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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 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 Internal Characters of Gambling Games
Park, Tae-Soon ;
Journal of Korea Game Society, volume 7, issue 3, 2007, Pages 1~12
This paper attempts to pursue the internal characters of gambling games. After examining the concepts of gambling and arranging related theories, we found that gambling games have 3 factors of technical intervention, betting and ratio of payment. The betting is subdivided 3 factors of existence of betting, unit speed of betting and extendibility of betting. These factors may be used to a framework of conceptual analysis to gambling games. If social and cultural factors can be added to these factors, gambling games can be comprehensively and empirically analyzed.
The influence of social self-efficacy on online game satisfaction
Wi, Jon-H. ; Oh, Na-Ra ;
Journal of Korea Game Society, volume 7, issue 3, 2007, Pages 13~22
A study examined the causal effects of online social self-efficacy on online game life satisfaction. A total of 1,754 Korean online game users who play 'Goon-Zu' completed a questionnaire developed by the present researchers. The results were as follows. First, there was a significant positive correlation among online social self-efficacy, social support from online game community, online relation satisfaction, and achievement satisfaction in online games. Second, it was found that the partial mediation model explained the data better than the full mediation model.
Balance for Fighting System between Characters
Park, Chan-Il ; Yang, Hae-Sool ;
Journal of Korea Game Society, volume 7, issue 3, 2007, Pages 23~30
Game balance is an very important factor for game design, it is necessary factor to make game more fun. Most of game companies have been using their own balance method for successful game development. An efficient balance method always can't guarantee successful game development but it is true for game developer to need standard balance method for efficient game development. Fighting system between characters is mainly implemented in genre including action. Direct balance factors for fighting between characters are their characteristics and attack patterns. In this paper, We identify direct balance factors for game including fighting system between characters and propose mathematical method for it.
A Pixel Pipeline Architecture with Effective Visibility Test for 3D Graphics Accelerators
Kim, Il-San ; Park, Woo-Chan ; Park, Jin-Hong ; Han, Tack-Don ;
Journal of Korea Game Society, volume 7, issue 3, 2007, Pages 31~38
In this paper, we proposed an effective visibility test architecture with improving the mid-texturing architecture. The proposed architecture uses the property of fragments that the visibility of adjacent fragments is identical, and performs only a single visibility test per fragment. To compare with the mid-texturing architecture, simulation results show that the bandwidth requirements and the cell area of the depth cache in the proposed architecture are reduce by 25% and 34%, respectively, in exchange for less than 5% performance decline.
A Study on the Relative Importance of Games in Leisure Activities of University Students -Emphasized in DaeGu, KyungBook-
Lee, Ji-Hun ; Cho, Sung-Hyun ; Youn, Hyeok-Jun ;
Journal of Korea Game Society, volume 7, issue 3, 2007, Pages 39~48
Leisure is a very essential factor to reduce our stresses in our daily life. As work pattern is changed to a five-day week, personal desire that wants to enjoy leisure has been getting increased. In such a context, game has been put down a root as a new leisure activity to undergraduate students. Desire for game to undergraduate students has been getting more various than it was in the past and they seek for something new. But game companies do not reflect the students' desires greatly more than expected and make only what the companies seek for. In this study, we have focused on the assessment about what types and patterns the students represent for game application during their leisure activities. And we propose marketing strategies based on our study results.
A Study on User Created Content of MMORPG -Focused on the Process of Game Play and Game Design-
Park, Na-Young ;
Journal of Korea Game Society, volume 7, issue 3, 2007, Pages 49~58
The progress of the MMORPG is being under discussion based on 'User Created Content' recently. User Created Content is to be classified into four types - IC User Created Content, IC User Crafted Content, OOC User Created Content, OOC User Crafted Content. Mechanism, Dynamics and Aesthetics on the process of Game Design and Game Play that Marc Leblanc suggested are brought out differently from each other. So, User Created Content can make you understand the various desire of users who's playing game. And It is meaningful in Game Design, either. Therefore, User Created Content is significant as the interaction of IC culture and OOC culture and as the interaction of a process of game play and game design.
Implementation of Real-time Interactive Ray Tracing on GPU
Bae, Sung-Min ; Hong, Hyun-Ki ;
Journal of Korea Game Society, volume 7, issue 3, 2007, Pages 59~66
Ray tracing is one of the classical global illumination methods to generate a photo-realistic rendering image with various lighting effects such as reflection and refraction. However, there are some restrictions on real-time applications because of its computation load. In order to overcome these limitations, many researches of the ray tracing based on GPU (Graphics Processing Unit) have been presented up to now. In this paper, we implement the ray tracing algorithm by J. Purcell and combine it with two methods in order to improve the rendering performance for interactive applications. First, intersection points of the primary ray are determined efficiently using rasterization on graphics hardware. We then construct the acceleration structure of 3D objects to improve the rendering performance. There are few researches on a detail analysis of improved performance by these considerations in ray tracing rendering. We compare the rendering system with environment mapping based on GPU and implement the wireless remote rendering system. This system is useful for interactive applications such as the realtime composition, augmented reality and virtual reality.
gABC: A Text Entry Framework using Gamepad
Min, Kyung-Ha ;
Journal of Korea Game Society, volume 7, issue 3, 2007, Pages 67~76
As the performance of game consoles is so highly progressed that services such as internet browsing become available on the consoles, the need for text input schemes on game consoles is rapidly raised. In this paper, we present a text input method of alphabet characters and several symbols using a gamepad, which is a widely used input device for most game consoles. Just like other text input methods using gamepad, our method allows users to enter texts by manipulating the gamepad with a user interface displayed on the screen of the console. A key idea of this paper is to present the user interface that is similar to the
keypad on mobile phones. The motivation of this idea is a principle that the experience of using a text input tool can be transferred to another tool that has similar interface. Another motivation is that the keyboard-based interface is too complex to be easily manipulated by simple input from a keypad, which is four orthogonal directions and several fire signals. Since most of keys on keypad of
keys are represented by a combination of two orthogonal directions, users feel easier in entering texts using keypad-based interface. We prove this argument in this paper by a user test of ten subjects. After about two experiment sessions, subjects reach 13 WPM in average, which proves that the proposed text input method enables much faster text input than the existing keyboard-based text input methods.
A Hybrid Technique for Fire Animation
Min, Kyung-Ha ;
Journal of Korea Game Society, volume 7, issue 3, 2007, Pages 77~88
In this paper, we present a new fire animation and visualization scheme. The most difficult problem in creating fire animation is how to simulate the mechanism of emitting lighting and heat of fire. We attack the difficulty by presenting a hybrid scheme that combines the simulation scheme and the combustion process in voxelized space where the numerical solution of the classical fluid equations is implemented. Therefore, the combustion process is simulated at each voxel and the amount of heat generated at the voxel is estimated. The generated heat will increase the temperature at the voxel, where results in the increase of turbulent motion of fire. We also propose a visualization scheme that modifies the photon mapping algorithm in order to render fire and various lighting effects of fire to the environments.
A Study on Users' Desire according to the Changes in the Result of Game Scenario
Lee, Ji-Hun ; Cho, Sung-Hyun ; Kim, Hyun-Soo ;
Journal of Korea Game Society, volume 7, issue 3, 2007, Pages 89~96
The domestic game industry is diversifying itself in terms of game contents. The existing contents have limits when it comes to satisfy various needs and tastes of users. A scenario which successfully absorbs the players and users of a game may affect the whole game structure. Companies also introduce new contents to seize new customers. Thus, contents are considered more important than the past. Now that companies are able to produce various forms of contents and products out of one specific content, the development of new, user-satisfying contents can affect other fields of the industry. Thus, they are now found in one of the top positions in the business hierarchy. But game developers and experts concentrate more on other factors and environments of games, slowing down the growth of contents development. Therefore, this study focuses more on contents as an essential attribute to game production, especially scenario making. How changing results of a synopsis, as a part of a scenario, affect the preference of game users was the main focus of the study. The result of the study should suggest a positive direction for contents and scenario development.
A Study on a MMORPG Battle Simulator with Input of Rules
Kim, Jung-Hyun ; Kim, Kyung-Sik ;
Journal of Korea Game Society, volume 7, issue 3, 2007, Pages 97~103
Battles between players and monsters are considered to be the core issues of RPG games, and they are something that effects the players the most when it comes to thinking whether that particular game is fun or not. Even though MMORPGs have enabled RPGs to get out of the repetitiveness into unlimited possibility of expandability and capability of modification of game plays, essential game play process remains still important - the basic battle between the player and the monsters. In this research, we made a simulator to simulate the process of the battles to estimate results of battles by pre-testing the battles with setting up the experience values of players and monsters using formulae needed for the battle systems at the beginning of game development. It can be utilized at a tester to find out a better configuration of monsters in the maps for better optimization of time and efficiency of the battles to satisfy the game planning.