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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
Pre-visualization of Interaction on Game Character's Quest Play : Towards of Narrative Structure
Kim, Mi-Jin ; Woo, Kim-Sang ;
Journal of Korea Game Society, volume 11, issue 2, 2011, Pages 3~11
A game designer is the initial design of the quest based on narrative. It is important that to predict game character of play experience to establish these static content. This paper deal with player's affective interaction distinguishing among game characters are perform quest-play based on their characteristic status. To achieve this, First of all, previous studies regarding pre-visualization of narrative structure for other visual media are reviewed. Secondly, it is specified that quest-play experience and player's cognitive behavior. At last, these features of status by character were pre-visualized with QUG(Quest Unit Graph), which could be represented differences in precess of quest-play through analysis on world of warcarft game. Previous research is about of numerical balance in terms of character's achievement, whereas this study is meaningful that is proposed that visual model of quest-play interaction focused on narrative structure to predict game designer's architecture of quest experience.
Strategic Errors Detection in Gameplay by the Inspection of Payoff Matrices
Chang, Hee-Dong ;
Journal of Korea Game Society, volume 11, issue 2, 2011, Pages 13~18
Sid Meier said, "A game is a series of interesting choices." This means the interesting choices make the game funny. In this paper, we define the no interesting options in the gameplay as strategic errors of the gameplay and suggest a detection method of these errors of the gameplay. The suggested method detects the strategic errors of the gameplay by the inspection of the payoff matrices. This method can detect the options of no strategies of the opponent, dominant options, dominated options, similar options with almost same payoffs in the case of the inspection of the payoff matrices. Additionally it can detect the options of the expected payoff with excessively high, the options of the expected payoff with excessively low, the options of the usage probability with excessively high, and the options of the usage probability with excessively low in the case of the inspection of the payoff matrices with the corresponding frequency rates.
An Automated Wave Generation Technique in Tower Defense Games Based on a Genetic Algorithm
Cho, Sung-Hyun ; Kang, Shin-Jin ;
Journal of Korea Game Society, volume 11, issue 2, 2011, Pages 19~28
Level design is one of the important factors in tower defense game development. The difficulty of tower defense game depends on its wave design. In general, it requires a lot of manual labor to generate well-balanced waves with fun. In this paper, we propose a new automated wave generation system by using a genetic algorithm. With our system, a game designer can easily generate an optimized wave by designating the difficulty level in the initial stage of game design. Our system can be useful in reducing the trial-errors in the initial level design process of tower defense game development.
Development of an Interactive Video Installation Based on Zhuangzi's Butterfly Dream
Kim, Tae-Hee ;
Journal of Korea Game Society, volume 11, issue 2, 2011, Pages 29~37
As a field in Digital Arts, interactive video introduced the mirror metaphor to the foundation of media, given its characteristic as a medium that extracts an audience image in a particular perspective. The interactive video work introduced in this paper addresses conceptual topics in the extension of Zhuangzi's Butterfly Dream and illustrates the technological approaches that employ an intensity-based computer vision processing in order to obtain the silhouette of audience for multiple graphical butterflies to draw an audience image. Users generate narratives in the interaction with the projected image. Sound is used in order for the system to provide augmented perception in the space and to add more rooms for narratives. The computer vision and the graphics methods introduced in this paper are suggested as tools for interactive video.
A Design Method of Game Formulas by Analyzing the Tree Structure of The Operands
Chang, Hee-Dong ;
Journal of Korea Game Society, volume 11, issue 2, 2011, Pages 39~44
Computer games need game formulas which express game rules by mathematical functions because the game rules are automatically processed by computers. The game formulas are usually multi-variable functions. So the design of a game formula is a complex and difficult problem because it is the same problem of the design of a multi-variable function which should satisfy the related game rules. In this paper we propose a new method which can systematically design game formulas. The purposed method is the decomposing of tree structure for a game formula by analyzing the tree structure of the operands which have single-variable functions on the lowest levels. So the design method can change the complex and difficult problem of the design of a multi-variable function to the simple and easy problem of the design of the single-variable function which should satisfy the related game rules.
Change of Value Chain and Current Issues in Game Items Real Money Trade
Han, Chang-Hee ; Kim, Jung-Min ; Park, Chae-Hee ; Hong, Yu-Jin ; Kim, Min-Kwan ;
Journal of Korea Game Society, volume 11, issue 2, 2011, Pages 45~56
The concept, means, value chain, the persons concerned and possible issues of game item trading in cash are analyzed in this study. The trading is characterized by not only being performed with its own unique business model but also causing issues related to delicate social problems, such as digital contents distribution, work place and gambling. The way of game item trading in cash and its value chain have been changed with game market growth for the past years. I analyzed in this article the new concept of game item trading in cash that is different from the past. Also, analysis on several issues related to game item trading in cash is conducted.
The Study on Evolutionary Process of Online-Game Companies' Alliance Strategy for Product Diversification
Chang, Yong-Ho ; Joung, Won-Jo ;
Journal of Korea Game Society, volume 11, issue 2, 2011, Pages 57~68
This study approaches how newly emerged game companies has implemented strategies for product diversification according to market growth cycle(beginninggrowing-mature) by empirical case study through evolutionary theory and resource based theory approach. At the beginning, online game companies had grown with different strategies(technology based, service based) by initial condition(genre, technological level, user attribute). After market growth, for product diversification, these companies carried out path-dependent alliance strategy(complementary, competitive) depending on resource base(technology capacity, service capacity based). As online game market getting mature, these companies has adapted flexibly in responding to market growth cycle by integrated strategy(naturally selected to mobilize every possible resource capability). By analyzing the alliance strategies pattern of online game companies in newly emerged game industry according to market growth cycle through combination of resource based theory and evolutionary theory, these results suggest that new industrial, theoretical, policy model is required.
Analysis on the Relationship between Online Game-Item Trade and Cyber Crimes
Choi, Seong-Rak ; Kim, Choel-Hoi ;
Journal of Korea Game Society, volume 11, issue 2, 2011, Pages 69~79
Online game industry and item trade have grown up fast after 2000. And there has been a perspective that online game and item trade are the cause of the crimes, especially cyber crime like hacking, virus. But there was no positive research about the opinion, so this article studies the relations among online game, item trade and crime. The results suggest that online game and item trade maybe a cause of cyber crime and property crime. But online game and item trade don't increase the total number of crime. That means that online game and item trade substitute the way how crime happens. Online game and item trade substitute no-property crime to property crime.
A Study on Cheating Patterns in Online FPS Games and their Countermeasures : By the Case of Point Blank in Indonesia
Im, Sung-Jin ; Lee, Dae-Hyun ;
Journal of Korea Game Society, volume 11, issue 2, 2011, Pages 81~91
Hacking tools are evolving along the growth of on-line game industry. Those tools allow users with no programming knowledge to hack the game, which causes a lot of problems in on-line game services. Specifically, FPS games based on peer-to-peer networks are vulnerable to hacks. This paper analyzes cheating patterns by the case of Point Blank in Indonesia and prioritize countermeasures, which helps game companies handle hacks efficiently.
A Study on the Limitation of Nintendo Wii using Physical Interactive Interface
Lee, Jang-Won ; Yoon, Joon-Sung ;
Journal of Korea Game Society, volume 11, issue 2, 2011, Pages 93~104
For development of physical interactive game recognized as next generation game, this study examines the present situation of physical interactive games and analyzes the problem that game contents lack development compared to the hardware. This paper firstly divides the problem of physical interactive game contents into three parts: demand of the contents and biased game genre, low level of game difficulty, and limited use and/or misuse of the motion controller. Then, the possible solutions for each part are suggested afterward. As the discussion on the development methods in physical interactive game will also develop and therefore, as the next generation game, physical interactive game will play a positive role in th growth of game industry as well as game culture.
An Occlusion Resolution Technique Applying Camera Shots in Close Quater Combat of the Game
Kim, Bang-Wool ; Cho, Kyung-Eun ; Um, Ky-Hyun ;
Journal of Korea Game Society, volume 11, issue 2, 2011, Pages 105~114
In a game such as MMORPG, players often see occlusions between primary actors in a shot where shows a close quarter combat. This paper proposes an occlusion resolution technique(MOS) by grafting a medium shot technique and an over-shoulder shot technique to strengthen a confrontation structure. A medium shot technique sets 4 reference points at the up/down/left/right on the sphere of target. An over-shoulder shot technique is a technique of locating the reference points on the side variably. An occluder is replaced with 2 spheres. If a ray is emitted to a reference point from the camera point and intersects a sphere of occluder, it becomes a potential occlusion state. If so, we start to move the camera to the right or left of the occluder, keep moving it while new position of camera is in potential occlusion state, and stop its movement when the occlusion is resolved. Our experiments show that MOS technique consumes operational time of
per shot on average, and that it resolves occlusions in 9.26% of ratio on average, and so doesn't have any effect on viewer's sight.
The Research of Mini-Game by Using Online Image Automatic Detection Technology
Huang, Chun-Hua ; Cho, Kwang-Hyeon ; Kim, Gye-Young ; Choi, Hyung-Il ;
Journal of Korea Game Society, volume 11, issue 2, 2011, Pages 115~129
In this paper, we will introduce some method about retrieving suitable images to game or adjusting game difficulty in enjoying some contents like mini-game. It will use the technology about extracting color and texture features in content-based image retrieval in image processing. So in card game, it select card image automatically. And by controlling seed image number, we can adjusting game difficulty. Through the experiment, it shows that our image retrieval method can retrieve more useful images that can be used in game than others.
Post Mortem Debugging And Process Dump
Park, Ju-Hang ; Kim, Young-Sik ;
Journal of Korea Game Society, volume 11, issue 2, 2011, Pages 131~140
Debugging is very important element in programming development. We can find a lot of bug of program we made, and we can fix it. but after a product is released, we need system we can catch bugs as soon as possible. For this, we need to know post-mortem debugging. We will look at post-mortem debugging, and we will talk about process dump. Also when process get the problem, we should get the process dump, but we can have situation process dump was not generated. We will consider this case, and we will examine programming technique which this case can be retrieved. Finally, I will introduce EHModule(exception handler module)
An Action-Generation Method of Virtual Characters using Programming by Demonstration
Sung, Yun-Sick ; Cho, Kyung-Eun ; Um, Ky-Hyun ;
Journal of Korea Game Society, volume 11, issue 2, 2011, Pages 141~149
The substantial effort is required to make a virtual character smoothly move like a human being in the virtual environment. Since a virtual character acts on the basis of the actions, it is the most critical to define actions for smooth flow of action. It has been actively studied the programming by demonstration which defines series of actions to be performed by a virtual character based on the actions operated by a person. However, such approaches can't easily draw many sequential actions because they create sequential actions in the same length all the time or restrict the actions used to create such actions. For smooth flow of action, it is required to derive sequential actions as much as possible from the actions of a virtual character and to select the representative set of actions. Accordingly, it is necessary to study how to create sequential actions as reducing diverse limits. This study suggests the approach to select sequential actions suitable for a virtual character by collecting the actions of a character manipulated by a person and deriving a set of actions to be performed by a virtual character. The experiment describes the process to create the actions by applying the approach suggested in this study to the driving game. In accordance with the analysis results, it was found that a set of actions performed by a person was generated without being restricted by a length or a part to divide. Finally, we confirmed that the suggested method selects the best sequential actions, appropriate to virtual character, among more generated actions.
A Study on Interdisciplinary Needs for the Development of Curriculum "Development Methodology of Serious Games with GeronTechnology"
Lee, Nae-Hyun ; Kim, Kyung-Sik ; Chang, Hee-Dong ; Park, Seong-Jun ; Park, Chang-Hoon ; Kang, Hyun-Koo ; Park, Hyun-Sik ; Sung, Eun-Hyun ; Kim, Dong-Joo ;
Journal of Korea Game Society, volume 11, issue 2, 2011, Pages 151~159
For the development of a curriculum of the serious game for the elderly in preparation of senior society, we have surveyed students of both college of humanity and college of engineering for their perception of importance and necessity on the subjects prepared by this team. We analyzed their common points and different points, and developed a new interdeciplinary curriculum for students in both college. The curriculum has been opened in the last semester successfully.
A Background Segmentation and Feature Point Extraction Method of Human Motion Recognition
You, Hwi-Jong ; Kim, Tae-Young ;
Journal of Korea Game Society, volume 11, issue 2, 2011, Pages 161~166
In this paper, we propose a novel background segmentation and feature point extraction method of a human motion for the augmented reality game. First, our method transforms input image from RGB color space to HSV color space, then segments a skin colored area using double threshold of H, S value. And it also segments a moving area using the time difference images and then removes the noise of the area using the Hessian affine region detector. The skin colored area with the moving area is segmented as a human motion. Next, the feature points for the human motion are extracted by calculating the center point for each block in the previously obtained image. The experiments on various input images show that our method is capable of correct background segmentation and feature points extraction 12 frames per second.