• Title/Summary/Keyword: the game industry

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A Study on the real motion capture of 3D Game character and classificatory proposal the type, the shapes of 3D character animation (3D 게임캐릭터의 실사 움직임(Real working)과 3D 캐릭터 애니메이션의 종류별, 형태별 모델 분류 제안)

  • Yun, Hwang-Rok;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Shon, Jong-Nam
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.269-272
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    • 2006
  • Game industry is one of the most popular sector in the world cultural industries in the digital era. 2D and 3D Animation with development of computer technology it. Because Animation needs to show real motion image. The computer hardware and software technique quick change it leads and 2D and 3D the animation is the tendency which provides the growth which is infinite. But recently Game graphic design have a trend 3D Game that is absorbed and easy handling. 2D Game Character is changing to 3D Game Character more and more. This thesis have significant the real motion capture of 3D Game Character and the types, the shapes of 3D Game Character animation. First of all this thesis will define about 3D Game Character as well it will be show examples of real motion capture also it will proposal data of real motion capture. Therefore it will be bring the high technology Animation industry with Digital Contents industry. also hope for the growth of Game Character Animation process and 3D Game Character Animation in Game industry as well contents industry.

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A Study on the Localization in Vietnam of Mobile Games (모바일 게임의 베트남 현지화 방안에 관한 연구)

  • Jung, Suah;Kim, Hongyoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.12 no.4
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    • pp.97-106
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    • 2016
  • This study analyzes on localization plans to successfully enter ASEAN market more rapidly growing than over-saturated the Asian or North American mobile game markets based on the Vietnamese market. Vietnamese smartphone market is the fastest growing in ASEAN based on its young aged population of average 28.2 year-old and low 3G service charges. Considering one of the most common activities through smartphones is the mobile game, the smartphone demand increase can be forecasted to be based on the growth of Vietnamese game market. Global strategies for exporting products to the global market can be classified into 'standardization' and 'localization'. From among these, Korean game companies are making profits by localization plan. But the Vietnamese mobile game market still has entry barriers. Therefore, this study is to contribute to Korean mobile game companies' localization plans for the Vietnamese market by finding and supplementing limits of the Vietnamese mobile game market based on literatures and statistics materials.

Development of Curling Game based on Android Mobile Platform (안드로이드 기반의 컬링 게임 개발)

  • Cho, Jae Hyeon;Ko, Se Hwan;Kim, Youn Hee;Lim, Hae Chull
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.3
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    • pp.169-177
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    • 2010
  • As expectations about success of smart phones that install Android, an open mobile platform which was developed by Google, are increasing, the development of applications based on the Android has attracted a lot of interest. Especially, game applications have been well received by users. In this paper, we develop an application based on the Android for curling which was adopted as a competitive sport in the Winter Olympic Games. Curling is a sport game played by two teams. The rules of the game are simple, but it is an intelligent one that requires various strategies for victory. In this paper, the curling game based on the Android provides functions, such as pitching, sweeping, collision, and foul handling, that are required in real curling game by using technologies, such as touch screen or accelerometer sensor.

A Study on the Flow Factors According to On-line Game Fatigue System (온라인 게임 피로도 시스템에 따른 몰입요인에 관한 연구)

  • Kwon, Hyeog-In;Park, Jeong-Eun;Choi, Yong-Seok
    • Journal of Korea Game Society
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    • v.10 no.5
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    • pp.75-85
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    • 2010
  • In addition to the quantitative growth of the games industry as a game addiction and social problems have also been increased. Addiction adoption of the resolution was presented to the fatigue system. In this study, flow and addiction affects 6 factors(self-control, positive expectations, interest, competition, positive self-efficacy, negative self-efficacy), depending on whether the adoption lag Flow to affect in any empirical analysis. This fatigue system effect on the game development and to enhance users' flow to do what strategies for theoretical and practical implications are to provide.

A Study on the Current Status and Forecast on Chinese Game in Relation to Game Platform-Focus on SNG (게임플랫폼의 다양화에 따른 중국 게임의 동향 및 전망 - SNG를 중심으로 -)

  • Kim, Yun-Kyung
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.81-88
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    • 2010
  • This study will explore the current status and forecast on Chinese game in relation to game platform. Chinese market has recently developed increasing game platform in the Chinese Market. This paper presents an analysis of Korean game industry's competitive strategy in the Chinese market on the basis of SNG. It explores the new platform such as Webgame and SNS service develops implications for Korean game industry. A new strategy responding to Chinese market and needs is more likely to be successful than a global integration strategy.

A Study on Development Methods of Serious Game (기능성 게임의 발전 방향에 관한 연구)

  • Kim, Kyoung-Nam;Lee, Myoun-Jae;Kim, DaeYoung
    • Journal of the Korea Convergence Society
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    • v.2 no.2
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    • pp.21-26
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    • 2011
  • Currently, Many serious games which combine original purpose of each fields with fun of a game has been developing in the country, abroad. This paper describes problems of development of serious game which based on the paper, analyzed development status of serious games in the country and abroad, proposes development methods. This paper should help to growth serious games industry.

A Study on the Impact of Organizational Commitment on Turnover Intention of Gaming Industry Workers : Focusing on the Mediating Effect of Job Satisfacti (게임업계 종사자의 조직몰입이 이직의도에 미치는 영향에 관한 연구: 직무만족 매개효과를 중심으로)

  • Lee Sanghyeong;Jung Hyungwon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.20 no.2
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    • pp.125-139
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    • 2024
  • High turnover and short tenure in the gaming industry has been a problem since the 2000s. Although high turnover can increase the flexibility of working hours, it has a negative impact on labor stability, and the negative effects of turnover outweigh the positive effects for companies, so efforts are needed to reduce turnover intention, an antecedent of turnover. Therefore, this study investigated the factors affecting turnover intention of employees in the game industry, focusing on organizational commitment and job satisfaction, which are factors that affect turnover intention through previous studies. The results of the regression analysis and mediation effect verification by conducting a questionnaire survey on 221 employees in the game industry showed that emotional engagement among the components of organizational commitment influences turnover intention through job satisfaction. Therefore, it is important to provide goals such as game release and rewards to keep employees emotionally engaged in order to reduce turnover intention.

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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Digital Motion Capture for Types and Shapes of 3D Character Animation (디지털 모션 캡쳐(Motion Capture)를 위한 3D캐릭터 애니메이션의 종류별, 형태별 모델 분류)

  • Yun, Hwang-Rok;Ryu, Seuc-Ho;Lee, Dong-Lyeor
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.102-108
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    • 2007
  • Among culture industry that greet digital generation and is observed 21th century the most representative game industry latest is caught what and more interest degree is rising. 2D and 3D animation accomplish continuous growth and development depending action expression along with development of computer technology, and 2D and 3D animation practical use extent are trend that is widening the area in TV, movie, GAME industry etc. through computer hardware and fast change of software technology. The trend of latest game graphic is trend that the weight is changing from 2D to 3D by 3D game and activation of 3D game character that raise player's immersion stuff and Control in 2D's simplicity manufacturing game balance for one side. This treatise that is reality of 3D game character to classify kind of (Motion Capture) and 3D character animation, form model the sense put. Recognize that is overview and reality of 3D game character first for this about example, and is considered to efficiency is high game industry and digital contents industry hereafter by proposing kind model classification of 3D game character animation, form model classification data and character animation manufacture process that application is possible at fast time and effect in 3D character animation application are big.

An Analysis on the Effect of the Korean Moral Values on Fondness for Game Users: Focusing on the Mediating Effect of Generation (한국의 도덕 가치관이 게이머 호감에 미치는 영향에 대한 분석: 세대의 매개효과를 중심으로)

  • Park, Hyun-Ah;Ryu, Seoung-Ho
    • The Journal of the Korea Contents Association
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    • v.18 no.6
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    • pp.294-302
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    • 2018
  • The regulation of the game industry by the Korean government is closely related to the specific regulatory behavior from their parents' generation regarding gaming behavior of their children. This is because there exists a gap in terms of digital culture experience between parents and children. This study examined the differences in how moral values affect the awareness or perceptions of the game users. In the results, the norm conformity was found to have a negative influence on the fondness for game users. Age was also shown to have a negative influence on the fondness for the game users. Based on these findings, we also found the mediating effect of age existed specifically with regard to the relation of norm conformity and the fondness for the game users. The results suggest that the game industry promotion policies of Korea should change their existing targets from focusing on everyone to just the elderly.