• Title/Summary/Keyword: Game element

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A Study on the Generation Method of Visual-Auditory Feedback for BCI Rhythm Game (BCI 리듬게임을 위한 시청각 피드백 생성에 관한 연구)

  • Kim, Cheol-Min;Kang, Gyeong-Heon;Kim, Eun-Seok
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.15-26
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    • 2013
  • In recent years, studies in BCI game with popular BCI devices are progressing actively by the development of BCI(Brain Computer Interface) techniques. Most of BCI games have developed as experimental contents for researching. On the game control paradigm, it is insufficient to conduct a study about induced methods of proper barinwave to control the BCI game. In this study, we suggest a rhythm game using BCI which has a new play element that visualizes the rhythm of music and represents the notes of music in sound and a generation method of visual-auditory feedback through the synchronization of the tempo of music with brainwave. Experimental Results make certain that our suggestion is possible for the improvement of game score through the induction of brainwave that is necessary to control the game.

The Proposal of Quality Evaluation Element Developing Method for Serious Game Metadata (기능성게임 메타데이터 품질평가요소 개발방법 제안)

  • Park, Hee-Sook;Yoon, Seon-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.245-248
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    • 2012
  • Called G-learning the domestic history of the serious game is only a mere 10-odd years or so but in recent years, due to the increased interest of users and industry for the serious game and serious games industry has been the continued growth of large quantity. Current the various types of serious games have been developed and the demand for serious games is increasing rapidly. Therefore that is becoming an important issue the problem of including a quality evaluation elements into serious game metadata to make the right choice of users for the high-quality serious games. In this paper, we recognize deeply the need for quality evaluation element development for serious game and we propose a method and a process for developing the quality evaluation elements of serious game. Also, we develop a draft of the quality evaluation elements for serious game using proposed method.

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Analysis of Game Traffic Characteristics of Realtime Online Network Games (실시간 온라인 네트워크 게임 환경에서의 게임 트래픽 특성 분석)

  • Jeong, Jong-Min;Lee, Mun-Kyu;Lee, Goo-Yeon
    • Journal of Industrial Technology
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    • v.20 no.B
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    • pp.233-238
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    • 2000
  • The study of game traffic has neglected by scientists, but as Internet gaming becomes more popular, multiplayer online games have become a significant element of Internet traffic. In this paper we analyze Internet traffic generated by sessions of multiplayer online games and study source models of multiplayer online game traffic. Our analysis shows that the empirical game traffic can be characterized by certain analytical model. We describe how our empirical traffic data set can be modeled and discuss how game server type influences interarrival distribution.

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Analysis of user interface access method focused on immersion elements of in-game-advertisement (게임 내 광고(In-game-Advertisement)의 몰입요소 중심의 사용자 인터페이스 접근방법 연구)

  • Jung, Won-Joe;Lee, Dong-Lyeor;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.10 no.8
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    • pp.299-304
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    • 2012
  • In this study, immersion elements of game fields were classified and analysis by dividing them into the steps of design, interface and fun element, after classifying in-game-advertisement by its purpose. In-game-advertisement business model analyzed by that and the direction that develops based on user immersion elements of in-game-advertisement was studied accordingly. The advertisement access to various immersion elements could be checked in the recent in-game-advertisement by that.

Patterning of Visual Environmental Elements and Player Reactions in Game Space of Adventure Games (어드벤처 게임공간에서 시각적 환경요소와 플레이어 반응의 패턴화)

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.139-148
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    • 2021
  • In a game, the visual environment element is a means of expressing the intention of the developer, and is mediums that enable the player to gain to play experience of interaction. In this paper, the player's reaction to the visual environmental elements of the adventure game was patterned with a collection and analysis process by empirical experiments. The data collected through the experiment were about 10,000, and as a result of the analysis, 24 types of player reaction patterns were found in total. This can be used as a guideline for game space design by matching the properties of visual environment elements and the reactions against players occurring in the game play process to examine the play experience.

The research regarding 'Game system does simulation Phisical Phenomenon that happen on the earth' at online games (온라인게임상에 '지구환경의 물리적 현상을 시뮬레이션 한 게임 시스템'에 관한 연구)

  • Lee, Ji-Won;Cho, Sam-Ha;Kyung, Byung-Pyo
    • Journal of Korea Game Society
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    • v.4 no.1
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    • pp.26-33
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    • 2004
  • OlineGame Player suffers very big impact in environment of game World. Therefore, physical environment that is embodied to Gameworld is truth and immersion important element that experience to Player. Also, Game-System that embodied physical environment influences in Game Play can give more game player truth and immersion. I mainly MMORPG that is serviced present in this study investigated. 'What earth habitat factor was embodied and What influence does embodied earth habit at factor exert on game play'. I searched what problem is to design game system that do earth environment simulation. And I asserted development of environment information system to approach game system that do earth environment simulation by easier method. Environment information system is system that process status information of stand-by status, wind, wind speed, topography etc.. of game World.

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Study on SNG Business Model based on Social Commerce - In the Case of Developing Games(Tour City) (소셜커머스에 기반한 SNG 비즈니스 모델에 관한 연구 -개발게임(Tour City)사례를 중심으로)

  • Kim, Tae-Gyu;Ryu, Seuc-Ho;Lee, Wan-Bok;Lee, Dong-Lyeor;Kyung, Byung-Pyo
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.457-463
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    • 2012
  • Social network game (SNG) literally is a game based on the relationship between social network or Relationships with people is an important element in the game you need to make full use of them is that you can smooth progress. The form of a social network game activities in the social network game applications by linking corporate products and can be induced to purchase marketing and advertising through in-game social network game on the company's Web site or by connecting the mall and shop are also available. In this study, SNG business models, Case For game development, social commerce based on the new proposed future revenue model linking scheme is proposed.

3D Game Production Pipeline and Application Instance Proposal (3D게임 제작 파이프라인 및 사례 제안)

  • Ryu, Seuc-Ho;Han, Dong-Hoon;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Lee, Wan-Bok
    • The Journal of the Korea Contents Association
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    • v.8 no.7
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    • pp.128-134
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    • 2008
  • On-line game industry had accomplished much growths and development When manufacture game adaptively and easily game manufacture pipeline and fast manufacture schedule that is shorted according to special quality of on-line by one of pain of game companies, application need manufacture pipe line Wish to collect existing manufacture process and pipeline connection research and collect existing spot manufacture pipeline through present office specialist, analyze synthesis and draw game manufacture element and manufacture pipeline in this research. Analyze pipeline of that research progress process is overview and on-line game arcade game Mobile crab collection and progressed pipeline that is optimized by this by period of ten days that draw conclusion after deduction.

Design and Implementation of a SmartPhone Serious Game for Learning English Conversation (영어 회화 학습을 위한 스마트폰 기능성 게임 설계 및 구현)

  • Jeon, Sang-Moon;Kim, Kyoung-Su;Lee, Gap-Pyoung
    • Journal of Digital Contents Society
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    • v.14 no.2
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    • pp.235-245
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    • 2013
  • Recent national attention on English conversation continued, smartphone game has emerged into the mainstream of game industry. In this study, smartphone serious game that combines english conversation learning and smartphone game for learning english conversation was designed and implemented. English sentence patterns separated words, phrases, and sentences was able to learn step-by-step and repeatedly. Also, Throughout the game of different type by stage was to provide interested. Test results were discovered the problem not causing continuous user interest. To compensate for this, study of a game changes element and difficulty adjusting will be followed.

A Study on the Environmental Elements for Physical Computing Game Development (피지컬 컴퓨팅 게임 개발을 위한 환경적 요소에 관한 연구)

  • Lee, Jun Suk;Rhee, Dae Woong
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.81-90
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    • 2021
  • In this study, we derive the important environmental elements for developing physical computing game. Environmental elements are selected based on the analysis of the physical computing environment in the area including physical computing itself, existing physical computing games, digital art, and information education. The derived elements are verified by Delphi's investigation methodology. The 27 factors are chosen in terms of development environment, development case, and development service. Among them the environmental aspects of physical computing are ranked as the highest importance.