간행물

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

권호리스트/논문검색
이 간행물 논문 검색

권호

제38권 제6호 (2025년 10월) 11

1.
2025.10 구독 인증기관 무료, 개인회원 유료
This study conceptualizes a virtual space constructed with a game engine as a ‘Digital Detention’ and analyzes the mechanism of belief rupture and transition that its interface induces in the user. The core case study, 《Work Guidelines for the G2 Laboratory Manager》 (2025), forms an intentional gap between reality and fiction through a fictionalized structure and the appropriation of real data. This paper illuminates the strategy by which such simulation spaces are designed around a ‘reality that is perceived as non-existent,’ causing the viewer to experience emotional control, memory gaps, and information blockade. To this end, it explores the method by which a fiction-based interface intervenes in the user’s cognitive process and how scattered data is reconstructed into a new context through an ‘Appropriative Narrative.’ Ultimately, this research reveals that a game engine can function not merely as a tool for representation but as an aesthetic device that camouflages traces of reality and encourages narrative participation, suggesting possibilities for its aesthetic expansion in the fields of serious games and interactive art.
4,000원
2.
2025.10 구독 인증기관 무료, 개인회원 유료
This study aims to reinterpret the concept of mimesis within a digital context and propose a prototype design for a web-based performance simulation platform. The proposed platform is designed to enable stage directors to pre-visualize elements such as stage setup, actor movements, sound, and lighting within a virtual environment, thereby enhancing the efficiency and creativity of performance planning. The prototype was designed to enable interaction among performance elements by incorporating 3D modeling of a proscenium stage, integrating motion-capture-based FBX data, and utilizing timeline-based control. Furthermore, it features a real-time 3D rendering architecture leveraging Three.js and WebGL, allowing it to run seamlessly in a web browser without additional plugins. This research is significant as it establishes a conceptual foundation demonstrating the potential for integrating performing arts with digital technology. Future research should involve practical implementation and field validation to confirm its real-world utility.
4,000원
3.
2025.10 구독 인증기관 무료, 개인회원 유료
The purpose of this study is to design a participatory framework for voxel-LED public art that integrates artificial intelligence for sustainable urban engagement. Using a Research through Design (RtD) approach, the framework combines a voxel-LED installation with an interactive kiosk, enabling citizens to co-create content through generative AI and to experience adaptive responses based on environmental data. The proposed system indicates both technical feasibility and design potential, offering two core scenarios: generative co-creation and environment-aware adaptation. While still conceptual in scope, the results specify a replicable model for participatory urban art and provide a roadmap for future studies to evaluate user interaction and advance placemaking-oriented practices.
4,200원
4.
2025.10 구독 인증기관 무료, 개인회원 유료
This study proposes a mobile-based lightweight deep learning model (Lite-MCC) capable of reconstructing three-dimensional (3D) spatial structures from a single RGB image. Conventional 3D reconstruction models require multi-view inputs or point cloud data and depend on large-scale computational resources, which limits their real-time applicability in practical environments. To address this limitation, the proposed Lite-MCC model simplifies the existing Multiview Compressive Coding (MCC) architecture, enabling accurate 3D reconstruction using only a single image. The model adopts a parallel structure consisting of a Vision Transformer (ViT-Tiny) and a Geometry Encoder to extract visual and spatial features simultaneously, while a Transformer Decoder generates the corresponding 3D point cloud. Furthermore, depth map–based input transformation and ONNX-based optimization are employed to achieve efficient real-time inference on edge devices. Experimental results on the CO3D dataset demonstrate that Lite-MCC reduces computational cost by 87% and memory usage by 65%, while maintaining a Chamfer Distance of 0.045, comparable to the original MCC model. These results indicate that the proposed method provides a promising direction for lightweight AI models enabling low-cost, real-time 3D recording and visualization.
4,300원
5.
2025.10 구독 인증기관 무료, 개인회원 유료
Lighting plays a fundamental role in defining the visual atmosphere, emotional tone, and realism of animation. Beyond simple illumination, it functions as a visual language that conveys narrative intention and guides audience perception. In stop-motion animation, the use of miniature sets produces a distinctive “small set effect,” where lighting appears denser, sharper, and more dramatic due to the physical compression of space and reduced light distance. This phenomenon has long been recognized by practitioners as a defining aspect of the medium’s aesthetic identity.In contrast, 3D animation employing Physically Based Rendering (PBR) adheres to the inverse square law of light behavior, ensuring that when distance and intensity are proportionally adjusted, lighting results remain physically consistent across different scales. This raises a critical question: if the physical outputs are identical, why do smaller digital scenes often appear brighter or more intense to viewers?To explore this discrepancy, this study replicated the same scene at 1×, 2×, and 4× scales using Autodesk Maya and the Arnold renderer under identical lighting setups. Quantitative analysis through Difference operations confirmed pixel-level equivalence among all scales, validating the mathematical consistency of PBR. However, perceptual evaluations using 5-point Likert scales revealed a consistent bias: smaller scenes were perceived as exhibiting stronger illumination, higher contrast, and a more dramatic lighting mood.These results indicate that the “small set effect” in digital environments arises not from physical variation but from perceptual interpretations influenced by contextual visual cues. The study concludes by proposing a perceptual lighting design framework that integrates factors such as texture density, focal length, depth of field, and reference scale—bridging the gap between physical accuracy and emotional realism in digital lighting design.
4,000원
6.
2025.10 구독 인증기관 무료, 개인회원 유료
This paper examines the story generation capabilities of generative AI, which are increasingly utilized across various industries. The narrative of the classic novel Don Quixote was input into ChatGPT, a generative AI model, and reconstructed through natural language prompts that applied the MacGuffin technique to create new story structures. The AI-generated narratives, produced in the forms of synopses and scene-by-scene treatments, were compared with the original work to evaluate narrative completeness. Furthermore, the reconstructed narratives were transformed into screenplay and game event formats to assess their potential applications in various media content. The results indicate that generative AI achieved meaningful outcomes in restructuring the original story into a reversal-based narrative using the MacGuffin structure. It also demonstrated sufficient capability to adapt stories for character dialogues and scene direction. Therefore, this paper suggests that generative AI can function as a supportive tool for human writers in the idea development and pre-production stages of screenplay and digital content creation.
4,200원
7.
2025.10 구독 인증기관 무료, 개인회원 유료
This study explored the effectiveness and areas for improvement of regional global game centers through in-depth interviews with experts in the game industry. The expert interviews revealed a generally negative perception regarding the current effectiveness of these centers. Nevertheless, the majority of experts argued for the continued existence of regional global game centers. Perspectives were offered suggesting that the high performance attributed to the Seoul metropolitan area might be an illusion created by a few large corporations, and that the role of regional global game centers is crucial in the current market structure where indie games are gaining prominence. Furthermore, the phenomenon of Seoul-based companies relocating to regional areas could have a positive effect by allowing developers with the will and experience in game development to remain in the industry and thrive in local regions. As for improvements, increasing the expertise and fairness of evaluation committees and developing and applying innovative evaluation metrics that reflect the unique characteristics of the game industry, rather than outdated quantitative performance indicators (KPIs), were prioritized. Specifically, given that games do not generate revenue during their development period and create high value with a small number of personnel, the experts criticized uniform metric targets like sales or new hires, stating they lead to superficial game development and marginalize promising small-scale companies.
4,200원
8.
2025.10 구독 인증기관 무료, 개인회원 유료
The purpose of this study is to develop a narrative-timeline framework for VJ practice that integrates artistic intention with technical execution. The model combines an eight-stage emotional narrative structure with a six-phase timeline workflow, positioning the VJ as both creative director and coordination mediator in live event production. Building on this foundation, the study explores how artificial intelligence can extend the framework through functions such as automated emotional tagging, predictive workflow optimization, and real-time conflict resolution. While still conceptual, the results indicate the design feasibility of a replicable blueprint for participatory and sustainable VJ practice. Future work will involve empirical validation and the development of AI-assisted tools that preserve human creative agency while expanding narrative and operational possibilities in live media performance.
4,000원
9.
2025.10 구독 인증기관 무료, 개인회원 유료
This study investigates the applicability of place attachment theory in digital environments by analyzing Steam user reviews of the narrative game <Life is Strange>. A total of 6,267 English reviews were collected, and location-related sentences were extracted and classified using BERT-based sentence embeddings. Based on established theoretical frameworks, the sentences were categorized into four components of place attachment: place dependence, affective attachment, place identity, and conative response. The analysis revealed that affective attachment (24.8%) and place identity (24.0%) were most prevalent, indicating strong emotional and identity-based engagement with in-game spaces. In contrast, place dependence and conative responses were less frequent. These findings demonstrate that narrative-driven game environments can evoke place attachment comparable to that formed in physical spaces. This study further supports the methodological potential of combining user-generated text and semantic modeling for analyzing emotional responses to digital places.
4,000원
10.
2025.10 구독 인증기관 무료, 개인회원 유료
Since 2015, the 12 Regional Global Game Centers, expanded nationwide, aim to alleviate the concentration of the game industry in the Seoul Metropolitan Area and foster balanced regional development. As of 2025, approximately KRW 29 billion is invested annually. However, despite over a decade of policy implementation, academic research on its effectiveness remains limited. This study investigates the budget trends of Regional Global Game Centers through literature review and data analysis. It compares and analyzes the number of game development and publishing businesses, employees, and sales figures in 2014 (prior to center establishment) and 2023 (latest statistics) to explore changes in regional distribution and the effect of decentralization. The analysis reveals that over the past decade, the proportion of game development and publishing businesses in the Seoul Metropolitan Area decreased by 6.4% to 10.3% across all indicators (number of establishments, employees, and sales), confirming a partial decentralization effect. Notably, positive changes such as increased regional employment and an expanded share of sales were also observed. However, despite the overall South Korean game industry's average annual sales growth of 4.6% from 2021 to 2023, a significant problem was found: most regions excluding Seoul experienced an average annual sales decline of 2.6% to 5.6% during the same period. This suggests that despite the partial alleviation of metropolitan concentration, the policy had limitations in achieving its goals of fostering self-sustaining growth and revenue generation for the regional game industry. In conclusion, while Regional Global Game Centers contributed to quantitative decentralization, their impact on qualitative growth, especially in terms of sales increase, was insufficient.
4,000원
11.
2025.10 구독 인증기관 무료, 개인회원 유료
This study aims to develop a measurement scale that empirically assesses ethical judgments and behavioral principles required in metaverse environments. As a space characterized by blurred boundaries between reality and virtuality, anonymity, and immersive interaction, the metaverse necessitates distinct practical ethical standards, differing from conventional digital ethics. To this end, the study employed literature review, in-depth interviews, focus group interviews (FGIs), and Delphi techniques to develop items reflecting the fundamental provisions of practical ethics. Exploratory factor analysis and confirmatory factor analysis were conducted to ensure the scale’s validity and structural soundness. The analysis identified five core factors constituting practical ethics in the metaverse: subjectivity, inclusivity, fairness, privacy protection, and autonomy. These factors correspond respectively to key ethical behavioral elements: internal motivation (Factor 1), social expectation (Factor 2), role responsibility (Factor 3), self-regulation (Factor 4), and personal autonomy (Factor 5). The structure of these factors aligns with various theoretical foundations, including practical ethics theory, self-determination theory, and the theory of subjective norms, and is specifically designed to capture the unique interactivity and ethical scenarios within the metaverse. The developed scale is expected to serve as a foundational tool for quantifying ethical standards in metaverse user education, digital citizenship programs, policy design, and technological implementation. It also holds potential for contributing to ethical research across diverse sociocultural contexts in the future.
4,600원