• Title/Summary/Keyword: 포켓몬스터

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A study on the dual characteristics play of Pokémon game (<포켓몬스터>게임 플레이의 이중적 특성 연구)

  • Kim, Eun-Jung
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.63-70
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    • 2017
  • It has been a year since the $Pok{\acute{e}}monGo$ has been released. Over the past year, the $Pok{\acute{e}}monGo$ have become a social phenomenon. This study analyzes the dual characteristics play of the original $Pok{\acute{e}}mon$ game. The Pocket Monster game, which has both casual and hardcore capabilities, has a broader player base and enjoys popularity for 20 years, satisfying the requirement of easy and convenient access, which is an advantage of casual games. In addition, the rating battle system of $Pok{\acute{e}}mon$ game turns casual play into hardcore play. In this paper, we analyze the dual play characteristics of longevity games such as Pocket Monsters, and propose strategies and directions for game development that can survive long term in the competitive game market.

A Study on 'Evolution' of Animation Images : Centered around Characters of Monster Animation and (애니메이션 이미지의 '진화'에 관한 연구 : 몬스터 애니메이션 <포켓몬스터>와 <디지몬>의 캐릭터를 중심으로)

  • Kim, Yoon-A
    • Cartoon and Animation Studies
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    • s.18
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    • pp.37-56
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    • 2010
  • This paper focalizes on the 'evolution' of monster animation and . Actually, Many characters' 'Evolution' is a very powerful convention of Japanese genre animation. Lots of young people feel a huge pleasure about character's evolution. It is a fantastic spectacle to boys and girls. The first characteristic point of characters' evolution is growing-up body to an adult. For example, magical girls genre shows a woman's sexy body. This scene gives a sexual fantasy to young girl spectators, a voyeuristic visual pleasure to young boy spectators. The second point is that a transforming-body gains some super power or magical power. The third point is that a great many characters is in one text. In , characters' numbers go on increasing through 6 ways-hybrid type, mutant-reiteration type, metamorphosis type, simple-grownup type, narrative type, multiple evolution type. The evolution of has to pay attention to only one transforming way. Most Digimon characters are becoming to a human-weapons cyborg. In my opinion, this is very dangerous phenomenon with a political ideology.

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A Study on the mobile Augmented reality of game Pokemon Go (모바일 증강현실 게임 포켓몬Go의 특성 연구)

  • Joo, Eun-Ryeong;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.473-480
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    • 2019
  • Recently, local game companies have been increasingly producing PC-based game that were popular with users among the existing commercialized games into mobile games through remakes. In this paper, we studied how console-based game influenced mobile augmented reality game . Through this process, we extracted five characteristics of mobile augmented reality, then interpreted and classified the meaning of this. Based on released in 2016, the scope of research is limited to console and mobile games previously released. According to the analysis, showed 50 characteristics and borrowed 78% from its existing Pokemon, 22% from its new production, and contained 24% reality. We also found that the Pokemon game series , and the exotic series had much influence on production. Based on this research data, we hope that augmented reality games for mobile will be made more active using existing game contents. It is also hope that such activities will lead to the growth of the home and abroad game industry.

An Analysis of cuteness and violence in games (일본 게임에서 나타나는 귀여움과 폭력성의 공존에 관한 분석)

  • Joo, Soo-jeung;Cho, Kyu-heon
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.407-408
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    • 2019
  • 일본의 게임문화에서는 서양 문화권과 달리 귀여움과 폭력성이라는 상반된 속성이 공존하며 성장하였다는 특징이 나타난다. 이는 일본의 전통적인 미의식과 연관되어 있다고 볼 수 있는데, 특히 게임 포켓몬스터 시리즈에서 이러한 경향이 두드러지는 것으로 보인다. 이 글에서는 포켓몬스터 시리즈와 페르소나 시리즈라는 두 게임 시리즈를 비교하여 귀여움이라는 속성이 게임에서 어떻게 기능하는 것인지 분석하도록 한다.

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Analysis on the Popularity and Storytelling of Pokomon GO (<포켓몬GO>의 인기요인과 스토리텔링 분석)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.159-168
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    • 2016
  • $Pok{\acute{e}}mon$ Go is an augmented reality (AR) game developed jointly by Niantic and Nintendo. It's a new type of augmented reality role-playing game (RPG) where AR elements like location information, visual recognition technology and GPS navigation technology are integrated with the intellectual property of the popular $Pok{\acute{e}}mon$ anime. The global success of $Pok{\acute{e}}mon$ Go can be attributed to the innovative incorporation of AR technologies into the game but also to the utilization of the Pokemon story which had been developed for 20 years. In summary, Pokemon Go is the fruitful result of a successful storytelling that combines the humanistic imagination of a popular, cultural archetype and the engineering imagination of AR game technologies.

Character image database retrieval using MPEG-7 Color Descriptors (MPEG-7 컬러 기술자를 활용한 캐릭터 이미지 데이터베이스 검색)

  • 유광석;김회율
    • Proceedings of the IEEK Conference
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    • 2001.09a
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    • pp.641-644
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    • 2001
  • 멀티미디어 검색을 위한 MPEG-7 표준화 작업이 완료되어감에 따라, 멀티미디어 특징 기술자를 활용한 다양한 응용들이 나타나고 있다. 본 논문에서는 미키 마우스, 포켓 몬스터 또는 호돌이와 같은 지적 재산 정보인 동시에 고부가가치 대상인 캐릭터 이미지를 대상으로 하여, 캐릭터 이미지 특징을 분석하고, MPEG-7 에서 정의된 컬러 기술들간의 검색 효율을 비교하여, 캐릭터 이미지에 가장 적합한 기술자를 제안한다. 캐릭터 이미지는 자연 이미지와는 달리, 질감(Texture)이나 모양 (Shape)정보에 비해, 주로 컬러 정보에 의존하며,존재하는 컬러의 수가 3-6 개 범위 내에 주로 존재하고, 컬러의 분포가 고르며, 질감 성분이 많지 않은 특징을 갖고 있다. MPEG-7 에 정의된 Dominant Color, Scalable Color, Color Layout 및 Color Structure 4 종류의 기술자를 캐릭터 이미지 특징에 맞는 기술자를 유형별로 분류된 3,834개의 이미지 셋에 적용하여, 검색 성능 평가 지수인 ANMRR(Average Normalized Modified Retrieval Rank) 를 측정하여 가장 효율적인 기술자를 정의한다.

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A Study on the Digital Animation Production and Practice (디지털 애니메이션 제작 및 실습에 대한 연구)

  • Hong, Sung-Soo;Choi, Yong-Yub;Kwon, Oh-Sam
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.11a
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    • pp.3-6
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    • 2002
  • 애니메이션은 세계 어느 나라이든지 해외 판매를 인식하고 있으므로 국제적 소재와 내용이 중요하다. 이러한 애니메이션 필요성에 따라서 국내에서도 이와 관련된 학과들이 수없이 말이 생겨나고 있으나 애니메이션 제작에 대한 디지털 컨텐츠가 매우 부족해서 수작업이나 과거 만화 애니메이션 형태에 국한하고 있는 곳이 대부분이다. 본 논문은 이러한 점에 착안해서 애니메이션 제작과 실습 모델을 개발했으며, 그 내용은 다음과 같다. "세계의 애니메이션 동향", "애니메이션 제작 방식", "카메라웍크", "세계의 애니메이션 작품소개", "애니메이션 제작 및 실습"의 주 메뉴와 7가지의 보조버튼 "한국의 3D 애니메이션", "북한 애니메이션 실상", "특집 포켓 몬스터", "애니메이션을 위한 포토샵", "애니메이션을 위한 플래쉬", "애니메이션을 위한 라이브 모션", "애니메이션과 디자인" 등이다.

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Study the graft method related to the design of monster character in games (게임 괴물 캐릭터 조형의 접목 방법에 대한 연구)

  • Sun, Shu-Ping;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.357-364
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    • 2015
  • Because of the unique images of monsters and people curious about the unknown things in the game, gamers escape from ordinary life to explore a whole new world of games in the virtual space. Gamers monster while dealing with characters that are not in the real world, I feel the joy and freshness, much to the popularity of these unique characters are gamers. Is the study of the game Monster character to now is still food that fell short, there is currently many games with the simple design by limiting the monster character design for simple figurative design in the characters monster representation of the figurative simple character designs is fulfilling the week The feed. To analyze the convergence of the monster character design in various ways and to apply the formative apply thoughtful design of the monster characters. This study combines research with a multidisciplinary approach based on the traditional image of the monster character image.