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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
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Gesture-based Table Tennis Game in AR Environment
Yang, Jong-Yeol ; Lee, Sang-Kyung ; Kyoung, Dong-Wuk ; Jung, Kee-Chul ;
Journal of Korea Game Society, volume 5, issue 3, 2005, Pages 3~10
We present the computer table tennis game using player's swing motion. We need to transform a real world coordinate into a virtual world coordinate in order to hit the virtual ball. We can not get a correct 3-dimension position of racket in environment that using one camera or simple image processing. Therefore we use Augmented Reality (AR) concept to develop the game. This paper shows the AR table tennis game using gesture and method to develop the 3D interaction game that only using one camera without any motion detection device or stereo cameras. Also, we use a scan line method to recognize gesture for speedy processing. The game is developed using ARtoolkit and DirectX that is popular tool of SDK for game development.
Design and Implementation of the Mobile Flash for Flash Game on Mobile Terminals
Oh, Hwang-Seok ; Lee, Jae-Young ; Kim, Man-Soo ; Lee, Chung-Hwan ;
Journal of Korea Game Society, volume 5, issue 3, 2005, Pages 11~16
As an improvement of the CPU performance of mobile terminals and an increase of user requirements for multimedia services, various multimedia services and applications have been developed and served over mobile platforms. In this paper, we describe the design and implementation of the Mobile Flash which is one of the famous services in mobile platforms with the limitation of hardware resources. The Mobile flash is an optimized solution for mobile terminals of the Flash, which has been used in the Internet browsers not less than 95% in the world for playing various types of contents such as animations, games, contents for education, e-commerce.
An Analysis of Game Storytelling Structure Focused on the Characters in RPG
Kim, Mi-Jin ; Yoon, Sun-Jung ;
Journal of Korea Game Society, volume 5, issue 3, 2005, Pages 17~24
The interaction property of digital media have changed traditional storytelling into a new concept, digital-storytelling, which has been widely accepted. Nowadays open-ended game storytelling, which different from story design of movie or animation, is chosen for the development of RPG. It can make infinite stories according to player character's decision. In this paper, we propose a game storytelling structure focused on the characters for RPG, and analyze how characters designed with various story-values interact with background stories and events in the cyber game world through case studies. This research is necessary to design predictable game mechanics and provide methods to control game play in case of special-purpose game.
Dynamic Level Design with Wandering Agent
Kim, Jong-Ho ; Cho, Hyung-Je ; Han, Sung-Ho ;
Journal of Korea Game Society, volume 5, issue 3, 2005, Pages 25~30
Until now, the level design for games has played a very important role in the process of developing games since it has been mapped out and applied so the game players have fun to certain level in playing games. So as game becomes more complex the number of game designers also grow and to make diverse levels, work force and working hours also should grow larger. In this treatise, it suggest a way where level's structure is changing dynamically so with only one level you can experience diverse levels by introducing wandering agent to the level structure. Also, I am trying to show the possibility of balance between the players by wandering agent.
Evaluation Strategy of Consumer Perception According to the Game Genre Positining
Lee, Ji-Hun ;
Journal of Korea Game Society, volume 5, issue 3, 2005, Pages 31~38
Consumer perception evaluation depending on the game genre affects many parts of the corporate management including market share, gaining new consumer, maintaining consumer and competition. If consumer perceives a company and a product as bad image, gaining new consumer would be no more available, and enormous amount of time would have to be spent to recover from that bad image. However game companies tend to simply keep spontaneous marketing strategy with the enforcing marketing. Its results will be the short-term success sacrificing the long-term marketing opportunity In order to increase sales and market share, the consumer perception evaluation as well as evaluating the game product and the corporate image is necessary. This article gives emphasis on the general game analysis and formulating strategy in the general game genre rather than a certain corporation and a product. Analyzing a particular product, company, platform and nation is necessary and will be followed subsequently.
A architecture for parallel rendering processor with by effective memory organization
Kim, Kyung-Su ; Yoon, Duk-Ki ; Kim, Il-San ; Park, Woo-Chan ;
Journal of Korea Game Society, volume 5, issue 3, 2005, Pages 39~47
Current rendering processors are organized mainly to process a triangle as fast as possible and recently parallel 3D rendering processors, which can process multiple triangles in parallel with multiple rasterizers, begin to appear. For high performance in processing triangles, it is desirable for each rasterizer have its own local pixel cache. However, the consistency problem may occur in accessing the data at the same address simulaneously by more than one rasterizer. In this paper, we propose a parallel rendering processor architecture resolving such consistency problem effectively. Moreover, the proposed architecture reduces the latency due to a pixel cache miss significantly. The experimental results show that proposed architecture achieves almost linear speedup at best case even in sixteen rasterizer