• Title/Summary/Keyword: Game UI Design

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South Korea and China's Online Game Community System of Comparative Analysis (한국과 중국 온라인게임의 커뮤니티 시스템 비교 분석)

  • Liu, Xiao-Zhong;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Dong-Yeol;Lee, Wan-Bok
    • Journal of the Korea Convergence Society
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    • v.1 no.1
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    • pp.77-82
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    • 2010
  • The game industry is growing most rapidly for a last 10 years. However, these days korean online game is not developed in chinese market any more quickly because there must be many significant problems. One of the most important problems can be a misunderstanding a chinese online game user. For instance, the Game community system shows an important position to choose an online game of chinese users. In this paper, We choose a three kinds of online game community systems and make a comparative analysis. We can expect a certain way through this research because we can see that most succesful online games in chinese market have a more expandable community systems. In order to make a succesful game contents in foreign country's game market, we must understand foreign gamers what they like or dislike. We think a next research will be about a specific relation between a foreign gamer and culture.

Analysis on MMORPG UI Layout and Research on Effective UI Demanded by Heavy User (MMORPG UI Layout 분석과 Heavy User 요구에 따른 효율적인 UI 연구 및 제시)

  • Rho, Ju-Hee;Chun, Yang-Deok
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.263-272
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    • 2007
  • On-line game gradually grew into a significant part in Korean culture due to rapid development of internet. As icons are utilized as interface, the concept of UI(User Interface) receives spotlight in playing games, and the play bug appears most frequently in MMORPG genre. The introduction of icons brought partial inefficiency in dividing screen sectors while playing games, which means play sector is reduced. On the meantime, components of UI possess different places so that cause considerable confusion to heavy users. This study attempts to analyze the top 5 commonly-played games and to understand the necessity and status of UI components by surveying heavy users. The result of this study shows that there is notable difference between UI of games on-service and preference of heavy users. This study could suggest UI of a better quality by restructuring and rearranging the UI components based on the heavy users' preference as shown in the survey. It is expected that this study can contribute to creating a more effective game play by eliminating possible changes of UI upon different games and realizing broader play sector.

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Research on AI Painting Generation Technology Based on the [Stable Diffusion]

  • Chenghao Wang;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.2
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    • pp.90-95
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    • 2023
  • With the rapid development of deep learning and artificial intelligence, generative models have achieved remarkable success in the field of image generation. By combining the stable diffusion method with Web UI technology, a novel solution is provided for the application of AI painting generation. The application prospects of this technology are very broad and can be applied to multiple fields, such as digital art, concept design, game development, and more. Furthermore, the platform based on Web UI facilitates user operations, making the technology more easily applicable to practical scenarios. This paper introduces the basic principles of Stable Diffusion Web UI technology. This technique utilizes the stability of diffusion processes to improve the output quality of generative models. By gradually introducing noise during the generation process, the model can generate smoother and more coherent images. Additionally, the analysis of different model types and applications within Stable Diffusion Web UI provides creators with a more comprehensive understanding, offering valuable insights for fields such as artistic creation and design.

Metaverse and Media Richness: The Effect of UI Design on User Experience (메타버스와 미디어 풍요성: UI 디자인이 사용자 경험에 미치는 영향)

  • Song, Stephen W.;Hwang, Dongwook;Chung, Donghun
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.83-98
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    • 2022
  • The current study investigated the effect of user interface design on metaverse user's objective task performance, perceived usefulness, presence, and enjoyment. Using a 2 × 2 within-subject repeated measure experimental design, we found that users perceived the interface to be significantly more useful when additional visual cues existed and performed better for the given task. Additionally, a repeated-measure mediation analysis revealed that the effect of richer information in the interface on users' enjoyment as a function of need satisfaction was mediated by perceived usefulness. Theoretical and practical implication are derived from the result of the current study.

Interest area of game player through extraction of foreground Image (포그라인드 이미지 추출을 통한 게임 플레이어 관심 영역)

  • Lee, MyounJae
    • Journal of the Korea Convergence Society
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    • v.8 no.11
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    • pp.271-277
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    • 2017
  • In the image processing, foreground image extraction is mainly applied to recognize a moving object or an object. In the game, the objects included in the foreground image can be mainly characters, non player characters, items, and the like. These objects can be the player's primary concern with objects that are the target of players' movement, attack, defense, and collection. In this background, this research is a study to extract players' interest areas. To this end, first, the foreground image is extracted. Second, the extracted foreground image is accumulated for a certain period of time, and the image is displayed as a result image. The accumulated foreground image according to the play time helps to know the location and frequency of screen appearance of game objects. This study can help players design their interest areas and design an efficient UX/UI.

The Impacts of Online Game Reviews' Characteristics on Review Helpfulness: Based on Topic Modeling Analysis (온라인 게임 리뷰의 특성이 리뷰 유용성에 미치는 영향: 토픽모델링을 활용하여)

  • Bae, Sung Hun;Kim, Hyun Mook;Lee, Ui Jun;Lee, Sae Rom
    • The Journal of Information Systems
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    • v.31 no.4
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    • pp.161-187
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    • 2022
  • Purpose This study analyzed the topic of game review contents and how the characteristics of game reviews affect the reviews helpfulness. In addition, this study explore the content of game reviews according to the game's sales strategy such as early access strategy and releasing without early access. Design/methodology/approach We collected a list of 3,572 action genre games released in 2020. 58,336 online reviews were collected by random sampling 50 reviews in each games, and topic modeling was performed on those reviews. We dynamized the results of topic modeling and analyzed the effect on review helpfulness with multiple regression analysis. Findings The results of analysis indicate that the longer the review is or the shorter the time it is written, the more helpful the review is. In addition the topic with positive and negative review has a significant effect on the review helpfulness. As a result of exploratory analysis, games from early access had relatively fewer reviews of story-related topics than games that were released without early access. These findings can present direct guidelines for collecting specific opinions from customers in the game industry when releasing games.

Flower card puzzle game system use internet and flower card puzzle game (인터넷을 이용한 화투패 퍼즐게임 시스템 및 그 화투패 퍼즐게임 방법)

  • Seo, Min-Cheol
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.118-124
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    • 2006
  • 현재 온라인 게임 시장은 매년 성장하고 있다. 그 중에서도 기존의 MMORPG 나 ACTION, STRATEGY SIMULATION 등과 같은 게임시장과는 별개적으로 차별화 되고 보편화 된 게임 유저층을 가진 캐주얼 게임 시장이 전체 게임 시장 속에서 큰 비중을 차지하면서 자리매김하고 있음에도 불구하고 더 이상의 차별화 된 캐주얼 게임이 제작되지 않고 있는 것이 사실이다. 이에 본 논문은 고스톱 게임으로 대표되는 기존의 카드 게임이 가진 룰과 게임 성을 훼손하지 않으면서도 기존의 고스톱 게임과 변별되는 새로운 형태의, 화투패를 이용한 퍼즐게임을 캐주얼 게임이 캐주얼 게임이 갖추어야 할 게임 디자인 요소와 새로운 게임을 만들어 내는 게임 디자인 개발 방법을 사용하여 제안하고자 한다.

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Analyzing Game Streaming Application Reviews Using Text Mining Approach: Research to Strengthen Digital Competitiveness (텍스트마이닝 기법을 활용한 게임 스트리밍 애플리케이션 리뷰 분석: 디지털 경쟁력 강화를 위한 연구)

  • Jin, Wenhui;Lee, Jungwoo
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.279-290
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    • 2022
  • As the growth of the live streaming service market is accelerating due to COVID-19, the number of downloads and reviews of live streaming mobile applications is also rapidly skyrocketing. This study is to research game streaming applications using Twitch reviews as database. A total of 8 topics are extracted through LDA topic modeling and 7 out of them are detected to be inconvenience factors. Then, to pinpoint the main inconvenience factors, co-occurrence analysis is used in order to find out main factors. Finally, based on previous studies, several solutions are provided, which can solve the inconvenience factors(advertisement, UI design, technology problems) as well as strengthening digital competitiveness. This study will serve as an opportunity to improve digital competitiveness not only for Twitch but also for other game live streaming service companies in the future.

Interactive 3D Convergence Contents Authoring Tool Design for Smart Learning (스마트교육을 위한 인터랙티브 3D 융합 콘텐츠 저작도구 설계)

  • Roh, Chang Hyun
    • Journal of Digital Contents Society
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    • v.17 no.5
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    • pp.425-432
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    • 2016
  • There is little study related to the 3D convergence contents authoring tool for teacher. In this study, we purposed the design of the interactive 3D convergence contents authoring tool for a teacher. To draw the design, firstly, we investigated the authoring environment of teachers and interviewed teachers. Based on this investigations, we proposed the functional requirement and UI/UX(User Interface/User Experience) design of it. And we investigated the level of focusing group satisfication with the UI/UX design. Based on these results, we will implement the authoring tool.

< A study on Game design with minimized game addiction by application of Bio rhythm > (< 게임중독의 최소화를 위한 인체리듬의 적용과 인터페이스 디자인 >)

  • Kim, Du-Beom;Cho, Ok-Hue;Kim, Hyung-Gi
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.597-601
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    • 2006
  • 게임 시장 규모는 하루가 다르게 성장 하고 있고 게임의 종류 또한 다양해지고 유저층도 넓어지고 있다. 그로 인한 새로운 하나의 여가문화가 생겼으며, 미디어 산업의 고부가 가치 창출을 이끌고 있다고 볼 수 있을 것이다. 하지만 재미로써의 기능과 그에 따른 병폐가 고부가가치 게임산업의 많은 부작용으로 대두되며, 최근 사회의 이슈가 되여 게임 중독성이 날로 심각해 지고 있는 실정이다. 게임 개발업체와 판매자 입장에선 유저들의 게임중독은 오히려 이득이 될 수 있겠지만, 장기적으로는 심각한 사회문제로 대두 될 것이다. 이런 사태를 미연에 방지 하기 위해서는 대책이 필요한데 불행히도 게임에 중독 되는 원인은 너무나도 다양하다. 또한 현재 게임 개발자들에게 이러한 인식과 대책이 미흡한 실정이고, 뒤늦게 나온 대책으로 청소년 PC방 출입을 아침9시부터 밤 10시까지로 제한한 사례도 있지만 현 실정에 큰 영향은 주지 못하고 있다. 게임 중독을 미연에 방지하기 위한 방안으로 법적인 제제가 필요하며, 게임 디자인에 시작에서부터 중독에 대한 고려가 필요하다. 이에 본 논문에서는 게임의 중독성을 방지하기 위한 인터페이스 디자인을 연구하는데 그 목적이 있다. 가상에서의 자신의 얼굴 ID나 캐릭터에 인체의 리듬을 적용하여 ID나 캐릭터도 쉬어야 한다는 개념을 심는 대안 시스템을 제작한다면 지금 까지 보아왔던 게임 속의 등장 캐릭터를 단순한 그래픽이 아닌 자신과 같은 인격체로 느낄 수 있으며, 이로 인해 게임의 몰입과 중독에 어떠한 효과가 나타나는지 분석하고 나온 결과를 근거로 인간에게 이로운 게임을 만드는 초석이 될 수 있을 것으로 기대해 본다.

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