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REFERENCE LINKING PLATFORM OF KOREA S&T JOURNALS
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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 Characteristics of Game Narrative considering Game Production Stages
Song, Hyun-Joo ; Rhee, Dae-Woong ;
Journal of Korea Game Society, volume 7, issue 4, 2007, Pages 3~11
In many game narrations, completed games have been used to analyze the users' response. But in this case, one tends to exclude the narrations that producers intended at the production stage, and games tend to have a narrative structure in a text form before they turn into the digital form of a completed game. For these reasons, we broadened the existing definition of game narration to include from production to completion. We then divided the production into many stages and analyzed how narrative structure changes at each stage. We divided narration into three stages? initial stage, storytelling stage, and form change stage. Game narrations maintain the form similar to the one in exiting narrations at the initial and storytelling stages, but turn into functional document at the form change stage. And at this stage, digital results take the place of narrative expressions.
A Study on the Development of a Sensory Gate-Ball Game for the Aged People
Kim, Jung-A ; Kang, Kyung-Kyu ; Li, Xianji ; Ming, Shi-Hua ; Kim, Dong-Ho ;
Journal of Korea Game Society, volume 7, issue 4, 2007, Pages 13~21
Recently, medical advances have been increasing the size of the aged population. With rapidly developing technology, computers are now essential parts in our daily life, and the number of the aged people using computers is also increasing continuously. But user interfaces and contents for the aged people have not yet been developed actively. In this paper, we present a 3D sensory gate-ball game which can be played by the aged people easily. This study is based on 3D graphics and uses a realistic gate-ball stick and balls as interfaces, so it can improve both physical and metal health of the aged people. Because our game is a sensory game, it is easy to play in house without an outdoor playground. In addition, the game provides many interesting situation so that it can raise the participation and interest of the aged people.
A Formal Study on Game Character Preference through Game User Classification
Noh, Kyung-Hee ; Lee, Tae-Il ; Cho, Sung-Hyun ;
Journal of Korea Game Society, volume 7, issue 4, 2007, Pages 23~31
The study is to explore the ways to design game characters according to the tendency of game users by classifying game users and analyzing the relation between user classes and their preferences towards game characters. The study examines various user classifications based on users' engagement levels, and designs a user questionnaire from them. Based on the result of questionnaire analysis, the study redefines user classes and applies the formal elements of character design to draw on the relationships between user classes and their preferences.
Communications of Emotions with Character Movements
Shim, Shin-Hae ; Lee, Tae-Il ; Cho, Sung-Hyun ;
Journal of Korea Game Society, volume 7, issue 4, 2007, Pages 33~42
Advanced technologies and techniques make it possible to express digital animation with higher quality. Characters in the virtual animation space are playing an important role in emphasizing the human audiences or interacting directly with them. The movement of characters gives them vital power, and shows their intentions and emotions. To analyze the emotion of character movements, the study develops basic movement sources based on Laban's property elements of movement such as time, space, and flow, and tries to find the relationship between their movements and the emotions they arouse by positioning them on Plutchik's emotional circle. We find that each element of 9 movements represent its own emotion consistently, and has influence on the intensity of emotions clearly.
Research of User Trend by RGB analysis about On-line Game - Based on MMORPG -
Cho, Cho-Won ; Kim, Yun-Kyung ;
Journal of Korea Game Society, volume 7, issue 4, 2007, Pages 43~51
The game industry, having been recognized as a highly lucrative business, is growing faster as it has gained its foothold not only in domestic but also in foreign markets. As a result, a variety of internet-based games are being loved or simply overlooked by the users all around the world. This study was aimed to investigate the effect of color on the user using RGB, the output value for the monitor, RGB of the background of the game was computed and compared to that of its characters to find out which colors are favored by the users, If we are based on these results, it is considered more easy in understanding the trends of users
Image based Relighting Using HDRI Enviroment Map & Progressive refinement radiosity on GPU
Kim, Jun-Hwan ; Hong, Hyun-Ki ;
Journal of Korea Game Society, volume 7, issue 4, 2007, Pages 53~62
Although radiosity can represent diffuse reflections of the object surfaces by modeling energy exchange in 3D space, there are some restrictions for real-time applications because of its computation loads. Therefore, GPU(Graphics Processing Unit) based radiosity algorithms have been presented actively to improve its rendering performance. We implement the progressive refinement radiosity on GPU by G. Coombe in 3D scene that is constructed with HDR(High Dynamic Range) radiance map. This radiosity method can generate a photo-realistic rendering image in 3D space, where the synthetic objects were illuminated by the environmental light sources. In the simulation results, the rendering performance is analyzed according to the resolution of the texel in the environmental map and mipmaping. In addition, we compare the rendering results by our method with those by the incremental radiosity.
Calibration of Omnidirectional Camera by Considering Inlier Distribution
Hong, Hyun-Ki ; Hwang, Yong-Ho ;
Journal of Korea Game Society, volume 7, issue 4, 2007, Pages 63~70
Since the fisheye lens has a wide field of view, it can capture the scene and illumination from all directions from far less number of omnidirectional images. Due to these advantages of the omnidirectional camera, it is widely used in surveillance and reconstruction of 3D structure of the scene In this paper, we present a new self-calibration algorithm of omnidirectional camera from uncalibrated images by considering the inlier distribution. First, one parametric non-linear projection model of omnidirectional camera is estimated with the known rotation and translation parameters. After deriving projection model, we can compute an essential matrix of the camera with unknown motions, and then determine the camera information: rotation and translations. The standard deviations are used as a quantitative measure to select a proper inlier set. The experimental results showed that we can achieve a precise estimation of the omnidirectional camera model and extrinsic parameters including rotation and translation.
GPU-only Terrain Rendering for Walk-through
Park, Sun-Yong ; Oh, Kyoung-Su ; Cho, Sung-Hyun ;
Journal of Korea Game Society, volume 7, issue 4, 2007, Pages 71~80
In this paper, we introduce an efficient GPU-based real-time rendering technique applicable to every kind of game. Our method, without an extra geometry, can represent terrain just with a height map. It makes it possible to freely go around in the air or on the surface, so we can directly apply it to any computer games as well as a virtual reality. Since our method is not based on any geometrical structure, it doesn't need special LOD policy and the precision of geometrical representation and visual quality absolutely depend on the resolution of height map and color map. Moreover, GPU-only technique allows the general CPU to be dedicated to more general work, and as a result, enhances the overall performance of the computer. To date, there have been many researches related to the terrain representation, but most of them rely on CPU or confmed its applications to flight simulation, Improving existing displacement mapping techniques and applying it to our terrain rendering, we completely ruled out the problems, such as cracking, poping etc, which cause in polygon-based techniques, The most important contributions are to efficiently deal with arbitrary LOS(Line Of Sight) and dramatically improve visual quality during walk-through by reconstructing a height field with curved patches. We suggest a simple and useful method for calculating ray-patch intersections. We implemented all these on GPU 100%, and got tens to hundreds of framerates with height maps a variety of resolutions
Comic-Book Style Rendering for Game
Kim, Tae-Gyu ; Oh, Gyu-Hwan ; Lee, Chang-Shin ;
Journal of Korea Game Society, volume 7, issue 4, 2007, Pages 81~92
Nowadays, many computer games based on NPR(Non-photorealistic Rendering) techniques have been developed due to their distinctive visual properties. However, only limited methods of NPR techniques have been exploited in producing computer games and amongst them cartoon-style rendering techniques especially has had the special interest. In the paper, we suggest an effective rendering method of comic-book style that will be applicable to computer game. In order to do, we first characterize the properties of comic-book from comparing two visuals: celluloid animation and comic-book. We then suggest a real-time rendering method of comic-book style represented by outline sketch, tone, and hatching. We finally examine its effectiveness by observing the game developed using the method.
An Optimization Strategy of Task Allocation using Coordination Agent
Park, Jae-Hyun ; Um, Ky-Hyun ; Cho, Kyung-Eun ;
Journal of Korea Game Society, volume 7, issue 4, 2007, Pages 93~104
In the complex real-time multi-agent system such as game environment, dynamic task allocations are repeatedly performed to achieve a goal in terms of system efficiency. In this research, we present a task allocation scheme suitable for the real-time multi-agent environment. The scheme is to optimize the task allocation by complementing existing coordination agent with
algorithm. The coordination agent creates a status graph that consists of nodes which represent the combinations of tasks and agents, and refines the graph to remove nodes of non-execution tasks and agents. The coordination agent performs the selective utilization of the
algorithm method and the greedy method for real-time re-allocation. Then it finds some paths of the minimum cost as optimized results by using
algorithm. Our experiments show that the coordination agent with
algorithm improves a task allocation efficiency about 25% highly than the coordination agent only with greedy algorithm.
A Strategy for improving Performance of Q-learning with Prediction Information
Lee, Choong-Hyeon ; Um, Ky-Hyun ; Cho, Kyung-Eun ;
Journal of Korea Game Society, volume 7, issue 4, 2007, Pages 105~116
Nowadays, learning of agents gets more and more useful in game environments. But it takes a long learning time to produce satisfactory results in game. So, we need a good method to shorten the learning time. In this paper, we present a strategy for improving the learning performance of Q-learning with prediction information. It refers to the chosen action at each status in the Q-learning algorithm, It stores the referred value at the P-table of prediction module, and then it searches some values with high frequency at the table. The values are used to renew second compensation value from the Q-table. Our experiments show that our approach gets the efficiency improvement of average 9% after the middle point of learning experiments, and that the more actions in a status space, the higher performance.
A Study of Stone Influence, Influence Point, and Influence Area in Computer Go
Park, Hyun-Soo ;
Journal of Korea Game Society, volume 7, issue 4, 2007, Pages 117~123
This paper presents the Stone Influence, the Influence Point, and the Influence Area on computer Go. The Stone Influence is defined using the distance between stone and empty point. The Influence Point is defined using threshold value on the Stone Influence. The Influence Area is defined using lump of the Influence Points and its Core. In experiments using the Jeongseok data, the author obtained the threshold of Influence Points. The proposed method was verified by experiments where it was success fully applied to the influence in game of Go.
An analysis on the cause of item trade in online games
Choi, Seong-Rak ;
Journal of Korea Game Society, volume 7, issue 4, 2007, Pages 125~134
There have been many researches on the characteristics of item trade. However, most researches were done by carrying out a survey and there has been few researches by analyzing the economy in online games. So, this article studied the cause of item trade by looking into the supply and demand of items in online games. The results shows that item trade is taking place mostly among only a few number of gamers who enjoy enchanting and who engage in castle sieges and blood pledge battles. The proportion of item trade by general garners is not so big. And major item providers are gold farms, not garners. Therefore, item trade is mostly carried out by a large number of garners who trade a small amount of sum and by a small number of heavy garners who trade large amount of sum. Understanding this characteristic of item trade would be a good ground for reviewing the policies and social effect regarding item trades.
A Study on Success Factors of Online Game Using AHP
Ryu, Gui-Jin ; Kwon, Hyeog-In ;
Journal of Korea Game Society, volume 7, issue 4, 2007, Pages 135~145
Recently, the Online Game industry has appeared the various change of the development environment in the rapid growth. So the online game company has been trying to search games able to success and they are performing diversified researching to prepare the judgment ground of success from initial stage of development. The aim of this study is to find success factors which is in the process from development to distribute for the online game through collecting opinions of specialist and taking survey to people employed in online game development field. Consequently, we indicate success factors using Analytic Hierarchy Process (AHP) and make out success factors for the online games. Furthermore, we suggest the way which is able to apply factors objectified so that exceed the limit of using it to the company planning to develop successful games objectively.