• Title/Summary/Keyword: 게임 플랫폼

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Abstraction of players action in tennis games over various platform (플랫폼에 따른 테니스 게임 플레이어 액션의 추상화 연구)

  • Chung, Don-Uk
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.635-643
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    • 2015
  • This study conducted a case study using various platforms centered on a tennis game to examine what forms the movements of a game player had when they were abstracted in the game. In particular, it summarized the forms of the player's experience that could be attained from the abstracted tennis actions into the 4 types: movement, swing, direction & intensity, and skill; and observed and schematized them in the early video games, console games, mobile games, Gesture recognition games, and wearable games. In conclusion, the development of technology offers the players with greater experience. For example the change of the platform of simple games of pressing buttons into swinging. Furthermore, the study found a consistency in the context even though the difference of action was slightly found by the interface.

Time-based Restructuring of Mobile Roleplaying Games (모바일 역할수행 게임의 시간 기반 재구조화)

  • Lee, Jin
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.39-50
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    • 2017
  • This paper explores the concept of mobile gaming platforms and changes in game play through mobile parameters, focusing on the role of role-playing mobile games through mobile parameters. As a move, the Player combines the mobile media with the game platform. The daily time of the mobile mid-dividualization is reconstructed with the principle of superposition, which affects play experience on the mobile gaming platform. The character of a mobile role-playing game plays a non-integrated play where the player is staying, rather than an avatar character, and exhibits a non-dwelling character as a residential space. Automatic battle also regenerates unused combat forces in the form of explicit integration. The experience of combat in overlapping hours serves as a visual spectacle, and the player inhabits the fighter jets.

Arduino-based Mini Game Platform (아두이노 기반 미니 게임 플랫폼)

  • Jung, Young-Ju;An, Gyo-Jun;Lee, Chan-Song;Seo, Dongmahn
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.10a
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    • pp.73-75
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    • 2015
  • 본 논문에서는 아두이노를 이용하여 각종 게임을 개발 할 수 있는 플랫폼을 제안한다. 제안하는 플랫폼은 아두이노 기반의 미니 게임기와 손쉽게 게임을 개발할 수 있는 IDE와 API, 게임기에서 게임을 동작시키기 위한 부트로더로 구성된다. 구현된 플랫폼 상에서 게임의 실행이 정상적으로 동작하는지를 확인하기 위하여 프로토타입 형태의 체스 게임을 구현하여 테스트 한다.

Reactive sound system suitable for platform genre games (플랫폼 게임에 적용될 수 있는 반응성 사운드 시스템)

  • Park, Dae-Hwan;Lee, Dong Lyor;Lee, Wan Bok
    • Journal of the Korea Convergence Society
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    • v.4 no.4
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    • pp.7-12
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    • 2013
  • Presence of music in the modern game is getting bigger and bigger, and storytelling in the area of game play a leading role in many cases. Platform game is one type of action game genre. In its nature, the character and the object in a game are closely coupled, thus they have intermate relation with reactive sound system. In this study, we tried to build a effective and reactive sound system which is suitable for the storytelling of platform game. In addition, we speculated various aspects of game including psychological, musical and social aspects, finally investigating the future aspects of the game music.

Design and Implementation of the GNEX C-to-Android Java Converter using a Source-Level Contents Translator (소스 레벨 콘텐츠 변환기를 이용한 GNEX C-to-Android Java 변환기의 설계 및 구현)

  • Son, Yun-Sik;Oh, Se-Man;Lee, Yang-Sun
    • Journal of Korea Multimedia Society
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    • v.13 no.7
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    • pp.1051-1061
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    • 2010
  • Since Korean mobile communication companies each use different mobile platforms, developers must configure and translate their game contents to run under each of the platforms so that they can be serviced correctly. Nevertheless, such translation tasks require lengthy times and costs. This is one of the reasons why a variety of contents could not be provided. In order to mitigate such difficulty, this paper implemented an automatic mobile contents translating system that automatically translates mobile C game contents of the GNEX platform to mobile java contents of the Android platform as a smart platform using a source-level contents translator. The GNEX C-to-Android Java automatic contents translation system helps minimize the amount of time and cost required in servicing contents to different mobile communication companies by promptly translating a platform-specific-content to run under other platforms. Also, the automatic translation and servicing of existing contents increases the reusability of these contents and also the productivity of new contents thereby offering users with a more variety of games.

Development Trends of Mobile Augmented Reality Game Platform and User Interface (모바일 증강 현실 게임 플랫폼 및 UI 기술 개발 동향)

  • Kim, Ji-Eun;Lee, Hun-Joo
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.7-18
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    • 2017
  • This year, global IT companies such as Google, Apple, and Facebook launched a mobile augmented reality platform. Existing augmented reality technology required a special device such as AR glass or tango phone, but now it will be easy to experience augmented reality in general Android phone and iPhone. The mobile augmented reality game market, which has been attracting interest since the Pokemon game, is expected to become more active. In this article, we introduce augmented reality platforms technology for mobile augmented reality game and mobile augmented reality games including ETRI prototype centered on user interface.

Flexible Development Architecture for Game NPC Intelligence to Support Load Sharing and Group Behavior (게임NPC지능 개발을 위한 부하분산과 그룹 행동을 지원하는 유연한 플랫폼 구조)

  • Im Cha-Seop;Kim Tae-Yong
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.43 no.2 s.308
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    • pp.40-51
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    • 2006
  • As computer games become more complex and consumers demand more sophisticated computer controlled NPCs, developers are required to place a greater emphasis on the artificial intelligence aspects for their games. The platform for game NPC Intelligence Development should support real-time, independence, flexibility, group behavior, and various A.I to NPC that are reactive, realistic and easy to develop. This paper presents an architecture to satisfy these criteria for the platform of game NPC intelligence development. The proposed platform shows the higher performance than existing platform through the load sharing, and it also has some advantages which are supporting the various AI techniques, efficient group behavior, and independence to develop NPC intelligence.

Design of a mobile AR-based history exploration game for improving experience of cultural heritage tour - Focused on Buyeo (문화유산 관광 경험 향상을 위한 모바일 증강현실 기반 역사탐방 게임 플랫폼 설계 - 부여를 중심으로)

  • Kwon, Oh-Yang;Yu, Jeong-Min
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.379-380
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    • 2019
  • 문화유산이 많은 지역의 경우 관광산업이 지역경제에서 차지하는 비중이 크기 때문에 문화유산을 활용한 지역관광 활성화가 중요한 이슈 중 하나이다. 본 논문은 관광객 유도를 위해 문화유산을 활용한 체험형 콘텐츠를 제공하여 관광 경험을 향상할 필요가 있어 모바일 증강현실을 기반으로 한 역사탐방 게임 플랫폼을 제안한다. 제안하는 플랫폼은 고대 백제의 왕도였던 부여를 배경으로 증강현실로 구현된 역사 속 인물과 만나며 문제를 해결해나가는 방식의 게임 플랫폼으로, 관광객에게 디지털 경험을 제공하여 문화유산의 가치 재발견과 지역관광 활성화를 꾀하고자 한다.

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Design and Implementation of a SAF Assembler for the Ubiquitous Game Platform (유비쿼터스 게임 플랫폼을 위한 SAF 어셈블러의 설계 및 구현)

  • Choi, Hong-Suck;Lee, Yang-Sun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2007.05a
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    • pp.1516-1519
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    • 2007
  • 본 연구팀은 유비쿼터스 환경에서 다양한 분야의 콘텐츠를 보다 쉽게 개발하고 실행할 수 있는 통합소프트웨어 개발 솔루션인 유비쿼터스 게임 플랫폼(Ubiquitous Game Platform)을 개발하였다. 유비쿼터스 게임 플랫폼은 유비쿼터스 환경의 기기에 탑재되어 콘텐츠들을 C/C++/Java 언어 모두를 수용하며 가상기계 방식이어서 유비쿼터스 환경의 기기에 독립적으로 실행이 가능하다는 장점을 가지고 있다. 본 논문에서는 유비쿼터스 게임 플랫폼의 가상기계인 유비쿼터스 가상기계(u-VM)의 입력인 SEF(Standard Executable Format) 실행파일을 생성하기 위한 SAF 어셈블러를 설계 및 구현 하였다. SAF 어셈블러는 중간언어 형식인 SAF(Standard Assembly Format)를 입력으로 받아 u-VM이 실행 가능한 파일 형식인 SEF를 생성한다. SEF 파일을 생성하면서 SAF 어셈블러는 여러개의 SAF파일을 한 개의 SEF로 묶어주는 링커의 역할을 하여 주며, 실행 파일을 텍스트 형식의 SAF에서 바이너리 형식의 SEF로 바꿈으로써 보안상의 문제를 해결해 준다. 또한 SEF는 SAF에 비해 가볍게 변환이 되어 가상기계에서의 실행속도를 개선하는 역할을 하여 준다.

Design and Implementation of the GNEX C-to-WIPI Java Converter for Automatic Mobile Contents Translation (모바일 콘텐츠의 자동변환을 위한 GNEX C-to-WIPI Java 변환기의 설계 및 구현)

  • Lee, Yang-Sun;Ham, Hyung-Bum
    • Journal of Korea Multimedia Society
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    • v.13 no.4
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    • pp.609-617
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    • 2010
  • Since Korean mobile communication companies each use different mobile platforms, developers must configure and translate their game contents to run under each of the platforms so that they can be serviced correctly. Nevertheless, such translation tasks require lengthy times and costs. This is one of the reasons why a variety of contents could not be provided. In order to mitigate such difficulty, this paper implemented an automatic mobile contents translating system that automatically translates mobile C game contents of the GNEX platform to mobile java contents of the WIPI platform. The GNEX C-to-WIPI Java automatic contents translation system helps minimize the amount of time and cost required in servicing contents to different mobile communication companies by promptly translating a platform-specific-content to run under other platforms. Also, the automatic translation and servicing of existing contents increases the reusability of these contents and also the productivity of new contents thereby offering users with a more variety of games.