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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 3, Issue 2 - Sep 2003
Volume 3, Issue 1 - Mar 2003
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Animation of Snowy Scenery Using Texture Mapping and Particle Systems
Lee, Sang-Rak ;
Journal of Korea Game Society, volume 3, issue 1, 2003, Pages 3~9
This paper deals with animation of snowy scenery using texture mapping and particle system. Two different OpenGL programs were prepared and compared for implementation and evaluation of their performance. One used glPointSize(), and the other used glut SoildSphere(). Result of implementation revealed that the first was faster than the second. So the first is considered to be more useful for the slow PC. In relation to the first method, I found that control of shape of snow flake conflicts with that of color. Fortunately, I found out an esoteric method which handles the back ground image for scene that is used in texture mapping, I present that method.
The Study on types of Characters expressed to Visual Identity in On-Line Game
Shin, Soon-Beom ;
Journal of Korea Game Society, volume 3, issue 1, 2003, Pages 10~17
A study announcement about the game feeling decrease that is a sensitivity enemy in computer Based play (CBP) game transplant of a non-computer Based play (NCBP) game
Kyung, Byung-Pyo ;
Journal of Korea Game Society, volume 3, issue 1, 2003, Pages 18~23
Internal organs are in a game paduk[go] to play on a printing, and a poker, Korean playing cards having cards we. And I am with all kinds of electronic amusements to do a computer with a partner and baseball, soccer, golf, tennis, several hundred to enjoy in a stadium. Most games except a computer game are local, and a case to receive a courtship is in a game during this because I need time, personnel (the other party)? and a game tool. But a computer game is single, and a game is possible, and a number for the merit that can easily play a game by an offer of all tools is, and for this reason a lot of games to enjoy in a computer please be, and it has been transplanted. I do I in order to announce that interface of a game studied a problem and an improvement plan to have let there be a few I (to game interface) if a game is ported with a computer in this study by this.
The case study on 1'st online game software planning of Kingdom of Dorr
Lee, Myoun-Jae ; Yoon, Sung-Jun ;
Journal of Korea Game Society, volume 3, issue 1, 2003, Pages 24~36
A Study on the New-Product Development Strategy for the Game Market using Conjoint Analysis
Lee, Ji-Hun ; Jung, Heon-Soo ;
Journal of Korea Game Society, volume 3, issue 1, 2003, Pages 37~48
Although the user needs for computer game have been complicated and fragmented, new game development of Korean computer game developers are carried out from the developer's perspective. In the light of this limitation. This study introduces conjoint that designs an optimal new product for game users. We applied the conjoint analysis to Koran game market and found several important issues regarding Koran game users. Our results show that, regardless of game types, Korean game useis' preference mainly center on "variety of game."
A Study of Similarity Measure using Game Contents Features
Kim, Jin-Yong ;
Journal of Korea Game Society, volume 3, issue 1, 2003, Pages 49~55
Development and Application of Evaluation Model for Online Baduk Game
Lee, Kook-Chul ; Kim, So-Yun ; Lee, Sung-Hyun ;
Journal of Korea Game Society, volume 3, issue 1, 2003, Pages 56~66
As internet populations are growing very fast, online computer game has been extensively propagated in the internet community. Currently online Baduk game haws id attention as one of the most popular games in Korea. Therefore, the game industry has developed a variety of Baduk games and internet services providers and portal sites have competitively provided Baduk game services. Considering this trend, this paper attempts to develop an evaluation model for online Baduk games, which can serve as a guideline for selecting the appropriate game by game users. In addition, this evaluation has been applied to the 2 best known Baduk games and compared each other based on the model factors. Finally, this paper suggest some practical guidelines for game developers in order to increase user acceptance.
Document Replacement Policy by Site Popularity in Web Cache
Yoo, Hang-Suk ; Jang, Tea-Mu ;
Journal of Korea Game Society, volume 3, issue 1, 2003, Pages 67~73
Most web caches save documents temporarily into themselves on the basis of those documents. And when a corresponding document exists within the cache on wei s request, web cache sends the document to corresponding user. On the contrary, when there is not any document within the cache, web cache requests a new document to the related server to copy the document into the cache and then rum it back to user. Here, web cache uses a replacement policy to change existing document into a new one due to exceeded capacity of cache. Typical replacement policy includes document-based LRU or LFU technique and other various replacement policies are used to replace the documents within cache effectively. However, these replacement policies function only with regard to the time and frequency of document request, not considering the popularity of each web site. Based on replacement policies with regard to documents on frequent requests and the popularity of each web site, this paper aims to present the document replacement policies with regard to the popularity of each web site, which are suitable for latest network environments to enhance the hit-ratio of cache and efficiently manage the contents of cache by effectively replacing documents on intermittent requests by new ones.
A Study On The Personality And Reaction Dialogue Generation For Game NPC In MMORPG
Won, Il-Seok ; Rhee, Dae-Woong ;
Journal of Korea Game Society, volume 3, issue 1, 2003, Pages 74~85
If the game characters in the cyber world speak the same dialogues as in the real world, it will give game players more fun and realism. And game players are more and more immersed into the cyber space. However, we observed that only simple and primitive dialogues are used at the market places in most MMORPGS. We introduce personality psychology theory for generating the personality of NPC in MMORPG. And we suggest how to make a conversation between PC (Playable Character) and NPC (Non - Playable Character) according to 'Extroversion - Introversion dimension' and 'Neuroticism dimension'. And we implement the personality dialogue generation program, which is composed of two parts. One is for generating personality, and the other for making dialogue. Personality generator can set a NPC's personality automatically, and Dialogue Maker can control the dialogue styles, quantities, and characteristics of NPC. Thus, the program implemented in this paper can help game designer and scenario writer to make game characters easily. The approach in this paper can be applied to generate various game characters and used to represent agents and avatars of real-time animation.
A Study On Antialiasing Based On Morphological Pixel Structure
Lee, Yong-Jae ;
Journal of Korea Game Society, volume 3, issue 1, 2003, Pages 86~93
In this paper, we propose a new antialiasing method using filtering technique which is base on morphological pixel structure Aliasing occurs along the edge of lines and polygons. This undesirable effect happens because there are not enough pixels available on a typical monitor to properly display mathematically smooth lines and polygon edges. Aliasing can be very distracting. In a typical graphic scene, aliasing artifact will be visible along the edges of all objects that greatly diminish of realism. The proposed antialiasing method attempts to smooth extreme jagged contour lines and edges by properly handling pixel's structure, surface type and adjusting the pixel color according to the amount of pixel coverage. Next, we use filtering technique considering morphological pixel structure. Experimental results have shown that the propose algorithm achieves better performance in reducing noise for antialiasing. The method will be widely applied to basic antialiasing technique for computer graphic applications.
Photograph-based 3D Car Navigation System
Roh, Chang-Hyun ; Jung, Kwang-Ho ;
Journal of Korea Game Society, volume 3, issue 1, 2003, Pages 94~101