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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 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 Amusement Fear of Video Game and Player's Response
Yoon, Jang-Won ; Oh, Kyung-Su ;
Journal of Korea Game Society, volume 9, issue 2, 2009, Pages 3~12
In this study, by both qualitative and quantitative measurement on the purpose of deriving the sensitive amusement factor. I consider the fear of horror games as "the amused fear" and analyze it, which is based on the play theory by Roger Caillois. On the basis of this, I classified the amusement fear in horror games into the 4 factors. I conducted some positive tests through the player's response in order to verify them. The test is conducted measuring the heart rate of each experimenter by cardiometer while they are playing horror games. By analyzing the video data, I gave a name to the point that the amusement fear factors are expected to influence psychologically and physiologically as the fear point. At this point, I examined if the measured heart rate makes the outstanding difference or not, when compared average heart rate with experimenter's heart rate. In addition, I also examined if there is a statistical correlation of heart rate by attaching player's subjective data through the questionnaire. Consequently, it was statistically turned out that the experimenter's heart rate which is measured rose dramatically than usual, and that there are close correlations among subjective data. I also found out that the amusement fear factor at the relevant point plays a major role in experimenter's psychological and physiological response. In this study, I could prove the horror factor as a meaning of amusement factor using both theoretical method and positive method establishing a standard set that is helpful for further production and planning of the game.
The Development and The Usability Evaluation of the Game using the Physical Interface of the Mobile Phone
Kim, Mi-Jin ; Song, Seung-Keun ; Kim, Ki-Il ;
Journal of Korea Game Society, volume 9, issue 2, 2009, Pages 13~22
Recently, mobile games are developed as the various genre and form with the hardware performance improvement and communication network speed increase of the mobile phone. But it shows the limit of the game material to be developed, because the mobile game has to play by using only the keypad handing of the mobile phone. In this research, 'Flip On / Off interface' and 'Microphone interface' were developed in order to utilize the physical device of the mobile phone as the game interface. 'Flip On / Off interface' and 'Microphone interface' have the advantage that there is no need to purchase a device as an additional interface with utilizing the hardware of the mobile phone itself and the progressing of a game is smooth in comparison with the keypad method of the pre-existence mobile game because the interface waiting time for a call response is short. Moreover, by applying to a commercializing game, the developed interface tests, we confirmed an availability at the commercialization inspection standards on mobile phone without the heap memory deficiency phenomenon to be smooth of an operation. Furthermore, in the result of usability evaluation accessability, reliability, and aesthetics were rated as 'high'. The results of this research reveal that the interface environment of the mobile game limited to a keypad will be able to be made with diversification.
Development of the Game for Increasing Intensive Power using EEG Signal
Lee, Chang-Jo ;
Journal of Korea Game Society, volume 9, issue 2, 2009, Pages 23~28
There are a lot of games which have good benefits in the game genre such as serious game. In this paper we implement an serious game for increasing intensive power by calculating the index of the intensive power based on EEG signal. First we explain the definition of the EEG and the classification of the brainwaves and we depict the method for increasing the intensive power. Then we apply the index of the intensive power to the game production to train the intensive power. At last we make an experiment on the effect of an game which increases the intensive power and the analysis shows the increase of the intensive power.
A Development of Game Scenario Authoring Tool
Song, Hyun-Joo ; Rhee, Dae-Woong ;
Journal of Korea Game Society, volume 9, issue 2, 2009, Pages 29~39
Game scenarios are playing more important role as much as games are getting more sophisticated and expanded in their applications. However, general-purpose tools for production of game scenarios are still not developed. There are similar tools for the production of films or dramas and simple tools for the development of UCG. However, analysis about them shows that they are not suitable for the production of game scenarios. In this paper, we are to develop game scenario authoring tool called 'UMa' suitable for game production and easy to use. UMa is composed of synopsis entry, quest entry, DB entry, communication, display, and control component. Since UMa provides templates to make synopsis, quest, and DB, users can produce them very easily. Especially, characters and items DB are stored independently so that they may be reused to the production of scenarios for follow-up or another game. Using UMa, users can write game scenarios more easily and quickly and cooperate with each other at the same time by Web.
A Study on Alternative Reality Game Storytelling
Nam, Seung-Hee ;
Journal of Korea Game Society, volume 9, issue 2, 2009, Pages 41~50
The convergence paradigm that appears with the integrated media environment has effect on digital storytelling using digital technology, then 'Trans-media storytelling' which is a new form of digital storytelling makes gradual expand its scope. This study focused on the Alternative Reality Game which adopt trans-media storytelling in the game genre. This paper interpreted the idea of ARG on comparing different forms of ARG and existing games and the distinctive features of ARG storytelling which is blurring the line between real and virtual on the Simulation theory. This is a valuable study for understanding the new storytelling form within the media convergence and developing the digital storytelling in the future.
A Study on Correlation between Preference for Game Element and Game Addiction in Elementary-school Students
Shim, Jeoung-Woo ; Lee, Jae-Mu ;
Journal of Korea Game Society, volume 9, issue 2, 2009, Pages 51~58
The purpose of this study is to clarify correlation between preference for game element and game addiction in elementary-school students. In the current elementary-school students, the game addiction is reaching the serious situation. However, there are almost no research that specifically inquired into preference for game element in elementary-school students, and research that inquired into relationship between game element and game addiction. Therefore, this study aims to prevent game addiction by clarifying correlation between the addiction to game and the relevant game element. As a result of researching, the preference for game element was significantly higher in male students than in female students. And, the students of preferring a game were higher compared to the students of not preferring a game. The preference for the social desire satisfaction was higher in the lower academic achievements. The preference for the sensible desire satisfaction and for the intellectual desire satisfaction was the highest in students of preferring RTS game. And, the preference in students of preferring racing and action game was the lowest.
Technological regime, innovation of game engine as market transaction factors
Chang, Yong-Ho ; Joung, Won-Jo ;
Journal of Korea Game Society, volume 9, issue 2, 2009, Pages 59~68
This study empirically analyzes game engine supplier's licensing strategy connected with supplier's technological regime and technological innovation. The results show that game engine supplier's technological regime is heterogeneously differentiated and it's user friendliness increases. "User Friendliness" of supplier's technological regime enables supplier's efficient technological transfer and increases supporting capability. Technological knowledge factors such as modularity of game engine structure, generic capability, codifiability of tacit game engine knowledge and degree of innovation turn incomplete technological market into efficient technological market by increasing supporting capability and by reducing transaction cost.
Future Scenario and Issues in Online Game Industry under the Digital Convergence
Han, Chang-Hee ; Kim, Min-Kwan ; Kim, Jung-Min ;
Journal of Korea Game Society, volume 9, issue 2, 2009, Pages 69~80
In this research, we analyze change of directions and issues in future game industry. We start to analyze change of game contents and platform about impact of game industry under the digital convergence, and then we spread out a point of view about game user, game company, distribution of game industry over the length and breadth of game industry. In this paper, we analyze the future state of changing and the issues in online game industry under the digital convergence. For this research, we develop the on-line game industry's changing scenario. On the basis of the issue analysis about the future of the On-line game industry, we aim to provide some implications for business strategy of on-line game companies and policy of the government.
A Study of the Human Capital Efficiency in the Korean Online Game Business using Non-parametric Analysis Model(DEA)
Yoon, Gun-Woo ; Ryu, Seoung-Ho ;
Journal of Korea Game Society, volume 9, issue 2, 2009, Pages 81~93
This study aims to investigate human capital in Korea's online game industry (as the representative of IT-based creative services) under the knowledge-based economy paradigm. In recognition of the importance of intellectual capital closely intertwined with human capital and the economic potential of the online game industry, Korean government has begun to show active support. In this context, this study measures the human capital efficiency in online game business by using non-parametric analysis (Data Envelopment Analysis, DEA). Most previous studies (human capital theory, knowledge based economy theory, economic growth theory) have proved that human capital has a very positive effect on sustainable growth of corporate management and wealth of nations. As such, this paper uses the DEA to obtain the efficiency of the human capital (scale, investment, education, compensation). The results of this study will suggest strategic implications on maximizing the human capital in online game corporations and provide a reference frame for government policies.
A Study on Common Module Modeling Method of Game Software based on DirectX/C++
Byun, Jung-Won ; Rhew, Sung-Yul ;
Journal of Korea Game Society, volume 9, issue 2, 2009, Pages 95~104
The windows games and the console games that use DirectX occupied 20% or more of world game market and that are developed by C++ Language occupied 75% or more of the market. This study proposed that commonality and variability for code of the 20 projects based on DirectX and C++ is analysed and patternized, that common modules are created, and that modules are modeled. As a result of applying a case study, it is verified that the proposed model reduces effort in game development.
A Study on Synchronization Distribution of Server Message in Online Games
Mun, Sung-Won ; Cho, Hyung-Je ;
Journal of Korea Game Society, volume 9, issue 2, 2009, Pages 105~113
The most important service of the online game is the stability. However, in online games, the increase in the number of users burdens the server as thousands of users connect to the server at the same time. While various techniques to reduce the load on the server are studied, the study is limited only to the server part like an improvement of server algorithms. In this paper, a program to handle the largest load of the server, the message synchronization of both the server and client, is designed and implemented.
An Improvement Of Spatial Partitioning Method For Flocking Behaviors By Using Previous k-Nearest Neighbors
Lee, Jae-Moon ;
Journal of Korea Game Society, volume 9, issue 2, 2009, Pages 115~123
This paper proposes an algorithm to improve the performance of the spatial partitioning method for flocking behaviors. The core concept is to improve the performance by using the fact that even if a moving entity, boid in flock continuously changes its direction and position, its k-nearest neighbors, kNN to effect on decision of the next direction is not changed frequently. From the previous kNN, the method to check whether new kNN is changed or not is proposed in this paper and then the correctness of the proposed method is proved by two theorems. The proposed algorithm was implemented and its performance was compared with the conventional spatial partitioning method. The results of the comparison show that the proposed algorithm outperforms the conventional one by about 30% with respect to the number of frames per a second.
Design of Dynamic-Game Environment based on Behavior Patterns of Game Player
Yoon, Tae-Bok ; Hong, Byung-Hoon ; Lee, Jee-Hyong ;
Journal of Korea Game Society, volume 9, issue 2, 2009, Pages 125~133
Game artificial intelligence is usually used to provide intelligent and adjusted game environment for user. Previously, it was used for Non-player character(NPC) playing a role of a company or an enemy through collecting and analyzing a user's behaviour. However, it was just mimicking the user's behavior. This paper introduces a method to change game environment by analyzing a user's game behavior. Game behavior data has been used to understand user's game preference. Also, the user's preference was used to provide more active game environment by reflecting decision of geographical features, items and distribution of NPC. For experiment of the suggested method, we utilized a real 2D action game and confirmed the game environment which changing properly according to the user's game play.
Acceleration of Mesh Denoising Using GPU Parallel Processing
Lee, Sang-Gil ; Shin, Byeong-Seok ;
Journal of Korea Game Society, volume 9, issue 2, 2009, Pages 135~142
Mesh denoising is a method to remove noise applying various filters. However, those methods usually spend much time since filtering is performed on CPU. Because GPU is specialized for floating point operations and faster than CPU, real-time processing for complex operations is possible. Especially mesh denoising is adequate for GPU parallel processing since it repeats the same operations for vertices or triangles. In this paper, we propose mesh denoising algorithm based on bilateral filtering using GPU parallel processing to reduce processing time. It finds neighbor triangles of each vertex for applying bilateral filter, and computes its normal vector. Then it performs bilateral filtering to estimate new vertex position and to update its normal vector.