• Title/Summary/Keyword: 'Great Game'

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Implementation of a Mobile One-Button Game (모바일 원-버튼 게임의 구현)

  • Oh, Sun-Jin;Choi, Se-Young;Lee, Young-Dae
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.8 no.6
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    • pp.71-75
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    • 2008
  • The big issue according to the advance of wireless internet is the design of on-line game under mobile computing environment. The current mobile games have constraints in implementation of on-line game due to the low performance processor. small memory size and short battery time. Therefore, nowadays one-button games which are simple and easy to manipulate, have attracted great interests. In this paper, we designed and implemented the trandition Jeki-chaki game, which is a kind of one-line game, using a mobile handset.

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Applying Neuro-fuzzy Reasoning to Go Opening Games (뉴로-퍼지 추론을 적용한 포석 바둑)

  • Lee, Byung-Doo
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.117-125
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    • 2009
  • 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($\lambda$) learning to test the performance. The experimental result reveals that even the simple neuro-fuzzy reasoning model can compete against TD($\lambda$) learning and it shows great potential to be applied to the real game of Go.

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Study of Next Generation Game Animation (넥스트 제너레이션 게임애니메이션 연구)

  • Park, Hong-Kyu
    • Cartoon and Animation Studies
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    • s.13
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    • pp.223-236
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    • 2008
  • The video game industry is obsessed by the perception of "Next Generation Game". Appearance of the next generation game console has required the video game industry to renovate new technologies for their entire production. This tendency increases a huge mount of production cost. Game companies have to hire more designers to create a solid concept, artists to generate more detailed content, and programmers to optimize for more complex hardware. All those high cost efforts provide great locking games, but the potential of next generation game consoles does not end there. They also bring possibilities of the new types of gameplay. Next generation game contains a much larger pool of memories for every video game elements. The entire video game used to use roughly 800 animation files, but next generation game is pushing scripted event well over 4000 animation flies. That allows a lot of very unique custom animation for pretty much every action in the game. It gives game players much more vivid and realistic appreciation of the virtual world. Players are not being able to see any recycling of the same animation over and over when they are playing next generation game. The main purpose of this thesis is that defines the concept of next generation game and analyzes new animation-pipeline to be used in the shooter games.

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Analysis of MMORPG's Item Crafting Contents Using Game Theory: Leatherworking in 'World of Warcraft' (게임이론을 활용한 MMORPG 아이템 제작 콘텐츠 분석: 'World of Warcraft'의 가죽세공 전문기술을 중심으로)

  • Gu, Ja-Won;Moon, Eun-Jung
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.13-26
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    • 2020
  • This study analyzed the crafting contents that have a great influence on the communication activation in MMORPG. Four situations were set by combining the factors that would affect the game world. The set of behaviors selected by the virtual player according to each situation is defined as a player scenario. As a result, we found problems such as bias of contents using and barriers of skill growth. This study is meaningful in that it presents a basic analysis method appling at the MMORPG developing and reveals the factors to be considered in the designing crafting contents.

A Reproduction of Amusement With Prize(AWP) in perspective of Game Graphic and Game System (게임그래픽과 게임시스템적인 측면에서 사행성유기기구 모사)

  • Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.525-526
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    • 2014
  • Currently many people are concerned about 'Amusement With Prize(AWP)', together with the starting of Game Rating and Administration Committee (hereafter 'GRAC'). The mature-rated arcade games reproduced in reel game like the sea story in addition to main game and sub-game, causing social confusion in 2006, are waited for the reviewing of 'GRAC'. Although the game is reproduced in poker style as game system, in reel method as game graphic like 'AWP', the Supreme Court's decision is considered as a poker game May 23, 2013 in the past. Moreover, the Supreme Court said that it is not illegal because they decide that game users do not make a great loss in their possessions, without money change. The research tries to find the direction of the reviewing the mature-rated arcade game for guarantee of objectivity and reliability.

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Quantitative Analysis of Flow in MMORPG Games (MMORPG 기반 게임의 몰입에 대한 정량적 분석 방법)

  • Nam, Byeong-Cheol;Bae, Ki-Tae
    • Journal of Korea Game Society
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    • v.11 no.3
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    • pp.73-84
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    • 2011
  • Online game market accounts for 56.4% of entire game industry in Korea. MMORPG games account for a great part of online game market which have 45.27%. However, most of them are wholly reliant on their subjective criteria - not general rule or standard in the planning and developing process. For this reason, they can be easily misunderstood imitation game which has no difference or creativeness from masterpiece. In this paper to solve this problem especially deals with the quantification of flow through analysis of MMORPG to propose common information or method of quantitative analysis. The method of quantitative analysis which deals with the quantification of flow through analysis of successful MMORPG verifies the effectiveness of the proposed method.

Design of Wi-Fi based Mobile Game App for a Smart Phone (스마트 폰을 위한 Wi-Fi 기반 모바일 게임 앱의 설계)

  • Oh, Sun-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.1
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    • pp.67-73
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    • 2011
  • With the rapid growth of recent smart phone technology, the interests for the design of online game in mobile computing environment are highly focussed on with great attention. Smart phone as a mobile terminal device, however, has many restrictions for implementing online mobile game since the limitation of relatively low performance of a processor, low resolution of GUI, small memory spaces, and short battery power. Therefore, most of games are very restricted on online and multi-play functions. In this paper, we design and implement mobile online game app in component based smart phone environment in order to take over these restrictions in mobile environment. Especially, the implemented mobile game is able to play online game among Wi-Fi based game server and another smart phone.

Study on the Influence of the Fourth Wall on the Player's Gaming Experience in Side-Scrolling Games

  • Qi Yi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.118-123
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    • 2023
  • With the continuous development of emerging technologies represented by VR technology, many game developers are declaring that they are constantly trying to break the "fourth wall" and break the boundaries between virtual and reality to create game immersion for players. new game. But for many gamers, a strong sense of immersion is not the focus of their pursuit. The sense of control and safe exploration during the game is also the game experience that many gamers are pursuing. Moreover, there is ambiguity in the definition of the concept of breaking the fourth wall in the field of academic theory. The purpose of breaking the fourth wall was to separate the real world from the virtual world, to remind the audience that the actors and the audience are in two different worlds, and to trigger the audience's thinking about drama and deeper philosophy. But in the current game, it has become a blurring of the boundary between virtual and reality, pulling players into the virtual world, and focusing on the immersive experience. In this paper, we will first sort out the concept of "breaking the fourth wall", and then conduct a comparative analysis of horizontal scroll games and VR games, and conclude that the "fourth wall" has an impact on players Great conclusion.

Ho-bak-go-nu and Game of Alignment (호박고누놀이와 정렬문제)

  • Kaug, Pyung-Lyun
    • The Mathematical Education
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    • v.45 no.4 s.115
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    • pp.507-518
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    • 2006
  • There is a great need to find new topics which are good to evaluate and to encourage the mathematical creativity of gifted students, For the purpose to find such a topic, we study Ho-bak-go-nu game that is one of Korean traditional games and a typical alignment game. By analyzing patterns of possible alignment, the author gives a complete solution to win or not to lose according to the rules chosen by players. The author also poses several class-models including a test for the class of gifted students based on the analysis of real classes on Ho-bak-go-nu game.

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The Architectural Pattern of a Highly Extensible System for the Asynchronous Processing of a Large Amount of Data

  • Hwang, Ro Man;Kim, Soo Kyun;An, Syungog;Park, Dong-Won
    • Journal of Information Processing Systems
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    • v.9 no.4
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    • pp.567-574
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    • 2013
  • In this paper, we have proposed an architectural solution for a system for the visualization and modification of large amounts of data. The pattern is based on an asynchronous execution of programmable commands and a reflective approach of an object structure composition. The described pattern provides great flexibility, which helps adopting it easily to custom application needs. We have implemented a system based on the described pattern. The implemented system presents an innovative approach for a dynamic data object initialization and a flexible system for asynchronous interaction with data sources. We believe that this system can help software developers increase the quality and the production speed of their software products.