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REFERENCE LINKING PLATFORM OF KOREA S&T JOURNALS
> Journal Vol & Issue
Journal of Korea Game Society
Journal Basic Information
Journal DOI :
Korea Game Society
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Volume & Issues
Volume 7, Issue 4 - Dec 2007
Volume 7, Issue 3 - Sep 2007
Volume 7, Issue 2 - Jun 2007
Volume 7, Issue 1 - Mar 2007
Selecting the target year
A Study on the Realization of a Map Simulator Reflecting Propensities of Gamers (Focused on Korean Style MMORPG)
Kim, Jung-Hyun ; Kim, Kyung-Sik ;
Journal of Korea Game Society, volume 7, issue 1, 2007, Pages 3~10
The maps in the world of the role playing games provide not only areas for motions and actions of player characters, but also worlds of totally included monsters and NPC(Non Player Character). However, the design of maps and monsters in them could not be tested for their balances until the games had been developed quite a bit. So they need additional expense of extension period of developments. In this paper, we have designed and developed a map simulator to expect the popularities of the maps in the early stage of the game planning in order to prevent inefficient concentration of users on some maps by expecting the popularities of the maps in the early stage of game planning and by setting the parameters of monster arrangements in the map.
A Study on The Disturbed's Healing Games of Green Contents Concept
Lee, Yeon-Sook ;
Journal of Korea Game Society, volume 7, issue 1, 2007, Pages 11~20
Functional Games, which have developed in Korea until now, is only for the healthy people's education. There are less functional games for neglected people, specially for the disturbed's healing. I define 'Green Contents' as contents which is helpful to both of nature and human, especially to the week, and also they are not developed only for the commercial aim. Functional Games for the disturbed's healing should be developed as' Green Contents.' If functional games for the disturbed's healing will be developed as aspects of technology and contents development, they will have more effects to people, and also people will need them more. For this study, I analyze art therapy, which is a normal treatment to give a social nature and self respect to the disturbed. Also I developed a functional game program for the disturbed's healing as based on psychoanalyst's theories and suggest it's Road-map. This study will be useful for the developer who want to develop this kinds of games afterwards, and various functional games for the disturbed's healing as Green Contents should be more developed in the near future.
A Semiotic Analysis of Starcraft : Sense Analysis by Greimas's Carre Semiotique
Park, Tae-Soon ;
Journal of Korea Game Society, volume 7, issue 1, 2007, Pages 21~29
This paper attempts to analyze Starcraft by Greimas's Carre Semiotique and the theory of structure generation semiotics, which are useful for non verbal text as well as verbal text. First, by using the Christian Metz's grand syntagma theory and principle, this study articulated the text of starcraft. As a result, it revealed that Starcraft has the axis of sense of war and has the primary sense categories of production and destruction. The sense of the Starcraft is being generated by these axis of sense and sense categories. This analysis is expected to be a stepstone for the furthermore analysis of narrative and discoursive level.
Real-Time Hierarchical Techniques for Rendering of Translucent Materials and Screen-Space Interpolation
Ki, Hyun-Woo ; Oh, Kyoung-Su ;
Journal of Korea Game Society, volume 7, issue 1, 2007, Pages 31~42
In the natural world, most materials such as skin, marble and cloth are translucent. Their appearance is smooth and soft compared with metals or mirrors. In this paper, we propose a new GPU based hierarchical rendering technique for translucent materials, based on the dipole diffusion approximation, at interactive rates. Information of incident light, position, normal, and irradiance, on the surfaces are stored into 2D textures by rendering from a primary light view. Huge numbers of pixel photons are clustered into quad-tree image pyramids. Each pixel, we select clusters (sets of photons), and then we approximate multiple subsurface scattering term with the clusters. We also introduce a novel hierarchical screen-space interpolation technique by exploiting spatial coherence with early-z culling on the GPU. We also build image pyramids of the screen using mipmap and pixel shader. Each pixel of the pyramids is stores position, normal and spatial similarity of children pixels. If a pixel's the similarity is high, we render the pixel and interpolate the pixel to multiple pixels. Result images show that our method can interactively render deformable translucent objects by approximating hundreds of thousand photons with only hundreds clusters without any preprocessing. We use an image-space approach for entire process on the GPU, thus our method is less dependent to scene complexity.
A Contribution Culling Method for Fast Rendering of Complex Urban Scenes
Lee, Bum-Jong ; Park, Jong-Seung ;
Journal of Korea Game Society, volume 7, issue 1, 2007, Pages 43~52
This article describes a new contribution culling method for fast rendering of complex huge urban scenes. A view frustum culling technique is used for fast rendering of complex scenes. To support the levels-of-detail, we subdivide the image regions and construct a weighted quadtree. Only visible objects at the current camera position contributes the current quadtree and the weight is assigned to each object in the quadtree. The weight is proportional to the image area of the projected object, so large buildings in the far distance are less likely to be culled out than small buildings in the near distance. The rendering time is nearly constant not depending on the number of visible objects. The proposed method has applied to a new metropolitan region which is currently under development. Experimental results showed that the rendering quality of the proposed method is barely distinguishable from the rendering quality of the original method, while the proposed method reduces the number of polygons by about 9%. Experimental results showed that the proposed rendering method is appropriate for real-time rendering applications of complex huge scenes.
The Construction of a Remote Game Control System By the Power Line Communication
Lee, Kyung-Mog ;
Journal of Korea Game Society, volume 7, issue 1, 2007, Pages 53~58
In this paper, a game control system was constructed, in which a game was controlled by a remote joystick connected with a power line by the power line communication (PLC) method. The structure of the system was that the connection line between the remote joystick and a PC, and the PC and an audio play device was the home power line. And, the communication data rate between them was 2400 bps. The Polling communication technique was used for the PC to read the joystick's control commands, and to send some acoustic informations to the receiver PLC device. A game was programmed, in which an aircraft was moved according to the joystick's left, right, up, and, down direction, and was shooting its missile after the joystick's shooting button was pushed. The communication delay of about 100 msec between them didn't cause any big problem in playing the game.
An Exploratory Study For Online Game-Based Learning Theory
Jo, Il-Hyun ;
Journal of Korea Game Society, volume 7, issue 1, 2007, Pages 59~68
Online games are getting more popular among today's fun-seeking young students. The immersive power of these Internet-based games is so strong that many educators consider the integration of the games and learning to enhance learner motivation. However, the online games, which are primarily aiming g for 'fun', have cognitive, emotional, and social features and impacts that are different from the so-called 'educational' games. Therefore an interdisciplinary approach for better understanding of the online game in regard to its impact on learning and fun should be essential. In this study, the researcher will analyze relevant literature and theories from cognitive psychology, media and communication theory, and Ludology to grasp holistic understanding of online game phenomena, which will serve as basis of further research and development in this emerging area.