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REFERENCE LINKING PLATFORM OF KOREA S&T JOURNALS
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Journal of Korea Game Society
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Journal DOI :
Korea Game Society
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Volume & Issues
Volume 1, Issue 1 - Nov 2001
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The Prospects of Game Industries in Emerging Contents Economy System
Sung, Jae-Whan ;
Journal of Korea Game Society, volume 1, issue 1, 2001, Pages 5~16
Recently, Transition to the epoch of world has put an emphasis on the contents that has been emerging as the value of world economy. Consequently the core of industry is moving from IT industry to culture contents industry. Especially Game Industry among the culture contents industry is estimated that it will be the biggest power of influence in size and social influence. Game Industry is one of the high value-added, knowledge-based industries whose market is increasing faster than any other cultural industries. And game industry includes the technology, culture, cultural science and industry. It effectively symbolizes the character of synthetic entertainment industry in comparison with another industry. Also Game Industry is embedding as the superpower industry that competent to draw the whole development of culture industry because game development is intensifying into One-Source Multi-Use. It is important finding of this paper that it is necessary to ensure the competitive power and understand value and character of contents and to project the policy of human power and technology of Game Industry.
Design of Computer Using-Time Control System for Prevention of Game Toxication
Cho, Sang-Hyun ; Choi, Min-Kyu ;
Journal of Korea Game Society, volume 1, issue 1, 2001, Pages 17~23
In this paper, we refer to positive effect and negative effect of game. And we inquire the recent trend of edutainment that emphasizes charm of game and educational effect at the same time. Because the simulation game and the role-playing game have strong toxication, the limitation of computer use is essential. Therefore, we present dynamic computer using-time control system for prevention of game toxicaton and for activity of educational contents. The method considered in this paper increases computer using-time n proportion to using of educational contents. So it lead user of computer to use educational contents voluntarily.
A Study on Engine-Technology & Engine-Design of the On-line Game
Choi, Hak-Hyun ; Kim, Jung-Hee ;
Journal of Korea Game Society, volume 1, issue 1, 2001, Pages 24~30
This paper is to consider on Engine-Technology & Engine-Design of the On-line Game for game production. This study will act as practical skill of the task for homemade game engine development which has competitive power internationally.
Distributed Server Configuration Scheme for Internet Online Game
Lee, Nam-Jae ; Seo, Duck-Won ; Kwak, Hoon-Sung ;
Journal of Korea Game Society, volume 1, issue 1, 2001, Pages 31~36
Generally, the internet online game systems are divided into two parts, clients and servers. The clients provide a connection with game server to each user and communicate between them. And, the server controls all clients by the game rules fairly and manages database systems to maintain the user information. In this paper, we propose a configuration method for internet online game servers using distributed scheme. To apply this method, we divide game server into three sub-level parts again. First part of game server is login server to establish the connection between communication server and clients. Second part is communication server to connect between clients and main game server during playing the game. And last part is DBMS that performs database independently. Our proposed scheme suggests that the game server operates very stable because of decreasing of processing load by distributed scheme. So, our proposed server configuration applies to similar online game easily.
The Thought on Method of Game Advertisement
Park, Moo-Won ; Jung, Kwang-Ho ;
Journal of Korea Game Society, volume 1, issue 1, 2001, Pages 37~41
Ad(advertisement) is a gateway that makes the public recognize enterprises, and a tool that can maximize customers' interest. How this kind of Ad is delivered to consumers governs an enterprise's image or goods' reliability. That's why enterprises spend much money in advertising their products in various ways such as TV Ad, newspaper Ad, magazine Ad, placards and so on Accordingly, this study intends to look at Game Ad among a number of Ads, which enables game users to enjoy games at low expense and at the same time makes them naturally recognize enterprises images or product PR.
A Comparative study On 2D Collision Detection Algorithms For Computer Games
Lee, Young-Jae ;
Journal of Korea Game Society, volume 1, issue 1, 2001, Pages 42~48
Collision is a brief dynamic event consisting of the close approach of two or more objects or particles resulting in an abrupt change of momentum or exchange of energy because of interaction. Collisions play very important role in computer graphics, computer games and animations fields. Collisions can supply active interaction between cyberspace and real world and give much interests for making nice games so reasonable collision detection algorithms are needed. Collision detection algorithms should satisfy being fast and accuracy. In this paper, we survey the 2D collision detection algorithms between geometric models. We present several methods and system available for collision detection.
Image Extraction Method in 3D Space for Game Player's Face Detection
Yoo, Chae-Gon ; Jung, Chang-Sung ; Hwang, Chi-Jung ;
Journal of Korea Game Society, volume 1, issue 1, 2001, Pages 49~54
A View-Frustum Culling Technique Using OpenGL for Large Polygon Models
Cho, Doo-Yeoun ; Jung, Sung-Jun ; Lee, Kyu-Yeul ; Kim, Tae-Wan ; Choi, Hang-Soon ; Seong, Woo-Jae ;
Journal of Korea Game Society, volume 1, issue 1, 2001, Pages 55~60
With rapid development of graphic hardware, researches on Virtual Reality and 3D Games have received more attention than before. For more realistic 3D graphic scene, objects were to be presented with lots of polygons and the number of objects shown in a scene was remarkably increased. Therefore, for effective visualization of large polygon models like this, view-frustum culling method, that visualizes only objects shown in the screen, has been widely used. In general, the bounding boxes that include objects are generated firstly, and the boxes are intersected with view-frustum to check whether object is in the visible area or not. Recently, an algorithm that can check in-out test of objects using OpenGL's selection mode, which is originally used to select the objects in the screen, is suggested. This algorithm is fast because it can use hardware acceleration. In this study, by implementing and applying this algorithm to large polygon models, we showed the efficiency of OpenGL assisted View-Frustum Culling algorithm. If this algorithm is applied to 3D games that have to process more complicated characters and landscapes, performance improvement can be expected.
The Development of Two-Person Janggi Board Game Using Backpropagation Neural Network and Reinforcement Learning
Park, In-Kue ; Jung, Kwang-Ho ;
Journal of Korea Game Society, volume 1, issue 1, 2001, Pages 61~67
This paper describes a program which learns good strategies for two-poison, deterministic, zero-sum board games of perfect information. The program learns by simply playing the game against either a human or computer opponent. The results of the program's teaming of a lot of games are reported. The program consists of search kernel and a move generator module. Only the move generator is modified to reflect the rules of the game to be played. The kernel uses a temporal difference procedure combined with a backpropagation neural network to team good evaluation functions for the game being played. Central to the performance of the program is the search procedure. This is a the capture tree search used in most successful janggi playing programs. It is based on the idea of using search to correct errors in evaluations of positions. This procedure is described, analyzed, tested, and implemented in the game-teaming program. Both the test results and the performance of the program confirm the results of the analysis which indicate that search improves game playing performance for sufficiently accurate evaluation functions.
A Study on an Optimization of 3D Rendering for Games using DirectX Graphics
Woo, Seok-Jin ; Kim, Kyung-Sik ;
Journal of Korea Game Society, volume 1, issue 1, 2001, Pages 68~72
DirectX Graphics plays the role of hardware independent 3 dimensional drawing interface for 3 dimensional video display. However the APIs in DirectX Graphics provide not only small improvement in velocity in the lowest level but also unstable performance of velocity according to their usages. In this paper, we present the structure of 3D game engine of efficient performance and describe functions and implementational features of game engines for an efficient 3D rendering in the environment of DirecX Graphics.
A Study on the Design and Analysis of Component based Game Development
Jung, Hae-Ryong ; Jung, Kwang-Ho ;
Journal of Korea Game Society, volume 1, issue 1, 2001, Pages 73~79
The objective of this paper is to systematically establish the development of game software through the fusion of game implementation and component methodology. The development of game software has inconsistently accomplished without the consistent frame for the analysis and design of game development in the domestic environments. Therefore in case of the development of game software based on game component, although a lot of resources were required in the initial the accumulation of experience and the technology of reuse lead to the efficiency of the maintenance ultimately.
A Study on Reference Price in Game Software Packages Choice
Lee, Jong-B. ; Lee, Kuk-Chul ;
Journal of Korea Game Society, volume 1, issue 1, 2001, Pages 80~87
Overseas literatures on the subject discussed so far have used the samples of tangible products and domestic studies have not limited the ranges of respondents while discussing the characteristics of the products. In the meanwhile, this paper has chosen intangible IT products as its research subject because IT area is an emerging industry in the 21st century. In addition, it has also limited the research samples to the buyers of the game software package products in order to enhance the reliability of respondency and the involvement. The results can be summarized as follows : Firstly, involvement acts as a moderator in the fair price and value of product as well as willingness to buy. Secondly, involvement acts as a moderator in the highest price and value of product as well as willingness to buy. Finally, involvement acts a moderator in the lower price and value of product.
Music Generation Method by DNA as a Game Background Music
Park, Young-B. ; Hwang, Cheol-Ho ;
Journal of Korea Game Society, volume 1, issue 1, 2001, Pages 88~93
It is getting easier to make copy of Digital Media. And, illegal copy of digital media causes an infringement of copyright. As a result, it is getting hard to find good game background music. In this study, Auto music generation method by DNA is proposed. Through this method, the game background music can be provided very easily. Since thousands forms of DNA have been found already, we can have thousands of game background music through this method.
Mobile Game Information Offer Strategy in VPN Environment
Shin, Seung-Jung ;
Journal of Korea Game Society, volume 1, issue 1, 2001, Pages 94~101
Although the latest break-through of mobile industry has limited customers' free time to PC games, today's advancement of wireless mobile communication made this trend move to more specialized and diversified games implemented into cellular phones. Therefore, this paper intends to provide information on mobile games and strategic skills to prove its relative effects.
A study of game player's satisfaction in mobile game base
Park, Young-Kyun ; Suh, Jung-Seok ;
Journal of Korea Game Society, volume 1, issue 1, 2001, Pages 102~111
The purpose of this study is to empirically test developed on the basis of the literature review regarding customer satisfaction management and gamer's satisfaction factor To analyze the date collected from 1999 respondents. Frequency Corsstabs Oneway ANOVA analysis was performed with SPSS/PC+ Window 7.5. The results can be sumarized as follows. First, Dissatisfaction factor of game service is game possible area, game being cut off and game use charge. Second, Solution suvject is 'no service' in underground area/big size crowed area and game being cut of. Finally, The most impotant aspects when a customer visits Korea Movement Technology are the friendly attitude of the employee, problem-solving and papid pesponse to inquirce.