• Title/Summary/Keyword: Game interface

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Automatic Generation Technique of Touch-Screen Interface for Mobile Game Contents (모바일 게임 콘텐츠의 터치스크린 인터페이스 자동 생성 기법)

  • Ko, Seok-Hoon;Son, Yun-Sik;Park, Ji-Woo;Oh, Se-Man
    • Journal of KIISE:Computing Practices and Letters
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    • v.15 no.11
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    • pp.866-870
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    • 2009
  • As touch-screen mobile phones pour into the market, demands for reusing existing mobile game contents by adding a touch-screen interface are increasing. But, the contents which are developed in existing does not have touch-screen interface and in order not to be automatic is difficult with touch- screen contents to convert. From the present paper uses keyboard interface information about the mobile game contents which does not have touch-screen interface and creates touch-screen interface with automatic the method which proposes. This method analyzes the type of key events which are used from the contents the screen keyboard layout of optimum and construct. And, key event where is confronted with automatic occurs about touch screen event and creates the screen interface which executes the keyboard event handler. In the end, experiment leads and the screen interface which has become optimum anger to the contents creating, confirms.

A Study on analysis component and reformative plan for Educational On-Line Game - especially on the User Interface Design elements - (교육용 온라인 게임의 구성요소 분석 및 개선방안에 관한 연구 - 사용자 인터페이스 디자인 요소 중심으로 -)

  • Sung, Kyung;Kim, Hyo-Suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.05a
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    • pp.955-960
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    • 2008
  • Supporting the interactive relation between gamer and computer, and offering the game world information, the user interface in online games plays an important role for a gamer to lead game into the intended direction. The purpose of this study is to analyse a currently utilized online game with educational implications and to analyse its user interface design elements, in order to suggest the strategy how to reformative educational online games.

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Development of Force Feedback Seat for PC-Game (Force Feedback을 이용한 PC Game용 체감시트 개발)

  • Choi Sam-Ha;Kim Kyung-Sik
    • Journal of Game and Entertainment
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    • v.1 no.1
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    • pp.15-22
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    • 2005
  • Among recent technologies that are applied to game development, virtual reality part is getting much attention for its technological effectiveness in transmitting game processing circumstances in variety that are happening in game world very realistically. In this study we analyze interface for game that is based on a action realization technology and force-feedback technology among technologies for developing virtual reality, in other words, technical analogy on game controller and the positive and negative sides of game controller for each platform. Based on that, more ordinary and effective way to deliver the functions to users in PC game field where application of force-feedback technology is least satisfied. And, Force-Feedback seat has been developed to satisfy the users' needs by using vibration.

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A Study on the Characteristics of Minimalism on GUI in Game (게임 그래픽 유저 인터페이스(GUI)의 미니멀리즘(Minimalism) 특성에 관한 연구)

  • Kim, Yun-Kyung
    • Cartoon and Animation Studies
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    • s.31
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    • pp.249-266
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    • 2013
  • The purpose of this research is to study a case of the minimalism on Game Graphic User Interface design in Computer game. It is to analyse the minimal tendency on Game Graphic User Interface design in several Computer games such as Prince of Persia, Mirror's Edge, Splinter Cell, Gears of War, Call of Duty4, Metro 2033, Crysis2. These games expanded the field of Game Graphic User Interface design with the unique form of minimalism. Minimalism came from the formative arts in the 1960s and influenced to other fields of art. It seems to be an expression of various styles that promptly meet the needs of the times. Therefore, in this research, I would highlight the phenomenon of minimalisation in Game Graphic User Interface design and research the influence of Minimalism that appears in modern design focused on "simplicity" and "minimum" which are representative trend of Minimalism.

AR-Geister (증강현실 기반의 가이스터 게임)

  • Kim, Jin-Gook;Kim, Byung-Chul;Lee, Hye-Sun;Lee, Jong-Weon
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.2
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    • pp.31-38
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    • 2007
  • Recently, he trend of the game culture have been changed rapidly from offline games to online games. This change drives the advancement of online games, but it causes the standardization of the game culture. Few years ago, there was a rising interest in board games. Board cafes, place for playing board games, are spread over Korea rapidly because board games give players connectedness through direct social interactions that is lacking from online games. However, the board games lose their popularity because of their complex rules and expensive cost. In this paper, we would like to develop the system using Augmented Reality(AR) that could easy the problems caused by the complex rules of the board games.

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Interface Correction Method for Motion Recognition Game using Kinect (키넥트를 이용한 동작인식 게임의 인터페이스 보정 방법)

  • Kang, Gyeong-Heon;Kim, Eun-Seok
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.135-150
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    • 2015
  • After the release of SDK in 2011, Kinect developed for the motion recognition games has been applied not only in game but also in various fields such as science, education, and health care. It has some problems as belated responses to player's movements, a lot of noise in the recognized data, and an untraceable player when the body is partially occluded. Because of Kinect's such peculiarities of playing environment, most Kinect games require the inconvenience of Kinect's location or player's posture correction. In this paper, we propose an interface correction method that minimizes the requirements to be asked players, manages the exceptions such as noise, and enables to process consistently the player's movements in the game using Kinect. Also, we present the delay time to be considered to develop the game using Kinect through the experiment.

A Study on Development of Technology Roadmap of Haptic Interfaces in Games (게임용 Haptic 인터페이스 기술 로드맵 개발에 관한 연구)

  • Lee, Seon-Gil;Kim, Sung-Yong
    • IE interfaces
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    • v.17 no.2
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    • pp.158-168
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    • 2004
  • A technology roadmap was developed for haptic interface technologies to be applied to games. Haptic interface technologies are expected to play an important role in games to provide gamers with interaction and immersive perception in near future, even though haptic interface technologies have been less studied than other perception-related technologies with respect to games. Information on two types of haptic interfaces - portable and desktop - and their evolution processes were analyzed in terms of technological demands. Haptic feedback technologies to realize these demands were inspected with the time frame and haptic feedback technologies were derived using a technology tree. The technology roadmap of haptic interfaces in game was finally constructed by mapping the technological demands in time with game technology trends. The technology roadmap of haptic interfaces will have implications on developing haptic interfaces to be applied to many applications including virtual realities and games.

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.

Design of Contactless Gesture-based Rhythm Action Game Interface for Smart Mobile Devices

  • Ju, Da-Young
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.585-591
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    • 2012
  • Objective: The aim of this study is to propose the contactless gesture-based interface on smart mobile devices for especially rhythm action games. Background: Most existing approaches about interactions of smart mobile games are tab on the touch screen. However that way is such undesirable for someone or for sometimes, because of the disabled person, or the inconvenience that users need to touch/tab specific devices. Moreover more importantly, new interaction can derive new possibilities from stranded game genre. Method: In this paper, I present a smart mobile game with contactless gesture-based interaction and the interfaces using computer vision technology. Discovering the gestures which are easy to recognize and research of interaction system that fits to game on smart mobile device are conducted as previous studies. A combination between augmented reality technique and contactless gesture interaction is also tried. Results: The rhythm game allows a user to interact with smart mobile devices using hand gestures, without touching or tabbing the screen. Moreover users can feel fun in the game as other games. Conclusion: Evaluation results show that users make low failure numbers, and the game is able to recognize gestures with quite high precision in real time. Therefore the contactless gesture-based interaction has potentials to smart mobile game. Application: The results are applied to the commercial game application.