• Title/Summary/Keyword: Game Object

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An Object-oriented Design Method of Game System for Game Designers (기획자를 위한 객체지향적 게임시스템 기획 방법)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.17-26
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    • 2016
  • In the domestic game development field, game system planning is the work that game designers design the gameplay mechanics system to satisfy the game concepts in the perspective of creative design by data structural methods. But the programmers work to design the game system based on the results of the game system planning in the perspective of engineering design by object-oriented methods. This work process is a high risky way for high occurring probability of communication errors between the game designers and programmers, and mismatching errors in their work results. In this study, we propose an object-oriented design method of game system for the game designers in order to resolve this problem. The proposed method is a customized one of GRAPPLE object-oriented SW development guidelines to suit the game system planning. To investigate the effectiveness of the proposed planning method for the game designers, we carried out a survey targeting 10 game system designers working in the domestic game industry. The survey results show that the necessity and effectiveness of the proposed method is "a little over" for almost the game designers.

Object-oriented Concept Learning using Reverse-engineering Method Based on XNA Game Development Environment (XNA기반 게임 개발 환경에서 역공학 방법을 이용한 객체지향 개념 학습)

  • Choi, Young-Mee;Choo, Moon-Won;Yoon, Tae-Bok
    • Journal of Digital Contents Society
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    • v.10 no.1
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    • pp.45-54
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    • 2009
  • This paper proposes object-oriented learning method of using reverse-engineering based on game development environment. The game has advantages such as interest and enjoyment. Also, the reverse analysis of game help us understand the technique to be used in game. Through this process, we introduce learning method enabling us to actively understand object-oriented concept. Thus, the proposed method describes case learning based on XNA game development environment, and presents a scenario according to role of teacher and learner.

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Development of 3D Defense Space Game using Oculus

  • Iim, Won-Gyu;Lee, Byeong Cheol;Kim, Soo Kyun;An, Syoungog
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.8
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    • pp.45-50
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    • 2019
  • Oculus Rift is the most universal VR (virtual Reality) headset for gamers and FPS (First Person Shooting) is the most suitable game genre to play with VR. Using VR can increase the player's sense of reality and make them feel as though they are in direct contact with the enemy while battling. The suggested VR game is a first person game where the player must defend a specific target against the surging enemy all within the time limit. Many objects will need to be used in this method. Object pooling will be used in order to manage all the numerous objects. When an object is repeatedly created and deleted it typically overwhelms the memory. To resolve this issue the game initially summons the object at the beginning of the scene and afterwards only uses the object when needed, lessening the burden on the memory. A ranking system is implemented to keep the game records in order to stimulate a competitive spirit between the players, and the game has received positive response during test play among college students in their 20s.

Intuitive Manipulation of Deformable Cloth Object Based on Augmented Reality for Mobile Game (모바일 게임을 위한 증강현실 기반 직관적 변형 직물객체 조작)

  • Kim, Sang-Joon;Hong, Min;Choi, Yoo-Joo
    • KIPS Transactions on Software and Data Engineering
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    • v.7 no.4
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    • pp.159-168
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    • 2018
  • In recent, mobile augmented reality game which has been attracting high attention is considered to be an good approach to increase immersion. In conventional augmented reality-based games that recognize target objects using a mobile camera and show the matching game characters, touch-based interaction is mainly used. In this paper, we propose an intuitive interaction method which manipulates a deformable game object by moving a target image of augmented reality in order to enhacne the immersion of the game. In the proposed method, the deformable object is intuitively manipulated by calculating the distance and direction between the target images and by adjusting the external force applied to the deformable object using them. In this paper, we focus on the cloth deformable object which is widely used for natural object animation in game contents and implement natural cloth simulation interacting with game objects represented by wind and rigid objects. In the experiments, we compare the previous commercial cloth model with the proposed method and show the proposed method can represent cloth animation more realistically.

A Study on the Object Search in 3D FPS Games Using Avoidance Rule and MFC (회피규칙과 MFC를 이용한 3D FPS 게임의 오브젝트 탐색 연구)

  • Choi, Won-Tae;Choi, Sung-Ho;Kim, Hae-Yong;Park, Chang-Min
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.10a
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    • pp.101-104
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    • 2007
  • The MFC makes the region in the player object center and it judges a relation the object. But it searches the objects which are not relation to game. Consequently, it decreases the speed of game and it recognizes a dangerous characteristic. In this paper, in order to complement a weak point, it applied the avoidance rule of the flocking in npc object. Consequently, the npc object has the concept of range of vision and proposed the method which is possibility of closing the speed decrease of game. This time 2 condition which is proposed must be satisfactory. The method that proposed will play an important role in development of a 3D FPS games.

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A Design and Implementation of Object Recognition based Interactive Game Contents using Kinect Sensor and Unity 3D Engine (키넥트 센서와 유니티 3D 엔진기반의 객체 인식 기법을 적용한 체험형 게임 콘텐츠 설계 및 구현)

  • Jung, Se-hoon;Lee, Ju-hwan;Jo, Kyeong-Ho;Park, Jae-Seong;Sim, Chun Bo
    • Journal of Korea Multimedia Society
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    • v.21 no.12
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    • pp.1493-1503
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    • 2018
  • We propose an object recognition system and experiential game contents using Kinect to maximize object recognition rate by utilizing underwater robots. we implement an ice hockey game based on object-aware interactive contents to validate the excellence of the proposed system. The object recognition system, which is a preprocessor module, is composed based on Kinect and OpenCV. Network sockets are utilized for object recognition communications between C/S. The problem of existing research, degradation of object recognition at long distance, is solved by combining the system development method suggested in the study. As a result of the performance evaluation, the underwater robot object recognized all target objects (90.49%) with 80% of accuracy from a 2m distance, revealing 42.46% of F-Measure. From a 2.5m distance, it recognized 82.87% of the target objects with 60.5% of accuracy, showing 34.96% of F-Measure. Finally, it recognized 98.50% of target objects with 59.4% of accuracy from a 3m distance, showing 37.04% of F-measure.

Development of Rhythm Game based on Object-Oriented Software Engineering (객체지향 소프트웨어 공학 기법을 이용한 리듬 게임의 개발)

  • Oh, Young Seok;Lim, Joon Suk;Hwang, Seong Oun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.8 no.4
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    • pp.105-110
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    • 2008
  • Recently computer technologies have been actively applied in our daily life such as music and game, etc. One representative example is rhythm game. In the paper, we develop a new rhythm game using PC with two drums attached based on object-oriented software engineering.

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A Shadow Mapping Technique Separating Static and Dynamic Objects in Games using Multiple Render Targets (다중 렌더 타겟을 사용하여 정적 및 동적 오브젝트를 분리한 게임용 그림자 매핑 기법)

  • Lee, Dongryul;Kim, Youngsik
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.99-108
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    • 2015
  • To identify the location of the object and improve the realism in 3D game, shadow mapping is widely used to compute the depth values of vertices in view of the light position. Since the depth value of the shadow map is calculated by the world coordinate, the depth values of the static object don't need to be updated. In this paper, (1) in order to improve the rendering speed, using multiple render targets the depth values of static objects stored only once are separated from those of dynamic objects stored each time. And (2) in order to improve the shadow quality in the quarter view 3D game, the position of the light is located close to dynamic objects traveled along the camera each time. The effectiveness of the proposed method is verified by the experiments according to the different static and dynamics object configuration in 3D game.

War Game Simulation Using Parametric Behavior Modeling Method (파라미터 행위 모델링 기법을 이용한 전쟁게임 시뮬레이션)

  • Kim, Jae-Hyun;Kim, Tag-Gon;Lee, Wan-Bok
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.126-134
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    • 2006
  • The object oriented co-modeling methodology, previously introduced, employs a layered approach in war game models development in which an upper layer models abstract behavior of an object and a lower one models details of the object. Within the methodology military domain experts and simulation experts models an object at the upper and the lower layers, respectively in concurrent manner. This paper proposes a method of constructing a war game simulator using parametric behavior modeling technique, which provides a means for military domain experts/users to change model's detailed behavior with no knowledge on modeling semantics. The proposed simulator would support new algorithms or strategies with minimal cost and could be modified even by the users who are ignorant about modeling technique. To demonstrate the effectiveness of the proposed framework, a naval war game simulator is exemplified.

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Visual Sentences for Educational Math Games

  • Chang, Hee-Dong
    • 한국게임학회지
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    • v.8 no.1
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    • pp.32-38
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    • 2011
  • The help or guide sentences of educational math games which use mathematical statements need to represent graphical forms for the learners of the game generation whose cognitive style is graphic first. In this paper, we proposed an object-based visual representation method for mathematical statements. It has object-based description rules to use graphical symbols and mathematical symbols with text words. It is easy to describe or to understand accurately mathematical meaning and is also fast for learners to read for understanding. The proposed method is good for learners of the game generation to get the help as scaffolding for learning math by educational games.

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