한국컴퓨터게임학회논문지 [Journal of The Korean Society for Computer Game]

간행물 정보
  • 자료유형
  • 발행기관
    한국컴퓨터게임학회 [Korean Society for Computer Game]
  • ISSN
  • 간기
  • 수록기간
  • 등재여부
    KCI 등재
  • 주제분류
    공학 > 컴퓨터학
  • 십진분류
    KDC 028 DDC 004
제30권 제4호 (19건)

아이템 지각을 위한 게임초보자와 헤비유저 간 화면 주사 (scanning) 방식의 차이


한국컴퓨터게임학회 한국컴퓨터게임학회논문지 제30권 제4호 2017.12 pp.1-8

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The present study investigated the spatial scanning patterns of computer monitor across game expertise. To this goal, we compared the scanning pattern of two groups: novice gamer group who has little experience of game playing and heavy game user group who played MMORPG at least for 3 years. Participants executed an icon-like detection task consisting of 25 squares on the full screen. We measured their response times (RTs) for each cell and compared them. The scanning patterns were largely different between the two groups. The novice group scanned monitor in order of the center, left, upper, lower, and right side of monitor. Where as, the heavy game user group scanned it in order of the center, upper, left, right and lower side. The difference between two group indicates that game playing modify perceptually the scanning pattern of monitor and we need to design the graphical user interface of game more in favor of novice perceptual scanning pattern to lower entry barriers of game.



대형 디스플레이 인터랙티브 환경에서의 멀티 스케일 인터랙션 평가


한국컴퓨터게임학회 한국컴퓨터게임학회논문지 제30권 제4호 2017.12 pp.9-16

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In recent years, the interactive systems with large display have been on the rise, and research on these systems is increasing. While prior research has explored various interaction techniques and input devices developed for large display, it focused on interaction devices used at specific distances from the display. This research introduces a multi-scale user interaction approach that utilizes a multi-touch screen, freehand gestures and mobile interfaces to help users seamlessly interact with the interactive system regardless of their distance from the display. An experiment was conducted to evaluate how users adopted the multi-scale user interaction to more effectively perform various user interaction tasks. The result showed that the multi-scale user interaction helped users improve their overall task performance. It also found that users tended to utilize different multi-scale user interfaces to complete different kinds of tasks.



의사결정트리를 활용한 게임디자인기획 교육모델 개발


한국컴퓨터게임학회 한국컴퓨터게임학회논문지 제30권 제4호 2017.12 pp.17-24

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For game design planning education, we researched step by step learning method from storyline setting to game content evaluation. In this process, we developed 'Content Generated Tree' educational model applying the segmentation, classification, and prediction process of decision tree theory. This model is divided into the trunk stage as a story setting, the node generation stage as a content branch, and the conformity assessment. In the node generation stage, there are 'Game Theme' stage for determining the overall direction of the game, 'Interest Element' stage for finding the unique joy of the development game, and 'Game Format' stage for setting the visualization direction. The learner creates several game content combinations through content branching, and evaluates each content combination value. The education model was applied to 19 teams, and the efficiency of the step by step learning process was confirmed.



FPS 게임을 위한 클라이언트 서버 제작 연구

이형구, 허성진

한국컴퓨터게임학회 한국컴퓨터게임학회논문지 제30권 제4호 2017.12 pp.25-31

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This paper introduces the implementation of client and server for the FPS game which adopts the control element of the racing genre. Game playability is enhanced by combining the users interaction, shooting elements of FPS and the car control element of racing game. User’s tank can move along the slope and the client can stably synchronize with server independently of hardware. By deploying the neutral monster, game excitement is raised. Game server is designed using the IOCP socket to provide the multiplayer game. The proposed game is implemented, and shows the effectiveness of the combining method.



어드벤처 게임 캐릭터 디자인에 대한 언캐니 밸리의 분석 - 툼 레이더 게임의 캐릭터 분석을 중심으로

둥샤오, 조청운

한국컴퓨터게임학회 한국컴퓨터게임학회논문지 제30권 제4호 2017.12 pp.33-40

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In 1970, Masahiro Mori proposed the uncanny valley concept. At the time, the proposal aroused little reaction, However, the uncanny valley is just a hypothesis, not a strict theory. Many subsequent studies have shown that it is true that the uncanny valley is reasonable; With the development of game consoles and personal computers, uncanny valley in video games will become more and more common. but, for the time being, special introductions and game related research on the uncanny valley are still very rare. In this paper, with Masahiro Mori’s uncanny valley as a benchmark and using the evolution of Tomb Raider’s Lara Croft over 20 years as an example, we analyze the significance of the uncanny valley in the design of realistic adventure game characters from such aspects as facial expression and texture. It's not easy to see the development of the technology in the game by using this approach. And it makes game makers determinate the scope of uncanny valley more exactly to made better games.



VR 게임의 동작 기반 상호작용을 위한 혼합현실 시스템

최민수, 박준

한국컴퓨터게임학회 한국컴퓨터게임학회논문지 제30권 제4호 2017.12 pp.41-48

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Recently, many studies on Mixed Reality have been going on. Virtual Reality can only show virtual objects, but Mixed Reality combines real-world information to open up more possibilities. In the game, interaction between the player and others is an essential factor, and games based on Virtual Reality or Mixed Reality using HMD are no exception. For this, we implemented a Mixed Reality System for the Behavior-like Interaction using an additional device to HMD that supports Virtual Reality. This paper presents the theoretical content, the overall contents of the implemented Mixed Reality System, the experiment, the evaluation, and the results.



증강현실 영상합성을 위한 실시간 비디오 추상화 기술 연구


한국컴퓨터게임학회 한국컴퓨터게임학회논문지 제30권 제4호 2017.12 pp.49-54

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With the development of augmented reality technology, various related technologies and content production are rapidly increasing. The virtual space in the augmented reality is achieved through the synthesis of the virtual environment composed of 3D models with the background of the real world video. The harmonization of these two environments is an important factor for users enjoying augmented reality contents. In this paper, we introduce a video abstraction technique to solve the problem of mismatch between input video and 3D virtual objects, which is one of the points to be improved in augmented reality. In particular, we created a new virtual space by applying video-based cartoon and pencil stylization to transform the AR background.



원작게임의 인터랙티브 무비 콘텐츠화 방안 연구 - ‘The Withcer 3 : Wild Hunt’를 중심으로

김성현, 남훈희, 이승근, 이원형

한국컴퓨터게임학회 한국컴퓨터게임학회논문지 제30권 제4호 2017.12 pp.55-61

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These days, contents is not only exists as one genre, but also repeatedly develop to other genre by affect or fusion and developing another contents. This means entertainment industry enters overall OSMU(One Source Multi Use) age. With development of the CG technology filming of the game is actively progressing. Like “Tomb Raider”,“Resident evil”, There is some successful filming of the game case. In other side, there is many fail case of filming of the game also exist. In this paper we study game element analysis by method of film element analysis for making interactive movie of the game. For this study we using the actantial model of Algirdas Julien Greimas and the five element of film of Linda Seger. With two method, we study modeling interactive movie event flow, to be helpful for film development and possibility suggest through this study result.



역사를 소재로 한 디지털 게임의 포지셔닝 연구

이승제, 이대영, 정의준, 전준현

한국컴퓨터게임학회 한국컴퓨터게임학회논문지 제30권 제4호 2017.12 pp.63-71

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Media contents on historical sources rising in popularity make the people have an interest in the historically themed video games. Historically themed video games are studied from practical point of view, just like edutainment, but studies as an entertainment aren't enough. Historically themed video games have lots of advantage, historical fact telling, fictitious entertainment and easy accessibility. There is a need for broad vision to merit of historically themed video games. In this study, we present new analysis tool which is consisted with three axis, time, connection and reality for historical simulation video game. Example games are investigated on entertainment, development, education side with this tool.



증강현실 게임을 활용한 위치기반 관광콘텐츠 플랫폼

류기현, 김지훈, 이우석, 오규환, 이윤진, 석혜정

한국컴퓨터게임학회 한국컴퓨터게임학회논문지 제30권 제4호 2017.12 pp.73-81

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Compared to the early 2000s, the number of tourists in Korea has increased significantly. Approximately 40 million tourists visit Korea each year. In line with this trend, various technologies for developing tourism content have reached a very high level. Therefore, adding experience-oriented AR (Augmented Reality) game based on LBS (Location-Based System) to existing tourist contents will create a new tourism content platform that can give new experience to tourists . This paper proposes a tourism contents platform based on Suwon Hwaseong Fortress which can give such a new experience.



TOF 카메라를 사용하여 개선시킨 가상현실에서의 리디렉션 워킹

강상천, 박준

한국컴퓨터게임학회 한국컴퓨터게임학회논문지 제30권 제4호 2017.12 pp.83-93

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The virtual reality HMD is developed to enable interaction with the outside by combining cameras in the front, and will provide a 360 degree full-body tracking virtual reality game environment so that it can freely roam the room-scale area without any complicated line. However, compared to the development of devices, the actual space in which to operate it is still limited, which will be the biggest obstacle to freely exploring a wide range of virtual reality environments. In order to solve this problem, Redirected Walking, which allows people to explore the wide virtual reality space by tricking their cognitive ability, is under study, but there are unresolved problems and there is a permanent safety risk of virtual reality. In this paper, we propose an enhanced redirected walking that uses tof camera to control variables that lead to other directions before they can not go forward in the real world, and to visualize real spatial information in virtual reality game environment to cope with walls, obstacles, or sudden risk factors.



게임규제 재설계 방안에 대한 연구


한국컴퓨터게임학회 한국컴퓨터게임학회논문지 제30권 제4호 2017.12 pp.95-103

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The game industry, which has been rapidly developing these days in Korean society, is a socially debated issue for the fact that some games are allegedly likely to stir up a speculative drive in people. Among others, the speculativeness of games has been paid more attention by game developers because of the prevalent belief in Korean society that basically games are gambling, which has been more consolidated by reported illegal activities committed by some users of illegal games. More disturbingly, if regulations are put on the act of gaming, not on some speculative games, the nature of games could be distorted and an unexpected adverse effect would arise as a result. This study examines the appropriateness and the effect of the current game regulation from a perspective of game developers and investigates how the regulation and its operation affect the change of the nature of games. The findings of this study are expected to bring about the deeper exploration of the effect of game regulation and broaden the view on the Korean game industry.



아동 교육용 모바일 게임의 캐릭터 성별에 따른 색채분석

정쳰, 조청운

한국컴퓨터게임학회 한국컴퓨터게임학회논문지 제30권 제4호 2017.12 pp.105-114

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According to a survey conducted in the United States of America, 43% of mobile-device-use by children aged between zero and eight years old falls into the sector of educational games. However, that percentage rises to 39% and 51% among children aged 2-4 and 5-8 years, respectively. The question, therefore, is: how can numerous mobile educational games attract the attention of children? Children are attracted to educational games because of various factors including vivid characters and enticing colors, among other elements. This research paper focuses on analyzing the character examples in eight children’s mobile educational games with differently gendered characters. The top elements considered in the eight games include the top-selling games, color distribution, and the hue frequency of every character to obtain the results. The research paper also discusses the characteristics of children’s mobile educational games for different gender characters and the methods of possibilities and considerations for effective design.



스마트폰 중독성향 청소년을 위한 미술치료프로그램


한국컴퓨터게임학회 한국컴퓨터게임학회논문지 제30권 제4호 2017.12 pp.115-121

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This study was intended to develop a group art therapy program to reduce adolescents’ smart phone addiction tendency. Particularly, this study aim to provide subjects, contents and activities using the approach of a group art therapy based on person centered counseling. The program was designed to intervent to solve the problems such as relationship based on unsecure attachment, negative emotions like depression and anxiety, low self-efficacy, and impulsiveness and lack of self-regulation.



립모션을 사용한 원거리 가상 객체의 조작 및 게임 응용

홍철기, 박종승

한국컴퓨터게임학회 한국컴퓨터게임학회논문지 제30권 제4호 2017.12 pp.123-129

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Leap Motion is a virtual reality controller which allows users to interact with the virtual objects using their bare hands. However, the controller only allows the detection of hands up to 60cm from the sensor, which means that users cannot interact with virtual objects outside the same range in the virtual space. In this paper, we propose a new interaction method to overcome the limitation of the manipulation range. The movement of virtual hands in the virtual space is accelerated by the velocity of the hand movement and the range of the reachable virtual space is expended to the current view of the virtual space. Experimental results show that users can manipulate long-distance objects in a coherent and convenient way.



Unreal 4 기반 가상현실 군용 시뮬레이션 콘텐츠 제작사례

이상무, 봉영균, 신윤규, 임창주

한국컴퓨터게임학회 한국컴퓨터게임학회논문지 제30권 제4호 2017.12 pp.131-137

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Virtual reality is one of the most popular technologies in the fourth industrial revolution. We suggest that virtual training using virtual reality would be more effective than existing training. Development of virtual trolley simulation content was done through Unreal Engine. Through the production of virtual reality content, we had developed a more advanced simulation development environment.



포스트휴먼 관점에서 본 위치기반 게임 연구 : <인그레스>를 중심으로


한국컴퓨터게임학회 한국컴퓨터게임학회논문지 제30권 제4호 2017.12 pp.139-145

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The purpose of this study is to examine location-based games from the post-human point of view, which is a combination of human and technology in digital games, devoid of media-oriented discussion of mobile media. In a location based game, there is a hybrid play aspect of topological character and player-driven self-generated play in a space where reality and virtual overlap. This is based on post-human characteristics of the player's spatial-temporal replication through the ubiquity of mobile technology. Through this, digital game has meaning as a game action that can be combined with various actors rather than a material object.



퍼베이시브게임의 게임플레이와 공간인지의 관계에 대한 고찰

Seungie Park, Taesuk Kihl

한국컴퓨터게임학회 한국컴퓨터게임학회논문지 제30권 제4호 2017.12 pp.147-155

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This study was to design a game in which physical space and virtual space are mixed, and examine whether the game players could recognize the location and the building information encountered through game play. To do this, after creating a game with a mixture of physical space and virtual space, we conducted two experiments with college students. As a result, we found that players learned the spatial location and building information by playing the game made for this study, and found that the exchange and interaction between players’ acts as part of the game were able to change game play itself.



방탈출 게임의 관습성과 유형 연구

이민희, Hye Won Han

한국컴퓨터게임학회 한국컴퓨터게임학회논문지 제30권 제4호 2017.12 pp.157-163

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The purpose of this study is to classify the types of Room-Escape games based on play and to derive unique narrative conventions of Room-Escape games that appear on various platforms such as online, offline, and virtual reality. The Room-Escape game sets up the 'room' and strengthens the magic circle, allowing the player to experience the 'insideness' of the place. It also applies the plot of 'the riddle' to induces players to solve puzzles and quests, as well as to infer narrative satellite events and probabilities. The Room-Escape game is a unique game genre that appears through the integration of game and narrative. It is classified into Escape-purpose-oriented type that emphasizes interaction with objects and rules, and Escape-process-oriented type which shows the enhancement of narrative features. The Room-Escape game is a game that reflects a contemporary aspect of Korean modern society desiring to escape from daily life and return at the same time.


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