• Title/Summary/Keyword: use for game

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The Study of Skeleton System for Facial Expression Animation (Skeleton System으로 운용되는 얼굴표정 애니메이션에 관한 연구)

  • Oh, Seong-Suk
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.47-55
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    • 2008
  • This paper introduces that SSFE(Skeleton System for Facial Expression) to deform facial expressions by rigging of skeletons does same functions with 14 facial muscles based on anatomy. A three dimensional animation tool (MAYA 8.5) is utilized for making the SSFE that presents deformation of mesh models implementing facial expressions around eyes, nose and mouse. The SSFE has a good reusability within diverse human mesh models. The reusability of SSFE can be understood as OSMU(One Source Multi Use) of three dimensional animation production method. It can be a good alternative technique for reducing production budget of animations. It can also be used for three dimensional animation industries such as virtual reality and game.

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On the Formative Feature Characteristics of Cyber Character's Fashion in the Cyber-space Game (가상공간 게임에 나타난 사이버 캐릭터 의상의 조형성)

  • 서정립;진경옥
    • Journal of the Korean Society of Costume
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    • v.54 no.3
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    • pp.99-112
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    • 2004
  • The purpose of this research is to examine the relation between the cyber environment and the contemporary fashion design by studying the formative feature characteristics of cyber character's fashion in the on-line game from the point of the contemporary fashion design. The research method is to understand the general concept of the cyber-space and characters and then is to contemplate characteristics and formative features of game character's fashion of the cyber-space mainly with cyber characters that were closely linked with features of the contemporary fashion design. As a result, the formative feature of game character's fashion of the cyber-space was to be classified into four categories; reactionism, mechanism, futurism, sensualism. First, reactionism takes traditional elements with symbolical and compromising form. Second, mechanism has a tendency of deconstruction due to its vitality and sense of velocity for objects through employing geometrical forms and new materials. Third, futurism deviates from the established framework. It makes use of high-tech materials and has surrealistic and futuristic features. Fourth, sensualism does emphasize sensual parts of the body and intends to convey aesthetic atmosphere through association of ideas. Character's fashion of the cyber on-line game is unnatural and artificial in its forms and wear for the lack of knowledge for costume's structure, and it shows just simplified design that accept extremely partial fragment of features in the contemporary fashion design.

A Study on the Gamification Elements which Applicable to Digital Contents for Dogs (반려견을 위한 디지털콘텐츠에 적용 가능한 게임화 요소 연구)

  • Ma, Mi Yeong;Woo, Tack
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.75-86
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    • 2019
  • The fast-growing pet industry is expanding its reach to digital content for dogs. In this regard, the study aims to present game elements applicable to pet content, taking into account the sensory characteristics of dogs: visual, auditory, and olfactory. To this end, attendance and rules were drawn as factors to induce continuous use of content by pet owners, and intimacy and compensation were derived as game elements so that dogs could get positive responses by feeling fun and interesting through content. Through this study, we expect to revitalize the newly evolving dog content industry.

A study on overlapped configuration and Meta-simulation on Open-world (오픈 월드 게임의 중첩적 구성과 메타시뮬레이션 고찰)

  • Kim, Hee-Seon
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.47-56
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    • 2020
  • The overall aim of this research was to explore Open-world game through the notion of Paidia and Ludus that proposed by Frasca. As a structured simulation system, the Open World overlap Non-linear events and Linear quests via geographic world. Building own sequence of explore the world with Paidia process, Player collides with the pre-scripted quest. In result of that Meta-Simulator emerge as alternative tool for modeling Meta-Simulation, which presents an alternative, extended use of gameplay.

Developing the On-line Game Industry's Changing Scenario and Establishing Business Strategy According to the Introduction of IPTV (IPTV 도입에 따른 온라인 게임 산업의 변와 시나리오 개발 및 경영 전략 수립)

  • Kim, Min-Kwan;Han, Chang-Hee
    • Information Systems Review
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    • v.10 no.2
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    • pp.21-48
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    • 2008
  • The Korean on-line game industry is going through a rapid change. The future business environments for potential on-line game companies are very uncertain due to the new service and the different market trends. In this paper, I propose the use of morphological analysis approach for scenario generation about the future of the On-line game industry. The stages of research process were as follows; Firstly, digital contents analysis and key issues were drawn on IPTV in the on-line game industry. Secondly, each key issue was analyzed and the influence factors and directivity flow were found. Thirdly, highly probable future on-line game industry scenarios were derived. In this case, morphological analysis. On the basis of the developed scenarios, I formulated some implications for business strategy of a potential on-line game companies.

Development of a 3D Brickwork Game Using Java (Java를 이용한 3차원 벽돌 쌓기 게임 개발)

  • Baek, Tae-Gwan;Seo, Sang-Jin;Jeong, Gab-Joong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.06a
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    • pp.121-124
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    • 2007
  • This paper describes the development of a brickwork game with three-dimensional computer graphics as one of web-based game contents. Client user using web can access and run lava applet program with the independence of hardware system. It consists of graphic user interface module, initial space generation module, event handler module, player control module, and thread control module. It uses 3-D array data structure for the 3-D graphic objects that are located in three-dimensional space for high-speed object searching and sorting. It enhances to compare with predetermined construction in three-dimensional space. We can use the developed racing game to inform game users of information for an advertisement like tourism information, and can apply the proposed 3-D drawing technology to 3-D game graphic engine core.

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Design and Application of a Winning Forecast Model of the AOS Genre Game (AOS 장르 게임의 승패 예측 모형의 설계와 활용)

  • Ku, Ji-Min;Yu, Kyeonah
    • KIISE Transactions on Computing Practices
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    • v.23 no.1
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    • pp.37-44
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    • 2017
  • Games of the AOS genre are classified as an e-sport rather than a recreational computer game. The involved statistical analyses such as game playing patterns and the season's characters gain importance due to the expertise-requiring nature of sports. In this study, the strategic analysis of computer games was conducted by using data mining techniques on League of Legend, a representative AOS game. We designed and tested a winning forecast model using winning percentage prediction techniques such as logistic regression analysis, discriminant analysis, and artificial neural networks. The game data analysis results were represented by a probabilistic graph and used in the visualization tool for game play. Experimental results of the winning forecast model showed a high classification rate of 95% on average with potential for use in establishing various strategies for game play with the visualization tool.

Analysis of Problemic Smartphone Use and Life Satisfaction by Smartphone Usage Type (스마트폰 이용 유형별 스마트폰 과의존과 생활만족도 분석)

  • Kim, Yu Jeong
    • Journal of Korea Game Society
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    • v.20 no.1
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    • pp.23-32
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    • 2020
  • This study was attempted to investigate the factors that influence on problematic smartphone use and life satisfaction by smartphone usage type. A total of 25,465 people were used for the analysis and analyzed using the R (3.6.1) program. According to the data analysis, problematic smartphone use occurred in the form of leisure activity seeking and information seeking type. On the other hand, the communication type reduced problematic smartphone use. The type of smartphone use that had the greatest influence on life satisfaction was communication type The longer the smartphone use time and the higher the problematic smartphone use, the more negatively the life satisfaction.

A study on game novel (게임소설 연구)

  • Ko, Hoon
    • Journal of Popular Narrative
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    • v.25 no.4
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    • pp.111-134
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    • 2019
  • Since This study is about game novel. I'm going to discuss the flow and features of game novels. Game novels developed in Korea, the game industry developed and made it possible. Fantasy novels, Muhyeop novels, and the generation of games met, so game novels could develop. By looking at the trends of game novels, I want to lay the foundation for the study of popular literature genre. The reason behind the emergence of game novels is the meeting of the game generation and the novel. The types of game novels can be distinguished according to the 'location of the main characters' and 'the narrative style'. It is not the best, but it is the minimum work to identify the genre. The biggest characteristic of game novels is their connection to games. It also uses the system of the real game. Another characteristic is that a variety of variations are possible with other genres. Game novels were influenced by fantasy novels and Muhyeop novels. Game novels now hold a solid place in the realm of popular literature. But the limits are also clear. It is the repeated use of game novel progression. Here are the limitations that game have to overcome. In addition, active research should be carried out. This study is intended to promote research on these game novel genres.

A Linear Complementary Problem of Fuzzy Bimatrix Game using Fuzzy Ranking Method (퍼지순위화법을 이용한 퍼지쌍행렬게임의 선형상보문제화)

  • 이영광;박상규
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.21 no.46
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    • pp.51-58
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    • 1998
  • In this paper a bimatrix game with imprecise values in its matrix of payoffs is considered. We propose a method for its solution based on the establishment of a linear complementary problems for two players. To solve the problems we use the auxiliary models resulting from the methods for ranking fuzzy numbers.

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