• Title/Summary/Keyword: GAME

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AI Pattern of the Side-scrolling Action Game (횡 스크롤액션 게임의 AI패턴 연구)

  • Cho, Ui-Ddum;Kim, Seung-Hyeon;Lee, Hee-Seok;Lee, Da-Som;Myeong, Jin-Lee;Lee, Hyun-Woo;Park, Chan-Il;Lee, Jong-Won;Oh, Hyoun-Ju;Kim, Sang-Jung;Kang, Myung-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.289-292
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    • 2014
  • 게임에서 AI(Artificial Intelligence)는 게임의 재미요소와 가장 밀접한 부분이며, 대부분의 게임에 포함되어 있다. 그러나 단순한 AI패턴은 게임플레이에 지속성을 저하시키며 게임의 재미요소 하락시키는 원인이 되기도 한다. 본 논문에서는 이러한 문제점을 극복하기 위해, 2D 횡 스크롤 액션 게임으로 "아트록스"를 개발하여 게임의 흥미를 높일 수 있는 AI패턴을 연구하였다.

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The Design and An Implementation of Education Shooting Game for kids

  • Seo, Jeong-Man
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.2
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    • pp.75-81
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    • 2020
  • The definition of educational games, the importance of game development, and the characteristics of educational games are described. The design of the screen used in the game and the algorithm used are described. We explained the game implementation in the system environment and experiment, and the questionnaire showed whether there is nonviolence of the game, games preferred by children, game benefits, and fun elements of the game. The superiority of the game was described by comparing and analyzing the educational shooting game proposed in this paper with the existing game. The existing children's games had many shortcomings in terms of commercial and educational aspects, but the proposed games proved to be less violent and have educational effects.

A Game Level Design Technique Using the Genetic Algorithms (유전자 알고리즘을 사용한 게임 레벨 디자인 기법)

  • Kang, Shin-Jin;Shin, Seung-Ho;Cho, Sung-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.15 no.4
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    • pp.13-21
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    • 2009
  • Game level design is one of the important parts in the commercial game development. Because of its complexity in combining game components, game design work could be classified into a non-linear problem. In this paper, we propose a new automated game level design system by using genetic algorithms. With our system, a game designer easily generates an optimized game level by designating the key parameters m the initial stage of game design. Our system can be useful in reducing the trial-errors in the initial game level design process.

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The Study about Application of Animation 12 principles on 3D Mobile Game -With Game [Fly to The Music]- (3D Mobile Game에서의 Animation 12원칙 적용 사례 연구 -Game [Fly to The Music]을 중심으로-)

  • Kim Hyeon;Lee Nam-Kook
    • Journal of Game and Entertainment
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    • v.2 no.2
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    • pp.25-34
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    • 2006
  • Game and Animation are considered as two different fields. The definition of animation is 'moving picture' and game is a kind of animation which can be controlled by users. Actually, many principles of animation are applied to the production of games, and are even more emphasized in the mobile game contents which are becoming popular these days because of the characteristics of mobile devices such as small screen size. In this paper, we study on the application of the 12 principles of animation through the making of a mobile 3D game called 'Fly to the music' and that game is going to be serviced in late 2006 by SK Telecom. Moreover, we studied the differences between 3d mobile game animation and ordinary animation.

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A Study on the Priority of Game Design Components by Genres (장르별 게임 디자인 구성요소의 우선순위에 대한 연구)

  • Nam, KiTeok
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.63-74
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    • 2021
  • The format of game play varies depending on the priority of game design components by genre. In this study, in order to quantitatively derive the priority of game design components by genre, 6 game design components and 6 genres were extracted through prior research on game design components and genres, and then the research model was designed, and priorities were derived through AHP. Feedback system in action games, story in adventure games, mechanics in role-playing games, mechanics in simulation games, feedback system in table games, and mechanics in puzzle games were highly prioritized.

A Study on The Improvement of Mobile Coloring Book Game Interface (모바일 컬러링 북 게임 인터페이스 개선방향 연구)

  • Lee, Jun-Hee;Jung, Hyung-Won
    • Journal of Korea Game Society
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    • v.19 no.4
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    • pp.109-118
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    • 2019
  • This paper shows the need to study the commercialized color book game screen composition and manipulation interface type in order to enhance the utilization of the serious game mobile coloring book game, which is utilized from the learning of color sense in modern people and children to the hobby life of adults or old people. For the healing of modern people, we are going to look at the design configuration of game screen interfaces in simple and fun mobile coloring book games, and propose a new way to improve interface design that improves uncomfortable design by organizing and analyzing basic interface UI design types.

A Guideline for Educational Game Engagement based on a Review of Designing and Developing Non-Digital Games literature An Actual Implementation of a Tabletop Game

  • Villegas, Tatiana Rincon;Torres, Eric Avila;Jeong, Jong-In;Gang, Sin-Cheon;Kim, Chang-Seok;Kim, Ui-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.193-196
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    • 2019
  • Digital Game design with educational purposes and User Experience measurement via game analytics has been extensively covered in literature, however non-digital games such as tabletops in education and its corresponding educational impact have limited research. In this paper, we propose a guideline to create non-digital educational games from scratch and evaluate them based on the know-how of developers and the investigation of scholars who have studied the engagement factors related to the digital games and applied their findings to non-digital games. Along with the guideline we provide an actual implementation, a game called HXGN_766, meant to serve as scaffolding of computational thinking and rudimentary Python programing concepts. We believe both, guideline and game, can be a useful reference for those interested on game design, educational content design, game quality control check, and unplugged computer science activities. This is the first in a series of papers where the game design concept, the evaluation methodology and the game itself will be presented with more detail.

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Case study of property extraction and utilization model for the game player models (게임 플레이어 모델을 위한 속성 추출과 모델 활용 사례)

  • Yoon, Taebok;Yang, Seong-Il
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.87-96
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    • 2021
  • As the industry develops, the technology used for games is also being advanced. In particular, AI technology is used to game automation and intelligence. These game player patterns are widely used in online games such as player matchmaking, generation of friendly or hostile NPCs, and balancing of game worlds. This study proposes a model generation method for game players. For model generation, attributes such as hunting, collection, movement, combat, crisis management, production, and interaction were defined, and patterns were extracted and modeled using decision tree method. To evaluate the proposed method, we used the game log of a commercial game and confirmed the meaningful results.

A study on the Perception of Color Education of Game Major College Students and Game Designers (게임전공 대학생과 게임디자이너의 색채교육 분야에 대한 인식 연구)

  • Yu, Myung-sun;Lee, Youn-Jin
    • Journal of Internet of Things and Convergence
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    • v.8 no.3
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    • pp.21-28
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    • 2022
  • Focusing on the differences in perceptions of color education fields between game majors and game designers. As a result, game major college students were surveyed to have a low recognition rate for the color field, the other group were not. for resolve the gap in perception, it's suggested need to re-educate systematic color education of game major college students and color experience of game designers in terms of securing expertise. it's expected to be presenting the direction of fostering game designers with color sense that contributes for the competitiveness of the game industry.

Relationships between the Attitude toward Video Games and Use of the Video Game Rating System in Global Markets

  • Cheon, Hongsik;Shin, Ho-Chul;Song, Bong-Kun
    • Asia Marketing Journal
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    • v.11 no.2
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    • pp.173-192
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    • 2009
  • As video games gain popularity and become a normal part of home entertainment, concern about youth access to inappropriate games continues to grow. Some people have claimed that violent video games influence children's aggressive behavior and that violent video games have some responsibility for violence in the school. In response to people's concerns, the video game industry created a video game rating system in 1995 to help parents decide which video games are appropriate for their children. This study investigated whether parents were aware of the video game rating system and how often they have used it when selecting video games for their children. This study attempted to find relationships among parents' attitudes toward video games, their guidance styles for their children's video game play, and their use of the video game rating system. This study found that most parents have used the video game ratings very frequently when they select video games for their children. But many parents still don't understand the video game rating system. This study showed that parents who had more negative attitudes or less positive attitudes toward video games were more likely to impose restrictions on their children's video game play and to use the video game rating system as a means to restrict their children's access to violent video games.

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