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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 11, Issue 6 - Dec 2011
Volume 11, Issue 5 - Oct 2011
Volume 11, Issue 4 - Aug 2011
Volume 11, Issue 3 - Jun 2011
Volume 11, Issue 2 - Apr 2011
Volume 11, Issue 1 - Feb 2011
Selecting the target year
Toward Successful Adaptation from Games to Films
Park, Soo-Jin ; Song, Seung-Keun ;
Journal of Korea Game Society, volume 11, issue 1, 2011, Pages 3~14
Nowadays, it becomes a widespread and frequent practice that one content as a source is converted into diverse media formats. However, it is hard to answer the question whether the converted content might become successful again. That is mainly because one needs to have clear understanding about the characteristics of the target media format. This explains the phenomenon that there are very few successful movies which have been adapted from successful digital games. Thus, it is essential to conduct thorough and sufficient researches on the success factors of the adapted movies. The objective of this research is to investigate and analyze common factors of successful movies from digital games in terms of their visuals and narratives. We have found that successfully adapted movies from digital games shares three commonalities in the work of adaptation for effective cinematic impacts. Firstly, the adaptors of the successful movies have composed scripts with riveting storytelling through simplification, compression and removal of the original story. Secondly, they have satisfactorily re-implemented the original game avatars in the process of adaptation. Finally, they have effectively discovered inherent attractiveness of the original games and incorporated into the target movies with faithful following of cinematic grammar. We expect that our work contribute to reduce failure rate of the prospective movies converted from games by the proposed analysis of success factors shared among successfully adapted movies through the proposed case studies.
A Study on Combination Aspects of Fun and Learning in Educational Serious Games
Lee, Dong-Eun ;
Journal of Korea Game Society, volume 11, issue 1, 2011, Pages 15~24
The convergence of education and game came from efforts to compensate for the boredom of learning. As the digital technology has been developed, this new integrated field accrued to the birth of the Educational Serious Game. It has been noted on both side of industry and academic research. Despite all natural concerns, studies of the educational Serious Game tend to show the partial directivity on the learning aspects rather than the nature of the Educational Serious Game. Therefore in this study the combination aspects of fun and learning in the Educational Serious Game through various case studies is to analyse.
A Study on the Cartoon Style in Digital Game
Yun, Hyun-Jung ;
Journal of Korea Game Society, volume 11, issue 1, 2011, Pages 25~35
This study finds out the types and meanings of the cartoon style in digital game. First, this study suggests two types, visual sign and aural sign. The cartoon style of visual sign signify denotative means, that helps user's instant gaming experience. Meanwhile the cartoon style of aural sign strengthens user's identity and immersion. Also it delivers background story of the game. These significations implies the semiological meanings of the cartoon style in digital game, and this study comprehensively handles aspects of the user experience in gaming world, too.
A Development of a Tool for Event Direction in Mobile Game
No, Hae-Sun ; Rhee, Dae-Woong ;
Journal of Korea Game Society, volume 11, issue 1, 2011, Pages 37~46
Due to the advent of high performance feature-phone and smart-phone, the scale of mobile games and the member of developers are increased rapidly. The production process of mobile games is changing to meet these needs. Tools for efficient program development are produced worldwide, but tool's research for the event direction is inadequate. In the event direction, the game designers play more important roles than programmers. In this paper, we develop the mobile game event direction tool for game designers. And we make the events of the released mobile games to test the efficiency and usefulness of tool that we developed. The result shows that the performance is enhanced about 15% in development period.
A Location-based Service on Smartphone Combining with Mirror World
Oh, Gyu-Hwan ; Kim, Jae-Won ; Bae, Kyoung-Woo ;
Journal of Korea Game Society, volume 11, issue 1, 2011, Pages 47~57
Mobile based location-based service can normally be classified into four categories according to their dimensions of their screen layout: map-based, bird-eye view based, photo-based, and video-based. Specifically, video-based layout system combining AR technology has a appealing factor to users through the reality-based presence but normally requires sophisticated real-time image matching algorithms to represent the system. This paper provides a new location-based service by introducing mirror world to resolve the problem and implements its prototype. The proposed service does not need such algorithm and will effectively be useful for users to get the reality of the presence for any locations which is regardless of a user's real location.
The Impacts of Artistic Creativity, Scientific Creativity, General Creativity on Perceived Enjoyment and Intention to Reuse : Focused on Role-Playing Game Players
Byeon, Hyeon-Su ;
Journal of Korea Game Society, volume 11, issue 1, 2011, Pages 59~67
The increase in the use of video games is resulting in the perception of some variables for video gamers. Therefore, it is necessary to identify the drivers for video games and their effects on the users to lead the growth strategies for the video gaming business. In this study, the drivers of video game play are creativities and enjoyment which are based on previous studies. And an empirical analysis was performed to determine the effect of these variables on intention to reuse. First, the results showed that artistic, scientific, and general creativity affect perceived enjoyment. Second, perceived enjoyment appeared to be a significant factor of intention to reuse. Specially, the author confirmed that artistic creativity has a very significant effect on enjoyment of video games.
To Explore the Direction of Development of China's Online Game Industry - Take China Joy as an Example
Shao, Lei ; Sun, Feng ; Lee, Jang-Won ; Yoon, Joon-Sung ; Kim, Kyu-Jung ;
Journal of Korea Game Society, volume 11, issue 1, 2011, Pages 69~78
2010, the China's online game industry has developed more than ten years. With the fast development of the China's online game industry, the china joy came into true in 2004. After 7 years of development China Joy has become Asia's largest exhibition game. The paper which from the china joy perspective compare and analyze the development process of china joy with the other two related exhibition E3 and TGS. The paper also select 6 important indicators to evaluate the china joy 1) the absolute number of the audiences from the show2) the number of the international visitors 3) the number of participating companies and corporate types4) the number of exhibitors and online game product quality5) the contents of the show 6) the international influence. From this perspective, the paper tries to figure out the status of the China's online game industry in the world online game industry. And after analysis 6 indicators we can make a conclusion of the international status of China joy and international influence. It also tries to find out the main problems in China's online game industry.
Knowledge Ecological Approach to Emergence of Korean Online-game Industry
Chang, Yong-Ho ; Joung, Won-Jo ;
Journal of Korea Game Society, volume 11, issue 1, 2011, Pages 79~91
This study analyzes that Korea online-game emerges by naturally developed demanders, not by intentional suppliers(government/firms). Knowledge Ecological Approach is used to explain the emergence of Korea online-game industry. The research shows several knowledge factors that Korea online-game developed successfully. First, newly developed human resource(mainly lead users) play a strong positive feedback in the knowledge ecology system. The interactive system consists of social & environmental actors(local/global technological textbooks, universities, informal education institutes, companies etc.). Second, early developers start up venture firms through on/offline creative communities which give them project based job experience. Policy implication of the research is that the naturally emerged knowledge ecology, where various actors interact efficiently, determines the fountain new industry rather than discontinuous, intentional physical resources.
Multiple-Section Using 3D Spline based Cut-Scene Effect
Sun, Bok-Gun ; Shin, Young-Seo ; Park, Sung-Jun ;
Journal of Korea Game Society, volume 11, issue 1, 2011, Pages 93~100
Cinematic camera techniques are being increasingly applied to the game development these days. In this study, the object movement and camera effect for the game development using the curve in the 3D space were discussed. The Catmull-Rom spline algorithm follows the curve more closely than the other curve algorithms. With the algorithm proposed in this study, the Catmull-Rom spline was dynamically created according to the user's input in multiple sections in the 3D space, and objects smoothly passed along the route. In addition, Cut-Scene section is specified using the Catmull-Rom spline and the object movement can be observed. The results of the study on the accuracy and efficiency of the curve showed that the Catmull-Rom spline is very efficient not only for the object movement but also for the cinematic camera technique.
Server Performance Improvement with Predicted Range of Agent Movement
Kim, Yong-O ; Shin, Seung-Ho ; Kang, Shin-Jin ;
Journal of Korea Game Society, volume 11, issue 1, 2011, Pages 101~109
The performance of server becomes important issues in online game with the online game market expansion. This paper proposes a method of improving performance to decrease synchronized packets for each entity's informations in game. Our method provides adapted solution of reconstructing spatial subdivision to reduce a load of movement between boundary regions using prediction of entity's movement range and disabled regions where entity can not move to. It is shown through the experiments that proposed method outperforms existing method in terms of processing quantity of packets.
Group Behavior Simulation of Multi-Agents by Using Steering Forces in an Enclosed Space
Cho, Sung-Hyun ; Lee, Jae-Moon ;
Journal of Korea Game Society, volume 11, issue 1, 2011, Pages 111~120
It is important to realistically simulate group behaviors of the multi-agents in virtual worlds. While most researchers have focused on their group behaviors in an open space, this paper studies their group behaviors by using steering force in an enclosed space. Agents have a common target and should move towards it in an enclosed space while avoiding collision with other agents. Under those environments, three possible models of agents are proposed and the six steering forces needed in each model are also proposed. In order to show the correctness of the proposed models, they were simulated. Our simulation results showed that the proposed models only using steering forces operate well in the enclosed space although it requires a different period of time for each agent to arrive at its target depending on the walls and doors.
A Study of Player Changed-pattern Model for Game Bots Detection in MMORPG
Yoon, Tae-Bok ; Lee, Jee-Hyong ;
Journal of Korea Game Society, volume 11, issue 1, 2011, Pages 121~129
In an online-game, the various game service victimized cases are generated by the bots program or auto program. Particularly, the abnormal collection of the game money and item loses the inherent fun of a game. It reaches ultimately the definite bad effect to the game life cycle. This paper collects and analyzes the pattern of game behavior change for the bots detection method. By using the game activity changing information of the human and game activity changing information of the bots, the degree of resemblance was measured. It utilized in the bots detection method. In an experiment, by using the served online-game, the model of a user and bots were generated and similarity was distinguished. And the reasonable result was confirmed.
Terrain Rendering Using Vertex Cohesion Map
Jo, In-Woo ; Lee, Eun-Seok ; Shin, Byeong-Seok ;
Journal of Korea Game Society, volume 11, issue 1, 2011, Pages 131~138
Recently in terrain rendeing, most researches introduce mipmap-based out-of-core methods for handling large sized DEM data which does not fit in main memory of general computer. However, mipmap-based LOD(level-of-detail) methods occur geometric errors which appear in data simplifying the higher LOD level. These geometric errors cause geometric popping effects where LOD level changes when viewpoint moves. In this paper, we propose vertex cohesion map for reducing geometric error. In preprocessing step, we generate vertex cohesion map, which is a texture that stores the vectors. By these vectors, each vertex will be cohered into the position in which the difference of gradient value is bigger than others. Therefore in terrain rendering, using vertex cohesion map can dramatically reduce the geometry popping effects rather than using mipmap.
Photomosaics Using Principal Component Analysis
Chun, Young-Jae ; Oh, Kyoung-Su ; Cho, Sung-Hyun ;
Journal of Korea Game Society, volume 11, issue 1, 2011, Pages 139~146
We propose a photomosaic method using PCA(Principal Component Analysis), which uses PCA results to find the most similar candidate fast and correctly. When two images are projected onto a certain principal component, if their coefficients are similar, they are also likely to be similar. Thus our photomosaic method using PCA can take care of both colors and shapes of images. Our method using coefficient comparison is faster than the one using all color comparison and more correct than the one using average comparison. Our hardware accelerated photomosaic algorithm can handle video images in real-time.
Optimization of Color Format Conversion of WebCam Images Using the CUDA
Kim, Jin-Woo ; Jung, Yun-Hye ; Park, Jin-Hong ; Park, Yong-Jin ; Han, Tack-Don ;
Journal of Korea Game Society, volume 11, issue 1, 2011, Pages 147~157
Webcam doesn't perform memory-alignment in order to reduce the transmission time of image data. Memory-unaligned image data is unsuitable for the processing on GPU. Accordingly, we convert it to available color format for optimization in high speed image processing. In this paper, we propose a technique that accelerates webcam's color format conversion by using NVDIA CUDA. We propose an optimization which is about memory accesses and thread composition, also evaluate memory and computing performance for verifying a hypothesis which is the performance of the proposed architecture and optimizing degree on low-performance GPU. Following the optimization technique, we show performance improvements over maximum 68 percent.
MMORPG Development Company's Successful Market Entry Strategy : A Case Study of NHNgames
Yoo, Byung-Joon ; Do, Hyun-Myung ;
Journal of Korea Game Society, volume 11, issue 1, 2011, Pages 159~168
Online game industry has achieved remarkable development not only in Korea, but also in the world with support from huge progress in information technology. By the way, there was calm period that top tier MMORPGs had held their ranks in oligopoly situation before Aion's appearance. At that time, NHNgames succeeded to penetrate into the market and settle down as a major player. In this context, this study will identify the factors of successful market entry strategy and draw helpful ideas by analyzing case of NHNgames which succeeded to enter the market of MMORPG through the basic strategic framework of Kalyanaram and Gurumurthy. This discussion will provide several implications for the solution of online game market penetration problem which might be never ended and for the way of industry's development.