• Title/Summary/Keyword: classic games

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A Study on the Effect of International Trade on Electronic Commerce (전자상거래가 무역에 미치는 영향과 대응방안)

  • 김재우
    • The Journal of Information Technology
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    • v.1 no.2
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    • pp.163-180
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    • 1998
  • As the Internet empowers citizens and democratizes societies, it is also changing classic business and economic paradigms. New models of commercial Interaction are developing as businesses and consumers participate in the electronic marketplace and reap the resultant benefits. Entrepreneurs are able to start new businesses more easily, with smaller up-front investment requirements, by accessing the Internet's worldwide network of customers. Internet technology is having a profound effect on the global trade in services. World trade involving computer software, entertainment products(motion pictures, videos, games, soul)d recordings), information services(databases, online newspapers), technical information, product licenses, financial services, and professional services(businesses and technical consulting, accounting, architectural design, legal advice, travel services, etc.) has grown rapidly in the past decade.

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The Research on the Comparison of Warrior Role with the Three Kingdoms an the Theme in the Korea-and-China Games - to GUAN YU as the Center (한중게임 중 삼국지를 배경으로 한 무장(武將) 캐릭터에 대한 비교 연구 -관우(關羽)를 중심으로)

  • Ping, Sun-Shu;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.12 no.4
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    • pp.461-466
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    • 2014
  • With the popularity of Japan's "Three Kingdoms" series of games, the Three Kingdoms became popular and gave birth to the Three Kingdoms game for the traditional cultural resources and cultural industries. At the same time generate economic benefits and promote the traditional culture of double effect. With Liu Bei, Guan Yu and other roles in the development of cultural industries in each particular historical figure internationalization appearance design to get attention in the digital arts industry. In this thesis, three kingdoms cultures and three kingdoms generals were analyzed based on classic novel Three Kingdoms (三国演义). Guan Yu, China and South Korea in appearing common in the game as the center. Take example of the role of Guan Yu's generals styling, clothing, weapons, color comparison, attempts to explore the international trend of historical figures game character.

A study on character change of game graphics according to media coverage and diversity of technology (매체의 포괄성과 기술의 다양성에 따른 게임그래픽의 캐릭터변화 연구분석)

  • Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.16 no.8
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    • pp.287-292
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    • 2018
  • It's called masterpieces, which are made up of a lot of enthusiasts by adding a variety of configurations, high game quality, and colorful and realistic graphics. Since many classic games came out and disappear from the game companies, they have been revived in recent years as mobile. Although this phenomenon may have various hardware and software reasons, the present researcher intends to compare and analyze the graphical issues of the characters that can increase the game immersion by the user's autonomous selection among the factors for the immersion of the game. In addition to the birth of one of the most loved characters in the world among the characters of various games, it is considered to be a character who has developed the process of graphic and various expressive production centering on the character called Super Mario which shows various developments than the character in the game history of the world We will present various possibilities of development of game character through comparative analysis and research based on the character.

Analysis of Design Characteristic and Trend of Spore Casual Ware - Based on Comparison with Active Spore Ware - (국내 스포츠 캐주얼웨어의 디자인 특성과 트렌드 경향 분석 - 액티브 스포츠 웨어와의 비교 분석에 기초하여 -)

  • Lee In-Sung;Lhee Sang-Yung;Kim Tae-Hui
    • Journal of the Korea Fashion and Costume Design Association
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    • v.8 no.1
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    • pp.25-36
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    • 2006
  • This paper investigates recent trend and characteristic of sports casual ware. By literature review and case study, it compares active sports casual ware with sports ware and analyzes how the latter has been applied to the former. Further, it attempts to assess future design trend of sports casual ware The result of the analysis of 2004 F/W season's trend is the following. Most brands emphasize classic factors and, at the same time, adopts recent trends. They effectively use splendid colors to expose brand identity, and take advantage of sports games as a marketing tool of special lines. In addition, designs emphasizing women's sexy and healthy style are popular in sports casual ware. Recent trend is characterized by cross-over or hybrid. Active sports ware is expanded to a mixture with casual ware or casual ware featured sportive details and images.

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