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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 on the Computer Game Player and Game Play
Choi, Dong-Seong ; Son, Dong-Cheul ; Ko, Eung-Nam ; Kim, Jin-Woo ;
Journal of Korea Game Society, volume 2, issue 2, 2002, Pages 3~9
A Study of Attraction Effect of Playing Games based on Analysis of Human Desire
Choi, Sam-Ha ; Kim, Kyung-Sik ;
Journal of Korea Game Society, volume 2, issue 2, 2002, Pages 10~19
These days we can understand the game as a culture of digitalized amusement and living beyond that is a simple product of computer engineering. That's why It makes an offer more scientifical bases when we design a game to analysis social and individual desire of human precisely. It have been researched by centering around psychologist what is the natural desire of human and movement for a kind of compensation. In this paper, It have been researched into a matter of player's need and compensation in a game based on psychological theory.
Efficient and scalable Online Game Server Architecture for Massive Users
Kim, Jeong-Hoon ;
Journal of Korea Game Society, volume 2, issue 2, 2002, Pages 20~27
In this paper, I tried to propose efficient online game server architecture that decrease server overload. I used replicated distributed sever type together with non-replicated distributed sever type. Replicated distributed sever type has the advantage to maintain efficient distribution of server overload and non-replicated distributed sever type has the advantage to move a game server to a different game server freely in one server group. I used these advantages suitably in this proposal, and I will show the efficiency of online game server architecture.
Mesh Simplification using New Approximate Mean Curvatures
Kwak, Jae-Hee ; Lee, Eun-Jeong ; Yoo, Kwan-Hee ;
Journal of Korea Game Society, volume 2, issue 2, 2002, Pages 28~36
In general, triangular meshes have been used for modeling geometric objects such as virtual game characters. The dense meshes give us considerable advantages in representing complex, highly detailed objects, while they are more expensive for storing, transmitting and rendering the objects. Therefore, several researches have been performed for producing a high quality approximation in place of detailed objects, that is, a simplification of triangular meshes. In this paper, we propose a new measure with respect to edges and vertices, which is called an approximate mean curvature and is used as criteria to simplify an original mesh. An edge mean curvature is computed by considering its neighboring edges, and a vertex mean curvature is defined as an average of its incident edges' mean curvatures. And we apply the proposed measure to simplify the models such as a bunny, dragon and teeth. As a result, we can see that the mean curvatures can be used as good criteria for providing much better approximation of models.
A Comparative Study on Behavior-based Agent Control for Computer Games
Kim, Tae-Hee ;
Journal of Korea Game Society, volume 2, issue 2, 2002, Pages 37~45
Computer games could be regarded as simulation of the real world. Control problems of software agents have long been studied in the field of Artificial Intelligence (AI), resulting in giving a birth to the behavior-based approach. three main approaches might be categorized out of the history of AI study. First, Cognitivists propose that intelligence could be represented and manipulated in terms of symbols. Second, Connectionists claim that symbols could not be isolated but they are embedded in the body structure. Third, the behavior-based approach is an approach to AI which suggests that intelligence is dynamic property that exists nowhere but emerges in the relationship of an agent and the world including observers while the agent performs behavior. This paper explains and compares the three approaches to AI, then discusses the plausibility of the behavior-based approach and problems. Finally, this paper proposes application of behavior-based approach to computer games in terms of agent control.
A Study on Real-time simulation using Artificial Neural Network
Roh, Chang-Hyun ; Jung, Kwang-Ho ;
Journal of Korea Game Society, volume 2, issue 2, 2002, Pages 46~51
In this study, a real-time simulation method for the phenomena, which are too complex to be simulated during real-time computer games, was proposed based on the neural network. The procedure of proposed method is to 1) obtain correlation data between input parameters and output parameters by mathematical modeling, code analyses, and so on, 2) train the neural network with the correlation data, 3) and insert the trained neural network in a game program as a simulation module. For the case that the number of the input and output parameters is too high to be analyzed, a method was proposed to omit parameters of little importance. The method was successfully applied to severe accidents of nuclear power plants, reflecting that the method was very effective in real time simulation of complex phenomena.
Generating various NPCs Behavior using Inference of Stochastic Finite Automata
Cho, Kyung-Eun ; Cho, Hyung-Je ;
Journal of Korea Game Society, volume 2, issue 2, 2002, Pages 52~59
This paper introduces FSM, statistical FSM and NFA that are used for assigning behaviors of NPCs in computer games. We propose a new method for remedy of the weakness of previous studies. We use the method of inferencing stochastic grammars to generate NPCs behaviors. Using this method we can generate a lot of MPCs or Computer Players behaviors automatically and the games will be more enjoyable.
EIC(Evolutional Intelligent Character) 모델을 이용한 지능적인 실시간 게임 캐릭터의 구현
Kwang, Seung-Gwan ; Ahn, Tae-Hong ; Kim, Kook-Song ; Kim, Jong-Hyuck ; Kim, Hong-Ki ;
Journal of Korea Game Society, volume 2, issue 2, 2002, Pages 60~65
In the majority of today's computer games, the behaviour of characters are controlled by pre-defined game logic or pre-generated motion. As game developers strive for richer and more interactive games, they often encounter limitations with this approach. This paper attempts to construct a game model using Genetic Algorithms (GAs) in order to produce more intelligent and compelling computer games. Based on teaming ability, the use of GAs will enable the characters to continually evolve, providing a changing and dynamic game environment. A real-time game was implemented to investigate the performance and limitations of the system.
The Suggestion of the Korean Folk Picture Image for Game Graphic
Kim, Boo-Ja ;
Journal of Korea Game Society, volume 2, issue 2, 2002, Pages 66~71
The common lives of the korean people reflect the feeling and emotion of their own world irrespective of rank and class. The folk picture which has the humor, feeling of the korean people, has been with the whole nation throughout times. Therefore it reveals the imaged tradition, recordable character and the truth. It is the folk picture that is the first stream of the game graphic. Because it has its own world built by timeless culture, philosophy, religion, art, and so on. When the game is understood as the reappearance of virtual truth, and the whole new world of the game players, it is really necessary to develop the game graphic with creative plans and artistic value. It is the time to focus on the korean folk picture as a new sources of the contents. Then it is obvious to solidfy the groundwork of the game industry if people at all ages play games as a result of reinterpreting and developing technical tools for the korean folk picture for the present age.
A Study of the Development System of 3D Sound Contents
Yi, Woo-Seock ; Kim, Kyung-Sik ;
Journal of Korea Game Society, volume 2, issue 2, 2002, Pages 72~77
Sound contents of these days are in the trend of 3D surround audio which has much higher quality then CD audio with the aid of DVD, Development environments of sound contents should be advanced and the efficient application of this system is quite necessary. In this paper, we proposed an improving method for utilizing sound/audio card systems which are necessory for developing game and multimedia sound contents as well as relate know-hows of producing 3D sounds with sound production tools for their efficient usages and applications.
A study on the Initial game software planning using NOVA 1492
Lee, Myoun-Jae ; Kim, Kyoung-Nam ;
Journal of Korea Game Society, volume 2, issue 2, 2002, Pages 78~84
The Case Study on Interactive Elements of the Game Scenario
Lee, Jae-Hong ;
Journal of Korea Game Society, volume 2, issue 2, 2002, Pages 85~96
The future of the game industry depends on developing contents. Especially a high level game needs all kinds of scenarios. Therefore, it is important to popularize writing game scenarios. Scientific scenario study is also needed to educate talented scenario writers and game designers. This is a case study on interactive elements of the game scenario, such as items, puzzles, and events. In conclusion, when these interactive elements becoming smoothly one parts of the game the game is now perfectly finished, rather than disturbing the process of the game story. I hope that this study is some helpful to game developers.
On Development of Game Index Score Using an Analytic Hierarchy Process
Kim, Hea-Jung ; An, Chang-Ho ;
Journal of Korea Game Society, volume 2, issue 2, 2002, Pages 97~103
Design and Implementation of Student Taking a course application Management System Based on XML
Yun, Ho-Kun ;
Journal of Korea Game Society, volume 2, issue 2, 2002, Pages 104~112
XML was applied to web-Based application system for efficient data supervision and processing. Also, ASP permitted embodiment of easy web-Based programming, and UML is studied by the new alternative of system modelling techniques. Thus, In this paper see embodied student taking a course application management system using XML, ASP, UML. This was composed, and used XML for effective data supervision and processing by student mode and administrator mode. Also, It used UML for systems analysis and design, and whole system implemented by ASP. And, Database implemented to used in MS-ACCESS, and it used java Script language for efficient practical use of web document.
Implementation and Design of EJB Based on Seat Reservation System for Effective E-Business
Jeong, Hwa-Young ;
Journal of Korea Game Society, volume 2, issue 2, 2002, Pages 113~119
With development of internet technology, digital economy that advance rapidly formed much leagues of B2B, B2C, A2B etc, according to the application part. Also, electronic commerce system implementation technology is introduced by Component based on development method in object oriented technique base depending on customer's requirement, and development environment changes by 3- Tiers, Web-Based architecture etc. in existent C/S (Client/Server) environment and is introduced. Thus, In this research, I implemented seat reservation and confirmation system that can be used in electronic commerce in multi-server environment. This, for improve efficiency in distribute environment, relevant importance logic used server component model EJB, and implemented through JSP and Java that use Servlet of Resin Server environment for Main Server. Therefore, through independence component using EJB, I did so that can improved independence between electronic commerce system logic, and reduce server's overhead calling relevant method through discrete EJB server, and manage each logic resources efficiently.