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 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
The Effect of the Equity of the Objective Performance on the Cognitive Performance and the Behavioral Intention
Choi, Dong-Seong ; Choi, Bo-Reum ; Lee, In-Seong ; Kim, Jin-Woo ;
Journal of Korea Game Society, volume 7, issue 2, 2007, Pages 1~10
Many game designers suggested that if players got many objective performance, they could have a fun experience while playing the MMORPG. Does a quantity of objective performance lead to player's fun experience in the MMORPG? According to the Equity Theory, the reason of players getting fun experience is not only that players get reasonable objective performances as many as efforts of theirs but also that amount of their objective performances were same as others. This study analysed that the equity of objective performances would have an effect on the player's fun experience. The results were that the equity of objective performances produced an effect on the players' behavioral intention, flow experience, and cognitive performance. Hence if game designers want that players are interested in the online game playing, they have to support the equity of objective performance to players.
An Extended Modal Warping Approach to Real-Time Simulation of Thin Shells
Choi, Min-Gyu ; Woo, Seung-Yong ; Ko, Hyeong-Seok ;
Journal of Korea Game Society, volume 7, issue 2, 2007, Pages 11~20
This paper proposes a real-time simulation technique for thin shells undergoing large deformation. Shells are thin objects such as leaves and papers that can be abstracted as 2D structures. Development of a satisfactory physical model that runs in real-time but produces visually convincing animation of thin shells has been remaining a challenge in computer graphics. Rather than resorting to shell theory which involves the most complex formulations in continuum mechanics, we adopt the energy functions from the discrete shells proposed by Grinspun et al. For real-time integration of the governing equation, we develop a modal warping technique for shells. This new simulation framework results from making extensions to the original modal warping technique which was developed for the simulation of 3D solids. We report experimental results, which show that the proposed method runs in real-time even for large meshes, and that it can simulate large bending and/or twisting deformations with acceptable realism.
Real-Time Simulation of Single and Multiple Scattering of Light
Ki, Hyun-Woo ; Lyu, Ji-Hye ; Oh, Kyoung-Su ;
Journal of Korea Game Society, volume 7, issue 2, 2007, Pages 21~32
It is significant to simulate scattering of light within media for realistic image synthesis; however, this requires costly computation. This paper introduces a practical image-space approximation technique for interactive subsurface scattering. We use a general two-pass approach, which creates transmitted irradiance samples onto shadow maps and computes illumination using the shadow maps. We estimate single scattering efficiently using a method similar to common shadow mapping with adaptive deterministic sampling. A hierarchical technique is applied to evaluate multiple scattering, based on a diffusion theory. We further accelerate rendering speed by tabulating complex functions and utilizing level of detail. We demonstrate that our technique produces high-quality images of animated scenes with blurred shadow at hundreds frames per second on graphics hardware. It can be integrated into existing interactive systems easily.
A Study on The efficient Transmission Plan of Game Moving Picture
Lee, Myoun-Jae ; Cho, Sung-Hyun ;
Journal of Korea Game Society, volume 7, issue 2, 2007, Pages 33~40
Smoothing is a transmission plan where variable rate video data is converted to a constant bit rate stream. Among them are CBA, MCBA, MVBA and others. However, these smoothing algorithms produce a transmission plan where extra bandwidth in server is not considered. This may cause difficulty in providing videos to many clients in a server. In this paper, we propose the smoothing algorithm with monotonic transmission rate increase and abrupt transmission rate decrease, in order to provide videos to as many clients in server with limited network bandwidth as possible. In order to show the performance of our proposed algorithm, various evaluation factors were used such as the maximum number of clients, the average number of clients, and so on. Experiments demonstrated that the proposed algorithm outperformed other algorithms in evaluation factors such as the maximum number of clients and the average number of clients.
A Study on the Regulation of Real Money Trade in On-line Game
Choi, Seong-Rak ;
Journal of Korea Game Society, volume 7, issue 2, 2007, Pages 41~52
Presently, the online game industry of Korea are growing up fastly. The growth of online game give rise to the new problem of regulation on Real Money Trade(RMT). This article analyzed the market failure of RMT, and showed whether or not the government regulate RMT. The results showed that the RMT has efficiency in monopoly and external economie, and inefficiency in external diseconomies and uncertainty. But, the inefficiency in external diseconomie and uncertainty is based on the regulation of RMT by the game company. So, it is necessary for government to deregulate the RMT for curing the inefficiency of RMT.
Extended Script Structure for Advertisement Game Development
Park, Jung-Yong ;
Journal of Korea Game Society, volume 7, issue 2, 2007, Pages 53~60
This paper proposes the knowledge structure of an extended script for advertisement style game embodiment. This approach is able to allow for developing game and advertisement module. Research to reconsider contradictory awareness about existent game have been evolving from game education system, advertisement style game and simulation game for training and so on. In this paper, a situation hierarchy structure which allows the designer for simulating high-level specifications of game structure. And we describes with mathematical structure for proposed situation structure. Game unfolding utilizes with causality. Game reflects situation of a spatiotemporal real world. For this goal, we applied extended script to game world. Advertisement style module progresses by method to provide company's advertisement to user while game is gone. The advantage of proposed method are able to allows for novice to effectively insert banner image, video and so on into advertisement module. The proposed method was implemented in the "Shooting BaDuk" among games.
Prohibition Clauses of Business of Money Changing on the Game Industry Promotion Act of 2007
Hwang, Seung-Heum ;
Journal of Korea Game Society, volume 7, issue 2, 2007, Pages 61~72
Prohibition Clauses of Business of Money Changing(
) on the Game Industry Promotion Act of 2007 was introduced for the purpose of preventing game from becoming gambling. By making the independent requisite of constituting a crime that there was no criminal punishment former times, it is possible actively to deal with mixing of game and gambling. Prohibition Clauses of Business of Money Changing prevent the material or formless results that are obtained on the use of game from making a business of money change, intermediation of money change, or re-purchase of it. The material or formless results mean points, prizes, game moneys, or game data that is obtained on the abnormal use of a game. Most real money trade of a game item will be pull into the application of Prohibition Clauses of Business of Money Changing on the interpretation of it. Therefore this clauses have a tremendous effect upon the business of sweated workshops and intermediation web sites of game items. None the less Prohibition Clauses of Business of Money Changing will have positive influence to the future of game industry through the separation of game and gambling.
The Effects of Computer Game Use on Spatial-temporal Capability
Ryu, Seoung-Ho ; Kim, Bo-Young ;
Journal of Korea Game Society, volume 7, issue 2, 2007, Pages 73~82
This study deals with how computer game affects spatial-temporal capability of game users. Focusing on college students, this study shows almost the same results as 'Mozart effect' by Gordon Shaw's previously famous study for music on spatial-temporal capability. Additionally, in comparison to music and animation, on-line racing game has more positive influence on a specific spatial-temporal capability.
A Study on the Continuous Speech Recognition for the Automatic Creation of International Phonetics
Kim, Suk-Dong ; Hong, Seong-Soo ; Shin, Chwa-Cheul ; Woo, In-Sung ; Kang, Heung-Soon ;
Journal of Korea Game Society, volume 7, issue 2, 2007, Pages 83~90
One result of the trend towards globalization is an increased number of projects that focus on natural language processing. Automatic speech recognition (ASR) technologies, for example, hold great promise in facilitating global communications and collaborations. Unfortunately, to date, most research projects focus on single widely spoken languages. Therefore, the cost to adapt a particular ASR tool for use with other languages is often prohibitive. This work takes a more general approach. We propose an International Phoneticizing Engine (IPE) that interprets input files supplied in our Phonetic Language Identity (PLI) format to build a dictionary. IPE is language independent and rule based. It operates by decomposing the dictionary creation process into a set of well-defined steps. These steps reduce rule conflicts, allow for rule creation by people without linguistics training, and optimize run-time efficiency. Dictionaries created by the IPE can be used with the speech recognition system. IPE defines an easy-to-use systematic approach that can obtained 92.55% for the recognition rate of Korean speech and 89.93% for English.
Development of Evaluation Criteria For Game-style Courseware Based on HCI
Lee, Jeong-Hee ; Lee, Jae-Mu ;
Journal of Korea Game Society, volume 7, issue 2, 2007, Pages 91~100
The purpose of this study is to develope a criterion for evaluation on game-style courseware by the application of HCI theory. The HCI theory, which deals with principles or methods for developing systems people can use conveniently and pleasantly, has been applied to overall area of program development. And it also has been widely used to evaluate learning programs. However, there have been few studies on a game-style courseware evaluation on the basis of the HCI theory. Thus, it is necessary to apply the HCI theory to studies on the game-style courseware evaluation. This paper shows that evaluation criteria are developed on three viewpoint bases : usefulness, usability, and affect which are as elements in HCI. The evaluation criteria developed in this paper can be applied to a basis for evaluation on game-style coursewares.
Design and Implementation of the Game Engine for the Multiplayer Mobile Network Game
Jeong, Chul-Gon ; Choi, Hwan-Eon ; Jeong, Sun-Wung ;
Journal of Korea Game Society, volume 7, issue 2, 2007, Pages 101~112
Along with the development of mobile technology, mobile game has undergone a change from downloadable game to network game, where a large number of users connect to server and play real-time game with a mobile phone. In order to develop these mobile network games economically, a proper, suitable game engine is needed. This study proposes the result of design and implementation of RWMMO-GE(Realtime Wireless Massively Multiplayer Online RPG Game Engine) that is used to develop a mobile network game. The structure of RWMMO-GE, which is the research result of this study, consists of major components such as Network/Client Module, Object Module, Map Tool, Script Editor, and Character Editor. The characteristics of the multiplayer mobile game developed by this engine is that a large number of players can play real-time game in a single map, which implies a possibility of a new business model in this area. This research is a result of the RWMMO-GE supported by 2006 IT Excellent Technology Support Project(No:A1300-0601-0125) of IITA(Institute Information Technology Advancement).