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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
An Experimental Study on Negative Emotional Effects in Violent Video Game
Yun, Ju-Sung ; Bang, Young-Ju ; Noh, Ghee-Young ;
Journal of Korea Game Society, volume 14, issue 6, 2014, Pages 7~18
DOI : 10.7583/JKGS.2014.14.6.7
People generally think that negative effects of violent game contents are more serious in active playing behavior than passive watching video. This research examined the negative emotions which could arise out of playing violent games as fear, anxiety, hate, state-anger, hostility, and depression and performed an experiment methodology to assess those emotion effects between playing and watching violent game. The results of this research found that the watching group of violent video game showed a stronger internal negative feeling such as hate and depression, but the playing group of violent game had a deeper state-anger and hostility as external negative feeling than watching group. This research concludes that each media delivers different negative feelings, and there is little difference in the intensity of negative effects between playing and watching violent game.
Avoiding Trial-and-Error based Elements for Game Scripting
Jung, ChanYong ;
Journal of Korea Game Society, volume 14, issue 6, 2014, Pages 19~28
DOI : 10.7583/JKGS.2014.14.6.19
Scripting is often used in games for novices at programming to enable implementation of the game. In this paper we examine the trial-and-error elements taken to implement game programming and identify the useful features for game scripting. This paper presents complemental elements based on avoiding trial-and-error, and discusses complementary statements implementation of this proposal, where the complementary statements were written in C# on Unity3D engine. The approach is compared and contrasted to the existing approach.
An Effective Structure of Hardware Compression for Potentially Visible Set of Indoor 3D Game Scenes
Kim, Youngsik ;
Journal of Korea Game Society, volume 14, issue 6, 2014, Pages 29~38
DOI : 10.7583/JKGS.2014.14.6.29
In the large scale indoor 3D game scenes, the data amount of potentially visible set (PVS) which pre-computes the information of occlusion culling can be huge. However, the large part of them can be represented as zero. In this paper, the effective hardware structure is designed, which compresses PVS data as the way of zero run length encoding (ZRLE) during building the scene trees of 3D games in mobile environments. The compression ratio of the proposed structure and the rendering speed (frame per second: FPS) according to both PVS culling and frustum culling are analyzed under 3D game simulations.
Analysis of Tic-Tac-Toe Game Strategies using Genetic Algorithm
Lee, Byung-Doo ;
Journal of Korea Game Society, volume 14, issue 6, 2014, Pages 39~48
DOI : 10.7583/JKGS.2014.14.6.39
Go is an extremely complex strategy board game despite its simple rules. By using MCTS, the computer Go programs with handicap game have been defeated human Go professionals. MCTS is based on the winning rate estimated by MC simulation rather than strategy concept. Meanwhile Genetic algorithm equipped with an adequate fitness function can find out the best solutions in the game. The game of Tic-Tac-Toe, also known as Naughts and Crosses, is one of the most popular games. We tried to find out the best strategy in the game of Tic-Tac-Toe. The experimental result showed that Genetic algorithm enables to find efficient strategies and can be applied to other board games such as Go and chess.
Simulation of Explosion Using the Ideal Viscoelastic Object Yield Condition
Sung, Su-Kyung ; Kim, Gyeong-Su ; Shin, Byeong-Seok ;
Journal of Korea Game Society, volume 14, issue 6, 2014, Pages 49~58
DOI : 10.7583/JKGS.2014.14.6.49
In particle-based fluid simulation, the yield stress is required for the deformation of the viscoelastic material like gel. von Mises's yield condition has been proposed to implement deformation of viscoelastic objects, but did not express the explosion. Furthermore, von Mises's yield condition is hard to approximate. We propose an ideal yield condition for viscoelastic object that reference from Tresca's yield condition. Unlike conventional particle-based simulation approximate the external power by the deformed length of the object, this paper is approximate the external power by area of the object. We check up that explosion was realistic when a viscoelastic object is compressed under the ideal yield condition.
CUDA based Lossless Asynchronous Compression of Ultra High Definition Game Scenes using DPCM-GR
Kim, Youngsik ;
Journal of Korea Game Society, volume 14, issue 6, 2014, Pages 59~68
DOI : 10.7583/JKGS.2014.14.6.59
Memory bandwidth requirements of UHD (Ultra High Definition
) game scenes have been much more increasing. This paper presents a lossless DPCM-GR based compression algorithm using CUDA for solving the memory bandwidth problem without sacrificing image quality, which is modified from DDPCM-GR  to support bit parallel pipelining. The memory bandwidth efficiency increases because of using the shared memory of CUDA. Various asynchronous transfer configurations which can overlap the kernel execution and data transfer between host and CUDA are implemented with the page-locked host memory. Experimental results show that the maximum 31.3 speedup is obtained according to CPU time. The maximum 30.3% decreases in the computation time among various configurations.
The Case Study on the Tablet based STEAM G Learning Platform Development
Wi, Jong Hyun ;
Journal of Korea Game Society, volume 14, issue 6, 2014, Pages 69~78
DOI : 10.7583/JKGS.2014.14.6.69
The purpose of this paper is to analyze a developing process of 3D STEAM based G learning contents. STEAM means Science, Technology, Engineering, Art, Mathematics. It is focused on to raise students interest on science and technology through integrating the subjects together. Also it's purpose is to raise students understanding capabilities on technology convergence and problem solving. Therefore, this paper focused on the analysis of the development of 3D STEAM based G learning contents. Science topic, 'solar system and stars' was decided as a G learning based contents. Students showed higher immersion and motivation on the contents.
How to Use Serious Games in School Settings and its Influencing Factors
Kwon, Jungmin ;
Journal of Korea Game Society, volume 14, issue 6, 2014, Pages 79~88
DOI : 10.7583/JKGS.2014.14.6.79
In this research, we investigated how interactive digital serious games could be used in traditional, offline, school classrooms. We asked four teachers from four different schools to use a job training serious game in their traditional job training curriculum and the teachers used the game in anyway they intended. As a result, the two main ways to integrate gaming into traditional curriculum were gaming within the curriculum and gaming outside the curriculum, although both methods were used to support the main curriculum. When the game was used outside the curriculum, teachers almost always had the students play the game during the computer lab class. Students also played games voluntarily during recess and at home. The factors that affected how the game was used were teacher, student, and location and accessibility of the computer.
Application of Serious Games for Science Education in Elementary/Middle Schools: A case of Science Heroes Game Development
Baek, Seungho ; Park, Ji-Young ; Jee, Hyungkeun ; Han, JungHyun ;
Journal of Korea Game Society, volume 14, issue 6, 2014, Pages 89~98
DOI : 10.7583/JKGS.2014.14.6.89
In this paper, we have described a survey of applications and results of serious games for science education in elementary and middle school students. We constructed the educational contents and curriculum for learning natural science principles through game contents by analyzing science course of elementary and middle schools. Based on this curriculum, we developed science educational serious games 'Science Heroes' to help teaching-learning difficulty caused by abstract science concepts or spatial-temporal limitation. In our research, we carried out a serious game evaluation test for our game contents by current teachers about applicability to the real education field and supplementary points.
A Study on the Effects of Internet Games Shutdown Policy in Korea
Jeon, Jong-Soo ;
Journal of Korea Game Society, volume 14, issue 6, 2014, Pages 99~108
DOI : 10.7583/JKGS.2014.14.6.99
This paper shows an analysis of the effectiveness of internet games shutdown policy being conducted in Korea and focusing on a verification of the effects of the selective games shutdown and the compulsory games shutdown running for the prevention of adolescents' addiction by korea government (Ministry of Culture, Sports and Tourism, Ministry of Gender Equality and Family). According to the results, It is difficult to clearly prove the causal relations between internet games and addiction. Also the internet games shutdown policy is not only the most effective means for preventing internet games addiction. On the basis of it, this paper proposes effective policy measures to prevent the internet game addiction of adolescents.
Creation of Fractal Images with Rotational Symmetry Based on Julia Set
Han, Yeong-Deok ;
Journal of Korea Game Society, volume 14, issue 6, 2014, Pages 109~118
DOI : 10.7583/JKGS.2014.14.6.109
We studied the creation of fractal images with polygonal rotation symmetry. As in Loocke's method we start with IFS of affine functions that create polygonal fractals and extends the IFS by adding functions that create Julia sets instead of adding square root functions. The resulting images are rotationally symmetric and Julia set shaped. Also we can improve fractal images by modifying probabilistic IFS algorithm, and we suggest a method of deforming Julia set by changing exponent value.