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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 5, Issue 4 - Dec 2005
Volume 5, Issue 3 - Sep 2005
Volume 5, Issue 2 - Jun 2005
Volume 5, Issue 1 - Mar 2005
Selecting the target year
Infrared LED Tracking and Aim Position Calibration for an Arcade Gun
Baek, Seong-Ho ; Kim, Jong-Soo ; Kim, Tae-Yong ;
Journal of Korea Game Society, volume 5, issue 1, 2005, Pages 3~10
In this paper, we propose an infrared LED tacking system called IRED Gun, which is designed for the game gun interface. The conventional systems are practically restricted by physical environment and are not robust to the measurement variations. We suggest the IRED Gun system to solve theses problems. Unlike conventional systems, our tracking system uses three infrared LED lights attached on monitor. Since the coordinate calibration is designed to regulate the detected target coordinates, more accurate aim position is calculated, which enables a game player to interact with a game more reliably. The experimental results verify the feasibility and validity of the calibration method and the infrared LED tacking system.
Physical Interactive Game on the Digital Desk
Chung, Jee-Hoon ; Yun, Tae-Soo ; Lee, Dong-Hoon ; Yang, Hwang-Kyu ;
Journal of Korea Game Society, volume 5, issue 1, 2005, Pages 11~18
Recently, as one method of the game manipulation, physical interactive game is increasing, which controls the program by direct human movement. Tangible interface for physical interactive game implementation can control virtual model directly through real world object. A digital desk, one of the tangible interface, offers the interface that human can manipulate virtual object directly, by making projection screen on real world desk as computer display device. In this paper, we implement "Battle Region" game in the form of tangible interface, which can offer game users an efficient and amusing experiences by the use of physical interactive game. Traditional game cannot pursuit the diversity of game background contents but our game can do it through Map image projection. From this, game provider can supply the diversity of choice and users ran set up the difficulty of game. Therefore, our implemented game can offer users an efficient and amusing experiences by making game user's challenge and satisfaction maximum.
A Study of Fractal Object Deformation for Game Environment
Song, Hang-Sook ; Han, Young-Duk ;
Journal of Korea Game Society, volume 5, issue 1, 2005, Pages 19~24
To get the realistic deformation of fractal objects in computer games, fractal-like deformation property should be added to ordinary continuous deformations. We, here, suggest a fractal-like vector fields producing method using the code and its modification, and some examples are given.
A Study on Screen Layout Design for The Younger Game Users
Lee, Ji-Won ; Kyung, Byung-Pyo ;
Journal of Korea Game Society, volume 5, issue 1, 2005, Pages 25~31
Game interface can be described as a method for communicating the information of the game, and with increase in complexity of the game and the role of interface also becomes complex. MMORPG of the present has a greater capacity than the RPG of the past, and because there are many information game users need to know such as uniqueness of the character, maturation system, beginning users who encounter MMORPG for the first time have difficulties in grasping the concept and the information of the game. Therefore, an interface design that assists theusers in understanding and adjusting to the game is needed. For the purpose of this dissertation, a study was conducted for an MMORPG screen layout design that enables quick understanding of game information for the inexperienced younger game users.
Study On the Object Oriented Design Project of Online Game Engine Using UML
Choi, Sung ;
Journal of Korea Game Society, volume 5, issue 1, 2005, Pages 33~40
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 Or-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.
A Study on the Emergency Response System for Internet game event with simulation circumstance
Shin, Seung-Jung ; Choi, Woon-Ho ;
Journal of Korea Game Society, volume 5, issue 1, 2005, Pages 41~44
This paper is model can be useful and capable of automatically collecting and classifying the various information about a wide range of security incidents such as hackings, worms, spyware, cyber-terror, network espionage and information warfare from firewall, IDS, VPN and so on. According to them Internet game and an automated/integrated computer emergency response system can perform an attack assessment and an early warning for any incidents based on Enterprise Security Management environment.
Study on Creative Materials of Digital Contents Using Traditional Culture of Art School of PyongYang Ki-Saeng and Ki-Saeng of Chosun Age
Joo, Jung-Kyu ;
Journal of Korea Game Society, volume 5, issue 1, 2005, Pages 45~52
This paper is re-lighting(reputation) that Ki-saeng is a artist in Chosun age to concern with history, social lives, role, art school of Ki-saeng and Ki-saeng and also is re-light and analysis educate system, rules, curriculum, time table of teaching, graduated album, photos of art school of Pyongyang Ki-saeng. And the using these traditional culture materials of Ki-saeng can create various digital contents of game contents, animation, drama, film and characters. Specially, it is propose to use culture contents that creation and pick out of beauty, talent, social system and art school of Ki-saeng in Chosun age willing to use concept design, scenario of game, animation, drama and film etc.
A study for efficient image use in the mobile contents development
Kim, Jeong-Hoon ;
Journal of Korea Game Society, volume 5, issue 1, 2005, Pages 53~60
To produce deep, entertaining mobile content, a large number of images must be included. But because of the limits on runtime memory for mobile phones, images cannot be used as easily in a mobile environment as they are in a computer. Therefore in this paper, I propose several different methods for efficiently using images in a mobile environment. The various methods I propose for using images are: Creating images using compression/decompression and rotation/symmetry Creating images of several different colors by changing the palette index of a bitmap Creating images through image combination Creating background images by using tile maps Creating new images through effects.
A Thought on Efficient Item Productions and Managements for MMORPG
Kim, In-Hong ; Kim, Kyung-Sik ;
Journal of Korea Game Society, volume 5, issue 1, 2005, Pages 61~66
The item is an interactive element to escalate interest in the games as well as element providing various satisfactions to players. They give satisfactions to economic desire which is intrinsic in human beings. In this paper we propose an efficient method for item productions and managements by giving name values to items and managing them by database, so that new communities of players could grow with economic systems, which would improve specialties of games as well as solve problems such as hacking, etc.