간행물

한국컴퓨터게임학회 논문지 KCI 등재 Journal of The Korean Society for Computer Game

권호리스트/논문검색
이 간행물 논문 검색

권호

제26권 제4호 (2013년 12월) 28

21.
2013.12 구독 인증기관 무료, 개인회원 유료
Computer graphics technique with which two dimensional black and white characters used to be displayed on a monitor in the early period, has now been developed to display three dimensional color images on a mobile terminal. In particular, owing to technique growth in graphics, non-photo realistic rendering technique has grown to express non-photo realistic images as well as realistic rendering. Non-photo realistic rendering technique grows to be motion graphic technique. With the growth of motion graphic technique, it can be possible to produce various expressions and effects. This study proposes a way of turning three dimensional images into two dimensional cartoon look. Two dimensional cartoon look, a type of pictorial expression appeals to emotions, and is in great demand at advertisement, mobile and cartoon. Thus, this study not only changes three dimensional images into two dimensional cartoon look, but also numerous images can be expressible in one page by applying PIP (Picture In Picture) technique, and expressions of cartoons are to be reproduced in turning pages automatically by applying ‘page turn’ technique. Accordingly, it is believed that this content production technique can be applicable in various fields including game, advertisement, cartoons, etc.
4,000원
22.
2013.12 구독 인증기관 무료, 개인회원 유료
We present a palm recognition system that can be used for developing an interactive amusement including game contents. The first step of our system is to capture palm photographs using web camera and to extract hand region using YCbCr color transformation and the active contour model. In the second, we build a template that formulates the conditions for recognizing palm lines. We apply Hough transform to the hand region to extract line information and match the extracted lines with the template to recognize palm lines. We further build a series of fortunetelling stories that match the shape and organization of palm lines to complete the amusement system based on palm recognition.
4,000원
23.
2013.12 구독 인증기관 무료, 개인회원 유료
The purpose of cooperation is to obtain mutual benefit. The basic process on cooperation is exchanging something that an individual cannot product. It means that cooperation can be decomposed into two processes: give and take. So, social network combined with give and take process becomes a complex system that represents cooperation. However, there was no method to measure cooperation numerically based on the complex system model before. Online messenger is an appropriate tool because it works on social network. With the number of messages sent or received on messenger, cooperative score is measurable in real time. To do it, the following three elements should be considered. First, cooperation means that both give and take need to be equally distributed among people in an organization. This measurement is available from entropy in information theory. However, without the amount of activity in give and take process, the equal distribution is not enough to present cooperative score. Last, the biased activity with a large amount of activity must be inhibited. Without the third element, only competition is led for selfish benefit. The example in the paper shows that cooperative score equation is proper to be applied if there are countable information in give and take process. With this cooperative scoring system, organizations could easily detect cooperativeness among teams and employee in real time.
4,000원
24.
2013.12 구독 인증기관 무료, 개인회원 유료
This paper empirically studies R&D investment and firm value in game companies. Found the following results First, the empirical results show that negative relation between R&D investment absolute scale and firm value. On the other hand, an increase in R&D intensity has simultaneously positive relations with firm value. On an existing research, we can conjecture that game companies should increase its R&D intensity rather than R&D investment absolute. Couldn´t find significant results when it comes to long term performance of R&D. In light of these, can be inferred that R&D investments affect more short term than long term firm value in game industry.
4,000원
25.
2013.12 구독 인증기관 무료, 개인회원 유료
We present a Microsoft Kinect-based hand recognition algorithm for an interactive image clipping system, which is widely used for environments such as public facilities and security environments where personal capturing devices including mobile phones are not allowed. User-friendly interface and accurate image capturing function are required for an image clipping system. We build the system by combining Microsoft Kinect, HD webcam and projector. The Kinect and webcam are used to capture the motions of users' hand and project is to display the user-selected area from the capturing material. Hand recognition is composed of three steps: (i) the region occupied by users' hand is extracted from an image, (ii) the fingertips of the extracted hand region are analyzed using k-curvature algorithm, and (iii) the height of the fingertip is estimated using the depth image from Kinect. The height of the fingertip informs whether users' finger touched the surface of the target. The region captured by the fingertip is clipped from the image and stored as the target image. The excellence of our hand recognition algorithm is proved through a user test.
4,000원
26.
2013.12 구독 인증기관 무료, 개인회원 유료
Multi-view system is one of the auto-stereoscopic displays that allows users to watch 3D images without wearing special glasses. Generating contents for the multi-view display system is often accomplished using Depth-image-based rendering (DIBR) intermediate view generation. DIBR-based intermediate view generation method reconstructs a 3D scene with a color image and depth map information. Then, a virtual camera is put in various view positions to capture intermediate view images. In this research, we tried to improve the quality of the DIBR-based intermediate views by applying non-uniform quantization method for depth map information. This paper describes the intermediate view generation process using DIBR. Then, it discusses the evaluation of multi-view intermediate images generated using uniform and non-uniform depth quantization methods. Finally, the paper describes the future direction and how the muti-view systems can be utilized in computer games.
4,000원
27.
2013.12 구독 인증기관 무료, 개인회원 유료
In this rapidly changing modern society. children are suffering from many psychological issues from complex and various stresses. To address this issue. child-centered play psychotherapy has been emerged as a social interest and the importance is arises. This thesis is for introducing developed game contents for Child-centered play psychotherapy considering features of children in their developmental processes. with this, application of child-centered play psychotherapy as a medium and realization of game contents where children can play on touch screen are introduced to induce better remedial performance. Furthermore, it will guide a measure for application of child education.
4,000원
28.
2013.12 구독 인증기관 무료, 개인회원 유료
This paper empirically studies R&D investment and firm value in game companies. Found the following results First, the empirical results show that negative relation between R&D investment absolute scale and firm value. On the other hand, an increase in R&D intensity has simultaneously positive relations with firm value. On an existing research, we can conjecture that game companies should increase its R&D intensity rather than R&D investment absolute. Couldn´t find significant results when it comes to long term performance of R&D. In light of these, can be inferred that R&D investments affect more short term than long term firm value in game industry.
4,000원
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