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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 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
The Changes and Future Direction of Graphical Projection in Computer Games
Ha, Dong-One ; Lee, Chang-Jo ;
Journal of Korea Game Society, volume 10, issue 4, 2010, Pages 3~13
This study is about projection methods in computer games that support graphic user interface. Most of previous studies were case studies on or aesthetic approaches to a specific projection method. We investigated projection methods observed in computer games according to the chronicle of games, and studied changes in the methods and their future direction. Furthermore, we examined the emotional and productive aspects of various projection methods, and found that projection methods in computer games are being developed in accordance with graphic designers' job difficulty and computer processing capacity. Project, which determines contents consumers' view, is a very important factor to be decided at the planning stage of contents development. In this sense, we expect the results of this study to make a contribution to relevant areas.
Analysis of Emotion Pattern for Game Player on Quest System : Towards of Tutorial Mode in Mabinogi Game
Kim, Mi-Jin ; Song, Seung-Keun ;
Journal of Korea Game Society, volume 10, issue 4, 2010, Pages 15~22
The purpose of this research is to analyze players' emotion pattern for conducting a quest in Role Playing Game(RPG). We have rebuilt up the action and content of gameplay related to category to set up five action classes of game players based on the literature review about the human behavior classification. Moreover, Mabinogi game includes the composition of various quests by story-centered expanse. We classified the quest structure of the tutorial mode, initial state, of its game into the cognitive action. We build the model of the correlation between cognitive behavior patterns of gameplay and emotions derived from targeting ten novices. The result of this research reveals that gameplayers' stimulus levels are identified to emotion pattern. It is enable to grope to concrete the design of the quest and the level in a specified state. Moreover, players' emotion variation is indicated to the type of expression of fun elements. We expect to use a device to induce the curiousness and the challenge for conducting the higher goal of game in the whole.
Research on Professional Groups through Learning of Professional Game Players
Kim, Sa-Hoon H. ; Park, Sang-Wook W. ;
Journal of Korea Game Society, volume 10, issue 4, 2010, Pages 23~34
The current interests in e-sports is being extended to the fields of education these days. Professional game players, so called as 'Pro-Gamers', therefore, should be recognized as human resource for education, and the theoretical foundation for them needs to be established. This study examines informal learning styles, motivation, and interactions among professional game players in South Korea. The aim of this grounded theory study is to discover the trajectory of professional game players' experiences and explain what properties and interactions they are facing depending on the stage of the trajectory. This study conceptualizes educational meaning within and across the society of StarCraft Pro-Gamers, providing suggestions for the management of human resource using models constructed. Data was analyzed by interviewing 1 consultant, 2 directors and 9 Pro-Gamers. By analyzing the data, this study explored what learning strategies Pro-Gamers construct and apply in their trajectory as Pro-Gamers. It includes how they organize learning, how they formulate their motivation and goals, how they cooperate and compete, what curricula they adapt, how they become one of the ace players overcoming their slump, and how informal education works in practice in the interaction among members of a StarCraft Pro-Gamer team. Finally, in this paper the stage theory was presented. It is argued that when the stage of the players shifts (Stage Shifting). It also brings changes to proficiency properties, emotional properties, interactional properties and educational properties related to each stage. Stages are categorized by five levels: Enjoying, Struggling, Achieving, Slumping, and Recovering. Although each stage has its own properties, the stages are grouped by two main properties, one of which is a Communicative Stage and the other is a Practicing Stage.
Applying Basic Word Lists and Contents for Elementary School English Education by Mobile Games
Jeong, Dong-Bin ; Kim, Hyun-Jung ; Won, Eun-Sok ;
Journal of Korea Game Society, volume 10, issue 4, 2010, Pages 35~48
The purpose of the present study was to suggest basic word lists and contents of English for mobile games and to propose how to apply basic word lists to mobile games for English vocabulary learning because it is possible that some potential advantages of mobile games can provide elementary school students with new learning environment for English vocabulary learning. To support this idea, firstly, the basic word lists were selected from essential word lists in the national English curriculum, the word lists from textbooks, and five randomly chosen word books. Secondly, mobile games were examined and appropriate mobile games for learning English words was selected. Lastly, the basic word lists for mobile games were applied to the selected game.
An Empirical Study on Community Effect of MMORPG Guild
Wi, Jong-H. ; Song, In-Su ;
Journal of Korea Game Society, volume 10, issue 4, 2010, Pages 49~61
The purpose of this paper is to analyze the effect of users guild system on game community activation. For the analysis, the paper used 2,876 users data of online game 'Gunju(Monarch)'. Social support between gamers who belong to guilds was more influential to community activation than that of gamers who doesn't belong to guilds. Especially, the fact was found that social support between guild members (internal social support) plays more important role on community activation than that between guild members and non guild members (external social support).
A Boundary-based Marker Binary Coding Method for Augmented Reality Games
Yun, Yo-Seop ; Kim, Tae-Young ;
Journal of Korea Game Society, volume 10, issue 4, 2010, Pages 63~71
In this paper, we propose a boundary based marker binary coding method for augmented reality games, which enables the marker-area to be binary coded well in any lighting environments. First, it detects the boundary after transforming an original marker image to a gray scale image, and it executes 4 way pixel extensions for all boundary pixels in order to make the boundary to closed area. Next, for all boundary pixels it compares the brightness of right and left ones of each pixel and allocates black for the lower side and white for the higher side by filling inside area thru the seeded region growing. Experimental results showed that our proposed method produces a good binary marker image recognizable in various light environments. In addition, it showed the possibility of real-time calculation by considering the result of operation speed which is 51 fps for VGA image.
An Algorithm of MIP-Map Level Selection for Ray-Traced Texture Mapping
Park, Woo-Chan ; Kim, Dong-Seok ;
Journal of Korea Game Society, volume 10, issue 4, 2010, Pages 73~80
This paper proposes an effective method to select MIP-Map level of texture images for ray-traced texture mapping. This MIP-Map level selection method requires only the total length of intersected ray. By supporting MIP-Map for texture mapping, we can reduce the texture aliasing effects, while our approach decreases rendering performance very slightly.
Realtime Fabric Rendering with Deformed Anisotropic Reflectance
Kang, Young-Min ;
Journal of Korea Game Society, volume 10, issue 4, 2010, Pages 81~90
In this paper, an efficient method is proposed to produce photorealistic images of woven fabrics without empirical data such as the measured BRDFs(bidirectional reflectance distribution functions). The proposed method is applicable both to ray tracer based offline renderers and to realtime applications such as games. The proposed method models the reflectance properties of woven fabric with alternating anisotropy and deformed MDF(microfacet distribution function). The procedural modeling of the yarn structure effectively and efficiently reproduces plausible rendering of woven fabric. The experimental results show the proposed method can be successfully applied to photorealistic rendering of diverse woven fabric materials even in interactive applications.
An Analysis of Perceptions of Teacher for Game-Based Learning
Park, Hyung-Sung ; Park, Sung-Deok ;
Journal of Korea Game Society, volume 10, issue 4, 2010, Pages 91~101
The purpose of this study is to analyze the teacher's perception about educational use of a game as a supportive method for teaching and learning process in the educational context. The result will be used as a good index to spread the game-based learning in the future. We have derived the following results through the investigation. Firstly, teachers have some limitation to get the topics and contents for game-based learning curriculum. Secondly, they were frequently required to design and arrange their teaching process by the level of learner's ability in the game-based learning. Thirdly, public institution has to supply various information and guideline for teachers to use the game-based learning. Finally, they demand systematic approach and executive and financial support to encourage the game-based learning.