• Title/Summary/Keyword: Game simulation

Search Result 565, Processing Time 0.026 seconds

The research regarding 'Game system does simulation Phisical Phenomenon that happen on the earth' at online games (온라인게임상에 '지구환경의 물리적 현상을 시뮬레이션 한 게임 시스템'에 관한 연구)

  • Lee, Ji-Won;Cho, Sam-Ha;Kyung, Byung-Pyo
    • Journal of Korea Game Society
    • /
    • v.4 no.1
    • /
    • pp.26-33
    • /
    • 2004
  • OlineGame Player suffers very big impact in environment of game World. Therefore, physical environment that is embodied to Gameworld is truth and immersion important element that experience to Player. Also, Game-System that embodied physical environment influences in Game Play can give more game player truth and immersion. I mainly MMORPG that is serviced present in this study investigated. 'What earth habitat factor was embodied and What influence does embodied earth habit at factor exert on game play'. I searched what problem is to design game system that do earth environment simulation. And I asserted development of environment information system to approach game system that do earth environment simulation by easier method. Environment information system is system that process status information of stand-by status, wind, wind speed, topography etc.. of game World.

  • PDF

Hierarchy Structure of Situation based on Event for Effective Game Development (효율적인 게임 개발을 위한 사건 기반의 상황 계층 구조)

  • Park, Jung-Yong
    • Journal of Korea Multimedia Society
    • /
    • v.10 no.4
    • /
    • pp.483-491
    • /
    • 2007
  • This paper proposes a Situation Simulation Framework for implementing computer game and describes the possibility of analyzing game with unfolding situation. In last few years game systems have been evolving from the performance of physical engine, network traffic in the on line game to the representation of rendering physical phenomena. In computer game, a situation hierarchy structure which allows the designer for simulating high-level specifications of game structure. Logically simulated environment is created by defining situations and events based on hierarchy structure of the situation. We classify events into explicit event is occurred by user and implicit event is occurred by system. Our study defines the existence of objects is the most prevalent factor applied to any event in game world. The advantages of this approach are able to allow for providing the conceptual design for simulation game and analyzing the situation in the game world. And this method allows us to decrease the complexity of system design and abstraction modeling for the simulation game. Specially, the introduction of the definition of events allows us to approach game design in a structural manner rather than by their classification. The proposed method was implemented in the "Shooting BaDuk" among games.

  • PDF

Development of Strategy Game using Real Time Simulation and Side Scrolling (Real Time Simulation과 횡스크롤을 이용한 전략 게임 개발)

  • Choi, JoonSeok;Kim, Seok-Hun;An, Syungog;Kim, Soo Kyun
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2019.07a
    • /
    • pp.87-88
    • /
    • 2019
  • 제안 방법은 유니티 5엔진을 이용하여 횡스크롤 실시간 전략(RTS, Real Time Simulation) 게임은 여러공격로에서 상대방과 서로 여러 거점을 점령하여 실시간으로 전략을 겨루는 게임의 개발을 목표로 한다. 제안 게임은 횡스크롤의 장점인 조작법의 단순함을 살리며 플레이어가 실시간으로 전략을 겨룰 수 있도록 개발 한다. 게임을 처음 접하는 플레이어와 게임을 많이 플레이하여 숙련도가 높은 플레이어 양 쪽에게 모두 장점으로 작용 한다.

  • PDF

Simulation Game-Based Learning for Middle School Students' Academic Emotions and Learning Achievement

  • JUNG, Yunha;LIM, Kyu Yon
    • Educational Technology International
    • /
    • v.17 no.2
    • /
    • pp.151-174
    • /
    • 2016
  • This study examined the effects of simulation game-based learning on academic emotions (positive, negative) and achievement (factual, conceptual, procedural knowledge acquisition). Sixty-three students from a high school located in South Korea were chosen for the study. The students were assigned to either an experimental group for simulation game-based learning or a comparison group for instructor-led lectures. The results demonstrated that there was a significant difference between the comparison and experimental groups in both positive and negative academic emotions. However, there was no significant difference in factual, conceptual and procedural knowledge acquisition. The results indicate that simulation game-based learning generates more positive emotions than instructor-led lectures.

A Study about the Usefulness of Reinforcement Learning in Business Simulation Games using PPO Algorithm (경영 시뮬레이션 게임에서 PPO 알고리즘을 적용한 강화학습의 유용성에 관한 연구)

  • Liang, Yi-Hong;Kang, Sin-Jin;Cho, Sung Hyun
    • Journal of Korea Game Society
    • /
    • v.19 no.6
    • /
    • pp.61-70
    • /
    • 2019
  • In this paper, we apply reinforcement learning in the field of management simulation game to check whether game agents achieve autonomously given goal. In this system, we apply PPO (Proximal Policy Optimization) algorithm in the Unity Machine Learning (ML) Agent environment and the game agent is designed to automatically find a way to play. Five game scenario simulation experiments were conducted to verify their usefulness. As a result, it was confirmed that the game agent achieves the goal through learning despite the change of environment variables in the game.

A Study on Real-Time Lightning Simulation for Smart Device (스마트기기 게임에 적합한 실시간 번개 시뮬레이션 연구)

  • Park, SungBae;Oh, GyuHwan
    • Journal of Korea Game Society
    • /
    • v.13 no.4
    • /
    • pp.35-46
    • /
    • 2013
  • In this paper, we show a real-time lightning simulation for smart device game. Our proposed method uses physically based Dielectric Breakdown Model to similar real world lightning path and we simplify the algorithm for real-time simulation in smart device. In addition, the rendering process can render multiple lightning and can real-time render in smart device. Finally, our lightning can support interactive with user. The simulation method will be effectively useful for a game that needs a real-time simulation as its game element in smart device environment.

Design and Implementation of Security System for War game Simulation System

  • Song Jong Seok;Li Chu Yu;Jin Long;Ryu Keun Ho
    • Proceedings of the KSRS Conference
    • /
    • 2004.10a
    • /
    • pp.712-715
    • /
    • 2004
  • War game Simulation System is a simulation system of military operation. In order to ensure all of the data that are running are secure, this system has to emphasize the security policy. In this paper, we analyze the running environment and the weakness of the security about exiting system. For improving the weakness, we design and implement this security system that is consisted of three components: Authentication System, Encryption System and Network Security System. Therefore, we can apply War game Simulation System to security system and improve the secure performance of this one.

  • PDF

A study on overlapped configuration and Meta-simulation on Open-world (오픈 월드 게임의 중첩적 구성과 메타시뮬레이션 고찰)

  • Kim, Hee-Seon
    • Journal of Korea Game Society
    • /
    • v.20 no.4
    • /
    • pp.47-56
    • /
    • 2020
  • The overall aim of this research was to explore Open-world game through the notion of Paidia and Ludus that proposed by Frasca. As a structured simulation system, the Open World overlap Non-linear events and Linear quests via geographic world. Building own sequence of explore the world with Paidia process, Player collides with the pre-scripted quest. In result of that Meta-Simulator emerge as alternative tool for modeling Meta-Simulation, which presents an alternative, extended use of gameplay.

Effects of Character Identification on User Experience and Perceived Risk in Smoking Simulation Game (흡연 시뮬레이션 게임에서 사용자와 동일한 캐릭터의 사용이 실재감, 몰입, 위험인식에 미치는 효과)

  • Kim, Si-Sung;Lee, Jong-Wouk;Noh, Ghee-Young
    • Journal of Korea Game Society
    • /
    • v.15 no.3
    • /
    • pp.41-50
    • /
    • 2015
  • This study attempted to identify differences in user experience such as spatial presence, social presence, flow, empathy, anxiety, and perceived risk between simulating characters of animation and of actual userimage. The playtesting method was conducted on 60 male smokers using 'Smoking Sims', a simulation game produced by The Center for Health Communication Studies. The results found that the simulation of actual image character is higher in the level of perceived risks for smoking, spatial presence, social presence, flow, and empathy than the simulation of animation character. The study shows that identification with a game character affects user experience and enhances the effectiveness of perceived risks as well. It emphasizes the importance of game design to implement identification in serious game like a smoking cessation simulation.

Decision Making through the Game of Scissors-Paper-Stone and Simulation (가위바위보를 이용한 승부결정과 모의실험)

  • Cho, Dae-Hyeon
    • The Korean Journal of Applied Statistics
    • /
    • v.23 no.6
    • /
    • pp.1217-1224
    • /
    • 2010
  • In many sports games, we would use a coin or the game of scissors-paper-stone to decide which side will begin first. We consider the game of scissors-paper-stone when two teams are composed of N respectively. We continue the game of scissors-paper-stone until the winner of the two team is decided. Using sample spaces and enumerating the elements we calculated the mean number of the game when N = 1, N = 2 and N = 3. In case of N = 1 and N = 2, we simulate the game and find the mean and variance when the repetition number n = 20; 30; 50; 100; 150; 200.