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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 2, Issue 2 - Nov 2002
Volume 2, Issue 1 - May 2002
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A Study of Computer Game Curriculum Development using DACUM
Kim, Jin-Yong ; Byun, Seung-Hwan ;
Journal of Korea Game Society, volume 2, issue 1, 2002, Pages 3~10
Reality and the subject of Korea Game Education
Choi, Hak-Hyun ; Kim, Jung-Hee ;
Journal of Korea Game Society, volume 2, issue 1, 2002, Pages 11~15
As Game Industry progresses, importance of Game Education is on the increase gradually. In this paper, we refer to reality of Korea Game Education. And we present the subject of Korea Game Education like establishment of proper education target, application of hardware, operation of technical software and organization of professional humanware.
Educational Web Design Taking Usability into Consideration (Focused on VRML Educational Web Page)
Kim, Nam-Hee ; Kim, Tae-Wan ;
Journal of Korea Game Society, volume 2, issue 1, 2002, Pages 16~22
After that Internet was introduced to Korea, Web page has developed from text centered to graphic-centered at its fist stage. At the present, it is improving to a design for users. Furthermore, with the acceleration of Information super-highway construction and generalization of basic technology for multi-media, the educational environment has transformed to demander-focused and internet basis service which transcends time and space. Consequently, the educational structure is converting from instructors unilateral lead to student-centered. Additionally, the common usage and digitalization of information have an effect on progress of education quality and cost saving. Although there are plenty of educational web pages on internet, we can notice that many of them are inconvenient for users to put into practice. The reason is that many experts overlook the fundamental which is the basic skill for design and understanding of Web must be accompanied with Web design. Therefore, this thesis will find out the points users should consider for use of Web page and realize the educational web page, reflected for VRML training.
Utilizing Multicasts Routers for Reliability in On-Line Games
Doo, Gil-Soo ; Lee, Kwang-Jae ; Seol, Nam-O ;
Journal of Korea Game Society, volume 2, issue 1, 2002, Pages 23~29
Multicast protocols are efficient methods of group communication such as video conference, Internet broadcasting and On-Line Game, but they do not support the various transmission protocol services like a reliability guarantee, FTP, or Telnet that TCPs do. The Purpose or this Paper is to find a method to utilize multicast routers can simultaneously transport multicast packets and TCP packets. For multicast network scalability and error recovery the existing SRM(Scalable Reliable Multicast)method has been used. Three packets per TCP transmission control window site are used for transport and an ACK is used for flow control. A CBR(Constant Bit Rate) and a SRM is used for UDP traffic control. Divided on whether a UDP multicast packet and TCP unicast packet is used simultaneously or only a UDP multicast packet transport is used, the multicast receiver with the longest delay is measured on the number of packets and its data receiving rate. It can be seen that the UDP packet and the TCP's IP packet can be simultaneously used in a server router.
Determination of Multicast Routing Scheme for Traffic Overload in On-Line Game
Lee, Kwang-Jae ; Doo, Gil-Soo ; Seol, Nam-O ;
Journal of Korea Game Society, volume 2, issue 1, 2002, Pages 30~35
The deployment of multicast communication services in the Internet is expected to lead a stable packet transfer even in heavy traffic as in On-Line Game environment. The Core Based Tree scheme among many multicast protocols is the most popular and suggested recently. However, CBT exhibit two major deficiencies such as traffic concentration or poor core placement problem. So, measuring the bottleneck link bandwidth along a path is important for understanding the performance of multicast. We propose not only a definition of CBT's core link state that Steady-State(SS), Normal-State(NS) and Bottleneck State(BS) according to the estimation link speed rate, but also the changeover of multicast routing scheme for traffic overload. In addition, we introduce anycast routing tree, a efficient architecture for construct shard multicast trees.
The Distributed Server Model for the Evolutionary Online RP G
Lee, Nam-Jae ; Kwak, Hoon-Sung ;
Journal of Korea Game Society, volume 2, issue 1, 2002, Pages 36~41
Recently, The online role playing games (RPG) get into spotlight of worldwide game marketing area because of the rapid growth of high speed Internet environment during a decade. The almost online RPGs are made of campaign scenario that constructed in series. In this paper, we propose the Distributed Server Model for the Evolutionary Online RPGs which have series scenario (Campaign). In order to represents evolutionary online RPGs, We configure the online RPG server uniquely by means of one to one mapping between logical and physical game world. We also configure the game worlds using circular queue form to express the evolution of civilization by reconstruction of game world.
Design and Implementation for A Scalable Web-Based Distributed Simulator
Kim, Jong-Eun ;
Journal of Korea Game Society, volume 2, issue 1, 2002, Pages 42~48
Many web-based simulation environments have been proposed to create models and execute simulation through the Web. Although web-based simulation has the advantage of utilizing many computers connected to Internet, overhead of the web server and heavy traffic caused by Java RMI degrade the performance and scalability of simulation. In this paper, we design and implement web-based distributed simulator using Java for the scalability and performance. In addition, we can apply the proposed simulator to create model server and client engines in online game. We apply the proposed simulator to simulate ATM switch queueing model.
A Study on 3D Background Image Construction using TIP
Roh, Chang-Hyun ; Jung, Kwang-Ho ;
Journal of Korea Game Society, volume 2, issue 1, 2002, Pages 49~54
In this paper we propose the methodology for 3D background image construction in computer games. This methodology was developed based on TIP (Tour Into the Picture) using a vanishing line Proposed by Kang et at. The methodology Proposed in this study can simply implement a 3D background for a computer game with a background model which is very complex or based on a real picture. Compared to the graphics technologies generally used, the proposed methodology does not need the process of modeling elaborate 3D information of a background, and hence can display the background even on a low grade personal computer using a small reference image. TIP technology was successfully applied to the implementation of a background model for a computer game and was found to be appropriate especially for real time games.
A Study on Optimized method of storing intrusion pattern of Detection System for Mobile Network game
Shin, Seung-Jung ; Kim, Gui-Nam ; Lee, Gyu-Ho ;
Journal of Korea Game Society, volume 2, issue 1, 2002, Pages 55~61
Trimmed NURBS surface tessellation with sharp shape constraint
Cho, Doo-Yeoun ; Kim, In-Ill ; Lee, Kyu-Yeul ; Kim, Tae-Wan ;
Journal of Korea Game Society, volume 2, issue 1, 2002, Pages 62~68
This paper presents a method for tessellating trimmed NURBS surface with preserving sharp shape Although several existing approaches need a large number of triangular meshes to represent sharp shape of surface, resulting triangular meshes may not reflect sharp edges properly. In this study, we flit detect the sharp shape of NURBS surface automatically using C1 continuous condition and then use constraint Delaunay triangulation method to present exact sharp shape with the minimum triangular meshes. And we also use approximated developed surface domain as triangulation domain of rimmed NURBS surface. In this way, the shape of triangular elements on the triangular domains is approximately preserved and can avoid distortion when mapped into three-dimensional space. finally, we show examples that demonstrate the effectiveness of the proposed scheme in terms of reducing the number of triangular meshes and preserving sharp shape of surface more exactly.
A Study on Technique of Fighting Game Producing and Game Algorithm
Joo, Jung-Kyu ;
Journal of Korea Game Society, volume 2, issue 1, 2002, Pages 69~76
This paper describes basic producing techniques of fighting game, collision detection between fighters, fighting skill, thinking routine and processing method of enemy characters, and algorithm structure of fighting game. Also, I studied as for algorithm of the template and strategy methods of design pattern class applied to a fighting game.
Development of a SRP(Stress Relaxation Program) Game using HRV(Heart Rate Variability)
Choi, Sam-Ha ; Joe, Young-Sin ; Kim, Kyung-Sik ;
Journal of Korea Game Society, volume 2, issue 1, 2002, Pages 77~83
Cases of applying game in the medical area are increasing thesedays. This game has been developed to prevent disease in self-nervous system through the control of respiration after monitoring the mental stress and physical stress from the heart rate variability (HRV) of the game user. The game is a kind of a stress relaxation program (SRP) designed not to avoid boring or rejecting mind of users by traditional simple training of continuous repetition, but to increase interaction which is a unique feature of games.
The consideration of the speciality of game scenario writer
Lee, Jae-Hong ;
Journal of Korea Game Society, volume 2, issue 1, 2002, Pages 84~91
The big difference of game scenario writers from ordinary scenario writers is the creativity of interactive game element. Game scenario writers should complete scenario form before making conti of game production, develop new item that is the essence of game and be able to write mulit-scenario for diverse story developments. Also, he should have the ability to advise on effective arrangement for sound effect to game designer.