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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 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
Research of Dynamic Creation Method of Game Environment using Game Player's Behavior Pattern
Jang, Sae-Rom ; Lee, Jae-Yeol ; Choi, Young-Mee ; Choo, Moon-Won ; Yoon, Tae-Bok ;
Journal of Korea Game Society, volume 9, issue 4, 2009, Pages 3~10
Recently, various ways are being explored for enhancing the fun of computer games and lengthening the life cycle of them. This paper proposes the more active game environment by reflecting the decision that is made by collecting and analyzing user's behavioral data. The game results and traveling information of user is using for dynamic map creation. For experiment of the proposed method, we created games using the XNA Framework and confirmed the game environment which changing properly according to the user's game play.
Exploring meaning of the context into the educational game
Park, Hyung-Sung ; Baek, Young-Kyun ;
Journal of Korea Game Society, volume 9, issue 4, 2009, Pages 11~20
The purpose of this study is to consider a line of context into the game-based learning. By reason of that, in this study this system of the roles into interaction game, both variable and flexible, will be considered in terms of what it means and what it takes however, beyond certain reasons, it does not change applicably with the place under the category of players. Therefore, it is obvious that more systems above-mentioned need to be developed on the knowledge-based environment by using educational games as well as assigning the roles of them.
A Proposition of Incorporating Time and Space in a Virtual World
Kihl, Tae-Suk ; Chang, Ju-No ; Baek, Hyoung-Mok ; Rhee, Dae-Woong ;
Journal of Korea Game Society, volume 9, issue 4, 2009, Pages 21~32
In this paper, we present a model of a virtual world that incorporates different time periods, in contrast to current popular virtual worlds like Second Life, to utilize the digital space fully. The construction of a virtual world in which we include historical information in the virtual life simulation utilizing the world map and current space information is proposed. The reason for incorporating time is that the virtual world varies according to the politics, economics, society, and culture of a particular time period, so users are able to play in a distinct virtual world as a resident and make their communities of their own free will. Like the online encyclopedia Wikipedia, the model proposed in this paper is a project designed to be maintained by and expanded through the interactivity of users, but unlike Wikipedia, users of this virtual world will be able to live and interact in a world of their own creation in addition to contributing real information.
The Persona of Digital Space for Avatar Design
Lee, Dong-Eun ;
Journal of Korea Game Society, volume 9, issue 4, 2009, Pages 33~43
The Digital Space that is generated by combining the development of computer technology with the imagination of utopia is entering upon the new phase no more playground than the space of creation. This study focused on the persona of digital space included the digital game and the virtual world. This paper compared with the persona formation processes -creation, activity, death phase- and interpreted the distinctive features of digital game and virtual world. This is a valuable study for avatar design in digital game and virtual world.
Cognitive Development Evaluation of Haptic Puzzle Game Using a Haptic Pen
Chung, Dong-Hun ;
Journal of Korea Game Society, volume 9, issue 4, 2009, Pages 45~56
It is necessary for young children to integrate the sense of sight, hearing, touch, etc. for developing their emotion and cognition. Thanks to Information and Communication Technology (ICT) development, young children have more opportunities to use various senses in learning process. However, ICT learning method is more focusing on the sense of sight and hearing, and lacks of integrated recognition and this fact leads to the reason why ICT can not be used as a main education tool. Therefore, this study evaluated the influence of wUbi-Pen(haptic device) on cognition using a computer puzzle program. The results show that young children using a haptic pen have greater intention and performance in object assembly, mazes, picture completion in K-WPPSI test than those of non-using haptic pen. This implies that haptic function should be considered in ICT material and indeed useful in various cognition-related symptoms and diseases.
A MMORPG Quest Reward Design Technique By Considering Optimal Quest Play Paths
Kang, Shin-Jin ; Shin, Seung-Ho ; Cho, Sung-Hyun ;
Journal of Korea Game Society, volume 9, issue 4, 2009, Pages 57~66
A quest system is one of the important parts in the MMORPG (Massive Multiplayer Online Role Playing Game) contents. Because of its complexity in combining various content components, quest reward design belongs to a complicated work in estimating quest reward levels correctly in the initial development stage. In this paper, we suggest a new quest reward design technique by considering optimal quest play paths. We model a quest reward problem as the TSP (Traveling Salesman Problem) and solve that by adopting genetic algorithms. With our system, game designers easily estimate the optimal quest play path and it can be useful in reducing the trial-errors in the initial quest design process.
A Study on the Development of a Korean Manual Alphabet Learning Game with Avatar
Oh, Youung-Joon ; Jung, Kee-Chul ;
Journal of Korea Game Society, volume 9, issue 4, 2009, Pages 67~80
In this paper, we described the development of a Korean Manual Alphabet (KMA) learning game with avatar. KMA letters correspond to the vocabulary of Korean Sign Language (KSL) when spelling a word. Each KMA letter corresponds to a letter of the Korean Alphabet (KA) and KA is represented as hand shapes by sign language user. We developed a KMA learning game for a beginner to learn KMA letters from sign language avatar and practice KMA presentation easily. The system composed of sign language teacher avatar GUI popup window based on OpenGL, KMA letter recognition module, KA letter raining game module and USB camera. A user learns a KMA letter with expressing KA syllabic from avatar and inputs a KMA letter to the system using USB camera. We evaluated the efficiency of the developed system through the verification of users.
A Study on Searching a Pass of the Intelligent Character using Genetic Algorithm
Lee, Myun-Sub ;
Journal of Korea Game Society, volume 9, issue 4, 2009, Pages 81~88
In this paper, I suggested a way for searching a path of the intelligent character in an action game by using a genetic algorithm. This realized the algorithm which enables not only to chose the nearest path but also to search the optimum path by using genetic algorithm. In this case, if the codes of chromosomes are applied as they are, a lot of lethal genes could occur. In order to solve such a problem, I used a splicing method, one of the DNA's behavior characteristics. The intelligent character searched out a optimum pass as well as a shortcut path with one treatment by using the characteristic of a genetic algorithm which generates multiple candidate solutions in the search process.
Interlaced Scanning Volume Raycasting
Choi, Ei-Kyu ; Shin, Byeong-Seok ;
Journal of Korea Game Society, volume 9, issue 4, 2009, Pages 89~96
In general, the size of volume data is large since it has logical 3D structure so it takes long time to manipulate. Much work has been done to improve processing speed of volume data. In this paper, we propose a interlaced scanning volume rendering that reduce computation time by using temporal coherence with minimum loss of image quality. It renders a current frame by reusing information of previous frame. Conventional volume raycasting renders each frame by casting rays on every pixels. On the other hand, our methods divided an image into n-pixel blocks, then it casts a ray on a pixel of a block per each frames. Consequently, it generates an image by accumulating pixel values of previous n frames. The quality of rendered image of our method is better than that of simple screen space subsampling method since it uses afterimage effect of human cognitive system, and it is n-times faster that the previous one.
Adaptive Mesh Structure for Realtime Paper Crumple Simulation
Kang, Young-Min ;
Journal of Korea Game Society, volume 9, issue 4, 2009, Pages 97~106
In this paper, a realtime approach to the simulation of virtual paper with an adaptive mesh structure is proposed. The proposed method can be applied to arbitrary triangular mesh structures and efficiently produces wrinkles and creases on the paper surface with stable numerical integration and deformation-based mesh refinement. In order to plausibly represent the crumples on the paper object, we employed an adaptive mesh structure with breakable springs. Because the adaptive structure continuously inserts or removes vertices and edges to or from the mesh structure, the conservation of the mass and the momentum should be carefully taken into account for the plausible simulation of the virtual paper. The proposed method produced plausible animation of paper-like thin shell in realtime environments.