, 'all-in-one', 'complex', and 'separation'. Accordingly, we analyzed which type of serious games use which type of achievement-assessing style. As a result, the survey shows that those who want to play game itself preferred 'all-in-one' above all, and those who want to stick to the purpose of game preferred 'separation' or 'complex'. In addition, the investigation of preference of achievement-assessing function shows that users, as a whole, preferred 'all-in-one'. We hope this study will be useful data to design of achievement-assessing function which achieve the purpose of game and provide users with higher satisfaction.

A Study on the Factors Affecting the Success of Crowdfunding for Game Development Projects (게임개발 프로젝트를 위한 크라우드펀딩의 성공에 영향을 미치는 요인에 관한 연구)

  • Lee, Woo Chang;Ha, Jeongcheol;Lee, Choong Kwon
    • Smart Media Journal
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    • v.6 no.4
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    • pp.94-100
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    • 2017
  • Procurement of development funds is a very difficult process in the Korean game industry where competition is fierce. Recently, crowdfunding has been used as a convenient platform to attract potential investors to secure the development cost of the game. This study explored the factors influencing the success of crowdfunding for game development projects. We collected data on 229 game development projects in Tumblebuck, a reward-based crowdfunding site in Korea. According to the results of the logistic regression model, the factors that have a positive effect on the success of funding are the average compensation amount relative to the target amount, the number of SNS shares, the number of updates, and the originality of the proposed game. Video playback time has been found to have a negative impact. Based on the results of this study, it is expected that planning a game development project considering the variables affecting the success of crowdfunding will help financing.

A Study about Control of real working through the synchronized 3D Game Character and Motion Capture System (3D게임 캐릭터와 모션 캡쳐 시스템의 연동을 통한 실사 움직임(Real Working) 제어 연구)

  • Kim, Tae-Yul;Ryu, Seuc-Ho;Kyung, Byung-Pyo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.278-281
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    • 2006
  • In the Contents industry, especially in the field of game contents the area receiving the most spotlight is 3D. With qualitative and quantitative developments in games continue, interest in 3D is becoming more significant. As a result studies and actual application in the area of 3D in the game industry are being most actively conducted. It is true that 3D game characters do not have the same level of natural movement compared to the previous 2D characters. In order to overcome the limitations of movement control of the Key frame method, the method that is currently being rapidly developed is a movement control method using motion capture system. In this study, the focus is placed in production of natural character animation through movement control through linkage of 3D game characters and motion capture system. Hence, production of natural 3D game character animation through a single central action was established as the purpose of this study.

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QoS-Aware Power Management of Mobile Games with High-Load Threads (CPU 부하가 큰 쓰레드를 가진 모바일 게임에서 QoS를 고려한 전력관리 기법)

  • Kim, Minsung;Kim, Jihong
    • KIISE Transactions on Computing Practices
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    • v.23 no.5
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    • pp.328-333
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    • 2017
  • Mobile game apps, which are popular in various mobile devices, tend to be power-hungry and rapidly drain the device's battery. Since a long battery lifetime is a key design requirement of mobile devices, reducing the power consumption of mobile game apps has become an important research topic. In this paper, we investigate the power consumption characteristics of popular mobile games with multiple threads, focusing on the inter-thread. From our power measurement study of popular mobile game apps, we observed that some of these apps have abnormally high-load threads that barely affect the user's gaming experience, despite the high energy consumption. In order to reduce the wasted power from these abnormal threads, we propose a novel technique that detects such abnormal threads during run time and reduces their power consumption without degrading user experience. Our experimental results on an Android smartphone show that the proposed technique can reduce the energy consumption of mobile game apps by up to 58% without any negative impact on the user's gaming experience.