• Title/Summary/Keyword: 게임 영상

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Analysis of Game Video Production in Streaming Media Environment (스트리밍 환경에서 게임 영상 제작 분석)

  • Lee, JianBo;Ryu, Seuc-Ho;Hyun, Seung-Hoon
    • Journal of Industrial Convergence
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    • v.20 no.5
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    • pp.69-76
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    • 2022
  • This paper summarizes the features and functions of game video on each platform through a study on streaming technology. Game videos have a high relationship with game content itself for the purpose of marketing and disseminating game play methods using games as the subject matter. The video length is short and it is easy to spread. The main types of game video content are game commentary, game strategy, funny, imitative, music video, and game information. As a game promotion video function, etc., it is used as a direct or indirect publicity for the game by the producer and the user for each reason. This article analyzed the production subject and production conditions of game videos, focusing on the production process. The production subject is divided into professional creators, non-professional creators, and general users. The motive for producing game videos is mainly to obtain economic benefits. The production process was extracted and presented through examples of game videos.

Research about a game image 3D versification (3D 게임영상 작성법에 관한 연구)

  • Lee Dong-Lyeor
    • Journal of Game and Entertainment
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    • v.1 no.1
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    • pp.31-38
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    • 2005
  • Correct flow of various game manufacture among the justice which is used at the game development. and The understanding about the manufacture regards we making rather correct game. We justice understanding which we are correct in the image manufacture to become the reason air control of the game and We put the center in a 3B game image manufacture understanding. we are marked in maneuvered the game in actual game good. The image of the back of Cut Scene which is inserted at an opeuning incomparableness event time, we have been produced in this method. The thing which a 3D game image is utilized in a special effectiveness image though it is different from the game in the theater movie, we are the graphic which a game manufacture o'clock must be considered. The reason air control which the game player Is rather correct, we are regarded we offer the reason to immerse with his game.

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Network-Adaptive N-Screen Game System on Cloud Computing Environment (클라우드 컴퓨팅 환경에서의 네트워크 적응적 N-스크린 게임 시스템)

  • Ryu, Eun-Seok;Kang, Shin-Jin
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.59-68
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    • 2012
  • This paper describes the design and implementation of a network-adaptive N-screen game system to be used in cloud computing. The system we are considering needs to generate game video in a cloud server and transmit the video to multiple game devices over an in-home wireless network via a home game server. It is difficult to support multiple screens which have different resolutions with a single bitstream of game video. Therefore, we developed a new network-adaptive game-video extraction and transmission method using (1) scalable video coding and (2) Raptor code techniques. The simulation, conducted with real game-video, verified the efficiency of the proposed video streaming system.

Automatic Generation of Spot-the-difference Game Contents using Image Inpainting (영상 인페인팅을 이용한 틀린그림찾기 게임 컨텐츠 자동 생성 기법)

  • Park, So-Hee;Kim, Bo-Sung;Park, Jong-Seung
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.121-130
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    • 2015
  • In this paper, we propose a method to automatically create the contents for spot-the-difference games. A spot-the-difference game is the game that finds the differences such as removal of some objects in the image or changes of shapes and colors from the original image. The original purpose of the exemplar-based image inpainting technique is to remove unnecessary objects. We use the exemplar-based inpainting technique to make the spot-the-difference game contents. From our implementation and experiments, we showed the effectiveness of our automatic generation technique of spot-the-difference contents.

An Analysis of Face Recognition Methods for Recognition of Game Player's Facial Expression (게임 사용자 얼굴표정 인식을 위한 얼굴인식 기법 분석)

  • Yoo, Chae-Gon
    • Journal of Korea Game Society
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    • v.3 no.2
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    • pp.19-23
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    • 2003
  • 컴퓨터 기술의 발전에 따라서 게임분야 역시 다양한 첨단 기술이 적용되고 있다. 예를 들면 강력한 3D가속 기능을 가진 비디오카드, 5.1 채널 사운드, 포스피드백 지원 입력 장치, 운전대, 적외선 센서, 음성 감지기 등이 게임의 입출력 인터페이스로서 이용되고 있다. 전형적인 방법 이외에도 광학방식이나 휴대용 게임기에 대한 플레이 방식에 대한 연구도 활발하다. 최근에는 비디오 게임기에도 사람의 동작을 인식하여 게임의 입력으로 받아들이는 기술이 상용화되기도 하였다. 본 논문에서는 이런 발전 방향을 고려하여 차세대 게임 인터페이스의 방식으로서 사용될 수 있는 사람의 표정 인식을 통한 인터페이스 구현을 위한 접근 방법들에 대하여 고찰을 하고자 한다. 사람의 표정을 입력으로 사용하는 게임은 심리적인 변화를 게임에 적용시킬 수 있으며, 유아나 장애자들이 게임을 플레이하기 위한 수단으로도 유용하게 사용될 수 있다. 영상을 통한 자동 얼굴 인식 및 분석 기술은 다양한 응용분야에 적용될 수 있는 관계로 많은 연구가 진행되어 왔다. 얼굴 인식은 동영상이나 정지영상과 같은 영상의 형태, 해상도, 조명의 정도 등에 따른 요소에 의하여 인식률이나 인식의 목적이 달라진다. 게임플레이어의 표정인식을 위해서는 얼굴의 정확한 인식 방법을 필요로 하며, 이를 위한 비교적 최근의 연구 동향을 살펴보고자 한다.

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Intensity Correction of 3D Stereoscopic Images Using Region Segmentation (영역분할을 이용한 3D입체영상의 밝기 보정)

  • Kim, Sang-Hyun;So, Gil-Ja;Kim, Jeong-Yeop
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.11a
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    • pp.644-647
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    • 2010
  • 본 논문에서는 영역분할을 이용한 3D입체영상의 밝기 보정방법을 제안한다. 제안된 방법은 입력된 좌우 3D입체영상 중 우 영상을 이진화를 통한 영역분할을 하고 크기가 작은 영역들은 제거한다. 영역단위의 매칭을 할 때 영역경계에서 발생하는 불연속성을 제거하기 위해서 모폴로지 필터로 영역경계지역(contour region)을 일정부분 제거한다. 우 영상의 각 영역들에 대해 대응되는 좌 영상내의 영역을 상관계수(correlation coefficient)를 이용한 정합을 통해 추출한다. 좌우 영상의 영역 간 히스토그램 명세화를 수행함으로써 우 영상의 밝기 보정을 한다. 실험에서 좌 영상으로부터 블록단위 움직임보상으로 우 영상을 생성했을 때 제안한 방법이 블록평균 정합오차가 가장 작은 것을 확인 할 수 있었다.

A Study on the Remediation of Game Culture in Video Media (영상미디어의 게임문화 재매개 양상 연구)

  • Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.97-110
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    • 2021
  • The purpose of this study is to analyze how video media such as movies and dramas, which aim for one-way and viewing-oriented content, remediates the attributes of games, and to study the influence and convergence of games and video media. There were two main types of game culture convergence patterns of video media. The first is the passive fusion of the content aspect of the game, and the second is the active fusion of the system aspect of the game. Such research is significant as a basic study that reveals that games affect various video media and proves that game media can function as a representative media leading popular culture.

The Research of Mini-Game by Using Online Image Automatic Detection Technology (온라인 이미지 자동 검색 기술을 이용한 미니게임에 관한 연구)

  • Huang, Chun-Hua;Cho, Kwang-Hyeon;Kim, Gye-Young;Choi, Hyung-Il
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.115-129
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    • 2011
  • In this paper, we will introduce some method about retrieving suitable images to game or adjusting game difficulty in enjoying some contents like mini-game. It will use the technology about extracting color and texture features in content-based image retrieval in image processing. So in card game, it select card image automatically. And by controlling seed image number, we can adjusting game difficulty. Through the experiment, it shows that our image retrieval method can retrieve more useful images that can be used in game than others.

Development of Immersive 3-D Game Using Stereoscopic Imaging (입체 영상을 이용한 몰입형 3차원 게임 제작)

  • 정재훈;김재희;박인규
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.10b
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    • pp.658-660
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    • 2004
  • 본 논문에서는 입체 영상을 이용한 몰입형 3차원 게임 제작 기법을 제안한다. 제안하는 기법은 셔터글래스를 이용하여 좌안과 우안의 영상을 분리 투영하여 사용자로 하여금 입체감 을 느낄 수 있도록 한다. 이때, 사용자가 느끼는 눈의 피로를 최소화하기 위하여 입체 영상 디스플레이에 필요한 인자들을 최적으로 선택하는 방법을 제안한다. 또한, 예시되는 블록격파게임에서의 충돌처리를 효율적으로 구현하기 위하여 본 논문에서는 체적소와 광선 추적법을 응용한 효율적인 알고리즘을 제안한다.

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Analysis of Online Game Addciton with fMRI (fMRI를 이용한 온라인게임 중독 특성 분석)

  • Nam, Sang-Chun;Song, Ki-Sang
    • The Journal of Korean Association of Computer Education
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    • v.13 no.6
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    • pp.35-42
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    • 2010
  • In this paper, the characteristics of online game addiction have been analyzed using fMRI. The fMRI images are taken from six target subjects who are around 20 years old, right-handed, and undergraduate male students with online game stimulations. The images are processed using SPM5, and statistical analysis showed following characteristics. First, online game stimuli produces an activation in BA18 of brain, and the Pearson correlation coefficient between the activation intensity of BA18 area and the addiction index value is very highly as .94. Second, the Pearson correlation coefficient is .75 between addiction index of subjects and activation index of the mesencephalon. From these observations, we found that the online game stimuli were processed as visual stimuli by subjects' brain, and the subject's brain with bigger addiction index processes more actively from the online game stimuli. Also, the online game stimuli activate the mesolimbic system, and therefore these findings may contribute for comparing the mechanism between general addiction and online game addiction.

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