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1

4,000원

본 연구는 미래 게임 개발의 방향성을 이해하기 위하여 게임 개발에 관한 글로벌 연구 동향을 분석하고자 한다. 이에 본 연구에서는 SCOPUS DB에서 제목을 “게임 개발”로 한정하여 논문(article)을 검색하여 초록이 제공되는 논문을 선정하였다. 이를 대규모 데이터에서 유의미한 패턴과 정보를 추출하는 텍스트마이닝 기법과 문서의 집합에서 토픽을 찾 아내는 프로세스 토픽모델링 기법인 LDA를 활용하여 분석을 수행하였다. 키워드 분석 결과, Software Design, Game Development, Serious Games, Students, Game Theory, Computer Games 순으로 그 중요도가 나타났으며, LDA 분석 결과, Development, Game, Learning, Study, Students, Process, Using, Serious, Education 순으로 그 중요도 가 나타났다. 향후 연구에서는 학술 제공 데이터베이스를 확대하고 머신러닝과 딥러닝 기법을 활용한 다양한 분석 방법을 활용한 연구가 필요하며, 국가 간에 게임 개발과 관련된 비교연구를 수행하는 것이 필요할 것으로 기대한다.

This study aims to analyze global research trends on game development in order to understand the direction of future game development. Therefore, in this study, the article in which the abstract is provided was selected by searching the article by limiting the title to "game development" in the SCOPUS DB. The analysis was performed using a text mining technique that extracts meaningful patterns and information from large-scale data and LDA, a process topic modeling technique that finds a topic in a set of documents. As a result of keyword analysis, the importance was shown in the order of Software Design, Game Development, Serious Games, Students, Game Theory, and Computer Games, and as a result of LDA analysis, the importance was shown in the order of Development, Game, Learning, Study, Students, Process, Using, Serious, and Education. In future research, it is expected that it will be necessary to expand the academic-provided database, conduct research using various analysis methods using machine learning and deep learning techniques, and conduct comparative research related to game development between countries.

2

AirSoft Gun 사용자를 위한 SMT(Smart Monitor Target)게임 인터페이스 개발 연구

정주연, 강윤극

한국정보기술응용학회 JITAM Vol.28 No.1 2021.02 pp.83-93

※ 기관로그인 시 무료 이용이 가능합니다.

4,200원

The purpose of this study was to develop a personalized SMT (smart monitor target) game interface for game users who enjoy airsoft sports as individual purchases of SMT have increased since the advent of the untouched era. For this study, the UX (user experience) of the game interface was designed based on previous research. In particular, the personalized game service was reinforced by adding the CP (command post) of the SMT system that performs the home function of the console game, which was intended to help the user maintain immersed in the game in the personalized space of the SMT. Major design elements for the SMT game interface included layout, color, graphics, buttons, and text, and the interface design was proceeded based on them. After composing a grid with a layout in which the tab function was applied to the interface with a vertical three-segment structure and the outer margin value secured, the military camouflage pattern and texture were applied to the colored tone to perform graphics work. Targets and thumbnails were produced as illustrations using experts to ensure the consistency of the interface, and then function buttons and texts on each page were used concisely for intuitive information delivery. The design sources organized in this way were developed using the Unity engine. In the future, we hope that game user-centered personalized interfaces will continue to develop and provide differentiated services unique to SMT systems in the airsoft gun market.

3

무기체계 연구개발사업 협상의 게임이론적 분석 KCI 등재후보

장희선

한국방위산업학회 한국방위산업학회지 제18권 제2호 2011.12 pp.116-147

※ 기관로그인 시 무료 이용이 가능합니다.

7,300원

Selecting the best supplier in weapon systems research and development(R&D) is one of the most important steps for program success. The R&D program is awarded to the company considering both the firm’s technology capability and pricing. The government uses Negotiation Process (NP) to select the best supplier. So, we need a systematic approach in negotiation to select the best supplier. The purpose of the paper is to use and analyze the NP using game theory that is being used widely in various areas. The paper says that NP in weapon systems R&D has many problems to be solved for efficient and successful program management. These problems are as follows: limited time, confusion in economic acquisition, poor preparation of strategies and alternatives, poor analysis of the company, excessive focus on short-term outcome, and poor methods in making sure of satisfactory performance. This paper shows that game-theoretic approach can aid in preparing for negotiation, setting up strategies, and analyzing the environment and results of the NP. Currently, there already are existing data that proves that the game-theoretic approach (equilibrium) can be useful in analyzing the NP. Based on the study adapting game theory, this paper proposes many alternatives to improve the NP in weapon systems R&D. These alternatives include the necessity of setting-up effective strategies before negotiation, flexibility to change game rule, adoption of multi-suppliers, and so on. This study contributes in a systematic approach toward successful NP in weapon systems R&D. In addition, this study can be applied to various areas such as non-weapon systems R&D and core technology R&D.

4

4,000원

2013년 이후 활성화되기 시작한 국가직무능력표준(NCS) 체계가 전문대학 및 직업훈련기관을 중심으로 적극 도입되고 있는 가운데 게임분야는 이에 대한 연구가 미진한 실정이므로 게임교육과 NCS를 연계하는 첫 연구로 김포대학교 게임콘텐츠과의 교육과정 개발에 대한 연구를 진행하였다. NCS 기반의 게임교육과정을 개발하기 위하여 게임산업 환경을 분석하고 게임업계 관계자를 대상으로 수요조사를 실시하여 실무에서 필요한 지식과 직업기초능력 과목을 도출하였으며, 게임직무별 현장전문가(SME)를 활용하여 인력양성 유형을 분석하였다. 이렇게 선정된 인력양성 유형에 적용할 NCS의 세분류 및 능력단위를 조사하고 각 능력단위의 유용성을 분석함으로써 NCS 교과목을 도출하였으며, NCS교과목과 비NCS교과목을 학습순위에 따라 학기별로 배치함으로써 김포대학교 게임콘텐츠과의 2년제 교육과정을 설계하였다. 본 연구는 NCS와 게임콘텐츠제작 분야를 연결하는 마중물로서 의미가 있으며, NCS기반으로 게임교육과정을 계획하는 여타 교육기관의 참고가 됨은 물론 향후 게임교육과정에 대한 향상방안 및 게임교육 품질관리(CQI) 등을 연구하는데 있어서 기반자료로 활용될 수 있을 것이다.

Since the development of NCS-based curriculum in field of game education is not well studied, so we carried out research on the curriculum development of game contents department of Kimpo University as the first study to link game education and NCS. In order to develop the NCS-based game education course, we analyzed the game industry environment and conducted a demand survey on the game industry officials to derive the vocational basic subjects required for game contents creation. In addition, we analyzed the types of manpower training by using on-site experts (SME). SME also designed the NCS curriculum by matching the manpower type comparing with NCS classification and capacity unit, analyzing the usefulness of each Capacity unit, and finally, by arranging each NCS and non-NCS subjects by semester. This research is meaningful as the first study linking NCS and game content creation, and it will be a reference for other education institutions planning game education course based on NCS. It also can be used as a basic material for researching game education quality management (CQI) as well as improvement methods for future game education courses.

5

자기결정이론에 기초한 청소년 게임 중독 개입 프로그램 개발: Win-Me GameTM개발을 위한 예비연구

임숙희, 김교헌, 최훈석, 권선중, 김세진

[NRF 연계] 한국건강심리학회 한국심리학회지: 건강 Vol.17 No.4 2012.12 pp.861-883

※ 협약을 통해 무료로 제공되는 자료로, 원문이용 방식은 연계기관의 정책을 따르고 있습니다.

원문보기

본 연구는 게임 중독 청소년의 부적응 증상을 개선하고 게임 행동에 대한 자기조절능력을 증진시키는 개입 프로그램을 개발하여 예비연구를 통해 효과 검증하였다. 이를 위해 개인의 강점이나 덕성 증진 활동에 초점을 맞춘 8회기 프로그램을 개발했는데, 자기결정이론에 기초하여, 심리적 성장과 발달을 초래하는 자율성, 유능성, 관계성 및 즐거움 욕구가 일상에서도 충족될 수 있도록 생활양식을 수정하는 내용을 포함시켰고, 주양육자의 도움이 함께 제공될 수 있도록 매회기 마다 부모교육을 포함시켰다. 프로그램의 효과를 검증하기 위해 게임 중독 상태에 해당하는 개입집단 9명과 비교집단 10명을 대상으로 개입 전, 후 게임 중독 수준과 평일 및 주말 이용 시간을 평가했다. 사전 측정치를 공변인으로 두 집단 간 사후 수준 차이를 검증한 결과, 개입집단의 게임 중독 수준과 이용 시간이 비교집단에 비해 유의하게 낮아진 것으로 나타났다. 이와 함께 본 연구는 프로그램의 치료 요인을 확인하기 위해 질적 분석을 실시하였다. 결과를 바탕으로 본 프로그램의 개선 및 활용 방안에 대해 논의하였다.

This study aimed at developing an intervention program to improve maladjusted behaviors of addicted adolescents and build up the ability to self-regulate game behaviors, and verifying the effects of the program. The intervention program consists of 8 sessions, which are focused on the improvement in personal strengths and virtues. Based on the self-determination theory, the program includes the modification of lifestyle to meet autonomy, competence, relationship and pleasure needs in daily lives, which leads to psychological growth and development. Every session includes parent education to obtain assistance from primary caregivers. To verify the effects of the program, this study observed 9 adolescents who are addicted to games in the intervention group, and 10 adolescents in the comparison group. Their level of game addiction before and after the intervention program, and weekday and weekend hours of gaming were observed. With the level of game addiction before the program as a covariate, the study evaluated the difference in the level of game addiction after the program between the two groups. The result shows that the level of game addiction and hours of gaming for the intervention group became lower compared to that of the comparison group. On the basis of the verification results, the improvement in the program and practical use were discussed.

6

4,000원

This paper introduces good game design elements to consider for educational game. A suggested theory is applied on case study of educational history game development which was conducted by collaboration of game and education research experts. In the beginning of study, we seek for good game elements from the nature of play. We define and reorganize indigenous characteristic of play into two categories, Ludus and Paidia. Ludus is more oriented toward complex rule base game, and Paidia goes toward play attributes. We design and develop educational game based on suggested core design elements. At last, we observe how suggested good game design elements influences our educational game, addressing how to apply our design theory to the educational game development process.

7

4,200원

In this paper, we proposed some direction to effective development of gamification. To achieve this purpose,we performed an extensive literature review. Based on game mechanics and game dynamics, we analyzed 145cases for both domestic sites(15 cases) and international sites(130 cases) by keyword search methods. Resultsshowed that the successful cases(n=32) applied more features of game mechanics and game dynamics in variousways. Through this, we tried to build up categorization of gamification, the major applications of gamificationcan be converged into five primary areas: public policy, medical welfare, education, environmental protectionand corporation. Finally, we discussed about implications of using gamification for future direction.

8

4,000원

As a macroscopic research for the economic system in MMORPG’s, I have analyzed the differentiation & characteristic of each economic system such as Picking Economy, Laissez-faire, Revised Capitalism, Neo-liberalism as well as Economic Democracy which is shown on online game. The picking economy of online game, like as Ultima Online, has the characteristic of co-work & co- distribution but the capitalist who has accumulated wealth appeared on Laissez-faire period. When the economic system of Laissez-faire has fell down, Revised Capitalism that includes the characteristics of government intervention has appeared. Finally, ArcheAge and MapleStory 2, which are represent for Neo-liberalism and economic democracy, are characterized by recovery of market functions & welfare.

9

Research on improving efficiency in VR game development KCI 등재

Kim Tae Gyu

국제문화기술진흥원 International Journal of Advanced Culture Technology(IJACT) Volume 11 Number 4 2023.12 pp.74-80

※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.

Currently, hardware companies such as Oculus, Samsung, and HTC are producing virtual reality devices, and game software development companies are developing or servicing VR games using these devices. Accordingly, the VR game market is expected to continue to grow in the future. However, in order for the VR game market to become active, various problems raised during game development and service must be resolved. This paper investigates solutions to problems raised during the development and service of VR games, such as cyber sickness, risk of injury due to environmental restrictions during play, and reconnection induction problems. Cybersickness can be alleviated by utilizing multiple GPUs for each display processing to achieve higher frame rates and optimizing play space design. Environmental constraints during play can be mitigated by optimizing space design, and the problem of inducing reconnection can be solved by continuously providing the motivation and purpose used in existing game methods. Through this, we were able to apply it to develop VR content that can be played continuously.

10

Research on the Development of One IP(intellectual property) Animation & Game in Chinese Market KCI 등재후보

Yang Pan, Chul-Young Choi, Zilu Meng

국제인공지능학회(구 한국인터넷방송통신학회) International Journal of Internet, Broadcasting and Communication Vol.11 No.2 2019.05 pp.67-75

※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.

"No IP, No Content" has become a phenomenon in the content industry, high-quality IP has a strategic importance. It has become a Trinity in the movie-anime-game basic package, Competition is more intense. However, there is a tremendous amount of know-how hidden behind the use of IP to operate games well. We are worth exploring in detail. The research and analysis of digital IP market, the advantages and disadvantages will be the focus of our pragmatic research. As an emerging market in the digital industry, China has great research value. This paper analyzes the status quo of the current Chinese market by comparing the mature US and Japanese markets. For example, the research of American Disney Company analyzes the mature market structure of Japan. , compared with the excellent case of the Chinese market legend of qin. By studying the current situation of China's digital market, analyzing the interest trends of the customer base, discovering existing problems and improving the accuracy of the prediction and judgment of the Chinese digital market in the future.According to the survey, the IP heat is mainly concentrated in six categories of games, animation, TV, variety, movies, and novels. At present, the most popular IP of manufacturers have three major categories. This article will conduct research and analysis on digital IP, and analyze the market status of China, the United States, and Japan and the research on outstanding representative works in the market.

11

디지털 전환 개념을 활용한 진로 교육용 게임 개발 연구 KCI 등재

조광희, 김수인, 안성호, 김정이

국제문화기술진흥원 The Journal of the Convergence on Culture Technology (JCCT) Vol.9 No.5 2023.10 pp.543-548

※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.

이 연구는 디지털 전환에 대한 이해의 필요성을 강조하며, 디지털 전환을 주제로 한 기능성 모바일 게임의 개 발과정을 다룬다. 선행 연구를 통해 기존의 모바일 게임에서 미래 사회 산업과 직업의 변화를 반영하고 있지 못함을 발견하였다. 본 연구에서는 청소년들이 미래 디지털 전환으로 인한 산업 구조와 직업의 변화에 대한 디지털 리터러시 능력 함양과 핵심 기술의 이해에 도움이 될 수 있는 교육용 모바일 게임을 기획하고 개발하였다. Unity 3D를 활용하 고 퍼즐, 카드, 보드 게임의 장점들을 접목하였다. 교육 콘텐츠 개발 측면에 있어서 전문성의 한계가 존재할 수 있지 만 학생들이 매우 선호하는 게임을 통해 직업에 대한 미래 지향적인 관점을 제시할 수 있는 콘텐츠를 제시하였다는 의의가 있다. 게임의 직⸱간접적 교육적 효과를 고려할 때 최근 학교 현장에 보급된 태블릿 기기를 통해 수업 시간에 직업 교육 콘텐츠로 유용하게 활용될 수 있을 것으로 기대된다.

This study emphasizes the need to understand digital transformation and addresses the development process of functional mobile games with the theme of digital transformation. Through previous research, we found that existing mobile games do not reflect the changes in industries and jobs in the future. In this study, we designed and developed an educational mobile game that can help young people develop digital literacy skills and understand core skills for future changes in industrial structure and jobs due to digital transformation. It utilizes Unity 3D and combines the best features of puzzle, card, and board games. While there may be limitations in terms of expertise in developing educational content, it is important to note that we have presented content that can provide a futuristic view of careers through a game that is highly preferred by students. Considering the direct and indirect educational effects of the game, it is expected to be useful as a vocational education content in the classroom through tablet devices that have recently been distributed in schools.

12

퍼즐 게임 개발에서의 비주얼 디자인의 역할에 관한 실험적 연구 KCI 등재

최민수, 류한영

한국디자인트렌드학회 한국디자인포럼 Vol. 21 2008.11 pp.273-282

※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.

게임을 개발 한다는 것의 의미는 기본적으로 ‘재미있는 게임’을 만드는 것이고, 비주얼 디자인을 포함한 많은 분야의 전문가들이 이러한 공동의 목표를 위하여 노력하고 있다. 하지만 비주얼 디자인의 역할에 대한 평가는, 이러한 공동의 목표인 게임의 재미에의 기여보다는 외관과 느낌에의 특성 부여로 한정되는 경우가 많다. 본 연구는 세 가지 타입의 퍼즐 게임 디자인을 사용하는 플레이어들을 대상으로 비주얼 선호도와 게임의 본질적 가치인 ‘재미’를 조사하고 그 결과를 분석하여, 게임 디자인에 있어서의 비주얼 디자인의 역할 및 위상을 실험적으로 파악하고자 진행되었다. 그 결과, 비주얼 선호도와 재미 사이에는 일정한 상호관계가 있음이 나타났다. 즉, 디자인이 좋으면 게임이 재미있다고 느끼는 것을 알 수 있었다. 다만, 비주얼 디자인의 효과가 재미에 있어 일정한 역할을 하는 것은 분명하지만, 디자인 수준의 향상이 재미를 보장하는 결정적 요소는 아닌 것으로 판단되었다.

The goal of the game development is to make a game which derives entertain to the users. Many experts in various disciplines, as well as the visual design, work together to achieve this goal. However, the role of the visual design in the game development is often considered as visual decoration rather than the goal, “Fun in the Game”. This research studies on visual preference as well as substantial value of game, which is the level of entertainment, by experimenting game players who play under three different types of puzzle game design environment. Analysis on the experiment helped find the role of visual design for game infrastructure. In conclusion, it was found that there is a positive relationship between visual preferences and entertaining. Better design helps generate more promising levels of entertainment. However, although it is obvious that visual design has influence over the level of entertainment, it is not necessary to say that the preferences in the visual design improve the user satisfaction.

13

OSMU 전략에 따른 게임산업 동향 및 발전방안 - 영상콘텐츠를 중심으로 - KCI 등재

송현진, 최보아, 이재익

한국디자인트렌드학회 한국디자인포럼 Vol. 15 2007.05 pp.303-314

※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.

14

A Tripartite Game Strategy to Promote the Commercialization of Research Results: A Synergistic Development Path Between Universities, Government, and Enterprises

Qi-Jia Liu, 김영길

[NRF 연계] 한국무역연구원 무역연구 Vol.20 No.1 2024.02 pp.105-122

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Purpose ? The purpose of this paper is to explore the tripartite relationship between the government, universities, and enterprises in the process of improving China’s innovation index. We hope to gain an in-depth understanding of the dynamic game process among these three, and how various factors affect the way they cooperate in this process. Design/Methodology/Approach ? Based on evolutionary game theory as a research tool, we constructed a tripartite evolutionary game model of universities, government, and commercial institutions, and analyzed the stability of each party's strategic choices and the relationship between the influence of each element. Findings ? By simulating strategy combinations and the evolution process in different contexts, we derived the conditions for the occurrence of stable strategy combinations among universities, governments, and business organizations. Through the above study, we found that stable strategy combinations among government, universities, and enterprises are crucial in promoting the development of China’s innovation index. Research Implications ? This study has important theoretical significance for understanding the dynamic relationship among government, universities, and firms, and also provides practical guidance for policy makers. Through this study, policy makers can have a clearer understanding of the needs and interests of each party, so that they can formulate more effective policies to promote the development of innovation activities.

15

VR 액션 어드벤처 게임인 Steal Your Breath의 연구·개발

강성기, 정성근

[NRF 연계] 한국지식정보기술학회 (사)한국지식정보기술학회논문지 Vol.19 No.2 2024.04 pp.247-256

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게이머는 프레즌스가 높을수록 가상공간 속에 자신이 실재하는 것과 같은 느낌을 받고, 가상현실 내의 사물 및 캐릭터와 상호작용한다. Steal Your Breath를 개발하는 이 논문에서는 프레즌스의 수준을 높여 게이머에게 리얼리티와 몰입감, 게임 내 오브젝트의 상호작용이 높은 게임을 개발하고자 한다. Steal Your Breath의 연구·개발은 Waterfall 모형을 적용하였다. 계획단계에서 게임의 목적, 사용자, 개발 일정 등을 구상하였고, 분석단계에서는 게임 환경의 내적·외적 요구사항 분석과 게임에서 요구되는 내용을 분석하였고, 설계단계에서는 게이머의 관점에서 게임 설계와 모델링, 게임의 재미와 몰입감을 높이기 위하여 스토리, 캐릭터, 오브젝트, 배경, 그래픽 등의 요소에 다양한 아이디어를 삽입하였고, 개발단계에서는 Meta Quest App Lab에 게임 출시를 목표로 개발하였고, 테스트 및 수정단계에서는 게임의 알파, 베타 테스트를 하였고, 게임 평가단 40명의 피드백을 받아 전체 평균 점수가 4.13점으로 나타났고, 출시단계에서는 법적 보호와 인증 기준의 통과, 전략적 마케팅, 후속 VR 기술의 연구·개발, 해외시장의 진출 등을 고려하였다. 연구 결과 VR 게임의 프레즌스 수준을 높여 게이머에게 만족감을 주고, 지속적인 사용을 이끌 수 있도록 VR 기술과 게임 디자인, 인터페이스, 재미 요소 등을 투입하여 높은 리얼리티와 스릴감, 모든 오브젝트와 높은 상호작용, HMD에서 높은 수준의 그래픽을 유지하였다.

The higher the Presence, the more gamer feel as if they actually exist in the virtual space and interact with objects and characters in the virtual reality. In this study to develop the VR game Steal Your Breath, we aim to develop a game that provides gamer with a high level of realism, immersion, and interaction with objects within the game by increasing the level of presence. The research and development of Steal Your Breath applied the Waterfall model. In the planning stage, the purpose of the game, users, development schedule, etc. were designed. In the analysis stage, the internal and external requirements of the game environment and contents required from the game were analyzed. In the design stage, game design and modeling from the gamer's perspective were conducted. In order to increase the fun and immersion of the game, various ideas were inserted into elements such as story, characters, objects, background, and graphics. In the development stage, the game was developed with the goal of launching it in Meta Quest App Lab, and in the testing and modification stage, the game was developed. Alpha and beta tests were conducted, and feedback from 40 game reviewers was received, resulting in an overall average score of 4.13 points. In the launch stage, legal protection and certification standards were passed, strategic marketing, research and development of follow-up VR technology, and entry into overseas markets were achieved. etc. were taken into consideration. As a result of the study, VR technology, game design, interface, and fun elements were introduced to increase the presence level of VR games, provide gamer with satisfaction, and lead to continuous use, resulting in high realism and thrill, high interaction with all objects, and high performance on HMD. The level of graphics was maintained.

16

MYO를 이용한 체감형 게임 개발 연구

유지원, 안선민, 윤선정

[Kisti 연계] 한국컴퓨터정보학회 한국컴퓨터정보학회 학술대회논문집 2015 pp.41-42

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직접 몸동작을 취하는 체감형 게임이 사용자들의 관심을 받고 있다. 새롭게 등장한 NUI(Natural User Interface)를 사용하는 MYO를 이용해서 개발을 하면 사용자들에게 강한 몰입감과 조작의 편의성을 높일 수 있을 것으로 판단하고 이와 관련된 자료조사를 하였다. 본 연구자료는 MYO를 이용한 게임 개발에 관심이 있는 개발자들에게 가이드가 될 것으로 기대한다.

17

2인 테트리스 코드

김동섭, 김성민, 김태홍, 이상진, 유진수, 한석환, 강윤정

[Kisti 연계] 한국컴퓨터정보학회 한국컴퓨터정보학회 학술대회논문집 2017 pp.307-308

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본 논문에서는 Facebook 테트리스 게임에서 착안하여 모바일로도 실행시키고자 하였다. Facebook 테트리스와 같이 Hold, 미리보기, 줄 넘기기공격 등 세부 기능을 모두 구현하였다.Hold를 하면 다음에 나올 블록을 저장하여 필요할때 꺼내쓸수 있도록 한다. 미리보기를 하여 블록이 바닥에 도달했을시 예상위치를 나타내준다. 한 줄을 clear하였을 시 상대방바닥에 한줄이 올라오도록 한다. 안드로이드 프로그래밍으로 응용시 모바일 앱환경에서도 활용할수 있다.

18

게임산업 연구개발활동의 정책화와 경제적 효과:‘기업부설창작연구소’지정제도를 중심으로

정상철

[NRF 연계] 한국경제통상학회 경제연구 Vol.28 No.3 2010.09 pp.121-141

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게임산업에서 기존의 기술혁신과 서비스혁신에 더해 창작부문의 혁신이 부가가치의 원천으로 기능하는 비중이 높아지고 있는 추세이다. 게임산업을 비롯한 문화산업에서 창의적 요소가 높다는 사실로부터 이를 연구개발 정책으로 전환시킨 제도가 기업부설창작연구소 지정 제도이다. 위 제도는 연구개발(R&D) 관련 비용 항목은 제조업 중심으로 그대로 두고 연구개발비 세액공제 적용대상을 문화산업부문의 기업부설창작연구소로 넓혔기 때문에 게임산업의 연구개발활동을 제대로 반영하질 못하는 문제점이 있다. 기업부설창작연구소의 지정에 따른 경제적 효과를 분석한 결과, 대기업 게임회사가 중소기업 게임회사보다 3배 이상 연구개발비 세액공제 혜택을 볼 수 있는 것으로 예상되었다. 또한 게임산업에서 창의적 활동들에 대한 지원 정책수단으로 세액공제 지원과 더불어 다른 정책수단이 적절히 조합될 필요가 있다는 시사점을 도출할 수 있다.

It is accepted that the Research and Development (R&D) investment plays a central role in innovating and stimulating economic activities. The plan/creation phase in the game industry belongs to the R&D phase which produce the prototype in the manufacturing sector. We can conceptualize the creation R&D as 'creation and development', meaning the creation of new concepts or new development of the service. R&D cost tax deduction on the 'restriction of special taxation act' only includes the cost involved within the exclusive organization dealing with R&D. However the cultural corporations are difficult to be benefited from R&D cost tax deduction article because it is customized to the structure and the concepts of the manufacturing sector. We suggest that the modifications and supplementations in the present R&D tax deduction article are needed in order for cultural corporations to get much the R&D cost tax deduction.

19

AirSoft Gun 사용자를 위한 SMT(Smart Monitor Target)게임 인터페이스 개발 연구

정주연, 강윤극

[Kisti 연계] 한국데이타베이스학회 Journal of information technology applications & management Vol.28 No.1 2021 pp.83-93

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The purpose of this study was to develop a personalized SMT (smart monitor target) game interface for game users who enjoy airsoft sports as individual purchases of SMT have increased since the advent of the untouched era. For this study, the UX (user experience) of the game interface was designed based on previous research. In particular, the personalized game service was reinforced by adding the CP (command post) of the SMT system that performs the home function of the console game, which was intended to help the user maintain immersed in the game in the personalized space of the SMT. Major design elements for the SMT game interface included layout, color, graphics, buttons, and text, and the interface design was proceeded based on them. After composing a grid with a layout in which the tab function was applied to the interface with a vertical three-segment structure and the outer margin value secured, the military camouflage pattern and texture were applied to the colored tone to perform graphics work. Targets and thumbnails were produced as illustrations using experts to ensure the consistency of the interface, and then function buttons and texts on each page were used concisely for intuitive information delivery. The design sources organized in this way were developed using the Unity engine. In the future, we hope that game user-centered personalized interfaces will continue to develop and provide differentiated services unique to SMT systems in the airsoft gun market.

20

무선통신기반 온라인 게임을 위한 네트워크 엔진 연구개발

손성옥, 아미루자만, 노재춘

[Kisti 연계] 한국정보과학회 한국정보과학회 학술대회논문집 2007 pp.243-246

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본 논문에서는 802.11b의 네트워크 성능 측정을 통해 도출된 결과를 토대로 하여 802.11b기반의 온라인 게임을 위한 네트워크 엔진을 개발하였다. 네트워크 엔진 서버는 I/O Multiplexing 기법을 사용하였으며, 클라이언트는 .Net Compact Framework로 개발하였다.

 
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