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REFERENCE LINKING PLATFORM OF KOREA S&T JOURNALS
> Journal Vol & Issue
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
Study on User Play of Motion-Based Game : Focused on Empirical Research about Game Play in Families
Kim, Eun-Jung ;
Journal of Korea Game Society, volume 14, issue 3, 2014, Pages 7~14
DOI : 10.7583/JKGS.2014.14.3.7
This study examined user experiences of motion-based games. Focusing on the playing experiences, in-depth interviews and survey were conducted on seven families with various family members detailing the gameplay. These qualitative methods were conducted interpretive way such as a month-long participant observation. As a result, the game Sensible meantime, the results were excluded from the game with the older generation of women and the elderly, leading to game culture game is trying to communicate was confirmed.
A Study on Deaf Students` Use of Internet Games
Yi, Seung-Hoon ; Kim, Jung-Soo ;
Journal of Korea Game Society, volume 14, issue 3, 2014, Pages 15~24
DOI : 10.7583/JKGS.2014.14.3.15
This research examined the actual state of deaf students` use of Internet games by administering an Internet game addiction scale test to 201 deaf students from elementary, middle or high schools. The research findings indicated that middle and high school students were more likely to be left at home after school without their protector`s presence than elementary school students. The average daily sleep hours of deaf students were similar to or fewer than those of general students, and the amount of their Internet access time and the one spent on Internet games were greater than that of non disabled students. As for the Internet user types, more male deaf students were categorized into risk user type than female deaf students, and the number of deaf risk user type students was significantly higher than that of non disabled risk user type students. The results suggest that the on-going national research on the actual state of Internet game users should include disabled students and that there is an urgent need to develop prevention programs of computer games overindulgence.
A Study on Efficient Motion Data Editing of Motion Capture System : Focused `Fighters Club` Character
Nam, Ju-Hyun ;
Journal of Korea Game Society, volume 14, issue 3, 2014, Pages 25~34
DOI : 10.7583/JKGS.2014.14.3.25
To provide high quality contents, game companies are introducing a new technology. One of the ways is the game character animation would utilize the motion capture. However, because of the economic burden, small businesses do not have a chance to take advantage of the motion capture. The purpose of this study is to derive benefit from cost and time saving by simplifying the existing production method based on a case of utilize to motion capture system. In addition this study has find ways to apply the key frame animation, so that is will be help to develop game contents.
Factors Affecting eSports Audience Satisfaction - The case of League of Legends
Lee, Ji-Young ; An, Jae-Woong ; Lee, Sang-Woo ;
Journal of Korea Game Society, volume 14, issue 3, 2014, Pages 35~46
DOI : 10.7583/JKGS.2014.14.3.35
With the introduction of e-Sports, games have emerged as a new public culture. Also, it has had positive effects on related industries including game, contents, broadcasting, IT and more. Studies on eSports consumer behavior are required for the continuous vitalization of the eSports industry. However, there are insufficient studies on the psychological aspect of eSports consumers. This study aims to find the motivations for watching the League of Legends(LoL), which has opened a new paradigm of eSports. We also find the relationship between such viewing motivation and satisfaction. This study is expected to be the base of future studies on eSports consumer motivation and establish effective marketing strategies in the industry.
Monte-Carlo Tree Search Applied to the Game of Tic-Tac-Toe
Lee, Byung-Doo ;
Journal of Korea Game Society, volume 14, issue 3, 2014, Pages 47~54
DOI : 10.7583/JKGS.2014.14.3.47
The game of Go is one of the oldest games and originated at least more than 2,500 years ago. In game programming the most successful approach is to use game tree searches using evaluation functions. However it is really difficult to construct feasible evaluation function in computer Go. Monte-Carlo Tree Search(MCTS) has created strong computer Go programs such as MoGo and CrazyStone which defeated human Go professionals played on the
board. MCTS is based on the winning rate estimated by Monte-Carlo simulation. Prior to implementing MCTS into computer Go, we tried to measure each winning rate of three positions, center, corner and side, in Tic-Tac-Toe playing as the best first move. The experimental result revealed that the center is the best, a corner the next and a side the last as the best first move.
Particle Motion Interpolation Method for Mitigating the Occurrence of Unnatural Wave Breaking in Fluid Simulation
Sung, Su-Kyung ; Lee, Eun-Seok ; Shin, Byeong-Seok ;
Journal of Korea Game Society, volume 14, issue 3, 2014, Pages 55~62
DOI : 10.7583/JKGS.2014.14.3.55
In particle-based fluid simulation, applying sudden power to particle raise unnatural flow when wave is breaking. To solve this problem, we have used an linear interpolation technique that interpolate between fluid particle by subdividing the time interval in the previous work. Acceleration vector of the particle with increased pressure in boundary could change smoothly. However, particle looks like flow with viscosity because the number of the minimum samples to interpolate increases. We propose an weighted-interpolation technique to represent the realistic movement of fluid. it is accumulating that has added and assigned different weights to the previous acceleration vector and current one repeatedly. weighted-interpolation technique using less minium samples to flow than linear interpolation, so it can solve the problem which particle looks like flow with viscosity.