• Title/Summary/Keyword: Reality Game

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A Study on Applying Real Card to Online Trading Card Game (온라인 TCG 게임에의 현실 카드 적용 방안 연구)

  • Park, Jong-Il;Kim, Soo-Hong
    • Journal of Korea Game Society
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    • v.12 no.4
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    • pp.45-51
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    • 2012
  • Current virtual game interfaces cannot comprehend our metaphor, cannot reflect on our natural behavior aspect, cannot make us immerse into a game, and makes a barrier between virtual game space and our real behavior. It is very meaningful issue to use real objects tightly related to human-being's behaviors or reactions for interacting with game applications. Interactive Augmented Reality interfaces may augment users' perception of the real world by adding virtual information to it. We attempted an experiment on camera-based non-marker interface for online TCG application. This experiment uses real TCG cards which are recognized by our two phases Image KeyPoint Extraction/Matching Algorithm. These initiative experiments not only enlarge immersion and reality to the game, but also make real and virtual world seamless.

Touch-based Gaming System using Augmented Reality Technology (증강현실 기술을 이용한 터치기반 게임 시스템)

  • Lee, Jae-Young;Kwon, Jun-Sik
    • Journal of Digital Contents Society
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    • v.15 no.1
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    • pp.69-76
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    • 2014
  • In this study, by using the control technique of the user using augmented reality technology, to provide a game system touch-based. The augmented reality technology, can be advantageously used vehicle is easily recognized as a technique for synthesizing (images, video, text) object of the virtual image of the real world. Augmented reality technology has been studied to make the application in various fields. Studies of natural marker-based marker and base are underway, but there is no sense of incongruity in reality research natural marker-based and has been studied much. By using the augmented reality technology natural marker-based In this paper, we implemented a game system. The system also has the advantage that can be absorbed in the game by using the techniques of the interaction through a user's touch. Touch interface-based, are available as well as user environments, even in mobile devices such as smart-phone and touch pad.

Analysis on Pataphysics of Virtual Idol based on Game Character -Focus on K/DA (게임 캐릭터 기반 버추얼 아이돌의 파타피직스 연구 -K/DA를 중심으로)

  • Kim, Cho-Young;Han, Hye-Won
    • The Journal of the Korea Contents Association
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    • v.20 no.5
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    • pp.69-78
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    • 2020
  • K/DA is a K-pop virtual idol based on the game character. This study analyzed the creation process, characteristics and existential meaning of virtual idols from the perspective of Pataphysics. K/DA is a character with both characteristics of game character and K-pop girl group. Also, virtual character and real idol share the body through motion capture and augmented reality(AR). As a result, K/DA crosses virtual and reality, and at the same time becomes a pataphysical subject that does not belong to either virtual or reality. K/DA is suggested a third zone where digital subjects will be located in the future.

A Study on the Virtual Reality Sickness Measurement of HMD-based Contents Using SSQ (SSQ를 이용한 HMD기반 콘텐츠의 VR 멀미 측정 방법에 관한 연구)

  • Qiao, Rongrong;Han, Dongsoong
    • Journal of Korea Game Society
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    • v.18 no.4
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    • pp.15-32
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    • 2018
  • In this research, SSQ is used to validate and explore effective indices for VR sickness and to diagnose the severity of each symptom. Therefore, this research used first, third person game and $360^{\circ}$ actual content which are mainly used in existing VR contents, and measured various sickness symptoms using SSQ. Also, according to the result of statistical analysis, increased the power and contribute to identify virtual reality sickness measurement method. In addition, this research examined the difference of gender, age and the experience of virtual reality using statistical methodology, and improved diagnostic capability.

Development of Augmented Reality Indoor Navigation System based on Enhanced A* Algorithm

  • Yao, Dexiang;Park, Dong-Won;An, Syung-Og;Kim, Soo Kyun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.9
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    • pp.4606-4623
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    • 2019
  • Nowadays modern cities develop in a very rapid speed. Buildings become larger than ever and the interior structures of the buildings are even more complex. This drives a high demand for precise and accurate indoor navigation systems. Although the existing commercially available 2D indoor navigation system can help users quickly find the best path to their destination, it does not intuitively guide users to their destination. In contrast, an indoor navigation system combined with augmented reality technology can efficiently guide the user to the destination in real time. Such practical applications still have various problems like position accuracy, position drift, and calculation delay, which causes errors in the navigation route and result in navigation failure. During the navigation process, the large computation load and frequent correction of the displayed paths can be a huge burden for the terminal device. Therefore, the navigation algorithm and navigation logic need to be improved in the practical applications. This paper proposes an improved navigation algorithm and navigation logic to solve the problems, creating a more accurate and effective augmented reality indoor navigation system.

Segmentation of Online Game Market Using a Two-Phase Approach

  • Lee, Sang-Chul;Kim, Jae-Kyeong;Suh, Yung-Ho
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2004.05a
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    • pp.343-346
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    • 2004
  • The purpose of our research is to identify the critical variables and to develop a new methodology for market segmentation of online game market. Our research tested the model with Korean online game users because Korean online game industry is the frontier of global online game industries. Conclusively, the critical variables are the suitability of feedback, the reality of design, the precision of information and the involvement of virtual community. The analysis of segmentation shows that the primary target audiences are positively influenced by the reality of design and the involvement of virtual community. To attract the primary target audiences, online game companies should develop strategies depending on the effectiveness of the variables and the demographic and behavioral characteristics of target audiences.

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A Study on the Core Fun Factors and Activation of ARG Game (ARG 게임의 핵심 재미 요소와 활성화에 관한 연구)

  • Chang, Hae-Jung;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.01a
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    • pp.61-64
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    • 2021
  • 최근에 들어서 VR, AR 등 '현실'을 기반으로 하는 장르가 주목을 받고 있다. 그 중에서도 ARG 장르가 존재하는데, 우리가 살고 있는 현실 세계에서 가상의 이야기들을 마치 실존하는 것처럼 꾸며 놓고 관객 혹은 플레이어들이 스스로 단서를 찾아 스토리의 끝을 매듭짓는 것이 목표인 장르이다. ARG 장르는 그 자체가 게임이 될 수 있고, 메인 게임 장르의 세부적인 요인으로 작용할 수도 있는 매력적인 장르이다. 본 논문에서는 ARG 게임에 대한 세부적인 분석과 인식 조사를 진행하여, 그 결과를 바탕으로 해당 장르를 보편화 시킬 수 있는 방법을 제시한다.

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Design and Implementation of the Alternative Reality Game using NFC Tags (NFC 태그를 활용한 ARG 게임의 설계 및 구현)

  • Lee, Yeongha;Khang, Seungwoo;Baek, Seunghyuk;Ha, Minho;Lee, Sangjun
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.141-148
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    • 2015
  • Most current games are composed of simple operations without a user's actual movements. because they are made up of only virtual space. For that reason, many side effects arise on a user's body and mind. The Alternative Reality Game(ARG) is new game genre that has an effect to mitigate side effects caused by activity on a virtual space. This new kind of game genre can be instrumental role in creating a greater social intimacy and a higher tendency to cooperate that potentially reaches beyond the game context. In this paper, we suggest a real implementation of ARG using mobile devices and NFC tags. In addition, a noble editor for creating an ARG and a game launcher based on mobile device are suggested.

Gesture-based Table Tennis Game in AR Environment (증강현실과 제스처를 이용한 비전기반 탁구 게임)

  • Yang, Jong-Yeol;Lee, Sang-Kyung;Kyoung, Dong-Wuk;Jung, Kee-Chul
    • Journal of Korea Game Society
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    • v.5 no.3
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    • pp.3-10
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    • 2005
  • We present the computer table tennis game using player's swing motion. We need to transform a real world coordinate into a virtual world coordinate in order to hit the virtual ball. We can not get a correct 3-dimension position of racket in environment that using one camera or simple image processing. Therefore we use Augmented Reality (AR) concept to develop the game. This paper shows the AR table tennis game using gesture and method to develop the 3D interaction game that only using one camera without any motion detection device or stereo cameras. Also, we use a scan line method to recognize gesture for speedy processing. The game is developed using ARtoolkit and DirectX that is popular tool of SDK for game development.

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A Study on Development of an On-line 3D Game Engine (온라인 3D 게임엔진 개발에 관한 연구)

  • Lee, Hun-Joo;Park, Tae-Joon;Kim, Hyun-Bin
    • Journal of Korea Game Society
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    • v.3 no.2
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    • pp.42-55
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    • 2003
  • Domestic game companies are competitive in developing on-line 2D game contents. However, they have difficulties in maintaining the competitive edge in the area of on-line 3D game technologies owing to the limited funds and technologies. The 3D on-line game engine technologies we have intended to propose in this research are highly expected to be the key technologies ensuring the competitive edge over other countries. For this, we propose a full 3D online game engine that reflects the cutting edge technologies trend in the computer gaming industry. Our game engine is integrated with rendering and animation core technologies to visualize the game world, and provides stable network service through the Internet using server technologies.

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