• 제목/요약/키워드: internet games

검색결과 378건 처리시간 0.022초

Study on the Influence of the Fourth Wall on the Player's Gaming Experience in Side-Scrolling Games

  • Qi Yi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권2호
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    • pp.118-123
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    • 2023
  • With the continuous development of emerging technologies represented by VR technology, many game developers are declaring that they are constantly trying to break the "fourth wall" and break the boundaries between virtual and reality to create game immersion for players. new game. But for many gamers, a strong sense of immersion is not the focus of their pursuit. The sense of control and safe exploration during the game is also the game experience that many gamers are pursuing. Moreover, there is ambiguity in the definition of the concept of breaking the fourth wall in the field of academic theory. The purpose of breaking the fourth wall was to separate the real world from the virtual world, to remind the audience that the actors and the audience are in two different worlds, and to trigger the audience's thinking about drama and deeper philosophy. But in the current game, it has become a blurring of the boundary between virtual and reality, pulling players into the virtual world, and focusing on the immersive experience. In this paper, we will first sort out the concept of "breaking the fourth wall", and then conduct a comparative analysis of horizontal scroll games and VR games, and conclude that the "fourth wall" has an impact on players Great conclusion.

Study on 2D Sprite *3.Generation Using the Impersonator Network

  • Yongjun Choi;Beomjoo Seo;Shinjin Kang;Jongin Choi
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제17권7호
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    • pp.1794-1806
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    • 2023
  • This study presents a method for capturing photographs of users as input and converting them into 2D character animation sprites using a generative adversarial network-based artificial intelligence network. Traditionally, 2D character animations have been created by manually creating an entire sequence of sprite images, which incurs high development costs. To address this issue, this study proposes a technique that combines motion videos and sample 2D images. In the 2D sprite generation process that uses the proposed technique, a sequence of images is extracted from real-life images captured by the user, and these are combined with character images from within the game. Our research aims to leverage cutting-edge deep learning-based image manipulation techniques, such as the GAN-based motion transfer network (impersonator) and background noise removal (U2 -Net), to generate a sequence of animation sprites from a single image. The proposed technique enables the creation of diverse animations and motions just one image. By utilizing these advancements, we focus on enhancing productivity in the game and animation industry through improved efficiency and streamlined production processes. By employing state-of-the-art techniques, our research enables the generation of 2D sprite images with various motions, offering significant potential for boosting productivity and creativity in the industry.

Exploiting Convergence of Life with Technology to Tackle Real-Life Problems by Means of Computer Games

  • Wierzbicki, Robert J.;Bohnke, Peter
    • International journal of advanced smart convergence
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    • 제2권2호
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    • pp.1-6
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    • 2013
  • Convergence in technology and media makes it possible to augment nurturing by making blended infrastructures with new digital resources available in learning environments at schools. A game-based provision of educationally-valuable content within a collective, virtual environment combined with an analysis of events in the game after it has been played (blended nurture environment) may help to better communicate human values especially where old-fashioned discussion methods fail or do not fulfill the promise of effective, educational institution-based methods of bringing up. In this paper we discuss the use of behavioural metaphors in game-based blended-nurture scenarios for computer games and pedagogical-psychological tests. Upbringing demands an active intervention in the process of children growing up and the courage to place higher expectations on ourselves and our own lifestyles. Decisions and the behaviour of the younger generation are often irrational and the resulting effects can have destructive consequences. Nowadays, games take on the role of modern storytellers. With the help of complex analogies in games, a variety of situations can be depicted in an eye-catching way and later discussed.

유전자 알고리즘을 이용한 대전형 액션게임의 지능캐릭터 (An Intelligent Characters for Fighting Action Games Using Genetic Algorithms)

  • 이면섭;조병헌;성영락;정성훈;오하령
    • 정보처리학회논문지B
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    • 제12B권3호
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    • pp.329-336
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    • 2005
  • 본 논문에서는 유전자 알고리즘을 이용하여 대전형 액션 게임의 캐릭터를 지능화 하는 방법을 제안한다. 초기에 게임 규칙을 전혀 모르는 캐릭터가 학습이 진행되면 세대를 거듭하면서 스스로 게임규칙을 학습하고 기술을 습득하며 진화할 수 있는 지능을 갖추게 된다. 제안한 캐릭터가 환경변화에 잘 적응하는지를 평가하기 위하여 게임 도중에 게임규칙을 바꾸어 규칙 변경 전후의 결과를 비교 검토하였다. 실험결과 게임규칙이 변경된 후에도 빠르게 새로운 규칙에 적응하였다. 본 논문에서 제안한 방법은 대전형 액션게임뿐만 아니라 PC게임이나 인터넷 온라인 게임 등의 캐릭터 구현에도 쉽게 적용가능한 장점이 있다.

CRM의 게임으로의 효율적 접목 가능성에 관한 연구 (A Study on Possible Effective Application of CRM in Games)

  • 지명구
    • 한국게임학회 논문지
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    • 제6권4호
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    • pp.71-77
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    • 2006
  • 많은 게임 개발자와 마케터들은 고객의 정보 분석과 질적 서비스 제공을 위해 지속적으로 진보하는 다양한 인터넷 기술을 이용하고 있다. 하지만 일반적으로 활용되는 인터넷 고객분석 기술로서는 웹 페이지나 커뮤니티 활동으로부터의 단편적인 게임이용자의 정보만을 얻을 수 있을 뿐이다. 따라서 본 논문은 실제로 게임이용자에 대한 정보를 지속적으로 수집하고 분석할 수 있는 시스템을 구축하여 효과적인 서비스를 제공하기 위하여 고객에 대한 체계적인 관리 모델인 CRM(Customer Relationship Management)을 게임에 적용 하고자 한다. 이러한 CRM을 게임 시스템에 적용하기 위해서는 1) CRM의 구성요소 2) 게임 분야의 고객의 특징 3) 효율적인 게임에 CRM 시스템 구현 모델을 기초하여 연구한다.

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A Study on the Adaptability of Shadow Puppet Elements to Side-Scrolling Games

  • Qi Yi;Jeanhun Chung
    • International journal of advanced smart convergence
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    • 제12권2호
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    • pp.102-107
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    • 2023
  • Chinese shadow puppetry is an ancient form of drama with a long history. Known as the "mother of Chinese folk opera", it has rich cultural connotations and artistic value. At the same time, as a classic video game genre, side-scrolling games have many loyal fans around the world. However, in recent years, some previous entertainment cultures such as shadow puppetry are slowly disappearing. In contrast, video games play an increasingly important role in people's entertainment. Combining Chinese traditional culture with video games can be a great way to promote the preservation of these cultures. By making traditional culture more accessible and engaging, developers can help to ensure that these cultures continue to be enjoyed by future generations.The side-scrolling game is a classic game type, and it has many similarities with shadow puppetry. This paper will analyze the similarities and differences between Chinese shadow puppetry and horizontal version games, and try to explore how to organically integrate the two, so as to promote the inheritance and development of traditional culture, and promote cultural innovation and the development of creative industries.

Designing the Museum Gamification System

  • Jeon, Se-won;Moon, Seok-Jae;Ryu, Gi-Hwan
    • International Journal of Internet, Broadcasting and Communication
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    • 제14권2호
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    • pp.219-224
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    • 2022
  • We identified the correlation between museums, gamification, and viewers based on the results of keyword correlation analysis, designing the museum gamification system. By applying gamification to the museum through big data CONCOR analysis, it was found that viewers had fun watching it through direct experiences and experiences. In this study, we propose a system that directly selects the story desired by the viewer and serves the game suitable for the theme of the museum they visited. In addition, the system proposed in this paper organized a story algorithm so that viewers can directly select the difficulty level based on the story and play personalized games. We collected existing museum information and designed to enable games of various stories suitable for the museum's theme, and based on this, it was applied to the museum gamification app. Moreover, in order to further enhance the immersion of museum viewing. We have been designed and applied based on Virtual Reality (VR).

인터넷 게임 방송 매체의 스토리형 게임 저작권 문제 조정 사례 연구 (A Case Study on the Adjustment of Story Copyright Problems in Internet Game Broadcasting Media)

  • 최영귀
    • 한국인터넷방송통신학회논문지
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    • 제20권1호
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    • pp.61-67
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    • 2020
  • 게임은 여러 장르가 있다. 액션, RPG, FPS, 시뮬레이션 등 다양하며 그 중 스토리를 중심으로 흘러가는 게임은 마치 한편의 영화를 보는 것과 같은 느낌을 주는 게임 장르다. 인터넷 게임 방송인은 스토리형 게임을 방송할 때 영화관에서 영화를 상영하는 것과 비슷하다고 볼 수 있다. 영화관과 다른 점은 시청자들에게 직접 플레이를 보여줌으로써 스토리에 일정 부분 관여할 수 있다는 점이다. 방송 소재로써 스토리 게임은 좋은 수단이지만 게임 제작사 측면에서 스토리가 인터넷 방송으로 공개되는 점은 게임을 구매하지 않고 스토리를 즐길 수 있어 판매수익에 부정적인 영향을 끼칠 수 있다. 본 연구는 저작권이 문제될 수 있는 스토리형 게임을 제작자와 인터넷 방송인 간의 조정 현황을 분석하고 같이 나아갈 방법을 제시하고자 한다.

Impact Analysis of Internet Addiction on Students' Academic Performance

  • Seong-Hoon Lee;Dong-Woo Lee
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권2호
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    • pp.248-253
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    • 2023
  • Nowadays, with the spread of the Internet and the emergence of high-performance computers and various peripheral devices, our society is undergoing great changes. In the field of education, various types of education using smart education infrastructure are being conducted. The spread of the Internet and the development of various devices have problems that can lead to addiction due to excessive Internet use. Most of the problems that appear in adolescence are immersed in games, which can affect academic achievement. Therefore, in this study, the effect of excessive Internet use on students' academic achievement was studied. The survey for the study was conducted through a questionnaire survey, and the subjects of the survey were high school students majoring in humanities. As a result, the relationship between academic achievement and Internet addiction was low in the middle, upper, and lower groups in the general user group. Also, in the highrisk user group, it appeared high in the order of middle, low, and high.

멀티플레이어 온라인 게임을 위한 P2P 구조의 객체 복제와 일관성 제어 기법 (Object Replication and Consistency Control Techniques of P2P Structures for Multiplayer Online Games)

  • 김진환
    • 한국인터넷방송통신학회논문지
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    • 제14권4호
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    • pp.91-99
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    • 2014
  • 멀티플레이어 온라인 게임을 위한 주요 구조는 전형적으로 클라이언트-서버, 멀티 서버, P2P(peer-to-peer) 구조 등이 있다. P2P 구조는 본질적인 분산과 협동 특성으로 인하여 구축 비용이 저렴하며 플레이어들 간에 직접 통신을 수행함으로써 빠른 응답시간과 높은 규모조정성을 가질 수 있다. 그러나 P2P 구조는 여러 가지 어려움이 존재한다. 플레이어들 간에 게임을 분산시키므로 제어 유지가 어렵고 특정 플레이어의 고의적인 부정행위에 취약해지는 경향도 있다. 또한 갱신과정의 충돌 현상이 여러 사이트에서 발생될 수 있기 때문에 P2P 시스템에서 일관성 제어를 제공하는 것도 더욱 어렵다. 비일관성을 회피 또는 정정하기 위하여 대부분의 멀티플레이어 게임은 객체에 대한 갱신이 주 사본에 먼저 수행되는 주 사본 기법을 사용한다. 본 논문은 멀티플레이어 온라인 게임을 위한 P2P 구조에서 각 객체에 대한 일관성을 제공하며 갱신 결과의 전송 메카니즘이 존재하는 주 사본 모델과 이에 대한 성능 분석 결과를 기술한다.