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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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A study on the technical consideration in initial game software planning of online game
Lee, Myoun-Jae ; Kim, Kyoung-Nam ;
Journal of Korea Game Society, volume 3, issue 2, 2003, Pages 3~11
Game software planning is divided into initial game software planning and detailed game software planning. Technique, design, marketing should be considered in initial game software planning. Especially, technical considerations, platform and game engine and sewer construction and sewer architecture should have effect on development cost and time. So, game software designer should choose technical consideration which is suitable for purpose of game software planning. In this paper, we researched technical considerations in initial game software planning, focusing on platform, game engine, game service, network infrastructure.
A study on the planing of game scenario
Lee, Jae-Hong ;
Journal of Korea Game Society, volume 3, issue 2, 2003, Pages 12~18
A good game comes from an original and unique scenario. Game development must precede with the game's scenario because this is where the contents of the game are expressed. Scenario planing brings the result of the game scenario. scenario planning is the draft for game development. The circumstances of gaming today, from the company which produce games to the academic world which educate game development, do not have planning for their game scenarios. A habit that many Korean game developers have is to just insert a rough scenario into a game or even worse no proper form for one at all. The Purpose of this book is to simply search for a scenario planning method and suggest the contents for game planning. paper, we researched technical considerations in initial game software planning, focusing on platform, game engine, game service, network infrastructure.
An Analysis of Face Recognition Methods for Recognition of Game Player's Facial Expression
Yoo, Chae-Gon ;
Journal of Korea Game Society, volume 3, issue 2, 2003, Pages 19~23
An algorithm for real-time control of a 3D avatar by symmetry-formed motions
Chang, Hee-Dong ;
Journal of Korea Game Society, volume 3, issue 2, 2003, Pages 24~29
The market of digital avatar with internet and digital technology is increasing rapidly. The users want to express any free-formed motion of their avatars in the cyber space. The user s motion capturing method as the avatar's motion can express any free-formed motion of the avatar in real-time but the methods are expensive and inconvenient. In this paper, we proposed a new method of expressing any free-formed motion of the avatar in real-time. The proposed method is an algorithm for real-time control of a 3D avatar in symmetry-formed free motion. Specially, the algorithm aims at the motion control of a 3D avatar for online dancing games. The proposed algorithm uses the skeleton character model and controls any one of two hands of the character model by a joystick with two sticks. In the symmetry-formed motion, the position and orientation of one hand can determine the position and orientation of the other hand. And the position and orientation of a hand as an end-effector can determine the pose of the arm by Inverse Kinematics. So the algorithm can control the symmetry-formed free motions of two arms by one joystick with two sticks. In the dance game, the algorithm controls the arm motion by the joystick and the other motion by the motion captured DB.
Seamless Image Blending based on Multiple TIP models
Roh, Chang-Hyun ;
Journal of Korea Game Society, volume 3, issue 2, 2003, Pages 30~34
Image-based rendering is an approach to generate realistic images in real-time without modeling explicit 3D geometry, Especially, TIP(Tour Into the Picture) is preferred for its simplicity in constructing 3D background scene. However, TP has a limitation that a viewpoint cannot go far from the origin of the TIP for the lack of geometrical information. in this paper, we propose a method to interpolating the TIP images to generate smooth and realistic navigation. We construct multiple TIP models in a wide area of the virtual environment. Then we interpolate foreground objects and background object respectively to generate smooth navigation results.
A Component storage Design Supporting formalization of Game Engine Development Process
Song, Eui-Cheol ;
Journal of Korea Game Society, volume 3, issue 2, 2003, Pages 35~41
There arose problems of double investment about the game engine part when a lot of game software similar to the property and procedure processed in the game engine develop new game without the reference or reuse in the other games. In particular, using various software development processes is one of main problems of double investment when the enterprises for the game software development develop games now Accordingly, because it does not make standardization of process about the game engine, it does not understand and reuse products created in process of the other software development process in development now. Accordingly, the newly analyzed and designed software was big problems with the present game software about the game engine process similar to the other game software when the enterprises for any game software develop a special game. For solving these problems, this study is to suggest the process improvement about the game engine development, analysis of structure and relation, classification and combination method by the class and module, implementation of storage, and processor model in order to apply the development method based on the component.
A Study on Development of an On-line 3D Game Engine
Lee, Hun-Joo ; Park, Tae-Joon ; Kim, Hyun-Bin ;
Journal of Korea Game Society, volume 3, issue 2, 2003, Pages 42~55
Domestic game companies are competitive in developing on-line 2D game contents. However, they have difficulties in maintaining the competitive edge in the area of on-line 3D game technologies owing to the limited funds and technologies. The 3D on-line game engine technologies we have intended to propose in this research are highly expected to be the key technologies ensuring the competitive edge over other countries. For this, we propose a full 3D online game engine that reflects the cutting edge technologies trend in the computer gaming industry. Our game engine is integrated with rendering and animation core technologies to visualize the game world, and provides stable network service through the Internet using server technologies.
Development of Hoseo 3D Online Game Engine
Kim, Kyung-Sik ; Chang, Hee-Dong ; Choi, Sam-Ha ; Park, Woo-Seung ; Kang, Jong-Ho ; Oh, Jeong-Heon ;
Journal of Korea Game Society, volume 3, issue 2, 2003, Pages 56~63
This research is a result of the study of 3D online game engine supported by korea science foundation in third year. The 3D engine and server engine have been upgraded from those in second year. A demonstration game has been made using our engines. Source codes of our engines have been distributed to several research centers for analysis and evaluations. The methodology of game development using our engines is described as well as the efficiency of our engines. In this paper, features and performance of the proposed engines are described as well as the methodology of utilizing the engines.
A Study on Game Play Design Using Elements of Cognitive Psychology
Kim, Jung-Hyun ; Jang, Hee-Dong ; Kim, Kyung-Sik ; Lee, Myoun-Jae ; Kim, Kyoung-Nam ;
Journal of Korea Game Society, volume 3, issue 2, 2003, Pages 64~70
Game play is a procedure of playing the game following the results of choices existing in the game. Such games are generally implemented not by certain rules and techniques like other designs but by abilities and experiences of game designers. In this paper we propose a design method of game play through possibility reasoning and distributions using elements of cognitive psychology which are 'a theory about problem solving' and 'a theory about reasoning and decision'. These two theories are very closely related to game play which has the procedure of solving problem of continuous choices and their results.
A Syudy on Evaluation Method of The Game Prototype
Ko, Byeong-Hee ;
Journal of Korea Game Society, volume 3, issue 2, 2003, Pages 71~78
The ultimate purpose of game design is to lay out a design which provides more convenient, more exciting, and more satisfying game to the users. It is needed to adopt the demands and the evaluations of the users, so that to develop user-centered games, yet easier and simpler, to increase their popularity and to improve their productivity. On this basis, the study presents the methods of improving game designs by repeating application of the assessment of the game, through the development of prototype in the Int stage of game project.
Designed and Implementation of the Flash Game Contents based on the Mobile
Hong, Sung-Soo ;
Journal of Korea Game Society, volume 3, issue 2, 2003, Pages 79~85
A mobile Flash contents has risen its word in IT field recently. The flash against downloading the services of a character or a bell sound threaten the fist place of market in mobile contents field. And from now on flash game is able to be in a development field in view of the potentiality the market of mobile. That's the reason why is worthy notice, this is because there are various fields of approaching sc many users and that's a potential market. Therefore it has the sufficient possibility for the market. In this paper with allowing for these circumstance, flash animation contents produced for helping a student to make an animation in mobile environment and the model designed and embodied to have application for appling it to flash game.
A study of creating character which has the image of ideal human body
Kim, Boo-Ja ;
Journal of Korea Game Society, volume 3, issue 2, 2003, Pages 86~92
Today, the visual description of body is viewed in various categories, and the circumstance of computers is regarded as new type of communication beyond the circumstance of individual body. In cyber space, when existence and role of character in computer game constitute communication, the ideal body description of each character depicts dramatic beauty, which rises above reality. On this thesis, analyzing the body description and transition on visual in, I grope for a method to utilize in creating game character which is modeled from ideal human being. Although the progress of producing character has already come to limit, concluding that we have to create character model which has marked individuality and beauty by adding modem and future analysis to the golden ratio, which has established since ancient Greece, this paper suggests the method of creating character which has the image of ideal human body.