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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 12, Issue 6 - Dec 2012
Volume 12, Issue 5 - Oct 2012
Volume 12, Issue 4 - Aug 2012
Volume 12, Issue 3 - Jun 2012
Volume 12, Issue 2 - Apr 2012
Volume 12, Issue 1 - Feb 2012
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A Method of Graphic Representation of Mathematical Sentences for Game Generation
Chang, Hee-Dong ;
Journal of Korea Game Society, volume 12, issue 5, 2012, Pages 5~12
DOI : 10.7583/JKGS.2012.12.5.5
The information represented by graphic is preferred more than by text to the game generation familiar to computer games in the cognitive style. The learning to solve the math problems represented by graphic is significantly effective to improve learner`s problem-solving power in math education. In this paper, we proposed a method of graphic representation of mathematical sentences for effective learning of the game generation. The proposed method arranges the unit informations in the logical structure and represent the logical interrelation between the informations by symbols, line segments, or arrows using the graphic elements with good visibility for the game generation to recognize easily and to understand accurately the logical meaning. The proposed method is able to represent accurately the math sentences until the detail level that appears the tense and the voice of the sentences differently from the previous graphic representation method`s ability. The proposed method could be used as learning tools and used widely to represent graphically mathematical informations for the instructional scaffolding of an educational game in oder that the game generation could learn effectively.
The Implications of Middle Eastern Game Circles by Examining Game Rating System of Iran
Park, Tae-Soon ;
Journal of Korea Game Society, volume 12, issue 5, 2012, Pages 13~22
DOI : 10.7583/JKGS.2012.12.5.13
Rating system, which generated by struggling and negotiating of many social groups, helps us to anyalyze plenty of social factors. With this point of view this article attempts to examine the game rating system of Iran, that started in 2009. At the beginning, the nubmber and ratio of prohibited games were very high. Most prohibited games have contents of violence with religious distortion or women`s nudity. But recently the case of prohibition is not seen and the ratio of age rate is changed to that of other countries. The system and operation of ESRA is influenced by multiple factors like the willingness to support game industry of government, the understanding of industrial value, the acknowledgement of cultural effect of game and etc.
Measurement Method of User`s Gameplay Skill Level in a Computer Game
Chang, Hee-Dong ;
Journal of Korea Game Society, volume 12, issue 5, 2012, Pages 23~34
DOI : 10.7583/JKGS.2012.12.5.23
Computer games should keep user`s immersion for fun. Flow can be occured on the balance of user`s game skill level and the difficulty level of the challenges by an immersion theory. Computer games can make automatic control of the challenge difficulty level but user`s game skill makes difficult to know instantly its level on gameplay because the skill is decided by game goals, user tendency, or user experience. In this paper, we proposed a method of measurement of user`s gameplay skill level that we can know the skill level instantly on gameplay. The proposed methods require to be implemented in the stages of the design and implementation of the computer game to be used. Computer games can keep continuously the balance of user`s game skill level and the difficulty level of the challenges in order to occur flow immersion by using the proposed measurement method and automatic control methods of the difficulty of game challenges.
A Proposal of Level Design Guidelines through Attribute Analysis of Cover Pattern on FPS Game by Theme
Cheon, Yu-Chan ; Kim, Mi-Jin ;
Journal of Korea Game Society, volume 12, issue 5, 2012, Pages 35~42
DOI : 10.7583/JKGS.2012.12.5.35
Main focus of FPS game`s play is securing vantage points in space based on specific theme and removing enemies. It could be more directly interacted with players` game space than other genres. This paper analyzes design patterns on FPS game of nine types consisted of three themes : past war, modern war, near future war, which is based on 10 different patterns of near future theme-oriented by Hullett and Whitehead. As an outcome, an important function of `element of cover` was found additionally as a main pattern besides the 10 different patterns. And by analyzing its attributes, it is suggested the efficient way to use the `cover` pattern for level-design. This result can be utilized as an empirical guideline for level-design of FPS games by theme.
A Study on the Placement of Game Objects using Space Syntax
Choi, Seung-Kwan ; Kim, Dong-Hyun ; Kim, Young-Ook ;
Journal of Korea Game Society, volume 12, issue 5, 2012, Pages 43~56
DOI : 10.7583/JKGS.2012.12.5.43
The purpose of this research is to provide the rationality of placement of game objects using the space analysis for game map so that the game designers can find out the proper position for each object in the map. The significance of this research is beyond the limitations of the existing research using Space Syntax theory is confined to the analysis of the behavior of players in the map, this research suggest the method of the efficient placement of game objects in level design step. This paper as the worth of the industry is expected to be able to reduce the repetitive tasks that may occur during game level design steps. Through this, it is also expected by reducing game development period and development costs in accordance with the reasonable placement of game objects.
Environment-Adaptive and Real-Time Rendering of Fluids for Cartoon Style Game
Kim, Kwang-Tae ; Park, Kyoung-Ju ;
Journal of Korea Game Society, volume 12, issue 5, 2012, Pages 57~66
DOI : 10.7583/JKGS.2012.12.5.57
This paper to the scene to fit the fluid can be expressed as cartoon-style real-time method is proposed. As a matter of fact the fluid color in the simulation in which both reflection refraction and color tones are different in both cases. This paper light, water, terrain, time, etc. with cartoon-style representation of the fluid, adaptive way is proposed. Experimental implementation of the existing and proposed methods were compared with the results. This cartoon-style rendering of the existing research methods and the proposed method and at the same time using cartoon-style games that can be represented by the entire system could offer.
Bandwidth Efficient Summed Area Table Generation for CUDA
Ha, Sang-Won ; Choi, Moon-Hee ; Jun, Tae-Joon ; Kim, Jin-Woo ; Byun, Hye-Ran ; Han, Tack-Don ;
Journal of Korea Game Society, volume 12, issue 5, 2012, Pages 67~78
DOI : 10.7583/JKGS.2012.12.5.67
Summed area table allows filtering of arbitrary-width box regions for every pixel in constant time per pixel. This characteristic makes it beneficial in image processing applications where the sum or average of the surrounding pixel intensity is required. Although calculating the summed area table of an image data is primarily a memory bound job consisting of row or column-wise summation, previous works had to endure excessive access to the high latency global memory in order to exploit data parallelism. In this paper, we propose an efficient algorithm for generating the summed area table in the GPGPU environment where the input is decomposed into square sub-images with intermediate data that are propagated between them. By doing so, the global memory access is almost halved compared to the previous methods making an efficient use of the available memory bandwidth. The results show a substantial increase in performance.
A Real-time Hand Pose Recognition Method with Hidden Finger Prediction
Na, Min-Young ; Choi, Jae-In ; Kim, Tae-Young ;
Journal of Korea Game Society, volume 12, issue 5, 2012, Pages 79~88
DOI : 10.7583/JKGS.2012.12.5.79
In this paper, we present a real-time hand pose recognition method to provide an intuitive user interface through hand poses or movements without a keyboard and a mouse. For this, the areas of right and left hands are segmented from the depth camera image, and noise removal is performed. Then, the rotation angle and the centroid point of each hand area are calculated. Subsequently, a circle is expanded at regular intervals from a centroid point of the hand to detect joint points and end points of the finger by obtaining the midway points of the hand boundary crossing. Lastly, the matching between the hand information calculated previously and the hand model of previous frame is performed, and the hand model is recognized to update the hand model for the next frame. This method enables users to predict the hidden fingers through the hand model information of the previous frame using temporal coherence in consecutive frames. As a result of the experiment on various hand poses with the hidden fingers using both hands, the accuracy showed over 95% and the performance indicated over 32 fps. The proposed method can be used as a contactless input interface in presentation, advertisement, education, and game applications.