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REFERENCE LINKING PLATFORM OF KOREA S&T JOURNALS
> Journal Vol & Issue
Journal of Korea Game Society
Journal Basic Information
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
Selecting the target year
A Study of Game Money Control in Online Games
Shin, Jeong Yeop ;
Journal of Korea Game Society, volume 13, issue 5, 2013, Pages 5~18
DOI : 10.7583/JKGS.2013.13.5.5
The Management of Game Money in online game is considered as a crucial factor for successful game business as well as balancing game economy. The generation and flow of game money have a strong relationship with game contents, entertainment factors, game planning and level design. This paper explores online game economy in various ways especially the matter about managing & controlling game money in this context through theoretical and practical perspectives. It also examines how this management makes an effect on 'Free to Pay' policy and Sales revenue. Finally, this paper draws conclusions about the Management of Game Money which can be considered to be practically useful for game development and management. I hope that the study helps further studies and researches and can be served as a foundation regarding the issue.
Simulation of Entropy Decrease in Puzzle Game Play
Yun, Hye-Young ;
Journal of Korea Game Society, volume 13, issue 5, 2013, Pages 19~30
DOI : 10.7583/JKGS.2013.13.5.19
This Study analyzes dynamic of a puzzle game play by applying entropy law. Entropy is a concept that a quantitative measure of the amount of thermal energy not available to do work in a closed system. And amount of entropy can be measured only if we see the closed system as whole, the field. Puzzle game is also closed system. When player moves an object in game, it change a relationship among objects in play field. In
, through an act of position change, player sustains a play field active. In respect of an entropy, this kind of play is considered as pursue of usability of the energy. In
, player piles up objects without empty space. In respect of an entropy, this kind of play is considered as pursue of the order. Likewise, puzzle game play can be considered as simulation of a human's pursue of the order in an entropy increasing physical world. And this pursue is a driving force of puzzle game play.
A study on the Tendency of Localization for Game Environment Design - Based on the Analysis in Romance of the Three Kingdoms
Wei, Meng ; Cho, Dong-Min ;
Journal of Korea Game Society, volume 13, issue 5, 2013, Pages 31~42
DOI : 10.7583/JKGS.2013.13.5.31
With the development of chinese online games rapidly, Game markets need the actual possibilities of practical game's technology increasingly. Additionally Lack of originality of the Chinese online games couldn't be appropriated for consumer's preferences, so it is necessary that the talents in a game design and management should be cultivated. When we cultivate the talents, we should pay attention to the various styles in different countries, that is why we will make a comparative study on the games respectively achieved in China, Japan, and Korea according to the romance of the three kingdoms. They respected the traditional Chinese cultures as materials of this theme, it is worth learning and referencing. We had selected representative 6 games among 25 three Kingdom games and 2 games for each country as a stimulus of the game architectural design in the backgrounds design, with using of SPSS regression analysis, Therefore, this research will provide the references for the better development talents of whom can not only understand Chinese traditional culture but also adapt to the needs of game development.
Vision based 3D Hand Interface Using Virtual Two-View Method
Bae, Dong-Hee ; Kim, Jin-Mo ;
Journal of Korea Game Society, volume 13, issue 5, 2013, Pages 43~54
DOI : 10.7583/JKGS.2013.13.5.43
With the consistent development of the 3D application technique, visuals are available at more realistic quality and are utilized in many applications like game. In particular, interacting with 3D objects in virtual environments, 3D graphics have led to a substantial development in the augmented reality. This study proposes a 3D user interface to control objects in 3D space through virtual two-view method using only one camera. To do so, homography matrix including transformation information between arbitrary two positions of camera is calculated and 3D coordinates are reconstructed by employing the 2D hand coordinates derived from the single camera, homography matrix and projection matrix of camera. This method will result in more accurate and quick 3D information. This approach may be advantageous with respect to the reduced amount of calculation needed for using one camera rather than two and may be effective at the same time for real-time processes while it is economically efficient.
Massive Terrain Rendering Method Using RGBA Channel Indexing of Wavelet Coefficients
Kim, Tae-Gwon ; Lee, Eun-Seok ; Shin, Byeong-Seok ;
Journal of Korea Game Society, volume 13, issue 5, 2013, Pages 55~62
DOI : 10.7583/JKGS.2013.13.5.55
Since large terrain data can not be loaded on the GPU or CPU memory at once, out-of-core methods which read necessary part from the secondary storage such as a hard disk are commonly used. However, long delay may occur due to limited bandwidth while loading the data from the hard disk to memory. We propose efficient rendering method of large terrain data, which compresses the data with wavelet technique and save its coefficients in RGBA channel of an image us, then decompresses that in rendering stage. Entire process is performed in GPU using Direct Compute. By reducing the amount of data transfer, performing wavelet computations in parallel and doing decompression quickly on the GPU, our method can reduce rendering time effectively.
Development of Motion based Training Contents: "3D Space Exploration" Case Study
Lim, C.J. ; Park, Seung Goo ; Jeong, Yun Guen ;
Journal of Korea Game Society, volume 13, issue 5, 2013, Pages 63~72
DOI : 10.7583/JKGS.2013.13.5.63
To enhance the effect of science educational contents, we developed a motion based training content: 3D space exploration. In this content, we used the 3D depth camera for user's motion recognition. Learners have to conduct the space station maintenance mission using the motion based natural and intuitive interface. The result this study is expected to propose the immersive training simulation for young science learners.
A Study on a Stress Measurement Algorithm Based on ECG Analysis of NUI-applied Tangible Game Users
Lee, Hyun-Ju ; Shin, Dong-Il ; Shin, Dong-Kyoo ;
Journal of Korea Game Society, volume 13, issue 5, 2013, Pages 73~80
DOI : 10.7583/JKGS.2013.13.5.73
NUI(Natural User Interface) allows users to directly interact with surrounding digital devices using their voices or body motions without additional input/output interface devices. Our study has been carried out on human users who play a tangible game with body motions in the NUI-applied smart space. ECG was measured for 60 seconds duration before and after playing the game to determine user stress levels, and the measured signals were analyzed through an improved Random Forest algorithm. In order to experiment by a supervised learning, users additionally input whether or not the user felt stress. Moreover, the improved algorithm showed 1.04% higher accuracy than existing algorithm.