• Title/Summary/Keyword: Reality Game

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Possibility for Gamification based on Alternate Reality Game : Toward Pro-baseball Manager Game (대체현실게임기반의 게임화 가능성 : 프로야구매니저게임을 중심으로)

  • Han, Sang Geun;Song, Seung Keun
    • Smart Media Journal
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    • v.4 no.1
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    • pp.52-57
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    • 2015
  • Currently the gamification as marketing technique has appeared in the field non-related with game, applied to game elements. The alternate reality game pulled down the boundary between the real and the virtual has come out. New trend game has shown beyond the range of the existing game. The possibility has import into online baseball simulation game. The objective of this research is the exploratory approach to build GOMS model through three subjects to the famous pro-baseball manager game. After game playing session, three subjects' utterance with game experience was recorded. We built the goal hierarchy of goal in GOMS to pro-baseball manager game to analyze the vocabulary in three subjects' utterance. We try to find the possibility of gamification in alternate reality game interacting between the real and the virtual, and demolishing them.

Novel Ubiquitous Concept of Real Reality Robot Game Controlled by Mobile Server Robot

  • Joo, Byoung-Kyu;Jeon, Poong-Woo;Jung, Seul
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.2481-2485
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    • 2003
  • In this paper novel concept of real reality robot game controlled by a mobile server robot is proposed. Real reality robot game means that two real robots controlled by two human operator through the internet are playing a boxing game. The mobile server robot captures playing images of the boxing game and send them to GUI on the screen of human operators’ PC. The human operator can login to boxing game from any computer in any place if he/she is permitted. Remote control of boxing robot by a motion capture system through network is implemented. Successful motion control of a boxing robot remotely controlled by a motion capture system through network can be achieved.

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Implementation of Real Reality Robot Game for Environment of Ubiquitous Concept (유비쿼터스 개념 환경하에서 실제 현실 로봇 게임 구현)

  • Joo, Byung-Kyu;Jeon, Poongwu;Jung, Seul
    • Journal of Institute of Control, Robotics and Systems
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    • v.11 no.12
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    • pp.977-983
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    • 2005
  • In this paper, novel ubiquitous concept of real reality robot game controlled by a mobile server robot is proposed. Real reality robot game means that two real robots controlled by humans/computers through the internet are playing a boxing game. The mobile server robot captures playing images of the boxing game and sends them to GUI on the screen of human operators' PC. The human operator can login to the boxing game from any computer in any place if he/she is permitted. Remote control of a boxing robot by a motion capture system through network is implemented. Successful motion control of a boxing robot remotely controlled by a motion capture system through network can be achieved. In addition, real boxing games between a human and a computer are demonstrated.

Augmented Reality Board Game Framework (증강현실 보드게임 프레임워크)

  • Kim, jin-guk;Lee, jong-weon
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.639-643
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    • 2007
  • The paper presents a framework for developing real-time multi-user board games and applications in augmented reality. Recently, increase the environment to playing game in augmented reality with advancement of computing ability improvement and wireless networking technique of mobile device. While the trend of utilizing this kind of games is creasing, the facts that there is a shortage of games whose contents are attractive to users. In this paper we propose a framework that enables game content developers to develop new game contents base on augmented reality easily and quickly. This framework is an automatic service that can augment in various methods by using the supported marker recognition service. Therefore game contents developers do not need to know about either augmented reality technique or the inner process structure. The framework also supports special functions and various interaction interfaces for augmented reality board game and components of the board game we can implement. These enable developers to accomplish all the necessary components and structures of the board game more easily.

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The Form and Usefulness of Alternate Reality Games (대체현실게임의 형태와 유용성)

  • Choi, Du-Yeol;Park, Jin-Wan
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.151-160
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    • 2021
  • Alternate reality games (ARGs) are a game genre with characteristics that can lead to changes in current integrated media environments. While technical combinations are being pursued as diverse media are utilized based on formative aspects, the representative, narrative combination of the real and the virtual is a convergent factor in narrative structures. Through perspectives that perceive transmedia storytelling-which has brought convergence to communication among gamers-as having a structure and utility that can outclass previous game forms, this study focuses on ARGs, which have features that converge reality and virtual reality. Further, the study reveals the structure and utility of that system. This study sheds light convergent storytelling, which is in demand in the transmedia age, and which will serve as a significant investigation with regard to social perceptions of future games and changes in game form.

Reality and the subject of Korea Game Education (국내 게임교육의 현실과 과제)

  • Choi, Hak-Hyun;Kim, Jung-Hee
    • Journal of Korea Game Society
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    • v.2 no.1
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    • pp.11-15
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    • 2002
  • As Game Industry progresses, importance of Game Education is on the increase gradually. In this paper, we refer to reality of Korea Game Education. And we present the subject of Korea Game Education like establishment of proper education target, application of hardware, operation of technical software and organization of professional humanware.

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Markrerless augmented reality game development method utilizing the Unity engine and KUDAN engine -In the center of ther development case of 'Our neighborhood hero' (유니티와 KUDAN 엔진을 활용한 MARKERLESS 방식의 증강현실 게임개발 - '우리동네히어로'의 개발사례 중심으로)

  • Kim, Han-Ho;Jung, hyung-won
    • Journal of Digital Convergence
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    • v.15 no.4
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    • pp.421-426
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    • 2017
  • After the Pokemon game became popular, the popularity of the Augmented Reality game is higher than ever. Therefore, it is an important choice to use an engine to create an augmented reality game. It explains how to create an augmented reality game using Unity engine, which is one of the most used game engines in game development. We describe a method for implementing augmented reality optimized for games by selecting a MARKERLESS method that does not require a marker among the augmented reality techniques. In this paper, we propose a technique to create MARKERLESS augmented reality game using KUDAN AR engine which supports Unity engine and unity through 'Our Hero' project.

A Study on the Analysis of Background Object Using Deep Learning in Augmented Reality Game (증강현실 게임에서 딥러닝을 활용한 배경객체 분석에 관한 연구)

  • Kim, Han-Ho;Lee, Dong-Lyeor
    • Journal of Convergence for Information Technology
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    • v.11 no.11
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    • pp.38-43
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    • 2021
  • As the number of augmented reality games using augmented reality technology increases, the demands of users are also increasing. Game technologies used in augmented reality games are mainly games using MARKER, MARKERLESS, GPS, etc. Games using this technology can augment the background and other objects. To solve this problem, we want to help develop augmented reality games by analyzing objects in the background, which is an important element of augmented reality. To analyze the background in the augmented reality game, the background object was analyzed by applying a deep learning model using TensorFlow Lite in the UNITY engine. Using this result, we obtained the result that augmented objects can be placed in the game according to the types of objects analyzed in the background. By utilizing this research, it will be possible to develop advanced augmented reality games by augmenting objects that fit the background.

Game design using Augmented Reality (증강현실 기술을 이용한 게임 제작 방법)

  • Jung, ChanWoo;Kim, TaeHyoung;Ryu, ChanWhan;Han, JaeKwon;Nam, WooHyun;Kim, SooKyun;An, Sung-Ohk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.01a
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    • pp.45-46
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    • 2016
  • 본 논문은 증강현실(Augmented Reality)기술과 Unity 기능을 이용하여 간단한 게임을 만드는 방법에 대하여 소개한 논문이다. 증강현실은 가상 세계와 현실 세계를 유기적으로, 연동하고 이를 3차원으로 겹쳐 보여주는 기술을 말한다. 본 논문에서는 이러한 증강현실 기술을 이용하여 쉽게 캐주얼 아케이드 게임을 개발하는 방법에 대하여 소개한다.

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What is meaning of internet game to the University students?

  • Kim, Jung-Ae
    • International Journal of Internet, Broadcasting and Communication
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    • v.8 no.2
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    • pp.75-80
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    • 2016
  • Objectives : The objective of this study is to examine the experiences of Internet game experience targeting to University students in Korea. Research topics was "What is meaning of internet game to the University students?" Methods : Classical phenomenology underpinned this study. Seven qualitative studies of University students were conducted between 20 and 23 years old. Semi-structured interviews were conducted. Interviews were audio recorded and transcribed verbatim. Phenomenological thematic analysis of data was undertaken. Results : The findings pivot around three interconnected themes :[Expectations for the emotional needs], [Spend time in the cyberspace], [Relieve stress throughout the game], [Instead of satisfaction from virtual reality], [Internet gaming repeat and desires]. The basic need for getting into internet game was [satisfaction from virtual reality was identified]. While internet games was eliminated stress, [Expectations for the emotional needs] and [Spend time in the cyberspace] were the catalyst that makes them repeatedly getting into Internet the game. Based on the result, I suggest that Internet gaming should be recognized as a tool to relieve stress for college students, But it is not satisfied with the reality in virtual space. Therefore, the strategy must be to recognize reality accompanying. And Using a lot of time in cyberspace make them cause of internet game addiction. Therefore, it requires a systematic strategy for the Internet using time limits. Also the emotional needs met were motivated to repeat an Internet game. So another way to meet the emotional needs to college students should be sought.