Go to the main menu
Skip to content
Go to bottom
REFERENCE LINKING PLATFORM OF KOREA S&T JOURNALS
> Journal Vol & Issue
Journal of Korea Game Society
Journal Basic Information
Journal DOI :
Korea Game Society
Editor in Chief :
Volume & Issues
Volume 4, Issue 4 - Dec 2004
Volume 4, Issue 3 - Sep 2004
Volume 4, Issue 2 - Jun 2004
Volume 4, Issue 1 - Mar 2004
Selecting the target year
A study on the promotion of LBS Mobile Games
Kim, Dae-Hee ;
Journal of Korea Game Society, volume 4, issue 3, 2004, Pages 3~10
With 3.6 million user of mobile phone, there has been a rapid develop ment of advanced mobile game taking advantage of various mobile phone functions. Most of all, LBS(location-Based Service) mobile game is expected to make a new mobile game market which is totally different from the previous one. The purpose of this paper, thus, is to review the present condition of LBS mobile game and possibilities. Furthermore, it is also to analyze the facing problems to solve and find the way to promote the LBS mobile game service.
Research about CAVE Practical Use Way Through Culture Content's Restoration Process that Utilize CAVE
Kim, Tae-Yul ; Ryu, Seuc-Ho ; Hur, Yung-Ju ;
Journal of Korea Game Society, volume 4, issue 3, 2004, Pages 11~20
Virtual reality that we have seen from the movies in 80's and 90's is hawing near based on the rapid progress of science together with a computer technology. Various virtual reality system developments (such as VRML, HMD FishTank, Wall Type, CAVE Type, and so on) and the advancement of those systems make for the embodiment of virtual reality that gives more sense of the real. Virtual reality is so immersive that makes people feel like they are in that environment and enable them to manipulate without experiencing the environment at first hand that is hard to experience in reality. Virtual reality can be applied to the spheres, such as education, high-level programming, remote control, surface exploration of the remote satellite, analysis of exploration data, scientific visualization, and so on. For some connote examples, there are training of a tank and an aeroplane operation, fumiture layout design, surgical operation practice, game, and so on. In these virtual reality systems, the actual operation of the human participant and virtual workspace are connected each other to the hardware that stimulates the five senses adequately to lend the sense of the immersion. There are still long way to go, however, before long it will be possible to have the same feeling in the virtual reality as human being can have by further study and effort. In this thesis, the basic definition, the general idea, and the kind of virtual reality were discussed. Especially, CAVE typed in reality that is highly immersive was analyzed in definition, and then the method of VR programming and modeling in the virtual reality system were suggested by showing the restoration process of Kyongbok Palace (as the content of the original form of the culture) that was made by KISTI(Korea Institute of Science and Technology Information) in 2003 through design process in virtual reality system. Through these processes, utilization of the immersive virtual reality system was discussed and how to take advantage of this CAVE typed virtual reality system at the moment was studied. In closing the problems that had been exposed in the process of the restoration of the cultural property were described and the utilization plan of the virtual reality system was suggested.
Study On the Object Oriented Design Project of Online Game Engine Using UML
Choi, Sung ;
Journal of Korea Game Society, volume 4, issue 3, 2004, Pages 21~28
Game Designs & Developers that system designs improve, the product and the change of tasks to all developers are essential in achieving On-Line Game project. Existent On-line Game project management designs supper the definition and the change of project activities, and configuration management designs support version check, workspace management, build management, etc. In this paper, the proposed Design defines Game component based development process model, and achieves recording of process progression, processing the request of change, reporting the progression of each task, product registering and change, version recording, artifact or form search, etc. using UML. Furthermore, study on the stake holders get the systematic management and standardization by sharing information that are necessary in Game design & development and configuration management in distributed environment using the system integrated management design.
Transition from Spectacular Point of View to Contractual Point of View on Video Games - Theatrical Contract between Video Games and Player -
Ko, Kyu-Heun ;
Journal of Korea Game Society, volume 4, issue 3, 2004, Pages 29~42
With the development of hardware and 3D graphic technologies since the 1990s, video games have been evolving in the direction in which they wholly pursue illusions and movie formats, and thus they are considered to be media centered on spectacles. However, video games, due to their inherent characteristics, cannot be transparent media like the existing spectacular entertainments centering on optical illusions. In their structure, there can be found elements that continually disillusion players from visions. Strictly speaking, players are not lost in visions, but are kept a certain distance from internal contexts. Games rely not on illusion but on contracts with players which are similar to a kind of convention, clearing internal imperfections. This paper aims to identify and analyze disillusioning elements and discuss theatrical contacts between players and games. The purpose of this paper is to reconsider the awareness of video games as a spectacle entertainment and to help discover future directions for game culture.
A Study on Implementation of Behavioral Patterns of Enemy Characters Following Behavioral Patterns of the Gamer
Kim, Jung-Hyun ; Kim, Kyung-Sik ;
Journal of Korea Game Society, volume 4, issue 3, 2004, Pages 43~47
Fast games such as first person shooting games and action games gives notiming surplus to analyze both states of enemys and my status normally. Behavioral of enemy characters in these games are generally produced by patterns. However It was weekpoints of exposure of patterns when gamers try many times. In this paper, we study the new patterns of enemy characters after analysing patterns of gamers
Study on Educational On-line Game for Collaborative Learning
Roh, Chang-Hyun ; Lee, Wan-Bok ;
Journal of Korea Game Society, volume 4, issue 3, 2004, Pages 49~54
The social interest for collaborative teaming and educational game has been increased. In this paper, we investigated the educational value of collaborative teaming and game. Based on this investigation, we propose an educational on-line game model for collaborative teaming. Although the proposed model is still conceptual design, it sufficiently shows that on-line RPG game can be a good collaborative teaming method for young children. We will perform a comparison study on the teaming achievement between the two methods: 1) the on-line game proposed in this paper, 2) the conventional educational method performed in normal school.
A Hierarchical Graph Structure and Operations for Real-time A* Path finding and Dynamic Graph Problem
Kim, Tae-Won ; Cho, Kyung-Eun ; Um, Ky-Hyun ;
Journal of Korea Game Society, volume 4, issue 3, 2004, Pages 55~64
A dynamic graph is suitable for representing and managing dynamic changable obstacles or terrain information in 2D/3D games such as RPG and Strategy Simulation Games. We propose a dynamic hierarchical graph model with fixed level to perform a quick A* path finding. We divide a graph into subgraphs by using space classification and space model, and construct a hierarchical graph. And then we perform a quick path fading on the graph by using our dynamic graph operators. With our experiments we show that this graph model has efficient properties for finding path in a dynamic game environment.
Power Estimation of The Embedded 3D Graphics Renderer
Jang, Tae-Hong ; Lee, Moon-Key ;
Journal of Korea Game Society, volume 4, issue 3, 2004, Pages 65~70
The conventional 3D graphic accelerator is mainly focused on high performance in the application area of computer graphic and 3D video game How ever the existing 3D architecture is not suitable for portable devices because of its huge power. So, we analyze the embedded 3D graphics renderer. After the analyzing, to reduce the power, triangle set-up stage and edge walking stage are executed sequentially while scan-line processing stage and span processing stage which control performance of 3D graphic accelerator are executed parallel.
Processing of Game Events Using MIDI Messages
Lee, Woo-Seock ; Kim, Kyung-Sik ;
Journal of Korea Game Society, volume 4, issue 3, 2004, Pages 71~76
MIDI use interface to transmit among the Electronic Musical Instrument. We use signal to happen in MIDI Controllor by player and study the expansion user interface different from existing input device(Keyboard, Mouse, Joy stick etc..) to game about the usage the MIDI data.
Model of Game Environment Design for Adanced Game Background Graphic and Map Design
Joo, Jung-Kyu ;
Journal of Korea Game Society, volume 4, issue 3, 2004, Pages 77~84
Game environment, game map and background graphic design is very important elements and factors that support fun, look & feel, immersion and player's acting fields. In this paper we defined elements of game background environment. And then make an investigation and refer to sundry records and books, we described elements of periodic environments, historic environments, natural environments, artificial environments, cultural environments, virtual environments, weather environments. Especially, the study suggests the model of game environment desgin to apply game map and game background graphic design.