Go to the main menu
Skip to content
Go to bottom
REFERENCE LINKING PLATFORM OF KOREA S&T JOURNALS
> Journal Vol & Issue
Journal of Korea Game Society
Journal Basic Information
Journal DOI :
Korea Game Society
Editor in Chief :
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 Research on the Balancing among the Users of MMORPG through Analyzing the Preferences of Playing Game for the Types of Individual Characteristics
Kim, Jung-Hyun ; Kim, Kyung-Sik ;
Journal of Korea Game Society, volume 9, issue 6, 2009, Pages 3~10
what is the elements letting users play games consistently other than the growth of the computer technology? What sort of elements can games give to control the balances in the various features of users? The subject of this study was set up for these questions. Examining the result of this study, the analysis of the types of individual characteristics as well as their preferences of playing games in the level of game design in the process of game development can be utilized as a fundamental data for the design of game contents based on user's propensity. Also it can provide the most effective method for controlling the balance of the game world. Moreover, it can be utilized to set up directions for updating the games based on user's propensity. If it can be counted for the potential users' preferences, the result of analysis of individual characteristic would act as good basic data for the balancing of game among various types of users.
A Study on Online Game Testing Process with Users Participating in the Process
Eun, Kwang-Ha ;
Journal of Korea Game Society, volume 9, issue 6, 2009, Pages 11~20
When an online game is considered as a commercial product, now an online game should arouse the consumer's purchase desires as a service item. Most of all, the contents of an online game are important, but, on the other hand, beyond the online game services, it is also important to improve the accessibility of online games, which are developed through the specific testing processes. That is, it is necessary to develop comprehensive and systematic game testing processes considering even the aspects of the usability of the online games on the basis of the qualitative and measureable game tests. Therefore, this study is intended to suggest the proper scopes of the online game testing processes in a view that an online game is a commercial product.
A Research on the Physique Reformation of the Player Character Depending on the Character Status in MMORPG
Kih, Tae-Suk ; Baek, Hyoung-Mok ; Chang, Jun-O ; Rhee, Dae-Woong ;
Journal of Korea Game Society, volume 9, issue 6, 2009, Pages 21~30
In this paper, we have proposed to show the change of player character's status visually in character graphics. We have chosen strength and dexterity as basic character status out of strength, constitution, willness, intelligence, and dexterity to express the transition of character graphics. The length of each bone can be reflecting the numerical value of dexterity, and the thickness can show that of strength. This kind of visual representation of character status helps player to reveal his/her character identity. We are expecting this visual representation for direction of fostering characters and character's experience would be applied to various entertainment areas widely.
A Study on New Gameplay Experience Based on Brain-Computer Interface
Ko, Min-Jin ; Oh, Gyu-Hwan ; Bae, Kyoung-Woo ;
Journal of Korea Game Society, volume 9, issue 6, 2009, Pages 31~44
BCI (Brain-Computer Interface) is a way to control computer by using the human brain waves. As the hardware using brain wave technologies has developed, former expensive and big sized brain wave measuring devices have recently become much smaller and cheaper in their prices, making it possible for the individuals to buy them. This predicts them to be applied in various fields of multimedia industry. This thesis is to give an insight into whether the BCI device can be used as a new gaming device approaching it in a game designing point of view. At first, we proposed game play elements that can effectively utilizing the BCI devices, systematize, and produced a game prototype adopting the BCI device based on such game play elements. Next, we verified it with statistical data analysis to show that the prototype adopting the BCI device gives more clear and efficient controls in its game play than a game of only adopting keyboard & mouse devices and analysis verified that BCI-based game play elements provide users with a more intuitive and interesting experience than traditional non-BcI-based game play elements. The results will give a guideline for effective game design methodology for making BCI based games.
A Study on the Correlation about Creating Component of Pleasure and Satisfaction on FPS Game
Kim, Sang-Jung ;
Journal of Korea Game Society, volume 9, issue 6, 2009, Pages 45~56
This Study has limited our scope to the study of satisfaction factor. Due to the extensiveness of fun factors of games. We had identified satisfaction factors through investigating various theories based on funology. Then, we have directly applied the satisfaction factors to games in order to define the satisfaction factors of online FPS game. Then, we have applied the satisfaction factors on to four online games, at the first phase of the study. We interviewed a group of online FPS game experts to identify the constituent elements of the factors and concluded the second phase of our investigation based on the results from the first and second phases, we have conducted a survey to verify the hypothesis. We have verified the reciprocal relationship between the satisfaction factors and game popularity by conducting a multiple regression analysis on the survey results. To conclude, there is a correlation between online FPS games and the satisfaction factors; the satisfaction factors cause the users to be absorbed into the game and to enjoy it for a long period of time.
A Study on the Irony of MMORPG Character
Lyou, Chul-Gyun ; An, Bo-Ra ;
Journal of Korea Game Society, volume 9, issue 6, 2009, Pages 57~68
The purpose of this article is analyzing the ironic characteristics of MMORPG character. The MMORPG character's ironic characteristics are: inner irony which is caused by relationship between each character, outer irony which is formed by relationship between character and player. The inner irony is based on the heroic role of character and its context. The death and rebirth system of game make the outer irony. The result of analysis shows us that MMORPG is a presentational art and it can give us a profound meaning of life.
A Study on Factors to Affect Reuse Intention and Conversion Intention by Evaluation after Game Use - with Two FPS Games as a Main Consideration -
Lee, Ji-Hun ;
Journal of Korea Game Society, volume 9, issue 6, 2009, Pages 69~77
Game producers provide their products and service to users. But the need and desire of users change in many ways as time goes. But game Co. Ltd is difficult because of the capital and the technical identities for providing characteristic products and service etc. Specially, the FPS game which is popular among users is developed by game Co. Ltd as the maximum reflects desire of users, but is similarly developed in other companies FPS game by similar desire. This cannot accept from desire of a certain prospective customer furthermore, decrease of a loyalty customer and a new customer, and a company is difficult of market activity. Therefore, this research is to find of user's psychological needs by FPS game user after gaming on reusing intention and switching intention factors influencing. As the result, the intention of satisfaction and re-use for FPS game is 84.9%, the conversion intention to special force game is 9.6% and the conversion intention to the game of Sudden attack is 5.5%. It shows that desire of the user for certain games is changing.
A Study on Factors to Influence the Reuse Intention of the Online Game Contents Service
Lee, Ji-Hun ;
Journal of Korea Game Society, volume 9, issue 6, 2009, Pages 79~92
Domestic on-line game market is growing quickly, but game company doesn't grasp trial of users, and it is bent on to the contents service supply that it was lumped together only. If cannot reflect mind of a user to game contents service, decrease of the existing customer and influx of a new customer is difficult as a loyalty duty of company is decreasingly market share drops, and this is large to company sales will beat it. I will present marketing strategy regarding game contents service of game companys in this study as detecting factors to affect to reuse intention of on-line game users.
An Empirical Study on the Use Dissatisfaction of Online Game Contents Service
Lee, Ji-Hun ;
Journal of Korea Game Society, volume 9, issue 6, 2009, Pages 93~103
The domestic online game market is rapidly growing and changing because of the game service that makes game users agreeable to their characters. However, the game service cannot satisfy with game users' need because it only considers game users' characters. As a result of this, there gives rise to side effects such as a secession from a customer group and a boycott. Furthermore, these have effect on life or death in the game market. Therefore, the purpose of this study examines game users' dissatisfaction and satisfaction about online game how to express. Through this process, this study willing to suggest a strategy for recovering service of the game company.
A Motivation Decision Technique for Goal Selection of Virtual Humans
Park, Jun-Seok ; Lee, Chang-Sook ; Um, Ky-Hyun ; Cho, Kyung-Eun ;
Journal of Korea Game Society, volume 9, issue 6, 2009, Pages 105~116
The motives of human beings provide reasons to set goals and carry them out. Accordingly, to realize the behaviors of agents similar to human beings, research using motives has been actively conducted. However, it is difficult for this research to cope with unexpected situations in a dynamic environment as does the research in a static environment. Agents can set goals by themselves in the dynamic environment. Furthermore, the goals that are finally selected shall be quickly and definitely set. This study suggests how to determine motives using them in order to enable agents to set goals by themselves. The suggested method compares motives generated by recognizing the environment by phase in real time and identifies the appropriateness of this method. The identified motives are used to set up the goals of agents and to practice the goals. For the appropriateness of the suggested method, the experiment to compare the behaviors of agents with different features in a virtual environment was conducted. The results of the experiment indicate that when several motives are generated, the agents found the most appropriate motive in the present situation. Accordingly, the agents were able to set up optimum goals so that they could cope with dynamic environments using the final motives identified by the determination of motives.
Applying Neuro-fuzzy Reasoning to Go Opening Games
Lee, Byung-Doo ;
Journal of Korea Game Society, volume 9, issue 6, 2009, Pages 117~125
This paper describes the result of applying neuro-fuzzy reasoning, which conducts Go term knowledge based on pattern knowledge, to the opening game of Go. We discuss the implementation of neuro-fuzzy reasoning for deciding the best next move to proceed through the opening game. We also let neuro-fuzzy reasoning play against TD(
) learning to test the performance. The experimental result reveals that even the simple neuro-fuzzy reasoning model can compete against TD(
) learning and it shows great potential to be applied to the real game of Go.
Implementation of Web Game System using Multi Modal Interfaces
Lee, Jun ; Ahn, Young-Seok ; Kim, Jee-In ; Park, Sung-Jun ;
Journal of Korea Game Society, volume 9, issue 6, 2009, Pages 127~137
Web Game provides computer games through a web browser, and have several benefits. First, we can access the game through web browser easily if we are connected to the internet environment. Second, usually we don't need much space of a game data for downloading it into a local disk. Nowadays, an industry area of Web Game has a chance to grow through advancements of mobile computing technologies and an age of Web 2.0. This study proposes a Web Game system that users can apply to manipulate the game with multimodal interfaces and mobile devices for intuitive interactions. In this study, multi modal interfaces are used to efficient control the game, and both ordinary computers and mobile devices are applied to the game scenarios. The proposed system is evaluated in both performance and user acceptability in comparison with previous approaches. The proposed system reduces total clear time and numbers of errors of the experiment in a mobile device. It can also provide good satisfactions of users.
An iPhone Game Application Development Methodology for WIPI Developer
Yu, Hyun-Seong ; Rhee, Dae-Woong ;
Journal of Korea Game Society, volume 9, issue 6, 2009, Pages 139~150
The abolition of WIPI installation duty makes domestic WIPI developers get a chance to enter into smartphone development environment. Specially, iPhone has a big possibility for a new game application market but traditional domestic WIPI developers have difficulties to get in because there are no standard game development methodology. Therefore, a method is necessary to develop iPhone game application effectively for traditional domestic WIPI developers. In this paper, we compare and analyze development methodology of WIPI and iPhone application and suggest a new methodology for iPhone application development with adaptation of WIPI architectures. Using this methodology, traditional domestic WIPI developers can develop iPhone game applications with ease.
Serious Game Design for Rehabilitation Training with Infrared Ray Pen
Ok, Soo-Yol ; Kam, Dal-Hyun ;
Journal of Korea Game Society, volume 9, issue 6, 2009, Pages 151~161
In this paper, we propose a serious game which aims to draw the interest of rehabilitants and increase their locomotive ability with an infrared ray(IR) pen interface. The proposed game focuses on providing easy-to-manipulate cognitive rehabilitation environments. In order to achieve the goal, we devised new game interface composed of a Wiimote controller and a IR pen. Moreover, SVM(support vector machine) algorithm was employed for gesture recognition. The proposed game can be successfully utilized not only for rehabilitants but also for aged persons in preventing dementia and promoting their health.
A Study of Object Pooling Scheme for Efficient Online Gaming Server
Kim, Hye-Young ; Ham, Dae-Hyeon ; Kim, Moon-Seong ;
Journal of Korea Game Society, volume 9, issue 6, 2009, Pages 163~170
There is a request from the client, we almost apply dynamic memory allocating method using Accept() of looping method; thus, there could be process of connecting synchronously lots of client in most of On-line gaming server engine. However, this kind of method causes on-line gaming server which need to support and process the clients, longer loading and bottle necking. Therefore we propose the object pooling scheme to minimize the memory fragmentation and the load of the initialization to the client using an AcceptEx() and static allocating method for an efficient gaming server of the On-line in this paper. We design and implement the gaming server applying to our proposed scheme. Also, we show efficiency of our proposed scheme by performance analysis in this paper.
Lossless Compression and Rendering of Multiple Layer Displacement Map
Chun, Young-Jae ; Kim, Hae-Dong ; Cho, Sung-Hyun ;
Journal of Korea Game Society, volume 9, issue 6, 2009, Pages 171~178
Multiple layer displacement mapping methods are able to represent more complex and general geometries which cannot be presented by single layer displacement mapping methods, and provide a realistic scene to digital contents such as 3D games and movies with relatively low costs. However, as we use more layers for details, data space is wasted more because lower layers have less displacement data than higher layers. In this paper, we suggest a lossless compression and rendering method of a multiple layer displacement map. Since we compress the map without data loss, the proposed method provides the same quality as the rendering result that uses an original multiple layer displacement map.
A Shadow Culling Algorithm for Interactive Ray Tracing
Nah, Jae-Ho ; Park, Woo-Chan ; Han, Tack-Don ;
Journal of Korea Game Society, volume 9, issue 6, 2009, Pages 179~189
We present a novel shadow culling algorithm for interactive ray tracing. Our approach exploits frame-to-frame coherence instead of preprocessing of building shadow data, so this algorithm is suitable for dynamic ray raying. In this algorithm, shadow processing results are stored to each primitive and used in the next frames. We also present a novel occlusion testing method. This method corrects potential shadow errors in our culling algorithm and requires low overhead. Experiment results show that our algorithm reduced both the traversal cost by 7-19 percent and the intersection cost by 9-24 percent.
Min-Max Octree Generation Using CUDA
Lim, Jong-Hyeon ; Shin, Byeong-Seok ;
Journal of Korea Game Society, volume 9, issue 6, 2009, Pages 191~196
Volume rendering is a method which extracts meaningful information from volume data and visualizes those information. In general, since the size of volume data gets larger, it is very important to devise acceleration methods for interactive rendering speed. Min-max octree is data structure for high-speed volume rendering, however, its creation time becomes long as the data size increases. In this paper, we propose acceleration method of min-max octree generation using CUDA. Firstly, we convert one-dimensional array from volume data using space filling curve. Then we make min-max octree structures from the sequential array and apply them to acceleration of volume ray casting.