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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 13, Issue 6 - Dec 2013
Volume 13, Issue 5 - Oct 2013
Volume 13, Issue 4 - Aug 2013
Volume 13, Issue 3 - Jun 2013
Volume 13, Issue 2 - Apr 2013
Volume 13, Issue 1 - Feb 2013
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An Experimental Study of Stereoscopic Image and Fatigue Effect for 3D Video Game: Linking Cerebral Physiologic Measure
Jang, Han Jin ; Noh, Ghee Young ;
Journal of Korea Game Society, volume 13, issue 3, 2013, Pages 5~18
DOI : 10.7583/JKGS.2013.13.3.5
This study analyzed the effect by comparing it with 2D game using playtest experimental treatment methodology to verify the video effect, materiality and fatigue effect of 3D video game. First, for the hypothesis to verify the difference of video experience of users for 3D and 2D games, visual clarity was rejected, but materiality, tangibility and presence hypotheses were all accepted. Second, it was shown that there was no difference in eye fatigue and physical fatigue in 3D and 2D games. It was different from results of existing research which claimed that fatigue occurred due to video distortion occurring in 3D video and fatigue inducing factors. Third, the results of measurement of changes in brain wave occurring in the course of playing 3D and 2D games showed that there was no difference in average amplitude of EEG alpha wave, but EEG beta wave occurred in higher amplitude. This study proved the cerebral physiological change and difference in the process of experience to use 3D video game by complementing the methodology in measurement in EEG brain wave in the traditional experimental method.
A Study on the Game Criticism: Meta-analytical Approach to Game Critiques
Jeon, Gyongran ;
Journal of Korea Game Society, volume 13, issue 3, 2013, Pages 19~30
DOI : 10.7583/JKGS.2013.13.3.19
Digital games have become a major part of the modern popular culture, but little attention has been paid to understanding the textuality of games and what the game texts have the cultural meanings. As the games develop, however, the academic and journalistic game critiques and reviews that try to understand and to deconstruct the game texts are on the rise. This study explores how the game criticism characterizes the game texts, creates and shapes the understanding of games. The finding shows that game criticism is rich and varied in terms of themes and approaches covered, more generally, games criticism can also help preserve game history by focusing on the distinctive game textuality, forms and meanings, and by contextualizing the links and cultural meanings that exist between games and between games and the cultural context.
Interworking between Smart TV and Smart Device to Enhance Interactivity of Smart TV Platform Game
Kim, Yoseob ; Kwon, Chong-San ; Woo, Tack ;
Journal of Korea Game Society, volume 13, issue 3, 2013, Pages 31~46
DOI : 10.7583/JKGS.2013.13.3.31
TV has evolved into thin and wide shaped due to the huge sales of LCD. And it makes many houses own large TV easily. After that TV technology focuses on large and high-definition screen. Recently majority of TV market is that of smart TV which is equipped with internet and GPOS(General Purpose Operating System) so people can install several applications on TV. Yet smart TV`s remote controllers are not suitable for several applications. Especially there is no way to provide people with sufficient interactivity with game contents of TV. In this paper, we proposed new methodology for interworking between smart TV and smart device to enhance interactivity of smart TV platform game.
Comparison of Algorithms to find Continuous k-nearest Neighbors to be Appropriate under Gaming Environments
Lee, Jae Moon ;
Journal of Korea Game Society, volume 13, issue 3, 2013, Pages 47~54
DOI : 10.7583/JKGS.2013.13.3.47
In general, algorithms to find continuous k-nearest neighbors has been researched on the location based services monitoring periodically the moving objects such as vehicles and mobile phone. Those researches assume the environment that the number of query points is much less than that of moving objects and the query points are not moved but fixed. In gaming environments, cases to find k-nearest neighbors are when computing the next movement considering the neighbors such as flocking, crowd and robot simulations. Thus, every moving object becomes a query point so that the number of query point is same to that of moving objects and the query points are also moving. In this paper, we analyze the performance of the existing algorithms focused on location based services how they operate under the gaming environments.
A Study on the Factors Determining Experience of Flow in Mobile Social Network Games
Kim, Seul-Yi ; Chung, Yongkuk ; Chen, Meicen ;
Journal of Korea Game Society, volume 13, issue 3, 2013, Pages 55~68
DOI : 10.7583/JKGS.2013.13.3.55
This study examined the factors determining experience of flow in mobile social network games. Built upon the literature on flow experience in the Internet and online games, this study classified the determining factors into three categories. The first category is the content factor which includes graphic design, challenge, and incentive; the second is the device factor including ease of access and ease of control; the third is the social factor including social interaction and community activities. A correlation analysis was conducted to examine the association between each of the seven determining factors and flow experience. Additionally, a hierarchical regression analysis was performed to evaluate which of the selected factors would exert a relatively strong influence on experience of flow. Both analyses reached the same conclusions as follows: Graphic design, incentive, and community activities increase flow experience while challenge and ease of control exert little influence on flow experience. In addition, graphic design was the most influential element in determining flow experience, followed by community activities and incentive, respectively.
A Modified Real Options Valuation Model for Early Stage Start-Ups in the Game Industry
Yoo, Changsok ; Poe, Baek ;
Journal of Korea Game Society, volume 13, issue 3, 2013, Pages 69~76
DOI : 10.7583/JKGS.2013.13.3.69
The financial value of early stage start-up has a tendency to depend more on the non-financial factors, but these are not efficiently reflected in the traditional valuation models. Therefore, most of valuation practices for early stage start-ups heavily relied on the guts of experts. To remedy this, this study suggests a model to directly reflect the non-financial factors especially for the real options approach. Actual process of valuation and the adjustment way were developed considering the characteristics of early stage start-ups in the game industry.
An Efficient Framework for Making Spatial Augmented Reality Digital Contents
Chun, Young-Jae ; Oh, Kyoung-Su ;
Journal of Korea Game Society, volume 13, issue 3, 2013, Pages 77~84
DOI : 10.7583/JKGS.2013.13.3.77
We introduce a new framework for making spatial augmented reality contents fast and with low cost. The framework allows us to make projection-based augmented reality using off-the-shelf webcams and projectors. Contents producers can make a projection-based augmented reality contents easy and fast by setting a webcam and a projector and then controlling user interfaces of our framework. Since most of previous solutions are expensive and it is too difficult that the producers apply augmented reality techniques themselves, the framework helps them to concentrate contents. Once we set a webcam and a projector correctly, our framework projects a virtual object contents according to the manipulation of a trackable real object. As a result we can see realistic augmented reality contents.
Bounding Box based Shadow Ray Culling Method for Real-Time Ray Tracer
Kim, Sangduk ; Kim, Jin-Woo ; Park, Woo-Chan ; Han, Tack-Don ;
Journal of Korea Game Society, volume 13, issue 3, 2013, Pages 85~94
DOI : 10.7583/JKGS.2013.13.3.85
In this paper, we propose a scheme to reduce the number of shadow tests conducted during rendering of ray tracing. The shadow test is a very important process in ray tracing to generate photo-realistic images. In the rendering phase, the ray tracer determines whether to cull the shadow test based on information calculated from a shadow test conducted on the kd-tree in the preprocessing phase. In conventional rendering process, the proposed method can be used with little modification. The proposed method is suitable for a static scene, in which the geometry and light source does not change in the same manner as it does in the conventional method. The validity of the proposed scheme is verified and its performance is evaluated during cycle-accurate simulation. Through experiment results, we found that we could reduce up to 17% of the shadow test.
Development and Analysis of Walking Game Using Controllers of Hand Buttons and Footboards (Title: Paldokangsan2)
Kim, KyungSik ; Oh, SeongSuk ; Ahn, Joonhee ; Ahn, JinHo ;
Journal of Korea Game Society, volume 13, issue 3, 2013, Pages 95~104
DOI : 10.7583/JKGS.2013.13.3.95
We have developed a serious game for the elderly named `Paldokangsan 2` in 2012 as a next version of `Paldokangsan 1`. `Paldokangsan 1` was a walking game for two people using controllers of armrests and footboards with PC. `Paldokangsan 2` had additional purpose to assist cognitive, physical, and psychological functions of the elderly. Especially, walking activity was implemented in a way that a player walks around the old traditional market place in 1970`s while remembering and choosing healthy food to buy. We also developed two mini games for the elderly and people with functional disability with the similar purpose as `Paldokangsan2`. 219 older adults (age
65) recruited from Asan city community center participated in the study. The result showed that the game play exerted positive effects on memory, concentration and vitality of the elderly.
What are Computer Games for Adolescents?
Kim, Tae-Yeon ; Choi, Naya ; Yi, Soon-Hyung ;
Journal of Korea Game Society, volume 13, issue 3, 2013, Pages 105~120
DOI : 10.7583/JKGS.2013.13.3.105
In this study, we tried to find out various characteristics of adolescents` computer game using out of functionalism. We used in-depth interviews to 18 adolescents to investigate what they think about games and how they use games. Adolescents showed positive perspectives and had mature attitudes to games. Games are leisure activities which can be carried out only after finishing homework, the fiction which is less important than the reality, something that needs proper restriction. Also, peer group strongly affected their game using.
The Study on Arbitration of Contents Dispute in Mobile Game
Lee, Jae-Hong ;
Journal of Korea Game Society, volume 13, issue 3, 2013, Pages 121~130
DOI : 10.7583/JKGS.2013.13.3.121
This paper aims to grasp the status of dispute and relevant issues, focusing on cases resolved by the Contents Dispute Resolution Committee. In consequence, this paper reviewed and addressed many issues like the mobile game of pre-school children, game disputes between telecommunication service providers and other domestic companies, responsibility of game-developing companies, necessity of efforts (led by the service providers) for establishing the system to prevent damage, and increase of awareness on damage redeemed by companies. Additionally, this study enables us to understand that the system of dispute resolution pays a pivotal role to help disputers resolve issues in a reasonable way and that self-imposed confidence is absolutely required in the mobile open market.
The Analysis on 3-Dimensional Stereoscopic Video Production Using Anaglyph Method_Focused on the Animation `YGGDRASIL`
Kang, Hyun-Jong ;
Journal of Korea Game Society, volume 13, issue 3, 2013, Pages 131~140
DOI : 10.7583/JKGS.2013.13.3.131
The study analyzes how to create stereoscopic image in 3-dimension animation `Yggdrasil`, produced in Autodesk Maya(3D animation software), using Anaglyph method that is the oldest in 3-dimension stereoscopic video production. The anaglyph method help to produce stereoscopic images easily and to give effective 3D effect encoding each eye`s image using filters of different colors. In addition, space direction applied visual perception theory expresses necessary distance, depth and speed effectively in `Yggdrasil`
A Case Study on Design of Theme-based Integrated Learning by Using QR Code
Park, Hyung-Sung ;
Journal of Korea Game Society, volume 13, issue 3, 2013, Pages 141~152
DOI : 10.7583/JKGS.2013.13.3.141
This research aims at suggesting a case of designing theme-based integrated learning for usage smart media. New approach and direction for developing a gaming instructional design was suggested which can encourage learners to participate in. Quest-based learning, the learning environment design where learners conduct various learner-centered activities, plays an important role of reinforcing the motivation, promoting experiential and cooperative learning based on social interaction. The design using QR codes has been proved to be able to offer the learner-centered learning environment which includes social interaction strategy required for learners expanding their cognitive structure, motivation enhancing strategy encouraging their consistent participation in learning, complex problematic situation and scaffolding strategy emphasized by constructivism. And it is expected to contribute to promoting the design of theme-based integrated learning which is being demanded in the educational environment recently by combining systematic design process and strategies.