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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 6, Issue 4 - Dec 2006
Volume 6, Issue 3 - Sep 2006
Volume 6, Issue 2 - Jun 2006
Volume 6, Issue 1 - Mar 2006
Selecting the target year
A Dynamic Path-Finding Method Avoiding Moving Obstacles in 3D Game Environment
Kwon, Oh-Ik ; WhangBo, Teag-Keun ;
Journal of Korea Game Society, volume 6, issue 3, 2006, Pages 3~12
Path-finding, one of the traditional Game A.I. problems, becomes an important issue to make games more realistic. Due to the limited resources in the computer system, path-finding systems sometimes produce a simplified and unrealistic path. The most relent researches have been focused on the path-finding avoiding only static obstacles. Various moving obstacles are however deployed in real games, a method avoiding those obstacles and producing a smooth path is necessary. In this paper, navigation mesh is used to represent 3D space and its topological characteristics are used for path-finding. Intellectual repulser and attractor are also used to avoid moving obstacles and to find an optimal path. We have evaluated the path produced by the method proposed in this paper and verified its usability in real game.
A Cooperation Strategy of Multi-agents in Real-Time Dynamic Environments
Yoo, Han-Ha ; Cho, Kyung-Eun ; Um, Ky-Hyun ;
Journal of Korea Game Society, volume 6, issue 3, 2006, Pages 13~22
Games such as sports, RTS, RPG, which teams of players play, require advanced artificial intelligence technology for team management. The existing artificial intelligence enables an intelligent agent to have the autonomy solving problem by itself, but to lack interaction and cooperation between agents. This paper presents "Level Unified Approach Method" with effective role allocation and autonomy in multiagent system. This method allots sub-goals to agents using role information to accomplish a global goal. Each agent makes a decision and takes actions by itself in dynamic environments. Global goal of Team coordinates to allocated role in tactics approach. Each agent leads interactive cooperation by sharing state information with another using Databoard, As each agent has planning capacity, an agent takes appropriate actions for playing allocated roles in dynamic environments. This cooperation and interactive operation between agents causes a collision problem, so it approaches at tactics side for controlling this problem. Our experimental result shows that "Level Unified Approach Method" has better performance than existing rental approach method or de-centralized approach method.
A Creation of Emotionally Intelligent NPC Reacting toward Gamer‘s Inclination in MMORPG
Lee, Chang-Sook ; Um, Ky-Hyun ; Cho, Kyung-Eun ;
Journal of Korea Game Society, volume 6, issue 3, 2006, Pages 23~32
Users connect to game server for considerably many hours and perform their roles in MMORPG(Massively Multiplayer Online Role Playing Game), users' immersion degree is very higher than other games, have known affluent contents make users play various roles in game world. However, although contents of games are improved quite much, MMORPG remains still boring game. It is because that the NPC (Non Player Character)' behavior patterns that are the most important elements to make games fun are so simple. So, in this paper we proposed a method to create NPC that react in player's inclination by implanting personality and emotion to NPC.
Development of Adventure-Game style Program for Figure Learning
Lee, Jae-Mu ; Kim, Min-Hee ;
Journal of Korea Game Society, volume 6, issue 3, 2006, Pages 33~42
This study is aimed to develop adventure-game style learning program for offering different levels curriculum in mathematics and figure areas in elementary schools. The 7th mathematics curriculum introduced different levels curriculum considering learners' ability, aptitude, requirement, interest so that it could improve learners' growth potential and educational efficiency. But in reality, it is quite difficult to increase educational efficiency by conducting individual learning classes according to students' ability due to the big differences among students' levels in addition to high population in each classroom. The purpose of this study is to offer different levels curriculum based on van Hiele theory and develop adventure-game style learning program to increase interests of the learners. This program can improve students' academic achievement by offering differentiated curriculums to learners who need advanced or supplementary learning materials. And it also enhances leaners' spatial-perceptual ability by offering various operating activities in figures learning.
Development of Game-type Learning Program for Multi-level Learning in Number and Operation Field
Lee, Jae-Mu ; Jin, Young-Seok ;
Journal of Korea Game Society, volume 6, issue 3, 2006, Pages 43~50
This study is to develop a learning program supporting how to teach multi-level of students in number and operating field in the elementary school. Mathematics requires different teaching ways for various standards of student in the school. However, in most of elementary school teachers are having hard time giving the proper lesson for each student due to the lack of supplementary classes and the excessive numbers of students in a class. Thus this research provides "Game-type learning Program" and supports individual learning lessons to give each student an opportunity to form a correct concept of number and operation. This system sets up suitable steps for each student by checking their leaning progress and accomplishment. When a student has a trouble, can give a help or show specific things which could be related with the matter. As a result, students have got more interests in studying math, furthermore, actually, the help and giving a clue helped students a lot in settling the problems.
The analysis of the Knowledge Construction Types in Educational on-line Games On the Basis of the level of the Self-Regulated Learning
Jung, Jae-Yeob ; Kim, Keon-Seok ; Park, Hyung-Sung ;
Journal of Korea Game Society, volume 6, issue 3, 2006, Pages 51~66
According to this recent change of the educational stream, the researcher sought to find the relationship between the level of students' Self-Regulated Learning and the Knowledge Construction Process strategies they use to succeed at an educational on-line game, and attempt to make some suggestions on the design and use of educational on-line games in this study. In conclusion, the change in the education paradigm requires students to pursue and produce contextual knowledge by using various media and learning environments. Some theoretical backgrounds, related to situated learning theory and the use of supporting educational media, are necessary. As contextual educational media, On-line games can be expected to play the role of evoking fresh perspective towards all the aspects of education.
The Study about influence of immersiveness on PPL advertising in on-line game
Park, Seong-Min ; Ryu, Seoung-Ho ;
Journal of Korea Game Society, volume 6, issue 3, 2006, Pages 67~76
This study is to examine relationship between immersiveness aspect and the recognition of garners who are exposed to PPL (Product Placement Advertisement) in online game. The frequency of exposure, the placement type of PPL, the perception under the threshold of consciousness and the interest at the product and knowledge about PPL have been widely known as the factors of effectiveness in PPL advertising. In this study, 'immersiveness' is newly introduced to investigate the effectiveness of PPL advertising due to the unique characteristics of game which easily leads to immersion. Control group is exposed to movie clip and experimental group to lacing online game. In conclusion, the deep immersion has reduced the perception level of user on PPL except the variable of PPL placement. This study suggests that how to design the PPL placement in game for enhancing marketing effect is all the more vital, in spite of the result that the player in high immersion cannot distinguish different images.
Virtual Touch Screen System for Game Applications
Kim, Hyung-Jun ;
Journal of Korea Game Society, volume 6, issue 3, 2006, Pages 77~86
We have developed a virtual touch screen system which has improved on the standard functions of general tooth screen systems, and it also can be used for game applications. It is based on an image processing system which does not require a physical screen like traditional touch-screen system. Our system requires only two standard PC cameras, so that there is no limit of the size of the touch screen. The developed system can be installed easily and implemented with low cost, and can be applied to new kinds of games.