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REFERENCE LINKING PLATFORM OF KOREA S&T JOURNALS
> Journal Vol & Issue
Journal of Korea Game Society
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Journal DOI :
Korea Game Society
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Volume & Issues
Volume 9, Issue 6 - Dec 2009
Volume 9, Issue 5 - Oct 2009
Volume 9, Issue 4 - Aug 2009
Volume 9, Issue 3 - Jun 2009
Volume 9, Issue 2 - Apr 2009
Volume 9, Issue 1 - Feb 2009
Selecting the target year
A Study on the Impact of LOGO Programming on Logical Thinking and its Sub-classifications
Hyun, Hye-Kyung ; Kim, Byung-Soon ;
Journal of Korea Game Society, volume 9, issue 1, 2009, Pages 3~10
This paper presents the effects on logical thinking of the Korean LOGO programming used in teaching for the second grade of middle school with regard to cognitive styles and specific sub-classifications of logical thinking. In result, the LOGO programming teaching method significantly affected logical thinking and its sub-classifications.
The Effects of Game Saves on Player Story Generation
Cho, Sung-Hee ;
Journal of Korea Game Society, volume 9, issue 1, 2009, Pages 11~20
This study explores the effects of 'save and load' on game storytelling. In video games, a player can control the game she plays by repeatedly saving and loading game data until she reaches her intended goal. As a consequence, a player can manage the game time. In this article, game time is divided into two parts; play time and story time in order to examine how player's intentions are reflected in game storytelling. This is what distinguishes game narrative from others in that the player generates her own story by saving and loading.
A Study on the evolution theory of digital game rules
Chon, Suk ; Yoon, Joon-Sung ;
Journal of Korea Game Society, volume 9, issue 1, 2009, Pages 21~31
This research is to classify game rules which are important factors for the game, and to define the basis of the each level of rules and concepts. In terms of these definitions, the process of transformation in the game rule is analyzed, and examined the development related to evolution. The rule of digital game is analogous to the biological evolution. From this point of view, This research presents the structural similarities between the game rules and biological evolution. It is for the investigation of the development using new perspective and for the conceptualization of the process. Moreover it makes us rediscover the game as a scholastic research subject.
A study on the types of real money trade of game items and limited point of MMORPG
Lim, Ha-Na ;
Journal of Korea Game Society, volume 9, issue 1, 2009, Pages 33~41
In this paper we tried to figure out the types of real money trade of game items, and in order to study it we examined the Leveling System of MMORPG which is a perfect competitive market and how the closed structure of the game economy emits real money trade. The over production of the MMORPG's leveling system which is a perfect competitive market increases the amount of currency in circulation and then induces arbitrage due to mudfalation inside the game. In order to improve this problem, there are three methods of resolutions. The first is stabling the game economy by spontaneous order among the game users, but this is much local than the artificial order which takes a long time and evokes discrepance in MMORPG competitive characteristic. Secondly, legislational regulations from the government could improve the problem, but this method doesn't grant information or services as non-material labor in which it couldn't follow up the developing speed of the game market. Finally, delicate modulation among game items by the designer isn't possible to constrain them, and there is a limited reason that it couldn't control the increase of currency which is the main factor of arbitrage.
Regulation System of Amusement Place Business : The Quickening Period of the Game Legislation
Hwang, Seung-Heum ;
Journal of Korea Game Society, volume 9, issue 1, 2009, Pages 43~54
This paper is written for analyzing the history of the Korean game legislation system. The regulation system of amusement place business that is discussed in this paper was started at the Enforcement Rule of the Amusement Place Act of 1973. It was maintained till 1999 and comes under the quickening period of the current game legislation. The legal regulation of this times was accomplished through the Amusement Place Act, the Amusement Place Business Act and the Public Health Act. The amusement place business was differentiated into the athletics facility business, the amusement facility business and the game proffer business of current legislations. The game proffer business succeeds to the kernel of the regulation system of amusement place business. Therefore, The basis of the current game legislation was constituted in the times of the regulation system of amusement place business. Two cores of the regulation system of amusement place business, (1) the separation of the amusement instrument and the speculation, (2) the regulation of a place of business, are still the important issues of the current game legislation.
A Case Study of the Mod: a Developmental Perspective in Game Development Process - Focusing on Customer Involvement -
Yoo, Bo-Mee ; Ryu, Seoung-Ho ;
Journal of Korea Game Society, volume 9, issue 1, 2009, Pages 55~62
User participation, potentiality of modification, and interaction are some of significant features of game, and in the same sense, mod - user-created additions and modifications to an existing game - represents these aspects of game. Therefore, this study shows the possibility of customer involvement in the game development process through a case study of Half-life mod.
The Design and Development of On-line Game Characteristic Evaluation System by a Heuristic Evaluation Item
Kang, Ki-Ho ; Choi, Hwan-Eon ; Jung, Chool-Gon ; Hong, Soo-Bong ;
Journal of Korea Game Society, volume 9, issue 1, 2009, Pages 63~74
This paper mainly focused on research developing online game characteristic evaluation system based on game characteristic evaluation model design. Online game characteristic evaluation system is a system that evaluates game online in real-time using evaluation elements defined by model design. Game characteristic evaluation system uses heuristic evaluation method, which is used to execute evaluation in four parts, technical element, manage element, social element, and competitive element. To verify objectivity and validity of game characteristic evaluation, assessment was performed by three groups of beginners, intermediates, and professionals to increase the trust. And game characteristic evaluation forum was hosted to collect opinion from diverse classes.
High Efficient Game Server using ACE Network Framework
Park, Sung-Jun ; Choo, Kyo-Sung ; Park, Chang-Hun ;
Journal of Korea Game Society, volume 9, issue 1, 2009, Pages 75~84
In this paper, we propose a game server using public network library ACE, which has been developed in various fields for a long time. ACE network library has been considered not only in the area of high efficient real-time communication library but also in the area of application development, and it provides various facilities. We logically reorganized the part, which is necessary to develop games, among various functions of ACE and optimized it, and developed real battlenet server using verify the reorganized library. As the method of experiment, the battlenet server and test client were set and interface request test and data electrical transmission test were conducted. As the result of the experiment, the conclusion that it is possible to develop games by using ACE, which is verified network library, has been obtained.
Designed and Implementation of Flash Game Interface based on PC Games
Mun, Sung-Won ; Han, Sung-Ho ; Cho, Hyung-Je ;
Journal of Korea Game Society, volume 9, issue 1, 2009, Pages 85~91
In the recent development of 3D game, the importance of the game interface as well as the amusement and performance of the game is highlighted. Considering the fact that the flash can easily express the various multimedia contents will provide new possibilities and improve the presentation of game interfaces, the system using the flash in 3D PC game interface was designed and tested in this paper.
Research on Effective Use of A Serious Bio-Game
Park, Sung-Jun ; Lee, Jun ; Kim, Jee-In ;
Journal of Korea Game Society, volume 9, issue 1, 2009, Pages 93~103
A Serious Game helps the learners to recognize the problems effectively, grasp and classify important information needed to solve the problems and convey the contents of what they have learned. Owing not only to this game-like fun but also to the educational effect, The Serious Game can be usefully applied to education and training in the areas of scientific technology and industrial technology. This study proposes the Serious Game that users can apply to biotechnology by using intuitive multi-modal interfaces. In this study, a stereoscopic monitor is used to make three dimensional molecular structures, and multi-modal interface is used to efficiently control. Based on a such system, this study easily solved the docking simulation function, which is one of the important experiments, by applying these game factors. For this, we suggested the level-up concept as a game factor that depends on numbers of objects and users. The proposed system was evaluated in performance comparison in result time of a new drug design process on AIDS virus with previous approach.
Candidate First Moves for Solving Life-and-Death Problems in the Game of Go, using Kohonen Neural Network
Lee, Byung-Doo ; Keum, Young-Wook ;
Journal of Korea Game Society, volume 9, issue 1, 2009, Pages 105~114
In the game of Go, the life-and-death problem is a fundamental problem to be definitely overcome when implementing a computer Go program. To solve local Go problems such as life-and-death problems, an important consideration is how to tackle the game tree's huge branching factor and its depth. The basic idea of the experiment conducted in this article is that we modelled the human behavior to get the recognized first moves to kill the surrounded group. In the game of Go, similar life-and-death problems(patterns) often have similar solutions. To categorize similar patterns, we implemented Kohonen Neural Network(KNN) based clustering and found that the experimental result is promising and thus can compete with a pattern matching method, that uses supervised learning with a neural network, for solving life-and-death problems.
A Case Study on the Implementation of a Graphic Special Effect Engine Based on a Particle System
Lee, Byoung-Hwak ; Cho, Sung-Hyun ;
Journal of Korea Game Society, volume 9, issue 1, 2009, Pages 115~125
Recently graphic hardwares have been developed remarkably, and domestic and foreign game users have demanded realistic and spectacular game graphics. Graphic special effects are one of methods to satisfy these requests, but we have not known any cases where graphic special effects are general and thus reusable. Based on the implementation of our graphic special effect engine and its application cases, this paper describes how to easily exploit graphic special effects in developing games. We define a standard file format in which special effect data can be saved and loaded, and thus those data can be reused easily. We also show that developers can test or preview special effects by exploiting our graphic special effect tool even before producing games.
Example Based Motion Generation and its Applications with Efficient Control for Arbitrary Morphologies
Choung, Yu-Jean ; Kang, Kyung-Kyu ; Kim, Dong-Ho ;
Journal of Korea Game Society, volume 9, issue 1, 2009, Pages 127~134
This paper presents a motion generation technique for arbitrary morphologies with the user defined correspondences between joints. Users can define the controlling part in the source character and the part to be controlled in the target character in our system. To remove the restriction in the morphology of the target character, we use the pair of example posture sets. In our system, in order to provide the correspondence regardless of the number of joints, the deformed part in the target character is simplified into the direction vector. The final postures are then generated with the weighted sum of the examples. Our experimental results demonstrate that our approach can generate motions for various target characters and can control the user defined joints in real-time.
A Situational Training System for the food serving in the restaurant based on the Argumented Reality
Jung, Kwang-Il ; Kim, Sung-Jin ; Kim, Boo-Nyon ; Kim, Tae-Young ; Lim, Cheol-Su ;
Journal of Korea Game Society, volume 9, issue 1, 2009, Pages 135~142
Nowadays, many interface devices or training systems for the disabled are being developed and introduced with the recent development in IT technology but only few training systems for the developmental disabled are introduced. In this paper, we present a situation training system based on the argumented reality in order to help the developmental disabled to increase their management level of capability to the certain situation. Our system is specifically based on the food serving in the restaurant. This maker-based system provides trainees to safely experience various different situations and take the training session under any circumstances. The trainees for this program are able to look around with the HMD on, take the training easily by following the voice instruction, and try situational scenario.