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REFERENCE LINKING PLATFORM OF KOREA S&T JOURNALS
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Journal of Korea Game Society
Journal Basic Information
Journal DOI :
Korea Game Society
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Volume & Issues
Volume 10, Issue 6 - Dec 2010
Volume 10, Issue 5 - Oct 2010
Volume 10, Issue 4 - Aug 2010
Volume 10, Issue 3 - Jun 2010
Volume 10, Issue 2 - Apr 2010
Volume 10, Issue 1 - Feb 2010
Selecting the target year
Designing Games with 'Boundary' as Formal Element
Lee, Jun-Hee ;
Journal of Korea Game Society, volume 10, issue 2, 2010, Pages 3~10
Game design as an academic discipline is still in the early developing stages and the lack of fundamental study has seen game designers cloning other games with only superficial changes added to them. Game market today is going through unprecedented expansion with games for more diverse users and variety of game styles. Such trend owes to the fact that formal structures of the game can be manipulated to formulate creative and experimental forms. This paper will focus on the 'boundary' element of the game that could broaden the perspective of the game into different possibilities with emerging mobile technologies, public design's new interpretation of urban spaces and integrating interactive technologies in different phases of art.
Evaluation and Analysis of Mouse and Wiimote Interaction According to Display Sizes
Kim, Min-Young ; Moon, Hyung-Tae ; Cho, Yong-Joo ; Park, Kyoung-Shin ;
Journal of Korea Game Society, volume 10, issue 2, 2010, Pages 11~20
Recently there are various innovative user interfaces such as a wireless motion controller Wiimote appeared to give a new user experience which is different from the traditional devices like a joystick, mouse, or keyboard. With the advent of technologies, display devices become larger and larger in screen size and offer high-resolutions, and tiled display systems are also used in various applications. Although there are some efforts on investigating new interfaces developed for the large screen, there are a few studies conducted on user interaction on large displays such as tiled display. In this paper, we present a study evaluating and analyzing the effects of mouse or Wiimote user interactions on four different kinds of displays with various sizes and resolutions.
An Analysis of the Preference for Physical Interactive Game Console by Domestic Game Users_focus on Nintendo Wii
Chang, Hee ;
Journal of Korea Game Society, volume 10, issue 2, 2010, Pages 21~27
This paper is an analysis of the domestic game users preference for physical interactive game consol-Nintendo Wii. The on-line game is the biggest share in korean game market and the 20's is the laregest generation in domestic game users. We conducted the surveys and group discussion to find out how the 20's game users prefer the new console and new type games. I hope the result of survey will assist the development of new game console and new game type.
Using Secondary Display in Interactive FPS Game and Its Availability
Park, Chang-Bum ; Park, Won-Bae ; Paik, Doo-Won ;
Journal of Korea Game Society, volume 10, issue 2, 2010, Pages 29~36
As more and more advanced technology implemented in Computer Game, various of technical skill must be applied to satisfy the demand of the users specifically in the immersion and convenience of the games. As a result, The number of interactive games, which are controlled by user's physical action so that make the games more immersible, are increasing. In Addition, as the amount of information that happens in the games increases, many studies are going on to provide efficient user-interface. In this study, we develop an interactive game using a controller designed by us, which consist of Wii controller and an attached secondary display that provides game information to user. In addition, we conduct a survey with questions about immersion and convenience of the game to understand how users feel when doing the suggested game, and to compare our game environment with general FPS game environment that uses mouse and keyboard.
Emotion Adjustment Method for Diverse Expressions of Same Emotion Depending on Each Character's Characteristics
Lee, Chang-Sook ; Um, Ky-Hyun ; Cho, Kyung-Eun ;
Journal of Korea Game Society, volume 10, issue 2, 2010, Pages 37~47
Along with language, emotion is an effective means of expression. By expressing our emotions as well as speaking language, we can deliver our message better. Because each person expresses the same emotion differently, this expression is a useful gauge to measure an individual personality. To avoid monotonous emotional expression from virtual characters, therefore, it is necessary to adjust the creation and deletion of the same emotion depending on each character's personality. This paper has attempted to define personality characteristics that have an impact on each emotion and propose a method to adjust the emotions. Furthermore, the relationship between particular emotion and personality characteristics has been defined by matching the significance of specified personality characteristics with the lexical meaning. In addition, using the Raw Score, the weighted value which is necessary for the adjustment, continuance and deletion of each emotion has been defined. Then, emotion was properly adjusted. When the same emotion was adjusted using actual personality test data, different results have been observed by personality. This paper has been conducted using NEO Personality Inventory (NEO-PI) which consisted of 5 broad domains and 30 sub domains.
A Method of Hand Recognition for Virtual Hand Control of Virtual Reality Game Environment
Kim, Boo-Nyon ; Kim, Jong-Ho ; Kim, Tae-Young ;
Journal of Korea Game Society, volume 10, issue 2, 2010, Pages 49~56
In this paper, we propose a control method of virtual hand by the recognition of a user's hand in the virtual reality game environment. We display virtual hand on the game screen after getting the information of the user's hand movement and the direction thru input images by camera. We can utilize the movement of a user's hand as an input interface for virtual hand to select and move the object. As a hand recognition method based on the vision technology, the proposed method transforms input image from RGB color space to HSV color space, then segments the hand area using double threshold of H, S value and connected component analysis. Next, The center of gravity of the hand area can be calculated by 0 and 1 moment implementation of the segmented area. Since the center of gravity is positioned onto the center of the hand, the further apart pixels from the center of the gravity among the pixels in the segmented image can be recognized as fingertips. Finally, the axis of the hand is obtained as the vector of the center of gravity and the fingertips. In order to increase recognition stability and performance the method using a history buffer and a bounding box is also shown. The experiments on various input images show that our hand recognition method provides high level of accuracy and relatively fast stable results.
Development of the FishBowl Game Employing a Tabletop Tiled Display Coupling With Mobile Interfaces
Kong, Young-Sik ; Park, Kyoung-Shin ;
Journal of Korea Game Society, volume 10, issue 2, 2010, Pages 57~66
In the prior works on tabletop systems, a projection-based tabletop surface is mostly used to display computer images, and the participants interact with the display surface by hand multi-touching or using some tangible objects. In this research, however, we developed the FishBowl game that employs a scalable tabletop tiled display with infrared camera tracking coupled with PDA mobile interfaces. The focus of this game is to enhance user interactivity and realistic experience by coupling the high-resolution tabletop virtual environment and PDA mobile interface. This paper describes the game design followed by the system design and its detailed implementations. It also discusses the system usability and recommendation for its improvements after interviewing game players and then concludes with future research directions.
Analysis on Dynamic Trend of Online Gamers -based on the White Paper
Choi, Seong-Rak ; Kwon, O-Young ;
Journal of Korea Game Society, volume 10, issue 2, 2010, Pages 67~80
Investigating the trend of online gamers plays an important role in forecasting, marketing and making policy decision in gaming industry. In this regards, various studies on gamers' trend and characteristics have been conducted. However, these precedent studies show limitation that they're static analysis since they are usually based on the surveys at a certain point. Therefore, this paper aims to identify some implications on forthcoming directions of gaming industry by analyzing dynamic trend of gamers based on the 8 years(from 2002 to 2009) of data from White Paper on Korean Games. Major implications found in this paper are as follows. Negative perception of games increases as the number of gamers increases. Among juveniles, games became a substitute for TV and the amount of time they play games depends on the existence and type of popular games of that time. Also, most item trading is intensively done by a small number of gamers.
A Study on the Current Status and Forecast on Chinese Game in Relation to Game Platform-Focus on SNG
Kim, Yun-Kyung ;
Journal of Korea Game Society, volume 10, issue 2, 2010, Pages 81~88
This study will explore the current status and forecast on Chinese game in relation to game platform. Chinese market has recently developed increasing game platform in the Chinese Market. This paper presents an analysis of Korean game industry's competitive strategy in the Chinese market on the basis of SNG. It explores the new platform such as Webgame and SNS service develops implications for Korean game industry. A new strategy responding to Chinese market and needs is more likely to be successful than a global integration strategy.
A Case Study on the Development of Curriculum for Dept. of Game Programming in University Customized to Online Game Industry
Yoon, Hyung-Sup ; WhangBo, Taeg-Keun ;
Journal of Korea Game Society, volume 10, issue 2, 2010, Pages 89~97
Still there is a quality mismatch between required manpower of game companies and supplied one from universities in Korean game industry. The demand-oriented workforce training project is being implemented by KOCCA(Korea Creative Content Agency) for reducing the gap. This paper is focused on the development of training course for students of the game programming department in K University. This paper derived a education training course customized to online game industry by surveying 35 companies to find their needs for recruiting. Additionally some advice is suggested for successful education training. This paper not only will contribute to verify the required competence of people force in game industry but also offer a guideline for designing curriculum for game programmer.
A Study on Factors of Reuse of Edutainment Contents - In the Context on Educational of Games -
Lee, Ji-Hun ; Kim, Hyun-Soo ;
Journal of Korea Game Society, volume 10, issue 2, 2010, Pages 99~112
The game for education should newly be newly recognized in the view of user and development to bring out the particularity of game for education combined with educational factors and interest is needed. This study is conducted to concretely look at the effects of factors to reuse edutainment contents and educational games on reusing of the service, and examine characteristic difference between the factors and the degree of importance and weight. In addition, by structurally analyzing the factors the influence of reuse factors of game for education can be observed to propose methods to activated industry of game for education. The purpose of this research is to propose marketable method to increase the rate of reuse and to sustain consistent use of game for education.
Application of Variant Game Elements System for Phonics Education
Seo, Eun-Hye ; Kyung, Byung-Pyo ; Ryu, Seuc-Ho ; Lee, Wan-Bok ;
Journal of Korea Game Society, volume 10, issue 2, 2010, Pages 113~121
This study proposes an educational game system that fit for portable internet environment as a solution to disadvantages of conventional education systems such as lack of understanding learners' learning level and one-way learning. The study analyses conventional e-Learning contents and platforms and proposes a new system adequate for high contents reusability and user-demand service. The learning contents that mainly consist of animations and games can be adjusted to learners' level, and therefore, learners can study according to various scenarios, not constrained in a fixed pattern. Our system is expected to bring much more fun to learners and the education can be conducted more effectively. To show the effectiveness of our system, an example of english pronunciation game was illustrated. As a result, the week points of the conventional e-Learning was overcame and new features of the interactivity was adopted to build a more effective educational game system.