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      • KCI등재

        Adventure Game Design using Location-based AR Technology

        박승이,길태숙 (사)한국컴퓨터게임학회 2019 한국컴퓨터게임학회논문지 Vol.32 No.4

        In this study, we design the game that connects physical and virtual spaces by grafting elements of Seunglamdo-nori. The location-based AR technology is applied to games played in the physical space. Participants in AR games applying the elements of Seunglamdo-nori can experience spaces online and offline by navigating the stories about space they have not known. In terms of design, it is possible to experience and learn historical and cultural stories in participating spaces, to interact with other participants, to share photos and information, and to cooperate with each other. Story nodes applied to the design are organized to be replaced immediately according to the spaces. The game consists of an online game in the exploration planning phase and an offline game in the deep learning phase. In the exploration planning phase, you can learn about the space and the part of the information around it, which encourages game participants to pay attention to the play space and helps them to plan their trips to the actual physical space. The deep learning phase uses location-based AR technology that combines physical and virtual spaces. Participants experience deeper stories and acquire more surrounding information by performing missions in real space. This study is designed to provide participants with historical and cultural stories. Such a design can serve people to experience new spatial experiences and stories.

      • KCI등재

        Exploring Game-related Mocumentary: Focus on “Tekken Hot War”

        한석희 (사)한국컴퓨터게임학회 2019 한국컴퓨터게임학회논문지 Vol.32 No.1

        This study detailedly analyzes the Season 1 of mocumentary “Tekken Hot War”, game-related mocumentary (also known as fake documentary) produced by MBC Game in 2006. As game industry has been developed and advanced, many game-related films and videos are also produced well such as competition, game research, interview, and so forth. These days, many people watch these game-related media online and off-line, and game-related media become a part of their life for leisure. However, game-related mocumentaries are not produced much yet all around the world, and consequently studies are not enough. Thus, this study tries to analyze and explore the trait of the mocumentary. Especially, this study explores various traits of game-related mocumentary “Tekken Hot War” which was based a fighting action game Tekken produced by Japanese company Bandai Namco and researches it by 1) Story 2) Type of Scene 3) Fake (Mock) Factor in detail. Throughout this, it not only does qualitative analysis of the game-related mocumentary that explores undiscovered areas, but also provides meaningful implications into the game and media industry.

      • KCI등재

        Platformer Game Contents Creative System using Paper and Its Effects

        백재순,이진우,오규환 (사)한국컴퓨터게임학회 2019 한국컴퓨터게임학회논문지 Vol.32 No.2

        We have developed a system that allows users to play the contents of a flat former game drawn on an A4 size paper on a mobile device. If game contents drawn in a paper drawing are recognized through a camera of the mobile device, the game contents can be converted into digital and enjoyed in a mobile application. The user directly draws a game object using a writing instrument in a paper drawing. In order to enhance the object design convenience, the core game object is patterned and a new combination pattern can be created by combining meaningful patterns. In addition, to complement the limited size of the map that can be drawn on one piece of paper, we added the ability to construct a stage by combining the maps. Game components other than the object of the game drawn in the paper drawing can be added inside the system, thereby providing a highly flexible content creation. In order to supplement the process of repetitively creating game contents through paper drawings and converting them to digital, we made it possible to create and modify game contents in the system. The service model proposed in this study is to provide the experience of digital game contents creation in conjunction with unplugged activities for children. In this way, it will be possible to motivate creative activities by linking traditional unplugged activities for children with digital activities, and cultivate software literacy that fits the digital age.

      • KCI등재

        Design and Implementation of Game 3D Character Creation Framework Using Stable Diffusion

        허준,김석규 (사)한국컴퓨터게임학회 2023 한국컴퓨터게임학회논문지 Vol.36 No.3

        The gaming industry is experiencing rapid growth due to recent advances in technology. Game engines such as Unity and Unreal are being actively utilized. These game engines offer a variety of plugins to naturally extend the functionality of the engine. Among them, innovations in 3D graphics technology have made game characters more expressive and enhanced the user experience. However, traditional 3D modeling approaches can sometimes bring limitations and challenges. In particular there are problems with the representation of fine details when utilizing general photos through AI scanning. This paper aims to overcome these difficulties by designing and implementing a game 3D character generation framework using Stable Diffusion. By improving the creation process by utilizing concept art images without hairstyles, it enables fast and efficient character creation. The application of this framework allows for faster and more consistent character creation with fewer steps in the creation process and helps game developers to adapt characters to the engine more easily and quickly. In addition, we verified the effectiveness and scalability of the 3D game character data generated by Stable Diffusion by checking the animation behavior in the game engine.

      • KCI등재

        A Study on the Chronotope of Mobile Game

        이진 (사)한국컴퓨터게임학회 2018 한국컴퓨터게임학회논문지 Vol.31 No.4

        The purpose of this paper is to examine the temporal and spatial characteristics of mobile games through Mikhail Bakhtin's chronotope concept in order to examine the changes of mobile games and gaming. Based on chronotope, a concept that refers to the inner relation between time and space reproduced in the novel, I examined the inner relation between the space - time experience in the mobile game platform and the reconstruction of the mobile game text. The mobile game builds the present-here world based on the player's will while superimposing the act of playing through the mixed platform of existence based on the player with the time and space of everyday life. The chronotope of a mobile game with players as platforms is created in the current space of now-here rather than connecting to the virtual world. In this paper, I review the role of chronotope reproduction in mobile games, focusing on role-playing games and location based games. In the mobile role-playing game, an unhistorical chronotope appears in which the player has a loose sense of distance around the automatic combat system, while the narrative and relational experience is weakened. In a location-based game, a chronotope of player-driven generation that generates amusing meanings through the overlap of the virtual world and the real world appears.

      • KCI등재

        Reading Emotion of a Video Game Character: Focusing on Primary and Secondary Emotion

        사영준 (사)한국컴퓨터게임학회 2019 한국컴퓨터게임학회논문지 Vol.32 No.1

        The current study explored perceiving emotion of video game characters. Previous studies on emotion proposed two types of emotion--primary and secondary emotion--and suggest that people tend to read primary emotion from non-human beings as well as humans, yet perceive secondary emotion only from humans. Acknowledging that a video game characters are often considered as humanlike objects despite their non-human nature, we examined whether people perceive both primary and secondary emotion from a video game character and whether emotion reading is influenced by character- and user-related factors. Participants were completed an online questionnaire, in which they reported to what extent they read each type of emotion from a female and male video game character. Results revealed that people read both primary and secondary emotion from a video game character, while positive emotion was more likely to be perceived than negative emotion. Prior video game experience was related to the extent to people read emotion, such that the more experience people have, to a lesser extent they read negative emotion. Furthermore, positive emotion reading was associated with likability of a video game character, suggesting that emotion reading may lead to positive evaluation of the character.

      • KCI등재

        Study on the Modelling of Effective Coding Puzzle Game for Infant Learning

        홍대선,유미,이형구 (사)한국컴퓨터게임학회 2018 한국컴퓨터게임학회논문지 Vol.31 No.3

        In this paper, we analyze the modeling of educational coding games, implement coding games that are effective for infants and children, and evaluate the suitability for children. After analyzing the learning concepts, UI system, and characteristics of game system that are core to various coding puzzle games on the market, new puzzle game is developed based on these analytics. The learning concepts, UI system and game system of the developed game are introduced and the mock-up and practical course of the daycare center where the developed game is applied is described. The evaluation process for all three items of concept visualization, intuitive element, and difficulty control were evaluated (each 5 perfect score) by daycare center teachers for the game developed to determine the level of play in practice. The developed game displayed 4.08 points in the intuitive element, 3.72 points in difficulty control, and 3.44 points in concept visualization, all with above-normal results. For the visualization of concepts, the application of formatting that can be used in the concept itself, for the intuitive elements the application of clear elements that signal the beginning and end of stages, and for the difficulty control the application of exercise chapter were found to be the main factors.

      • KCI등재

        The Gamification study for Politics : Blockchain Based Gamification System and Method for Evaluating Politician & Political Party Using Issue Information through game mechanics

        김정태 (사)한국컴퓨터게임학회 2018 한국컴퓨터게임학회논문지 Vol.31 No.1

        This paper is to propose the blockchain based gamification system and method for evaluating politician & political party using issue information through game mechanics. The gamification is the idea of using game-thinking and game mechanics (leaderboards, points, levels, badges, items etc) to solve problem and engage players. Players in gamification stand for users, audiences, customers, clients, buyers, learners, patients, soldiers, etc, this paper regards player as elector (or voter). Theoretical background of gamification is based on game design studies such as game components and MDA framework which consists of mechanics, dynamics, and aesthetics. This paper treats game mechanics as the first effective factor for successful evaluating method for politician and political party. The main goal of gamification of evaluating politician & political party is to encourage greater engagement in elector (player) and aiding in creating richer experiences in political issues through proposed system and method. The purpose of this study is to research on interactive evaluating system and method with gamification on blockchain which covers vulnerable security of web or app service.

      • KCI등재

        Adaptive Game Environment Design based on Player Behavior Pattern for Difficulty Adjustment

        이수환,성한울 (사)한국컴퓨터게임학회 2023 한국컴퓨터게임학회논문지 Vol.36 No.3

        User churn in games often arises due to inadequate game difficulty. To address this, non-player characters (NPCs) has been utilized to modulate difficulty according to individual game skill. Nevertheless, the effectiveness of solely NPC-based adjustments is limited since game difficulty is influenced by both NPCs and environmental factors. This paper introduces a novel method for dynamically tailoring game difficulty by adjusting in-game environments based on player behavior patterns in top-down shooter game. Through analysis of diverse user game play data, we find that factors within the game environment, such as the distribution of enemy characters and the arrangement of terrain, have a substantial influence on the level of difficulty. Furthermore, it has been observed that behavioral patterns of players show variations according to changes in the game environment. Using these analytical result, we devise an artificial neural network model that configures an environment that suit player behavior patterns. With the model, we figure out the user player pattern and control the difficulty dynamically by changing the environment factors. Through the experiments, we show that our method provides an appropriate level of difficulty for users to prevent user churn.

      • KCI등재

        Delphi Study on Game Content Valuation Model Element Extraction and Analysis

        이성태,조옥희 (사)한국컴퓨터게임학회 2018 한국컴퓨터게임학회논문지 Vol.31 No.4

        This study aims to extract additional elements to the existing game value evaluation using Delphi technique to 23 game experts. As a result of reviewing the characteristics of the development model using the evaluation model of the existing game contents, it was found that the evaluation factor was selected when selecting the content. The Delphi analysis was conducted two times, the first was the expert FGI and the second was the Delphi questionnaire. More detailed elements were presented in the related items such as results, technology transfer and dissemination, and details for promoting commercialization. Through focus group interviews, we extracted additional factors and predicted market size, growth potential, regulatory and market appeal and risk through market analysis of content success in the game industry. This will allow the industry to understand market size, growth potential, regulation, market appeal and risk through a market analysis of its success targets. This study suggests that the proposed evaluation factors can be applied to the entire game and cultural contents industry and will also help to construct market factors such as market value evaluation of contents, goal and goal setting, selection of entry method, and strategic factors .

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