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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 14, Issue 6 - Dec 2014
Volume 14, Issue 5 - Oct 2014
Volume 14, Issue 4 - Aug 2014
Volume 14, Issue 3 - Jun 2014
Volume 14, Issue 2 - Apr 2014
Volume 14, Issue 1 - Feb 2014
Selecting the target year
Analysis of Game Character Using Emotion Rule
Park, Jun-Hyoung ; Ko, Il-Ju ;
Journal of Korea Game Society, volume 14, issue 2, 2014, Pages 7~18
DOI : 10.7583/JKGS.2014.14.2.7
Emotion is one of the elements of the game that will help the user interaction. The way to express the emotions and personality of the character was taken into account severity of reaction to action or a specific graphics in the game so far. However recently structured for the interest in the study of emotion increases and to utilize a variety of feelings in the game is needed. In the field of autonomous agents, studies of the possibility of the use of emotion, defined 12 different emotion rules. In this paper, we dilate by defining the terms used in the game rules of emotion made the rules of the emotion of the game. And, we analyzed emotions in actual game character used Game Emotions Rule. As a result, it was possible to see the rules of the game feeling separate from that being used for game genre similar.
Development of Coupon based Earnings Model in Smart Phone Game Market
Bae, Gook Jea ; Lee, Jun Young ; Kim, Soo Kyun ; Kang, Shin Jin ;
Journal of Korea Game Society, volume 14, issue 2, 2014, Pages 19~28
DOI : 10.7583/JKGS.2014.14.2.19
This paper studies current market of smart phone game and suggests the new earning model. In paper, it is not just for spending free time but seeking profits to play game. Making profits is operated in mutual beneficial way. First, a partnership company cooperates with a game company. And then the partnership company issues coupons about its product which game players can get in game and can use in real. by this way, the partnership company can expect the advertising effect. Besides, game company can spare some burden about earning by cooperation. Eventually It is respected that users spend their money and purchase products with coupon they get in game on offline shop. In this paper, the earning model is integrated in real platform and explain the process.
Gameness in SNS : Tetradic Analysis of the Classic Game Model
Kwon, Boh-Youn ;
Journal of Korea Game Society, volume 14, issue 2, 2014, Pages 29~44
DOI : 10.7583/JKGS.2014.14.2.29
This Study analyzes gameness in SNS. SNS is not only communication tool for real life but also game like media for the experimental fiction. As the media like games, SNS meets 6 classic game features. After the Tatradic analysis, Expressive and manipulation rules move SNS paidia direction, player's effort and negotiable outcome are obsolesced. Player's attachment is enhanced and in SNS, the tradition of MUD retrieves abstract ground with representative expression. As following result, SNS is able to extend its own area to the player's creative world for the possible. SNS is the media like games.
Analysis of Intertextuality Cases in Games and Animations through "Pix"
Gwak, E-Sac ;
Journal of Korea Game Society, volume 14, issue 2, 2014, Pages 45~54
DOI : 10.7583/JKGS.2014.14.2.45
With the spread of game platforms fueled by the development of smartphones, such classic games as
have been transplanted in smartphone and visual media. Which stirred an issue among gamers because classic games were the materials used. However, there is a lot of room for improvement because it developed from a different viewpoint from the experiences of gamers in many cases. Based on the judgment that the reasons why the experiences of gamers were not reproduced in visual media lay in intertextuality between games and visual media, this study analyzed "Pixels" as a case of good intertexts. The analysis results of intertextuality in the game show that it applied quotation, summary, mending, and satirical travesty to the elements only known to gamers in addition to a simple arrangement of representations and parody, thus succeeding in reproducing the experiences of gamers. It also took into account popular appeal with a fresh direction not familiar to non-gamers.
Warping of 2D Facial Images Using Image Interpolation by Triangle Subdivision
Kim, Jin-Mo ; Kim, Jong-Yoon ; Cho, Hyung-Je ;
Journal of Korea Game Society, volume 14, issue 2, 2014, Pages 55~66
DOI : 10.7583/JKGS.2014.14.2.55
Image warping is a technology to transform input images to be suitable for given conditions and has been recently utilized in changing face shape of characters in the field of movies or animation. Mesh warping which is one of warping methods that change shapes based on the features of face forms warping images by forming rectangular mesh groups around the eyes, nose, and mouth and matching them 1:1. This method has a problem in the resultant images are distorted in the segments of boundaries between meshes when there are errors in mesh control points or when meshes have been formed as many small area meshes. This study proposes a triangle based image interpolation technique to minimize the occurrence of errors in the process of forming natural warping images of face and process accurate results with a small amount of arithmetic operation and a short time. First, feature points that represent the face are found and these points are connected to form basic triangle meshes. The fact that the proposed method can reduce errors occurring in the process of warping while reducing the amount of arithmetic operation and time is shown through experiments.
Methods for Swing Recognition and Shuttle Cock's Trajectory Calculation in a Tangible Badminton Game
Kim, Sangchul ;
Journal of Korea Game Society, volume 14, issue 2, 2014, Pages 67~76
DOI : 10.7583/JKGS.2014.14.2.67
Recently there have been many interests on tangible sport games that can recognize the motions of players. In this paper, we propose essential technologies required for tangible games, which are methods for swing motion recognition and the calculation of shuttle cock's trajectory. When a user carries out a badminton swing while holding a smartphone with his hand, the motion signal generated by smartphone-embedded acceleration sensors is transformed into a feature vector through a Daubechies filter, and then its swing type is recognized using a k-NN based method. The method for swing motion presented herein provides an advantage in a way that a player can enjoy tangible games without purchasing a commercial motion controller. Since a badminton shuttle cock has a particular flight trajectory due to the nature of its shape, it is not easy to calculate the trajectory of the shuttle cock using simple physics rules about force and velocity. In this paper, we propose a method for calculating the flight trajectory of a badminton shuttle cock in which the wind effect is considered.
A Real-time Soft Shadow Rendering Method under the Area Lights having an Arbitrary Shape
Chun, Youngjae ; Oh, Kyoungsu ;
Journal of Korea Game Society, volume 14, issue 2, 2014, Pages 77~84
DOI : 10.7583/JKGS.2014.14.2.77
Presence of soft shadow effects from an area light makes virtual scenes look more realistic. However, since computation of soft shadow effects takes a long time, acceleration methods are required to apply it to real-time 3D applications. Many researches assumed that area lights are white rectangles. We suggest a new method which renders soft shadows under the area light source having arbitrary shape and color. In order to approximate visibility test, we use a shadow mapping result near a pixel. Complexity of shadow near a pixel is used to determine degree of precision of our visibility estimation. Finally, our method can present more realistic soft shadows for the area light that have more general shape and color in real-time.
Analysis of Storytelling in On-line Personal Game Broadcasting
Han, Hye-Won ; Kim, Seo-Yeon ;
Journal of Korea Game Society, volume 14, issue 2, 2014, Pages 85~96
DOI : 10.7583/JKGS.2014.14.2.85
The purpose of this paper is to analyze storytelling in on-line personal game broadcasting in order to find out unique characteristics of on-line personal game broadcasting. This study selects Youtube channel
as classic cases of on-line personal game broadcasting, and analyzes the cases with Bakhtin's theory of carnival. The on-line personal game broadcasting modifies the broadcasting format of mass media externally. Also, the on-line personal game broadcasting internally moves between interior and exterior of the game text in order to create new narrative events. In this process, the polyphonic utterances of the broadcasting host appeared. The reversal of the tragedy and the comedy leads the audience to catharsis.