• Title/Summary/Keyword: war games

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A Study on the Storytelling of Web-based MMORTS 'Tribal War' (웹 기반 MMORTS <부족전쟁>의 스토리텔링 연구)

  • Lyou, Chul-Gyun;Lim, Su-Mi
    • Journal of Korea Game Society
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    • v.10 no.3
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    • pp.15-24
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    • 2010
  • Web-based MMORTS has features that distinguish it from traditional client-based games. First, Web-based MMORTS is represented by the combination of graphics and texts. Second, there is parallax agent which has a player and a base town character. This paper written for the purpose of analyzing the storytelling of web-based MMORTS, and from Innogames selected as the subjects of the study. In view of the results so far achieved, the fact, when the player logs in web-based MMORTS, the player takes the experience after some time which had taken by the AI character instead of the player logged out and User Generated Storytelling created from this process, become known. This paper has a meaning for Web-based virtual world which can juxtaposition with routine tasks and can be linked with other platforms.

Study of films marketing made from original games (게임 원작으로 만든 영화 콘텐츠의 흥행성 연구)

  • Wang, Shu;Lee, Tae-hoon
    • Journal of Digital Convergence
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    • v.17 no.10
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    • pp.417-426
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    • 2019
  • The purpose of this study is to analyze the success and failure of the movie made by the original game by comparing the box office environment of the movie made by the original game and to derive the necessary elements to make a good original movie. The specific analytical content studied the specific successes and failure factors of the remake of the game with , , and . Analyzes of the research show that the audience can be divided into game fan and non - game fans, and how to reflect the expectation on both sides of the movie is an important factor in making the movie. Also, games of different styles and genres from other themes can not be created in the same way as remixing movies, but flexible diversity and management are needed. Unconditional scenarios of games or game switching of movies can not be popular among the public, and it is very important to analyze specific target audiences.

From Hiroshima to Fukushima: Nuclear and Artist Response in Japan (히로시마에서 후쿠시마까지, 핵과 미술가의 대응)

  • Choi, Tae Man
    • The Journal of Art Theory & Practice
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    • no.13
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    • pp.35-71
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    • 2012
  • The purpose of this essay is to examine the responses of artists on nuclear experiences through an analysis of the nuclear images represented in contemporary Japanese art. Japan has previously as twice experienced nuclear disaster in 20th century. The first atomic bombs were dropped in 1945 as well as the 5th Fukuryumaru, Japanese pelagic fishing boat, exposed by hydrogen bomb test operated by the US in 1954 nearby Bikini atoll. Due to Tsunami taken place by the great earthquake that caused the meltdown of Fukushima Nuclear Power Plant in March 2010, Japan is being experienced a nuclear disaster again. Despite practical experiences, comtemporary Japanese art has avoided the subject of nuclear disasters since the end of the Asia-Pacific War for a variety of reasons. Firstly, GHQ prohibited to record or depict the terrible effect of atomic bomb until 1946. Secondly, Japanese government has tried to sweep the affair under the carpet quite a while a fact of nuclear damage to their people. Because Japan has produced numerous war record paintings during the Second World War, in the aftermath of the defeated war, most of Japanese artists thought that dealing with politics, economics, and social subject was irrelevant to art as well as style of amateur in order to erase their melancholic memory on it. In addition, silence that was intended to inhibit victims of nuclear disasters from being provoked psychologically has continued the oblivion on nuclear disasters. For these reasons, to speak on nuclear bombs has been a kind of taboo in Japan. However, shortly after the atomic bomb dropped on Hiroshima, the artist couple Iri and Toshi Maruki visited to ruin site as a volunteer for Victim Relief. They portrayed the horrible scenes of the legacy of nuclear bomb since 1950 based on their observation. Under the condition of rapid economical growth in 1960s and 1970s, Japanese subculture such as comics, TV animations, plastic model, and games produced a variety of post apocalyptic images recalling the war between the USA and Japanese militarism, and battle simulation based on nuclear energy. While having grown up watching subculture emerged as Japan Neo-Pop in 1990s, New generation appreciate atomic images such as mushroom cloud which symbolizes atomic bomb of Hiroshima. Takashi Murakami and other Neo-Pop artists appropriate mushroom cloud image in their work. Murakami curated three exhibitions including and persists in superflat and infantilism as an evidence in order to analyze contemporary Japanese society. However, his concept, which is based on atomic bomb radiation exposure experience only claimed on damage and sacrifice, does not reflect Japan as the harmer. Japan has been constructing nuclear power plants since 1954 in the same year when the 5th Fukuryumaru has exposed until the meltdown of Fukushima Nuclear Plant although took place of nuclear radiation exposures of Three Mile and Chernobyl. Due to the exploding of Fukushima Nuclear Power Plant, Japan reconsiders the danger of nuclear disaster. In conclusion, the purpose of this paper may be found that the sense of victim which flowed in contemporary art is able to inquire into the response of artist on the subject of nuclear as well as the relationship between society, politics, culture, and modern history of Japan and international political situation.

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Survey Analysis of the Traditional Characteristics of Children's Play-Songs (놀이노래 가사의 실태와 가사의 전통성 조사)

  • Yi, Soon Hyung
    • Korean Journal of Child Studies
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    • v.12 no.1
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    • pp.68-77
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    • 1991
  • The purpose of this study was to analyze the words of the songs in children's games in order to determine the traditional characteristics of their rhythm and subject matter and to investigate age and sex differences in recognition of the songs. 71 play songs were used for content analysis. After this, 840 subjects in 15 grades (preschool, first to 12th grades, and college students) were presented with the songs. Statistical analysis was done by one-way ANOVA and Scheffe. The songs exhibited traditional rhythms (3.3 or 4.4) and subject matter (nature, everyday life, and family). Some historical events such as the Korean war, and current phenomena such as TV, were also included. Sex but not age differences were found in recognition of the songs.

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The Study on the Priority of First Person Shooter game Elements using Delphi Methodology (FPS게임 구성요소의 중요도 분석방법에 관한 연구 1 -델파이기법을 이용한 독립요소의 계층설계와 검증을 중심으로-)

  • Bae, Hye-Jin;Kim, Suk-Tae
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.61-72
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    • 2007
  • Having started with "Space War", the first game produced by MIT in the 1960's, the gaming industry expanded rapidly and grew to a large size over a short period of time: the brand new games being launched on the market are found to contain many different elements making up a single content in that it is often called the 'the most comprehensive ultimate fruits' of the design technologies. This also translates into a large increase in the number of things which need to be considered in developing games, complicating the plans on the financial budget, the work force, and the time to be committed. Therefore, an approach for analyzing the elements which make up a game, computing the importance of each of them, and assessing those games to be developed in the future, is the key to a successful development of games. Many decision-making activities are often required under such a planning process. The decision-making task involves many difficulties which are outlined as follows: the multi-factor problem; the uncertainty problem impeding the elements from being "quantified" the complex multi-purpose problem for which the outcome aims confusion among decision-makers and the problem with determining the priority order of multi-stages leading to the decision-making process. In this study we plan to suggest AHP (Analytic Hierarchy Process) so that these problems can be worked out comprehensively, and logical and rational alternative plan can be proposed through the quantification of the "uncertain" data. The analysis was conducted by taking FPS (First Person Shooting) which is currently dominating the gaming industry, as subjects for this study. The most important consideration in conducting AHP analysis is to accurately group the elements of the subjects to be analyzed objectively, and arrange them hierarchically, and to analyze the importance through pair-wise comparison between the elements. The study is composed of 2 parts of analyzing these elements and computing the importance between them, and choosing an alternative plan. Among these this paper is particularly focused on the Delphi technique-based objective element analyzing and hierarchy of the FPS games.

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A Study on the Characteristics of Minimalism on GUI in Game (게임 그래픽 유저 인터페이스(GUI)의 미니멀리즘(Minimalism) 특성에 관한 연구)

  • Kim, Yun-Kyung
    • Cartoon and Animation Studies
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    • s.31
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    • pp.249-266
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    • 2013
  • The purpose of this research is to study a case of the minimalism on Game Graphic User Interface design in Computer game. It is to analyse the minimal tendency on Game Graphic User Interface design in several Computer games such as Prince of Persia, Mirror's Edge, Splinter Cell, Gears of War, Call of Duty4, Metro 2033, Crysis2. These games expanded the field of Game Graphic User Interface design with the unique form of minimalism. Minimalism came from the formative arts in the 1960s and influenced to other fields of art. It seems to be an expression of various styles that promptly meet the needs of the times. Therefore, in this research, I would highlight the phenomenon of minimalisation in Game Graphic User Interface design and research the influence of Minimalism that appears in modern design focused on "simplicity" and "minimum" which are representative trend of Minimalism.

Study on the aspect of costume in "Maeil Shinmun" - Focused on Men's wear, Women's wear and Children's wear- (매일신문에 나타난 복식현상에 관한 연구(I)-남성복, 여성복, 아동복 중심으로-)

  • 은영자;최윤혜;형승희
    • Journal of the Korean Society of Costume
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    • v.37
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    • pp.133-148
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    • 1998
  • This study presents the aspects and changing process of the habiliment from the National Liberation up to now by analyzing the articles of costume found in$\ulcorner$Maeil Shinmun$\lrcorner$from Jan. 1. 1946 to Dec. 31. 1996. In the period of 1946~1959, the political and economic conditions through the National Liberation and Korean war deteriorated and the interest in costumes were weakened. But the economic recovery and social stability in the middle of the 50's made the lost interest in costumes increase. From 1960 to 1969, the high economic growth was achieved by“Five year plans for Economic Development”and the progress of mass media, transportation, communication and education brought western culture to our society. It spread rapidly and changed the way of life and the sence of value. These phenomenon led to a great transition on the Korean costume culture in the 60's In 1970~1979, the articless of costume made a change from the 60's, which focused on women's wear, and tuned to one including general costumes not only women's wear but also men's wear due to the women's social roles, the unisexmode and diverse costume. In 1980~1989, the growth of the consumption, the banning of the school uniform, Asian Games(1986) and Olympic games(1988) caused the high qualification, personalization and diversification in the fashion industry. Further more, the traditional-oriented trend with korean culture was emphasized. It pursued the modernization of the traditional Korean Costume, Hanbok, to introduce the unique Korean Beauty. From 1990 to 1996, in the era of international-ization and open door policy, the competition of nations became intense and the comprehention about environmental destruction highlingted the concerns on ecology. The recognition of environmental protection and recycling were reflected in the fashion. It prevailed that the pursuit of personalization,. diverse style, practicality and the fashion leader called generation appeared.

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Analysis of factors affecting Korean professional baseball pitcher salaries (한국프로야구에서 투수 연봉에 영향을 주는 요인)

  • Lee, Jang Taek
    • Journal of the Korean Data and Information Science Society
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    • v.28 no.2
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    • pp.317-326
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    • 2017
  • In this paper, we investigate the effects of performance and non-performance variables attributed to Korean professional baseball pitchers on annual salary by the records about pitchers between 2010 and 2016. We select the variables in reference to previous research related to this topic. The models are then estimated using linear regression model. For pitchers, age, experience in the league, year, eligibility for free agency, the number of wins, WAR, the number of innings pitched, the number of games, the number of saves, the number of games started, and type of baseball team have a statistically significant effect. Among the notable factors, affecting pitchers salaries are largely measure of starting pitchers. Pitcher sabermetrics indexes were poorly reflected on annual salary. The model presented here can be used to remove any unobjective salary differences for Korean professional baseball pitchers.

Implementation of Role-based Command Hierarchy Model for Actor Cooperation (ROCH: 워게임 모의개체 간 역할기반 협력 구현 방안 연구)

  • Kim, Jungyoon;Kim, Hee-Soo;Lee, Sangjin
    • Journal of the Korea Society for Simulation
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    • v.24 no.4
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    • pp.107-118
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    • 2015
  • Many approaches to agent collaboration have been introduced in military war-games, and those approaches address methods for simulation entity (actor) collaboration within a team to achieve given goals. To meet fast-changing battlefield situations, an actor must be loosely coupled with their tasks and be able to take over the role of other actors if necessary to reflect role handovers occurring in real combat. Achieving these requirements allows the transfer of tasks assigned one actor to another actor in circumstances when that actor cannot execute its assigned role, such as when destroyed in action. Tight coupling between an actor and its tasks can prevent role handover in fast-changing situations. Unfortunately, existing approaches and war-game strictly assign tasks to actors during design, therefore they prevent the loose coupling. To overcome these shortcomings, our Role-based Command Hierarchy (ROCH) model dynamically assigns roles to actors based on their situation at runtime. In the model, "Role" separates actors from their tasks. In this paper, we implement the ROCH model as a component that uses a publish-subscribe pattern to handle the link between an actor and the roles of its subordinates (other actors).

A study about multi platform environment game character development (멀티 플랫폼 환경 게임 캐릭터 개발 방법에 관한 모델 연구)

  • Choi, tae-jun;Ryu, seuc-ho
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.647-651
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    • 2007
  • Game was begun to sell to multi platform rather than is sold as a title of a kinds of machine since some moment. In case of competition flag species such as PS (Play Station) or XBOX, there is 'Final Fantasy', 'Gear of War' masterpiece. However, title of game was begun to manufacture to multi platform and this is step that much games are manufactured to multi platform by selection of game developers to minimize danger by production cost rise of game. About game character development method in multi platform surrounding that this research is such game character abstract of multi platform and multi platform environment direction for multi platform through analysis and example proposal to basis data for presentation utilize wish to.

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