• Title/Summary/Keyword: FPS Game

Search Result 92, Processing Time 0.03 seconds

Development of Motion Control System for Outdoor AR FPS Game (실외 AR FPS 게임을 위한 모션 컨트롤 시스템 개발)

  • Kim, Ji-Eun;Lee, Hun-Joo
    • Journal of Korea Game Society
    • /
    • v.17 no.4
    • /
    • pp.47-54
    • /
    • 2017
  • The popularity of Pokemon games has raised the interest in outdoor augmented reality games. This paper introduces a handgun type motion controller for an outdoor augmented reality shooting game and augmented reality game contents linked to it. The existing augmented reality game controller can only operate the game with the trigger interaction, but the proposed device can also operate the game with motion interaction. A motion-based game controller allows you to immerse yourself in Outdoor AR FPS game.

A Study on Cheating Patterns in Online FPS Games and their Countermeasures : By the Case of Point Blank in Indonesia (온라인 FPS 게임의 치팅 유형과 대응 방안에 관한 연구 : 인도네시아 포인트 블랭크 사례를 중심으로)

  • Im, Sung-Jin;Lee, Dae-Hyun
    • Journal of Korea Game Society
    • /
    • v.11 no.2
    • /
    • pp.81-91
    • /
    • 2011
  • Hacking tools are evolving along the growth of on-line game industry. Those tools allow users with no programming knowledge to hack the game, which causes a lot of problems in on-line game services. Specifically, FPS games based on peer-to-peer networks are vulnerable to hacks. This paper analyzes cheating patterns by the case of Point Blank in Indonesia and prioritize countermeasures, which helps game companies handle hacks efficiently.

Development of FPS Defense Game Using Object Pooling (오브젝트 풀링을 이용한 FPS 디펜스 게임 개발)

  • Lim, Wongyu;An, Syoungog;Kim, Soo Kyun
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2019.01a
    • /
    • pp.77-78
    • /
    • 2019
  • 게임엔진을 이용한 FPS 디펜스 게임은 유니티3D 엔진을 사용하여 개발 하였으며 1인칭 시점으로 제한시간동안 몰려오는 적군을 막아내며 목표물을 지키는 게임이다. 많은 오브젝트를 관리하기 위해서 오브젝트 풀링을 사용하여 오브젝트가 생성-제거의 반복시 메모리에 부담을 주게되는 것을 씬 시작시 가용할 오브젝트를 불러온 뒤에 필요시에만 사용 하는 방법으로 메모리의 부담을 적게 하였고 플레이 기록을 랭킹으로 하여 사용자 간에 경쟁심을 유발 할 수 있도록 하였다.

  • PDF

Using Secondary Display in Interactive FPS Game and Its Availability (체감형 FPS 게임에서 보조 Display의 활용성)

  • Park, Chang-Bum;Park, Won-Bae;Paik, Doo-Won
    • Journal of Korea Game Society
    • /
    • v.10 no.2
    • /
    • pp.29-36
    • /
    • 2010
  • As more and more advanced technology implemented in Computer Game, various of technical skill must be applied to satisfy the demand of the users specifically in the immersion and convenience of the games. As a result, The number of interactive games, which are controlled by user's physical action so that make the games more immersible, are increasing. In Addition, as the amount of information that happens in the games increases, many studies are going on to provide efficient user-interface. In this study, we develop an interactive game using a controller designed by us, which consist of Wii controller and an attached secondary display that provides game information to user. In addition, we conduct a survey with questions about immersion and convenience of the game to understand how users feel when doing the suggested game, and to compare our game environment with general FPS game environment that uses mouse and keyboard.

Impact of Player Motivations in FPS Online Game on Flow, Satisfaction and Loyalty (FPS 온라인 게임 이용 동기가 몰입, 만족 및 충성도에 미치는 영향)

  • Lee, June-Young;Lee, Je-Sung
    • Journal of Korea Game Society
    • /
    • v.17 no.5
    • /
    • pp.81-88
    • /
    • 2017
  • In this study, the influence of player motivations in FPS(First Person Shooter) online game on flow, consumer satisfaction and loyalty was analyzed. Research results show that player motivations can be classified into five factors: control, relationship, boasting, de-stress, and interest. The most influential factor that affects flow is interest, and control, relationship, and de-stress are following. In terms of consumer satisfaction, relationship, interest, and control are most positive factors. When it comes to consumer loyalty, relationship, control, and interest are most positive factors. Flow has a strongly positive influence on both consumer satisfaction and loyalty.

The Design and Development of Web based Game Evaluation System (웹기반 게임평가 시스템의 설계 및 구현)

  • Kang, Kie-Ho;Kim, Pyeoung-Kee
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.16 no.4
    • /
    • pp.75-85
    • /
    • 2011
  • Effective and Economic game evaluation before game publishing is very important for game development company. In this paper, we designed and developed an effective web based game evaluation system according to three major game genre including MMORPG, FPS, and web game. The proposed evaluation model consists of five evaluation items such as game interest, competitiveness, technology, earning power, and market value and has common evaluation items and independent ones according to game genre. To reflect characteristics of each game genre, we divided evaluation items into common evaluation elements and individual ones according to game genre. We applied the proposed system to two real games of a game development company and showed the result.

Key words research of players' experience and presence in FPS genre-focusing on game play time and Steam reviews (FPS게임의 사용자 현존감과 플레이어 경험에 대한 키워드 연구 - Steam 리뷰와 게임 이용 시간을 중심으로)

  • Choi, Young-Woo;Ryu, Seoung-Ho
    • Journal of Korea Game Society
    • /
    • v.21 no.6
    • /
    • pp.13-30
    • /
    • 2021
  • This paper analyzed the user's presence experience and player experience in FPS according to game usage time using Steam's review data. Data was obtained through crawling using Python. In analysis result, it was confirmed that issues related to controllable physical presence and uncontrollable social presence emerged in the group with less game use time, and controllable physical presence was changed to controllable social presence in the group with more play timeFurthermore, through player experience analysis, it was found that the keyword "recoil," a factor in game play, was important.

Relations between Choke Point Types and Cover Pattern Properties in FPS Game Level Design (FPS게임 레벨디자인에서 Choke Point유형과 Cover Pattern속성의 관계)

  • Choi, GyuHyeok;Jin, HyungWoo;Kim, Mijin
    • Journal of Korea Game Society
    • /
    • v.14 no.4
    • /
    • pp.27-36
    • /
    • 2014
  • Accurate information on players, namely player analytics is one of the key factors in a game development environment where a scientific approach to user-oriented game analysis is in the spotlight. This study is intended to examine effects of relations between choke point types and cover pattern properties on level difficulties in FPS games. As for FPS games, interaction between players' behaviors and game levels is higher compared to other genres and choke point types as well as cover pattern properties are key factors of level design. Choke point is the main crossroad that must to pass for achieving the goal and Cover Pattern is the type of object on the level except buildings. Two elements directly or indirectly affect the level of difficulty. This study analyzed 10 types of representative FPS gameplays to classify choke point types and assigned 4 types of cover pattern properties to organize 16 target levels for the experiment. In addition, this study collected and analyzed players' 800 behavior data (video clips) from 5 repetitive plays performed by 10 players. In conclusion, analytical results obtained from the empirical study will contribute to realizing systematic game level development by providing specific information for a game level design phase. The findings are also meaningful in that they suggest efficient and effective methods of utilizing the existing academic study results for industrial applications.

A Scheme for NPC search in 3D FPS Games Using Object Grouping (객체별 그룹핑을 이용한 3D FPS 게임의 NPC 탐색 방안)

  • Choi, Won-Tae;Choi, Sung-Ho;Yang, Jun-Ho;Park, Chang-Min
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2008.05a
    • /
    • pp.143-146
    • /
    • 2008
  • In this paper, It presents the method the player will be able to confront when the NPC approach to the player, the NPC which have the property which is similar form grouping. The property of the NPC follows in quality of Game and it decides with separate way. To attribute of the NPC it is composed of conduct pattern, an attack pattern and the weapon pattern back. It considers a priority on the group wild middle which is formed and it judges the attack yes or no of the player. The method that proposed will play an important role in development of a 3D FPS games.

  • PDF

Laser-recognizable Screen and Gun with Laser Source for Realistic Big Screen First Person Shooters Games (대화면 FPS 게임을 위한 레이저센서기반의 대형스크린과 레이저광원 권총의 설계와 구현)

  • Han, Ngoc-Son;Kim, Seong-Whan
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2008.05a
    • /
    • pp.481-484
    • /
    • 2008
  • In this paper, we present a new game interface design for First Person Shooters (FPS). Previously, FPS on computer is commonly played using keyboard/mouse or joystick along with PC display. We improve the communication environment between player and game world by means of new control system including large screen and laser gun, which create a real life-like space for players. Because traditional display for FPS uses CRT, it cannot support large screen display due to limitation of CRT technology. We designed and implemented a new input device using laser recognizable display. Results suggest that the combined interface creates a method which helps beginners to enjoy playing a FPS immediately and gives experienced players a new gaming experience.