• Title/Summary/Keyword: Reality game show

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Study on Television Reality Game Show A Text/Context Analysis of the Set and Characters of (텔레비전 리얼리티 게임쇼의 게임성과 실재성 <더 지니어스>의 공간 배치와 캐릭터에 나타난 게임적 리얼리티를 중심으로)

  • Kang, Bo-ra;Gong, Da-som;Yoon, Tae-Jin
    • Korean journal of communication and information
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    • v.72
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    • pp.92-120
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    • 2015
  • The objective of this study is to find out how reality game shows, the relatively new television genre, produce a sense of reality and what differences we can find from the reality they produce in compared to that of traditional reality television shows. The researchers anaylized , aired in 2013and 2014 by tvN, with focus on the show's studio setting and characters in the show. During this process, the 'game elements' and 'reality factor' were considered to be the key words. Finally, the reality produces was examined from two aspects: the production and reception. As a result, we found that the reality it produces is more than just a imitation of the real world. It shuttles between the game world and real world, and encourages audiences to recognize the plural realities in our postmodern society. We hope this study stimulates further researches on reality game show genre, which had rarely gained academic attention.

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Intuitive Manipulation of Deformable Cloth Object Based on Augmented Reality for Mobile Game (모바일 게임을 위한 증강현실 기반 직관적 변형 직물객체 조작)

  • Kim, Sang-Joon;Hong, Min;Choi, Yoo-Joo
    • KIPS Transactions on Software and Data Engineering
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    • v.7 no.4
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    • pp.159-168
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    • 2018
  • In recent, mobile augmented reality game which has been attracting high attention is considered to be an good approach to increase immersion. In conventional augmented reality-based games that recognize target objects using a mobile camera and show the matching game characters, touch-based interaction is mainly used. In this paper, we propose an intuitive interaction method which manipulates a deformable game object by moving a target image of augmented reality in order to enhacne the immersion of the game. In the proposed method, the deformable object is intuitively manipulated by calculating the distance and direction between the target images and by adjusting the external force applied to the deformable object using them. In this paper, we focus on the cloth deformable object which is widely used for natural object animation in game contents and implement natural cloth simulation interacting with game objects represented by wind and rigid objects. In the experiments, we compare the previous commercial cloth model with the proposed method and show the proposed method can represent cloth animation more realistically.

Two Aspects of the Game Playing Effect and Attitude toward Game Regulation :Focused on Game Genre (게임 플레이 효과의 양면성과 게임 규제 태도 연구 :게임 장르를 중심으로)

  • Jung, Chang Won
    • The Journal of the Korea Contents Association
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    • v.19 no.12
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    • pp.425-439
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    • 2019
  • This study looks at the social implications of gaming disorder by considering the situation in Korea. Focusing on specificity of game genres, this study analyzed two aspects of the game playing effect-positive(cognitive needs) and negative(game addiction)-and suggested directions for game regulation policies and game addiction studies, since game playing effects are closely related to game regulatory policy. To analyze game effects and attitudes to regulations, this study performed regression analysis based on the online survey. Results show that game playing effects and attitudes toward game regulation differ based on the nature of game genres. While longer gaming increased the effect of addiction, it also increased cognitive needs. Playing roleplaying, Aeon of Strife, and strategy game genres(RAS), which are subject to game regulation, increased game addiction levels but simultaneously contributed to increased cognitive needs. While playing augmented reality genres positively affected cognitive needs, it also showed favorable attitudes to general game regulation.

Research on Improving Memory of VR Game based on Visual Thinking

  • Lu, Kai;Cho, Dong Min;Zou, Jia Xing
    • Journal of Korea Multimedia Society
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    • v.25 no.5
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    • pp.730-738
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    • 2022
  • Based on visual Thinking theory, VR(virtual reality) game changes the traditional form of memory and maps the content into game elements to realize the immersive spatial memory mode. This paper analyzes the influencing factors of game design and system function construction. This paper proposes a hypothesis: with the help of visual thinking theory, VR game is helpful to improve learners' visual memory, and carries out research. The experiment sets different levels of game through empirical research and case analysis of memory flip game. For example, when judging two random cards. If the pictures are the same, it will be judged as the correct combination; if they are different, the two cards will be restored to the original state. The results are analyzed by descriptive statistical analysis and AMOS data analysis. The results show that game content using the concept of "Memory Palace", which can improve the accuracy of memory. We conclude that the use of spatial localization characteristics in flip games combining visual thinking can improve users' memory by helping users memorize and organize information in a Virtual environment, which means VR games have strong feasibility and effectiveness in improving memory.

A Study on the Tree-dimensional Space Simukation using First Person Shooter leverl Editor (FPS레벨에디터를 이용한 1인칭 공간시뮬레이션에 관한 연구)

  • Kim, Jong-Hyun;Jun, Han-Jong;Kim, Suk-Tae
    • Korean Institute of Interior Design Journal
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    • v.15 no.5 s.58
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    • pp.306-313
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    • 2006
  • Digital simulation which was introduced to the architectural field due to the rapid growth of computer graphics, gave birth to a new type of contents called 'virtual reality', led by the interaction with the users and real time processing. The public attention is drawn to the virtual reality's potential as a next generational space simulation it, having the unique characteristics of 'simulation', 'interactivity', 'tole-presence', and 'immersion', is capable of taking a virtual tour of a space with a size equivalent to that of a real space, as well as proceeding with the design progress. Nonetheless, many problems impeding CPU's real time processing of an excessively loaded architectural model data have been pinpointed over the time. Yet such GPU based game engines as 'DirectX' and 'OpenGL', developed to deal with these impediments, have not been easily applied to the architectural simulation in the design process, due to the high license cost and the specific technical requirements for the system. The virtual reality has been developed and distributed centering around the gaming field, and game developers recently show a greater tendency to include level editors in the package for the expandability purpose. Thus, we plan to propose architecture simulation which utilizes level editors in this study. In addition, the compatibility of the game engine based level editors of Quake and Unreal which form the standards for the open source FPS games, based on VRML, the standard format for the virtual reality, was compared and analyzed. Taking the example of Villa Savoye of Le Corbusier, its application possibility as an architecture simulation was assessed, by measuring the extent to which the performance of such characteristic features of the virtual reality as interactivity, immersion, and tele-presence, was improved.

A Study on Spacial Characteristic features in Digital Game (디지털 게임의 공간 표현 특성에 관한 연구)

  • 황용섭;김주연
    • Korean Institute of Interior Design Journal
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    • no.33
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    • pp.3-10
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    • 2002
  • Virtual reality is not a new concept but just a new word and also it isnt limited to the reality created by computer-assisted image composition. Furthermore, we have lived within the virtual reality since long time ago, and the newly emerging digital technology has made the limits of the virtual expression vague and the definition of space concept new, The magical experiences we have had within the digital space consisted of Virtual space are the philosophical subject which we can hardly explain as a simple dichotomous definition such as Virtuality or Reality. But its true that our experiences made within virtual space are felt as much newer space considering those of space design, which have been traditionally made in our physical territory. Digital game is the representative space that provides a new space. Therefore, the new concept in space will be not just the territory expansion of space but also the opportunity we can find a new possibility through the relation between human and space. At this point in time that the life territory is expanding as a new space, this research goal is to show the new possibility of the connection of human and digital space through studying the relationship of Human and Space, Space and Digital space and Human and Digital space as well as The peculiarity of the space which is expressed at Digital game, the most representative space providing new experiences.

Psycho-therapeutic Elements in Serious Game for Therapy (치료용 기능성 게임에서의 심리 치료적 요소)

  • Yoon, Seon-Jeong;Ryu, Mi-Young
    • Journal of Korea Game Society
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    • v.12 no.2
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    • pp.31-41
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    • 2012
  • The purpose of serious game for therapy is not to cure patients directly, but to have them cause psychological change, and get positive treatment will. In this study, we extracted 5 elements to be considered to design efficient serious games for psychological therapy through precedent data's analysis. For verification of the extracted elements, we intensively analyzed 2 elements. Those are 'Re-Mission' of which the effect was already proven, and 'SIMS2' which was designed to get the effect of treatment which patients who may experience difficulties in real-world can obtain in virtual space through previous experiences. As a result, material stability, reality, consistency with characters and self-determination of game progress are applied to all the analyzed games, But interactivity with reality is not applied. However, previous researches and validated questionnaire show that interactivity with reality is appropriate element. Consequently, the results of this study will be important materials in designing more efficient serious games for therapy.

Development of an Interactive Virtual Reality Service based on 360 degree VR Image (360도 파노라마 영상 기반 대화형 가상현실 서비스 구축)

  • Kang, Byoung-Gil;Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.15 no.11
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    • pp.463-470
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    • 2017
  • Currently, virtual reality contents using VR images are spotlighted since they can be easily created and utilized. But because VR images are in a state of lack of interaction, there are limitations in their applications and usability.In order to overcome this problem, we propose a new method in which 360 degree panorama image and game engine are utilized to develop a high resolution of interactive VR service in real time. In particular, since the background image, which is represented by a form of panorama image, is pre-generated through a heavy rendering computation, it can be used to provide a immersive VR service with a relatively small amount of computation in run time on a low performance device. In order to show the effectiveness of our proposed method, an interactive game of a virtual zoo environment was implemented and illustrated showing that it can improve user interaction and immersion experience in a pretty good way.

Network Security Situation Assessment Method Based on Markov Game Model

  • Li, Xi;Lu, Yu;Liu, Sen;Nie, Wei
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.5
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    • pp.2414-2428
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    • 2018
  • In order to solve the problem that the current network security situation assessment methods just focus on the attack behaviors, this paper proposes a kind of network security situation assessment method based on Markov Decision Process and Game theory. The method takes the Markov Game model as the core, and uses the 4 levels data fusion to realize the evaluation of the network security situation. In this process, the Nash equilibrium point of the game is used to determine the impact on the network security. Experiments show that the results of this method are basically consistent with the expert evaluation data. As the method takes full account of the interaction between the attackers and defenders, it is closer to reality, and can accurately assess network security situation.

Controlling Position of Virtual Reality Contents with Mouth-Wind and Acceleration Sensor

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.4
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    • pp.57-63
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    • 2019
  • In this paper, we propose a new framework to control VR(Virtual reality) contents in real time using user's mouth-wind and acceleration sensor of mobile device. In VR, user interaction technology is important, but various user interface methods is still lacking. Most of the interaction technologies are hand touch screen touch or motion recognition. We propose a new interface technology that can interact with VR contents in real time using user's mouth-wind method with acceleration sensor. The direction of the mouth-wind is determined using the angle and position between the user and the mobile device, and the control position is adjusted using the acceleration sensor of the mobile device. Noise included in the size of the mouth wind is refined using a simple average filter. In order to demonstrate the superiority of the proposed technology, we show the result of interacting with contents in game and simulation in real time by applying control position and mouth-wind external force to the game.