• Title/Summary/Keyword: 기대게임 수

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A Scheme for NPC search in 3D FPS Games Using Object Grouping (객체별 그룹핑을 이용한 3D FPS 게임의 NPC 탐색 방안)

  • Choi, Won-Tae;Choi, Sung-Ho;Yang, Jun-Ho;Park, Chang-Min
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.05a
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    • pp.143-146
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    • 2008
  • In this paper, It presents the method the player will be able to confront when the NPC approach to the player, the NPC which have the property which is similar form grouping. The property of the NPC follows in quality of Game and it decides with separate way. To attribute of the NPC it is composed of conduct pattern, an attack pattern and the weapon pattern back. It considers a priority on the group wild middle which is formed and it judges the attack yes or no of the player. The method that proposed will play an important role in development of a 3D FPS games.

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Virtual Economy Typology-Focus on Online Games (가상경제 유형론-온라인 게임을 중심으로)

  • Yoo, Byung-Joon;Do, Hyun-Myung
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.43-52
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    • 2009
  • Online game is the most popular representative example of the fast growing virtual world. Also, influence of interaction between virtual and real world is getting greater, and much discussion about virtual world and economy. However, it is often overlooked that the types of virtual economy can be very diverse depending on conditions of social and legal environment and policies of companies. Therefore, the influence of interactions between virtual world and real world is not managed by government and companies properly enough. We propose that virtual world is a system which has six types of agents and five types of transactions. Then there are twenty-four combinations, and we illustrated four typical combinations among them to explain practical applications of our model. The purpose of our categorization is not only to help to understand characteristics but also to provide insights for management and improvement for virtual worlds.

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VR Simulator Industry Promotion Issue (VR 시뮬레이터 산업 촉진 쟁점)

  • Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.197-198
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    • 2017
  • The purpose of this study is to investigate the problems of the VR simulator industry represented by the 4th industrial revolution and to examine measures for industrial promotion. For this purpose, we consider the VR simulator regulation and examine the problems. Since the VR simulator has the features of existing arcade games and amusement facilities, it should be classified as game or inspected with amusement facilities depending on the viewpoint. This can be a dual regulation, and before the VR simulator industry starts, there is a risk that the industry itself can be damaged by existing legal limitations. For this purpose, it is necessary to provide a unique legal system for VR simulator and it is necessary to examine the contents to be included in such laws and systems. It is expected that the legal system of VR simulator will lead to promotion of new industry.

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A Study on User Evaluation of VR Games on Improving Visual Immersion (시각적 몰입감 향상에 관한 VR 게임의 사용자 평가 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.407-413
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    • 2022
  • This study conducted empirical analysis through user experience and questionnaire to find out whether the technical and contextual elements of the 'COVID-19 SABER' VR game produced and developed through initial research affect the improvement of the user's visual immersion. As a result first, the hypotheses regarding the resolution, viewing angle, effect, and design quality of the technical elements were accepted, but the hypotheses regarding the frame rate and the brightness of the lighting were rejected. Next, as for the hypothesis of the contextual elements, the hypothesis about background, directing, color and texture, interest and fun was adopted, and the hypothesis about storytelling was rejected. In summary, it was concluded that in order to increase the visual immersion of VR games, technical elements resolution, viewing angle, effect, design quality, contextual elements background, directing, color and texture, interest and fun must be designed and produced. The results of this study are expected to serve as basic data for the production and development of VR games that can induce and improve user's visual immersion in the future.

Research on the Influence of Game NPC Design Elements on Player Satisfaction (게임 NPC 디자인 요소가 플레이어 만족도에 미치는 영향 연구)

  • Shang, Jiong-Li;Ryu, Seuc-Ho
    • Journal of Industrial Convergence
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    • v.20 no.8
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    • pp.53-59
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    • 2022
  • In order to improve players' satisfaction with the game NPC (Non Plyer Character), a Structural Equation Modeling (SEM) was made, and NPC design elements were analyzed. First, extract the design elements (entertainment, artistry, interaction, and presence) that affect player satisfaction. And it is assumed that these factors will affect the satisfaction of players, and empirical research is carried out through quantitative research ideas. The results of the analysis of the questionnaire survey data show that four elements have a meaningful impact on player satisfaction, and artistry has the greatest impact on player satisfaction. Finally, according to the analysis results, a proposal for NPC design is proposed. It is expected that this research will provide a reference frame for the design direction of NPC in the future.

Game Based Online Contents Development in Middle School Mathematics (중학교 수학교과의 온라인 게임형 콘텐츠 개발)

  • Cho, Eun-Soon;Kim, In-Sook
    • The Journal of the Korea Contents Association
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    • v.7 no.9
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    • pp.248-256
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    • 2007
  • The purpose of this study is to design, develope, and deploy of online game content in middle school mathematics. This study analyzed related literature review, case studies, and educational game web sites for seeking better applicable design strategies. After serious discussion with experts based the design ideas, this study established its own educational game design model and it was applied to develop algebraic function lesson for middle school students. The developed content also was deployed in real classroom setting to see how students received the game contents and how. well they processed the design procedures and activities. We found that educational online game content, especially when applied to mathematics subject, can be effective in students interests and their motivations. We also observed that there were a few managerial errors such as need for detailed guidance for game, cumulative game results for later feedback, and so on. This study concluded that educational game contents should be able to widely spread out to get students' learning interests and strong motivation as well. We suggest that related research should be done toward to other subject than mathmatics and various students age groups.

The Effect of Community Artifacts and Media Richness Elements on the Experiences of the Social Network Game Users : 'Anypang' Case (커뮤니티 요소와 매체 풍요도 요소가 소셜 네트워크 게임 이용자의 이용경험에 미치는 영향 : '애니팡'을 중심으로)

  • Lee, Un-Kon;Kim, Kyong Kyu;Lee, Jung Reul
    • The Journal of Society for e-Business Studies
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    • v.18 no.1
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    • pp.191-211
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    • 2013
  • The deployment of social network service(SNS) makes the social network game(SNG) as the new value added service of SNS be popular. But, a few study had identified the reason of this popularity and the elements of SNG. Based on the social presence theory and media richness theory, we had tried to identify three community artifacts (i.e. persistent labeling, self presentation and deep profiling) and two media characteristics(i.e. vividness and interactivity) as the SNG elements in this research. Then we had empirically validated the effect of these elements on the SNGexperience (i.e. social presence, perceived enjoyment) and behavioral intentions (i.e. Continuous usage intention, willingness to pay and loyalty) of the users. We conducted a survey to the actual SNG users. 243 data were collected and analyzed by PLS algorism. The results indicated that the community artifacts mediated by the social presence and media characteristics could significantly affect on the experiences and behavioral intentions. These findings could contribute to identify what element could be the reason of social network game popularity and could also contribute to design more attractive social network game in practice.

2002년 디지털콘텐츠산업 결산

  • Korea Database Promotion Center
    • Digital Contents
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    • no.12 s.115
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    • pp.44-47
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    • 2002
  • 2002년은 다음의 '온라인 우표제'와 프리챌의 '커뮤니티 유료화' 그리고 소리바다 '불법 판결', 엔씨소프트의 '영등위 심의'등으로 정부와 업계, 업체와 업체간, 그리고 업체와 네티즌 간 이해관계에 따라 의견이 엇갈린 한 해였다. 다음 '온라인 우표제'는 업체들의 반발에도 불구하고 자리를 잡았고, 프리챌은 아직도 네티즌 끌어안기에 부심하고 있다. 2002년 마지막 화두였던 엔씨소프트의 리니지 18세 이상가 판정은 엔씨소프트의 영등위 설득 노력으로 15세 이상가 판정을 받으며 마무리되었다. 2003년은 업체와 네티즌 모드 윈-윈 할 수 있는 '수익모델'과 '새로운 서비스'가 선보이길 기대하며, 디지털콘텐츠 산업 분야에서 '온라인게임', '온라인교육', '인터넷음악', 'e-Book' 분야의 이슈를 정리해 보았다.

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A Framework for Secure Multicast SNMP (안전한 멀티캐스트 SNMP를 위한 구조)

  • 곽득휘;김종원
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.10a
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    • pp.319-321
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    • 2004
  • 안전한 그룹 통신은 원격 회의 또는 강의, 네트워크 게임, 그리고 주식정보 제공등 이미 다양한 분야에서 그 필요성을 인식하고 있지만, 그 개념을 망 관리 시스템에 적용하여도 통신망을 효율적으로 관리하데 도움이 될 것으로 기대된다 SNMP는 데이터망 관리를 위한 프로토콜로 일대일 통신에는 안전한 통신을 위한 방안을 제공하지만 안전한 그룹 통신을 위한 방안은 제공하지 않는다. 본 논문에서는 표준 SNMPv3를 확장하여 표준 SNMPv3와 호환이 가능하면서도 안전한 멀티캐스트 서비스를 제공하는 구조를 제안한다. 제안한 구조는 MIB-II를 확장하고, SET 명령과 표준 엔진의 동작을 수정하여 그룹 멤버쉽과 그룹 키를 처리할 수 있도록 하였다.

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Immersive Storybook Contents based on Virtual Reality (가상현실 기반으로 한 몰입형 동화 콘텐츠)

  • Song, Mi-Young;Kim, Hae-In
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.55-56
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    • 2022
  • 본 논문에서는 유·아동의 독서활동을 돕고자 기존에 있는 동화책과 가상현실 기술을 결합한 몰입형 동화 콘텐츠를 제안한다. VR 환경은 3D 입체 환경을 통한 중다감각적 상호작용을 가능하게 하여 학습자로부터 동기를 유발시킨다. 프로그램이 시작되면 컨트롤러가 활성화되며 동화보기, 미니게임 등 동화에 직접적으로 참여하여 즐길 수 있는 콘텐츠로, 향후 유·아동의 교육적인 면에서도 더욱 효과적일 것으로 기대된다.

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