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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 8, Issue 4 - Nov 2008
Volume 8, Issue 3 - Aug 2008
Volume 8, Issue 2 - May 2008
Volume 8, Issue 1 - Feb 2008
Selecting the target year
An analysis of a Semiotic Point Of View In Computer Game : "New Super Mario Brothers"
Jeong, So-Yun ; Song, Mi-Sun ;
Journal of Korea Game Society, volume 8, issue 2, 2008, Pages 3~12
This paper described a character of the narrative in the computer game, especially targeting the newest edition 'SUPER MARIO(NDS, ie computer game in NITENDO). The series had gained popularity over 20 years with its attractions as changing graphics, developing computer technology. It also had been proved that a narrative was connected with a semiotic factor in the game. The analyzation of doer and space in the game that showed the narrative character explained the repetition and the modification, then deduced certain motif from it. This study was to certify that immersion and interesting in game were interacted with between a game factors and narratives, and it is meaningful for developing game story.
A Methodology for MMORPG Design Based on the Flow Theory
Choi, Dong-Seong ; Cho, Sung-Hyun ;
Journal of Korea Game Society, volume 8, issue 2, 2008, Pages 13~23
In this study, we analyzed behavioral patterns of the MMOPRG players and re-found design features of MMORPGs from the view points of MMO and RPG. We analyzed the relationship between design features of MMORPGs and flow experience. This study proposes the conceptual design method for MMORPGs based on the flow theory as well as various research results regarding to MMORPGs.
A Feasibility Study on Materialization of Seunglamdonoli, Korean Traditional Table Board Game
Kihl, Tae-Suk ; Chang, Ju-No ; Baek, Yun-Cheol ;
Journal of Korea Game Society, volume 8, issue 2, 2008, Pages 25~35
Seunglamdonoli was a traditional board game played during the Chosun Dynasty. In this article, I interpret its features as a board game and discuss the possibility of turning it into a mass market game like Milton Bradley's 'The Game of Life' in the U.S. Seunglamdonoli uses the dice to determine movements around a board shaped like Korea, teaching players about important geographic locations, and traditional characters in a game that relies on strategy as well as luck. With appropriate changes such as introducing a standardized game board or digitalization for use on computers, Seunglamdonoli has potential to again become a popular pastime as well as become tool for learning about Korean history, geography, and society. Furthermore it can be adapted as an educational game for any location with minimal changes.
A Game-Style Learning System for the Enhancement of Underachievers' Motivation
Lee, Jae-Mu ; Kim, Young-Tae ;
Journal of Korea Game Society, volume 8, issue 2, 2008, Pages 37~46
Underachievers, having had more experience with failure in teaming, tend to lose their self-confidence and motivation for study. If they achieve more when studying, they will enhance their self-confidence and motivation and their learning accomplishments will be increased. A game-style learning system was, therefore, developed in which the learner gains self-satisfaction and motivation with a proper 'hit and win' in a game-style program. The system supplies learning content automatically and randomly while adapting to the student's level by continuously checking the learning progress. Positive effects in motivation and learning achievement were recorded when underachievers used this program.
The Study of Skeleton System for Facial Expression Animation
Oh, Seong-Suk ;
Journal of Korea Game Society, volume 8, issue 2, 2008, Pages 47~55
This paper introduces that SSFE(Skeleton System for Facial Expression) to deform facial expressions by rigging of skeletons does same functions with 14 facial muscles based on anatomy. A three dimensional animation tool (MAYA 8.5) is utilized for making the SSFE that presents deformation of mesh models implementing facial expressions around eyes, nose and mouse. The SSFE has a good reusability within diverse human mesh models. The reusability of SSFE can be understood as OSMU(One Source Multi Use) of three dimensional animation production method. It can be a good alternative technique for reducing production budget of animations. It can also be used for three dimensional animation industries such as virtual reality and game.
Texture Cache with Automatical Index Splitting Based on Texture Size
Kim, Jin-Woo ; Park, Young-Jin ; Kim, Young-Sik ; Han, Tack-Don ;
Journal of Korea Game Society, volume 8, issue 2, 2008, Pages 57~68
Texture Mapping is a technique for adding realism to an image in 3D graphics Chip. Bilinear filtering mode of this technique needs accesses of 4 texels to process one pixel. In this paper we analyzed the access pattern of texture, and proposed the high performance texture cache which can access 4 texels simultaneously. We evaluated using simulation results of 3D game(Quake 3, Unreal Tournament 2004). Simulation results show that proposed texture cache has high performance on the case where physical size is less then or equal 8KBytes.
OpenGL ES 2.0 based Shader Compilation Method for the Instruction-Level Parallelism
Kim, Jong-Ho ; Kim, Tae-Young ;
Journal of Korea Game Society, volume 8, issue 2, 2008, Pages 69~76
In this paper, we present the architecture of graphics processor and its instruction format for the mobile device. In addition, we introduce tile shader data structure for the on/off-line compilation based on the OpenGL ES 2.0 and a new optimization method based on the ILP(Instruction-Level Parallelism). This paper shows where a processor with the sane core clock is being used, the shader instruction resulted from the compile structure and method in this paper is approximately 1.5 to 2 times faster than a code based on the single instruction.
An Efficient Message Management Scheme in Game Engine
Lee, Sang-Wan ; Kim, Hye -Young ;
Journal of Korea Game Society, volume 8, issue 2, 2008, Pages 77~84
Game engine, materialized by a library or a shape of the module, is providing many ability for developing game. Because of the high cost of developing game, game engine plays a big role on game developing urea by how it provide it's efficiency. In other words, the message scheme, which occur often while carrying out the game, highly affect on how fast it manage, its efficiency, and system's efficiency. Also, it is one of the important urea that needed to be considered while developing the game engine. In this paper, we suggest managing the message scheme technique by Lua script language, proving its suggested technique by developing
engine itself, and analyzing it's capacity in order to show its efficiency.
Design and Implementation of Mobile Vision-based Augmented Galaga using Real Objects
Park, An-Jin ; Yang, Jong-Yeol ; Jung, Kee-Chul ;
Journal of Korea Game Society, volume 8, issue 2, 2008, Pages 85~96
Recently, research on augmented games as a new game genre has attracted a lot of attention. An augmented game overlaps virtual objects in an augmented reality(AR) environment, allowing game players to interact with the AR environment through manipulating real and virtual objects. However, it is difficult to release existing augmented games to ordinary game players, as the games generally use very expensive and inconvenient 'backpack' systems: To solve this problem, several augmented games have been proposed using mobile devices equipped with cameras, but it can be only enjoyed at a previously-installed location, as a ‘color marker' or 'pattern marker’ is used to overlap the virtual object with the real environment. Accordingly, this paper introduces an augmented game, called augmented galaga based on traditional well-known galaga, executed on mobile devices to make game players experience the game without any economic burdens. Augmented galaga uses real object in real environments, and uses scale-invariant features(SIFT), and Euclidean distance to recognize the real objects. The virtural aliens are randomly appeared around the specific objects, several specific objects are used to improve the interest aspect, andgame players attack the virtual aliens by moving the mobile devices towards specific objects and clicking a button of mobile devices. As a result, we expect that augmented galaga provides an exciting experience without any economic burdens for players based on the game paradigm, where the user interacts with both the physical world captured by a mobile camera and the virtual aliens automatically generated by a mobile devices.
A Study on Online Game Experience and Social Self-efficacy
Jang, Yei-Beech ; Park, Su-Ho ; Ryu, Seoung-Ho ;
Journal of Korea Game Society, volume 8, issue 2, 2008, Pages 97~105
This research investigates on relationships between game experience and its positive effects by using social self-efficacy measurement. When playing MMORPG, game users communicate with each other and go through various social experiences. Thus, online game offer a virtual place where we can have social interactions and it eventually expands our daily life. In this study, we used regression analysis to explore how online game experiences influence social self-efficacy. The results indicated that a group with higher frequency game use presented higher social self-efficacy. We suggest future researches and discussions focusing on the positive effects of game use rather than negative issues and game restrictions.
Exploring of trends and understanding to apply Serious Games for education and training
Park, Hyung-Sung ;
Journal of Korea Game Society, volume 8, issue 2, 2008, Pages 107~118
The world is changing fast from the information society to the knowledge society as the amount of knowledge exploded over through development of the information communication technology. Much efforts to use serious fames for students' learning is being made actively via international and domestic. It is expected that the results of this study would suggest how to utilize serious games in learning and training. The purpose of this study is to totally understanding of serious games that made to achieve educational goal based on specific character of game in which make flow, goal achievement, satisfaction. For this, introduce the game-based learning model to apply education and training, and trends development of serious games.