• Title/Summary/Keyword: 플레이어시스템

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Game Character Growing System using Player Type Analysis based on Petri-Net (페트리네트 기반 플레이어 타입 분석을 이용한 게임 캐릭터 성장 시스템)

  • Lee, Sinku;Kang, Minsu;Lee, Sangjun
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.131-140
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    • 2015
  • The character is one of most important interest-element in role playing game genres since it shows the individuality. In general cases, game players allocate points to talent clauses that they choose. However, it is not easy to provide the suitable character-growing to players in generic system since the cases are too simple and based on just humans choices. In this paper, we propose the character growing system based on the player type inference module. Growth morphology is determined by player's behavior or type. The determination is based on petri-net. Our experimental results and analysis show that our proposed approach is suitable for character-growing system.

Player Structure for Circulation Activation of DRM Contents (DRM콘텐츠의 유통활성화를 위한 플레이어 구조)

  • Kim, Tae-Min;Han, Myung-Muk;Lee, Byung-Wook;Yang, Young-Kyu
    • Proceedings of the Korea Information Processing Society Conference
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    • 2007.05a
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    • pp.103-106
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    • 2007
  • 디지털 콘텐츠가 나타나면서 시대별 유통 방법이 제안되고 발전돼왔다. 초창기 저용량의 디지털 콘텐츠에서 현재 대용량의 DVD급 화질의 콘텐츠가 유통되고 있다. 아날로그 콘텐츠와는 달리 디지털 콘텐츠가 불법복제 되면 콘텐츠의 저작권자는 더욱 큰 물질적인 손해를 입게 된다. 그래서 DRM(Digital Rights Management)기술이 디지털 콘텐츠에 적용되어 콘텐츠를 보호하게 되었다. 하지만 표준화되지 못한 DRM 기술은 여러개의 전용 클라이언트 프로그램이 필요하게 되었고, 콘텐츠의 유통흐름을 원활하게 못하고 있는 실정이다. 제안된 시스템은 디지털 콘텐츠와 플레이어의 일체화된 구조로서 디지털콘텐츠를 1차 패키징 하고, 플레이어의 Secure Storage에 2차 패키징 하여 콘텐츠와 플레이어가 하나의 파일로 배포되어진다. 2차 패키징 된 결과물은 PackPlayer라 명칭한다. 콘텐츠와 플레이어가 하나의 파일로 배포되어지면 사용자가 쉽게 콘텐츠를 볼 수 있으며, 원활한 콘텐츠의 유통과 다양한 상품서비스를 가능하게 해줄 수 있을 것이다.

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Edge Orientation Histogram Hand Shape Recognition for Window Player (윈도우 플레이어 제어를 위한 에지 방향성 히스토그램 손 형상 인식)

  • 김종민;이칠우
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.10b
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    • pp.628-630
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    • 2003
  • 본 연구는 손의 형상을 복잡한 배경환경에서 손 영역을 안정적으로 검출, 인식하여 윈도우 플레이어의 기능을 제어하는 시스템을 제안하였다. 손은 형상이 매우 복잡하기 때문에 2차원 형상의 불변량에 해당하는 에지의 방향성 히스토그램을 이용하여 인식을 행한다. 이 방법은 복잡한 배경에서 피부색을 지닌 손 영역이 정확히 추출되며 손 형상을 인식하는데 있어서 수행속도가 빠르고 조명변화에 덜 민감하기 때문에 실시간 손 형상 인식에 적합하다. 본 논문에서 제안한 방법을 윈도우 플레이어 제어에 적용한 결과 안정적으로 제어 할 수 있었다.

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Implementation of PMP using ARM processor (ARM 프로세서를 이용한 PMP 구현)

  • Kim, Hee-Su;Han, Kyoung-Ho
    • Proceedings of the KIEE Conference
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    • 2006.07d
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    • pp.2138-2139
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    • 2006
  • 본 논문에서는 인텔사의 PXA 255 프로세서에 내장형 운영 시스템을 실장하여 미디어 플레이어의 기능을 구현하고, Wireless LAN(IEEE 802.11b)망을 통한 다양한 멀티미디어 컨텐츠를 다운로드할 수 있는 시스템 구현을 보였다. 이를 위하여 리눅스 운영 시스템에 미디어 플레이어와 코덱을 크로스 컴파일하여 보드에 실장하고, 사용자의 편의를 위하여 USB 디바이스 지원과 저장용량 확대를 위한 Compact Flash 메모리 디바이스 지원을 보였다. 또한 사용자 인터페이스를 위하여 Qt/E를 이용하여 어플리케이션을 제작함으로서 사용자의 편의성을 도모하였다.

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Design of Music Player Application System based on Android (안드로이드 기반의 뮤직 플레이어 어플리케이션 시스템 설계)

  • Ryu, Chang-Su;Lee, Myung-Hwan;Hur, Chang-Wu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.5
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    • pp.1237-1242
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    • 2014
  • The functions of playing musics and multimedia have become essential in one device as a smart phone since the smart phone appeared. It is very convenient, but it contains controversial arguments about sound quality, so many smart phone users use the music player application. By using these music applications, people start to think about the relationship between music playing and sound quality. However, those applications are not perfect, so it is hard to choose a good application. This thesis is about the advantages of the sound quality of music player applications that are currently sold in Android Market through RightMark Audio Analyzer program, and plans to suggest android music player application system design by analyzing applications by covering disadvantages of these applications.

The Effect of the Equity of the Objective Performance on the Cognitive Performance and the Behavioral Intention (객관적 성과의 형평성이 인지적 성과 및 게임 이용 행동 의도에 미치는 영향)

  • Choi, Dong-Seong;Choi, Bo-Reum;Lee, In-Seong;Kim, Jin-Woo
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.1-10
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    • 2007
  • Many game designers suggested that if players got many objective performance, they could have a fun experience while playing the MMORPG. Does a quantity of objective performance lead to player's fun experience in the MMORPG? According to the Equity Theory, the reason of players getting fun experience is not only that players get reasonable objective performances as many as efforts of theirs but also that amount of their objective performances were same as others. This study analysed that the equity of objective performances would have an effect on the player's fun experience. The results were that the equity of objective performances produced an effect on the players' behavioral intention, flow experience, and cognitive performance. Hence if game designers want that players are interested in the online game playing, they have to support the equity of objective performance to players.

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Reduction Method of Network Bandwidth Requirement for the Scalability of Multiplayer Game Server Systems (멀티플레이어 게임 서버 시스템의 규모조정을 위한 통신 대역폭 요건 감소 기법)

  • Kim, Jinhwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.4
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    • pp.29-37
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    • 2013
  • Multiplayer games typically organized based on a client-server(CS) or peer-to-peer(PP) architecture. The CS architecture is not scalable with the number of players due to a large bandwidth requirement at the server. The PP architecture, on the other hand, introduces significant overhead for the players, as each player needs to check the consistency between its local state and the state of all other players. We then propose a method that combines the merits of CS and PP. In this method, players exchange updates with lower priority in a peer-to-peer manner but communicate directly with a central server for the other updates. As a result, the proposed method has a lower network bandwidth requirement than the server of a CS architecture and the server bandwidth bottleneck is removed. For another important issue about multiplayer games, this method always maintains state consistency among players correctly. The performance of this method is evaluated through extensive simulation experiments and analysis.

The Effect of Puzzle System on Player's Level of Immersion and Engagement in Adventure Games (어드벤처 게임의 퍼즐 시스템이 플레이어의 게임 몰입과 참여도에 미치는 영향)

  • Lee, In-Sun
    • Journal of Korea Game Society
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    • v.8 no.4
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    • pp.17-27
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    • 2008
  • This study has made an in-depth analysis of the 'Puzzle System' which is a characteristic structural unit of the Adventure Game, and concentrates on the mechanism where the experience arouses in the player a 'desire (quasi-need) to finish' that leads to one's immersion and engagement in the game. In the course of conducting this study, documentary records were consulted and also this writer personally played video games to learn the component elements and fundamental characteristics of the Adventure Games and to experience how the player was immersed in the game. Thus, the Puzzle System in the Adventure Game was defined and an analysis was made of the structure and course of play where the puzzle part and the narrative part within the system organically interacted between them in the system. In order to confirm the formation and effects of 'desire to finish' shown in the hypothetic assumptions, two experiment-purpose game units were produced, one with dramatic cut scenes and the other without them, so that differences between them could be found. I also conducted an experiment to learn the generation and effect of the 'desire to finish' of the Puzzle elements by using different games with a varying degree of difficulty.

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Study on Player Attitudes Regarding Gender in the MMORPG Customization Process (MMORPG 커스터마이징에서 젠더에 대한 플레이어 태도 연구)

  • Paik, Chul-Ho
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.91-101
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    • 2012
  • The avatar gender, the basic element that constitutes the identity of the MMORPG player, can be created by the player due to the nature of the game through the system provided within the game. Thus, players exhibit a different attitude from reality regarding avatar gender. Gender customization in virtual space is an expansion of the identity in an effort to express one's identity in various ways. A number of users manage avatars with the opposite gender where it was found that male players preferred the female avatar persona. In this study, the player attitudes regarding gender was analyzed using Q methodology and the motivational factors for gender swapping and the generalization phenomenon was determined. This study will be significant as critical standards in the usability evaluation of the MMORPG customization system.

A Genetic Algorithm-based Pattern Diversity Technique for Scrolling-Shooter Games (유전자 알고리즘을 이용한 비행슈팅게임의 패턴 다양화 기법)

  • Park, Chang-Hoon;Seo, Jinseok
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.301-304
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    • 2016
  • 슈팅게임은 플레이어에게 두 가지 목표를 제시한다. 하나는 겉으로 드러난 목적으로 게임의 보스를 처치하여 엔딩을 보는 것이며 다른 하나는 플레이어에게 도전하고자 하는 심리를 자극하는 것으로 게임의 패턴을 파악하고 적응하여 최단시간 내에 클리어하는 것이다. 하지만 플레이어의 게임에 대한 흥미는 슈팅게임의 이동 패턴에 적응하는 순간부터 감소하게 되고 또 다른 패턴을 찾아 다른 게임으로 떠나게 된다. 본 연구는 사용자에게 주어지는 패턴을 유전자 알고리즘을 이용해 다양화하는 방법을 새로이 제안한다. 제안된 시스템을 통하여 게임 디자이너는 적은 양의 디자인으로 다양한 패턴을 쉽게 얻을 수 있다. 이는 최적의 패턴을 위한 밸런스 테스트 기간을 단축시키며, 플레이어에게 다양한 패턴을 제공하여 게임의 수명을 연장하는데 도움이 될 수 있다.

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