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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
Character Customizing System Based on Physiognomy -Focused on AION Character Creation System-
Jung, Suk-Ho ; Lee, Wan-Bok ; Kyung, Byung-Pyo ; Ryu, Seuc-Ho ; Lee, Dong-Lyeor ;
Journal of Korea Game Society, volume 10, issue 6, 2010, Pages 3~14
There has been a revolutionary growth and advancement in the area of online game, though the history of online games is shorter than that of the other genre. Among the elements consisting of a game, the character customizing system has advanced poorly when compared with the other elements of a game system. The poor computer graphics technology hindered the emergence of a good quality of a character customizing system. However the need of users for the rich facial expressions together with the rapid advancement of the computer graphic technology have driven the customizing system to provide a high degree of freedom to the extent that items for the face assembly could generate new profits. This paper analyzed the Aion Customizing System based on the art of physiognomy where the facial features of people are studied and analyzed, in order to make various personalized characters to the extent of increased freedom. According to our design, the more sophisticated and complex and subtle character customization system can be devised following the proposed design.
3-DAT Based Evaluation Method for Mobile Game Development Process
Lee, Ji-Won ; Kim, Kyung-Sik ; Park, Sung-Jun ;
Journal of Korea Game Society, volume 10, issue 6, 2010, Pages 15~23
The 4-DAT is a tool for analyzing general development process such as XP and Scrum. In this paper, we suggest a new evaluation method based on 3-DAT for mobile game. Since the 4-DAT has inappropriate evaluation items and unnecessary elements for mobile game development, a revised evaluation method which was optimized using three dimension. The 3-D based evaluation method have development context variables of 5 items and 20 detailed criteria. They were defined based on the theory of P.Abrahammsson, B. Boehm and R. Turner. For the experiment, We applied to five mobile game developments which were earned out for 4 months. It analyzed the three factors of the development teams dependence, inequity and flexibility. This study found that short-term mobile game developments can be completed with low risk when dependence is low, inequity is high and flexibility is high.
A Comparative Analysis of Design Methods for Educational Games
Chang, Hee-Dong ;
Journal of Korea Game Society, volume 10, issue 6, 2010, Pages 25~35
The generation who have had experienced computer games while growing up, are called game generation. The game generation has quite different styles of thinking and behavior from other generations. But present education methods for the game generation are not basically different from the education methods for other generations. Prensky argued that digital game-based learning is one of the few ways to meet the needs of the information age for the game generation. In this paper, we analyze the suitability of 4 design methods for educational games in comparison which were selected by the literatures survey. The suitability analysis was performed on the overall design method, the game design method, the education design method, the explicit of the design method, and the pros and cons. We suggest research topics on design methods for educational games which are needed to research in the future, based on the analyzed results.
The Effect of G-Learning Towards a Student's Affective Domain in Math Subject
Wi, Jong-Hyun ; Cho, Doo-Young ;
Journal of Korea Game Society, volume 10, issue 6, 2010, Pages 37~45
The purpose of this paper is to analyze a positive educational effect of G learning(online game based learning). G learning has become an effective learning tool for constructivism based learning. Therefore, the paper developed G learning 'SKY math' and applied it to the elementary students. Through the analysis, the fact has been found that students' attitude and confidence for Math changed positively.
Development of a Chair-Type Controller
Oh, Seong-Suk ; Jung, Hyun-Wook ; Kim, Kyung-Sik ;
Journal of Korea Game Society, volume 10, issue 6, 2010, Pages 47~55
In this research, a chair type game controller has been developed. We implement pressure sensors on a chair so that user's whole body movements can be signalized. The signals linked to a game system. This process occurs a meaningful exercise effect. Because users can play exergame setting on the chair type game controller, it is reduces risk of physical injury such as falling down and the Joint pressure compared existing exergame controllers. Based on the advantages of seating, elderly and obese can be provided appropriate exergame.
A Study on Translational and Rotational Velocity Performance Indices of Six-Degree-of-Freedom parallel Mechanism
Kim, Chan-Soo ;
Journal of Korea Game Society, volume 10, issue 6, 2010, Pages 57~65
In this paper, mobility performance indices are proposed which may be used to estimate characteristics of output velocity space in six-degree-of-freedom parallel mechanism. In order for manipulability and condition number to not suffer from lack of the physical meaning due to dimensional inhomogeneity, output space is partitioned into translational velocity space and rotational velocity space, respectively. In each space, mobility ellipsoids corresponding to unit input space are defined and two types of mobility performance in translational velocity spaces indices are derived. Two types of mobility performance in rotational velocity spaces indices are derived.
A Study on the User Empowerment and User Innovation in Game Industry -Focusing on Online and PC Game-
Ham, Jung-Ho ; Kim, Won-Joon ; Ryu, Seoung-Ho ;
Journal of Korea Game Society, volume 10, issue 6, 2010, Pages 67~78
Game is the cultural product, which gives users high authority in usage process with its high interactivity. This study is about the user innovation based on customer empowerment, and the possibilities to change the game itself applying high activity of the game. Especially, game modification, which users transform the original game, is an example that the interactivity and changeability of game are maximized. However, these elements were not considered when constructing frameworks to investigate the competition and strategy in game industry. Therefore, this study is based on the customer empowerments of the game modification. Moreover, this study proposes the newly reorganized strategic group map in game industry, which is based on game user innovation and user evaluation.
A Study on the Production-Consumption Behavior of Digital Game: Based on Semiotic Analysis of the Labortainment Game
Kim, Eun-Jung ;
Journal of Korea Game Society, volume 10, issue 6, 2010, Pages 79~87
Through the development of digital technology digital game is becoming a fusion of work and play. The aim of this article is to define the concept of labortainment game that playing the game as a consumer is connected with work to create new value-added economic production and to ascertain the characteristics of labortainment game through a semiotic approach. Digital Game has evolved into a more advanced from which accumulated game data is used as something of value in itself for facilitating collaboration as well as entertainment value of games. Labortainment game fills game developer's hidden desire through using the game data produced by the collective amusements for external service.
An Analysis on the Space Characteristics of SNS Farm Game Based on Smart Phone Platform
Lee, Young-Soo ;
Journal of Korea Game Society, volume 10, issue 6, 2010, Pages 89~96
To identify characteristics of social network farm game based on smart phone platform, this study analyzed how social network play experience connects with the space of farm game. The play experience of social network farm game based on smart phone platform is mainly composed of three modules for cultivating, placing environment, extending space. This study categorized space for external perspective space, internal perspective space, symbolic design space according to space experience theory and researched play experience in these spaces. In farm game players perceive space by fixed point of view, and make their own space a standard unit for reinterpreting and rearranging modules. In this process the space played subjective role not only background to bring co-work play is essential in social network game.
A Study on the Interrelation between Contents Services and General Services in Point of User
Lee, Ji-Hun ;
Journal of Korea Game Society, volume 10, issue 6, 2010, Pages 97~114
Domestic game industry is growing around game contents service. Game contents service is becoming popular because it has character that can use a game with opposing user on network in real time and advantage that can download the wanted game at anytime or anywhere. It is different to general service from the view point of user. In order words, the user of game contents service has different character from that of general service because their using characteristics in service using effect are shown use variously in the demographics, psychology and behavioral particular. In these views, we have done a comparative analysis character between game contents service and general service.
A Normalization Method to Utilize Brain Waves as Brain Computer Interface Game Control
Sung, Yun-Sick ; Cho, Kyung-Eun ; Um, Ky-Hyun ;
Journal of Korea Game Society, volume 10, issue 6, 2010, Pages 115~124
In the beginning brain waves were used for monkeys to control robot arm with neural activity. In recent years there are research that measured brain waves are used for the control of programs which monitor the progression of dementia or enhance of attention in children diagnosed with Attention Deficit Hyperactivity Disorder (ADHD). Moreover, low-price devices that can be used as a game control interface have become available. One of the problems associated with control using brain waves is that the mean amplitude, mean wavelength, and mean vibrational frequency of the brain waves differ from individual to individual. This paper attempts to propose a method to normalize measured brain waves using normal distribution and calculate the waveforms that can be used in controlling games. For this, a framework in which brain waves are converted in seven stages has been suggested. In addition, the estimation process in each stage has been described. In an experiment the waveforms of two subjects have been compared using the proposed method in the BCI English word learning program. The level of similarity between two subjects' waveforms has been compared with correlation coefficient. When the proposed method was applied, both meditation and concentration increased by 13% and 8%, respectively. Because the proposed regularization method is converted into a waveform fit for control functions by reducing personal characteristics reflected in the brain waves, it is fitting for application programs such as games.
A Study of Use of Body Motions and Body-weighted Values for Motion Display in Virtual Characters
Lee, Chang-Sook ; Jin, Da-Xing ; Um, Ky-Hyun ; Cho, Kyung-Eun ;
Journal of Korea Game Society, volume 10, issue 6, 2010, Pages 125~135
Body motions are commonly used to express emotions in virtual characters based on body parts, which are frequently employed in games. For this purpose, it is necessary to create different types of animations corresponding to the emotions shown by virtual characters. Therefore, a large of number of animations should be created for different gestures depending on the level of human emotion. In this paper, we propose a method for displaying gestures with various degrees of complexity on the basis of the level of emotion in virtual characters. In particular, this method can be used to display passive and exaggerated expressions by adding weighted values to the frames that rotate the characters to make them show different gestures depending on the level of emotion. To verify the effectiveness of the proposed method, we use the Emotional Animation Tool (EATool), with which body-weighted values can be applied to the actual or virtual characters. After assigning different emotions to walking motions in the newly developed environment, we apply different body-weighted values depending on the level of each emotion. The results of a comparative test reveal that a given type of walking motion differs with the level of emotion.
Morphing and Warping using Delaunay Triangulation in Android Platform
Hwang, Ki-Tae ;
Journal of Korea Game Society, volume 10, issue 6, 2010, Pages 137~146
According to rapid advent of the smartphone, software technologies which have been used on PCs are being introduced into the smartphone. This paper introduces an implementation of an application software under the Android platform using morphing and warping technology. It composes two face images with morphing technology and also transforms an original face image using warping technology for fun. For this, the image is triangulated by Delaunay Triangulation based on control points which are created by simple LCD touches on the mobile device. The implementation case of this paper will be a good reference for the development of applications like games using morphing and warping technologies over Android platforms.
Data Send-Receive Structure for Online Game Synchronization
Ju, Woo-Suk ;
Journal of Korea Game Society, volume 10, issue 6, 2010, Pages 147~155
On this paper, suggests a communication structure making possible to fast data send-receive for the gaming process synchronization. For these things, first of all, analyze the data send-receive speed effecting on the online game by the game genre. Moreover, we suggested a proper data communication structure like real-time online action game genre which gaming synchronization effects on the gaming process. Communication structure suggested on this paper is being used with TCP/UDP protocol, and it is applied to the network system and verify improved data send-receive speed. These data send-receive structure can be applied to the various online games.
A 3D Terrain Reconstruction System using Navigation Information and Realtime-Updated Terrain Data
Baek, In-Sun ; Um, Ky-Hyun ; Cho, Kyung-Eun ;
Journal of Korea Game Society, volume 10, issue 6, 2010, Pages 157~168
A terrain is an essential element for constructing a virtual world in which game characters and objects make various interactions with one another. Creating a terrain requires a great deal of time and repetitive editing processes. This paper presents a 3D terrain reconstruction system to create 3D terrain in virtual space based on real terrain data. In this system, it converts the coordinate system of the height maps which are generated from a stereo camera and a laser scanner from global GPS into 3D world using the x and z axis vectors of the global GPS coordinate system. It calculates the movement vectors and the rotation matrices frame by frame. Terrain meshes are dynamically generated and rendered in the virtual areas which are represented in an undirected graph. The rendering meshes are exactly created and updated by correcting terrain data errors. In our experiments, the FPS of the system was regularly checked until the terrain was reconstructed by our system, and the visualization quality of the terrain was reviewed. As a result, our system shows that it has 3 times higher FPS than other terrain management systems with Quadtree for small area, improves 40% than others for large area. The visualization of terrain data maintains the same shape as the contour of real terrain. This system could be used for the terrain system of realtime 3D games to generate terrain on real time, and for the terrain design work of CG Movies.
High-quality Realtime Rendering of Metallic Surface with Microfacet Distribution Function Deformation
Kang, Young-Min ;
Journal of Korea Game Society, volume 10, issue 6, 2010, Pages 169~178
An effective method to render realistic metallic surface in realtime application is proposed. The proposed method perturbs the normal vectors on the metallic surface to represent small scratches. In general, bump map or normal map method is used to gnerate normal vector perturbation. However, those methods do not show plausible light scattering when applied to anisotropic reflection surface. In order to express metallic surface reflectance, MDF-based BRDF is generally employed. Therefore, the simple normal perturbation does not produce satisfactory metal rendering results. The proposed method employs not only normal perturbation but also deformation of the microfacet distribution function(MDF) that determines the reflectance properties on the surface. The MDF deformation increases the realism of metal rendering. The proposed method can be easily implemented with GPU programs, and works well in realtime environments.