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모션 그래픽을 활용한 게임 배경 합성과 캐릭터 콘텐츠 생성에 관한 연구

A Study on Game Backgrounds Blending and Content Generation Using Motion Graphics

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초록

This study aims to explore game backgrounds and content generation using motion graphics. Motion graphics can be utilized to generate contents in various fields including games, cartoons, movies, animations, characters, advertisements, etc. This study identifies how game backgrounds and game scenes are simply generated by utilizing motion graphics. And synthesizing techniques are used to generate game backgrounds and game scenes. Also, for game backgrounds and characters, motion graphics are applied to simply express special effects such as various flames, blazes, thunderbolts, etc. On the subject of secondary school students, this study evaluates their game background and character generation competencies with two methods to develop game industry and improve content personnel. Evaluation results of 88 points and 85 points are shown from the evaluation of the last results for evaluation items according to the standard of 100 points, and it suggests that game development personnel and character content production personnel be reserved with professional education and support in the future.

Abstract

This study aims to explore game backgrounds and content generation using motion graphics. Motion graphics can be utilized to generate contents in various fields including games, cartoons, movies, animations, characters, advertisements, etc. This study identifies how game backgrounds and game scenes are simply generated by utilizing motion graphics. And synthesizing techniques are used to generate game backgrounds and game scenes. Also, for game backgrounds and characters, motion graphics are applied to simply express special effects such as various flames, blazes, thunderbolts, etc. On the subject of secondary school students, this study evaluates their game background and character generation competencies with two methods to develop game industry and improve content personnel. Evaluation results of 88 points and 85 points are shown from the evaluation of the last results for evaluation items according to the standard of 100 points, and it suggests that game development personnel and character content production personnel be reserved with professional education and support in the future.

참고문헌 (14)

  1. 이치형, "모바일 소셜 네트워크 게임 사용자의 지속적인 게임 사용의도에 관한 정성적 연구", 한국컴퓨터게임학회논문지, 26(4), pp.105~110 (2013), (사)한국컴퓨터게임학회
  2. 김기석, "모바일 게임의 몰입, 지속적 이용의도에 대한 선행요인", 한국컴퓨터게임학회논문지, 26(4), pp.121~133 (2013), (사)한국컴퓨터게임학회
  3. 전준현, "MMORPG 전투밸런스 평가모델 기초연구", 한국컴퓨터게임학회논문지, 26(3), pp.49~60 (2013), (사)한국컴퓨터게임학회
  4. 김성현, "게임기술을 응용한 인터렉티브 게임 무비 개발 방안", 한국컴퓨터게임학회논문지, 26(2), pp.1~8 (2013), (사)한국컴퓨터게임학회
  5. Kyeon-Rae Kim, "A Study on the Narrative Structure and Interaction of Interactive Movie", 석사, Department of Industrial Design, pp.2002
  6. Dong-Hyun Jung, "Alpha & Omega of Game Design", Youngjin.com, 202~204 (2004)
  7. R. Vergne, "Light Warping for Enhanced Surface Depiction", ACM Transactions on Graphics (SIGGRAPH'09), 28(3), pp.1~8 (2009)
  8. 주헌식, "모션그래픽을 이용한 다양한 콘텐츠 제작 표현 기법에 관한 연구", 한국컴퓨터게임학회논문지, 25(4), pp.1~15 (2012), (사)한국컴퓨터게임학회
  9. 양희경, "게임 캐릭터의 사실적인 연필 렌더링 기법", 한국컴퓨터게임학회논문지, (23), pp.49~59 (2010), (사)한국컴퓨터게임학회
  10. Y. S. Kang, "3D Image Capturing and 3D Content Generation for Realistic Broadcasting", Journal of Korea Society for Smart and Media, 1(1), pp.10~16 (2012)
  11. 정형원, "온라인 게임에 있어서 과몰입의탐색적 요인에 관한 연구", 한국컴퓨터게임학회논문지, 25(3), pp.129~137 (2012), (사)한국컴퓨터게임학회
  12. 나승지, "MMORPG의 초기 콘텐츠 구성요소가 몰입에 미치는 영향 연구", 한국컴퓨터게임학회논문지, 24(4), pp.181~192 (2011), (사)한국컴퓨터게임학회
  13. Kim, Lye Jin, "A Study on isometric game’s background rendering elements in Online PG", pp.2012
  14. 2013 White Paper on Korea Games, "Korea Creative Content Agency", ~ (2013)

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