• Title/Summary/Keyword: use for game

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A study on the Intention of Using VR Games: Focusing on Technology Acceptance Model(TAM) (VR 게임 이용 의도에 관한 연구 -기술 수용 모델을 중심으로-)

  • Na, Ji Young;Wui, Min-Young
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.53-64
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    • 2019
  • The purpose of this study is to identify what elements of VR games satisfy and continuous usage for the sustainable development of VR games. Specifically, an extended acceptance model was proposed with the addition of perceived costs, presences, satisfied variables to predict the acceptance and the intention of continued use of VR games. As a result, in general, it was found that the extended technology acceptance model with three external factors is more advantageous to explain the characteristics of VR game and its effect on users than the existing model. This study is suggested an integrated research model that considers the core characteristics of VR games and observe which factors lead to the persistent intention to contribute to the study about the VR game.

Cinematic reproduction of original game contents-Focusing on text analysis of games and movies (게임 원작 기반 콘텐츠의 영화적 재현-게임과 영화의 텍스트 분석을 중심으로)

  • Park, Hyunah
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.17-32
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    • 2021
  • This study focused on the games that were in the spotlight during the One Source Multi-use era, analyzing game based movies and the games. Through this, we wanted to examine the phenomena, changes, and in-depth meanings of the genre and grammar. Using Vogler's "12 Stages of the Hero Journey" and Greimas's "Model actantie" the three works of Need for Speed, Assassin Creed and Warcraft were cross-analyzed. Through this analysis, we looked at the structure of the discourse and identified the significant messages brought by the change in text.

Implementation of Lock-Free shared_ptr and weak_ptr for C++11 multi-thread programming (C++11 멀티스레드 프로그래밍을 위한 Lock-Free shared_ptr와 weak_ptr의 구현)

  • Ku, TaeKyun;Jung, NaiHoon
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.55-66
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    • 2021
  • Multi-thread programming is essential in high performance game programming. But, the widely used C++11 shared_ptr and weak_ptr have malfunction and performance problems in multi-thread environments. In this paper, we propose Lock-Free shared_ptr and weak_ptr, which have higher performance than current error preventing methods. These use a non-blocking algorithm to prevent data race in multi-thread environments. As a result of experimenting in an 8 thread environment, performance has improved up to 7424% in a situation where competition between threads is low, and 3767% in high competition.

Spherical Robot for Planetary Explorations: An Approach to Educating Concepts of Mechatronics and Robotics to High School Students

  • Kim, Sooyoung;Kim, Seonje;Kim, Byungkyu;Sen, Soumen
    • Journal of Aerospace System Engineering
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    • v.14 no.2
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    • pp.36-43
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    • 2020
  • Many countries and international organizations have carried out rover missions to explore planetary surfaces. Accordingly, the demand for mechatronics education, which is closely related to building exploratory robots, is also steadily increasing. However, due to the complexity in understanding the background information needed for mechatronics, it is hard for pre-college students to study such process. In this study, we suggest an educational platform for mechatronics using a combined robot kit with a spherical robot and a smartphone application. To provide a visual understanding, the dynamic model of the robot is constructed while analyzing the error between actual driving and a simulation, and the educational algorithm of the game and a feedback method are proposed to improve the learning efficacy by considering the user's level of knowledge of mechatronics. We use this educational spherical robot to develop a curling game platform that can impart engineering education even when students lack significant knowledge.

An Interactive Game with a Haptic Mouse (햅틱마우스를 이용한 인터랙티브 게임)

  • Cho, Seong-Man;Jung, Dong-June;Heo, Soo-Chul;Um, Yoo-Jin;Kim, Sang-Youn
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1-5
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    • 2009
  • In this paper, we develop a haptic mouse system for immersive human computer interaction. The proposed haptic mouse system can provide vibrotactile feedback as well as thermal feedback for realistic virtual experience. For vibrotactile and thermal feedback, we use eccentric motors, a solenoid, and a peltier actuator. In order to evaluate the proposed haptic mouse, we implement a racing game prototype system. The experimental result shows that our haptic mouse is expected to be useful in experiencing virtual world.

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Portfolio Management Game Applicable to Korean Stock Market (주식투자(株式投資)에 관(關)한 모의(模擬)게임)

  • O, Seong-Baek;Hwang, Hak
    • Journal of Korean Institute of Industrial Engineers
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    • v.3 no.1
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    • pp.55-59
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    • 1977
  • This paper develops a portfolio management game applicable to Korean Stock Market with an emphasis on teaching and training aid. It allows each participant to start out with a certain amount of money and pick his favorable stocks from a list of stocks chosen by instructor. Each participant must make a transaction at each time period and he gets a readout that states his individual performance, i.e., stock lists, cash on hand, net worth, transactions he has made and rank in accordance with his net worth. This game package consists of 10 subprograms and 7 files written with Fortran language for use on the Nova 840 computer and is divided into 3 main categories according to their functions, i.e., book-keeping function, data processing function and information searching function. This package may be used for training portfolio decison makings in the stock market and for comparing various investment methods through hypothetical investments.

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Real-time VR Strategy Chess Game using Motion Recognition (VR기반 모션인식을 이용한 실시간 전략 체스 게임)

  • Kim, Young-Kwang;Yoon, Yeo-Song;Oh, Tea-Gyeoung;HwangBo, Yeung-Hwan;Hwang, Jeong-Hee
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.1-7
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    • 2017
  • Virtual reality(VR) is known as immersive multimedia or computer-simulated reality, is a computer technology that replicates an environment, real or imagined, and simulates a user's physical presence and environment to allow for user interaction. Virtual realities artificially create sensory experience including sight, touch, hearing, and smell. Owing to the use of a single device in most VR contents, user have difficulty in manipulating user interface and game object. And also immersion of the game goes down because they can't see the mouse and keyboard in virtual space. In this paper, we design and implement the chess game to easily and accurately control user interface to improve the immersion in game.

The Analysis on Brand Marketing Strategy of Mobie Game (<펜타스톰> 모바일 게임의 브랜드 마케팅 전략 분석)

  • Bo, Ding Zhi;Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.194-196
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    • 2017
  • is a MOBA game developed by 2015 at the Tentent's Tianmei Studios. The operation of the game was very successful, ranking first in the global mobile gaming revenue list in May 2017. However, most of the discussion about this game are the moral critique of game addiction. In fact, a game's success is closely related to the Marketing strategy beyond the contents of the game. This research using a neutral point of view to see the communication modes of during the early, development and outbreak period, analyze the integrated marketing communication strategy (IMC) through the method of case study, and concluded that the key to the success of IMC is the flexible use of various communication methods to achieve a three-dimensional offensive according to the famous Synergy Theory. It is also hoped that this article will be helpful for practitioners to realize the importance of Publicity and promotion of other game products.

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A Study of Factors Affecting Continuous Intention of Social Network Games : Focusing on Smart Device Users (소셜 네트워크 게임의 지속사용의도에 영향을 미치는 요인에 관한 연구 : 스마트 기기 사용자를 중심으로)

  • Kim, Jeongwook;Jang, Choulho
    • Journal of Information Technology Services
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    • v.13 no.3
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    • pp.235-255
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    • 2014
  • Social Network Service (SNS) with emergence of Web 2.0 have been developed rapidly. Unlike other games, social network game is based on the relationship with smart devices and studied for user-centered behavior as a potential factor derived from the Technical Acceptance Model (TAM). This research is conducted for finding out influencing factors on continuous intention for smart device users. Therefore, the independent variables consist of subjective norm, mobility, playfulness, self-efficacy, and ease of use. The intermediate variables also compose of flow, and user satisfaction and the dependent variables as continuous intention. The result of study shows the following: First, subjective norm, playfulness, self-efficacy and ease of use except mobility have the positive effect on user flow. Second, subjective norm, mobility, playfulness and ease of use except self-efficacy have significantly the positive effect on user satisfaction. Finally, user flow has significantly the positive effect on user satisfaction and continuance intention and a factor of user satisfaction have significantly the positive effect on continuance intention.

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.