• Title/Summary/Keyword: Game Player

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Packet Discard Policy of Network Thread in an Unity Engine for Multi-player Online Games (다중 접속 온라인 게임을 위한 유니티 엔진의 네트워크 스레드 패킷 폐기 기법)

  • Yoo, Jong-Kun;Kim, Youngsik
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.97-106
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    • 2015
  • In an Unity engine for multi-player online games, the main thread processing game logic must be separated from the network thread that is responsible for network packet communication. Packet communication between the network threads needs to drop packets that overlap in order to improve the rendering speed. In this paper, the packet discard policy of network thread is proposed for an Unity engine for multi-player online games. The proposed method is the hybrid method of both Partial Packet Discard and Periodic Packet Discard methods to improve the rendering speed by periodically discarding overlapped network packets managed by the queue. The rendering speed of the proposed method is analyzed and its effectiveness is verified by various packet generating simulations of the Unity engine for multi-player online games.

Time-based Restructuring of Mobile Roleplaying Games (모바일 역할수행 게임의 시간 기반 재구조화)

  • Lee, Jin
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.39-50
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    • 2017
  • This paper explores the concept of mobile gaming platforms and changes in game play through mobile parameters, focusing on the role of role-playing mobile games through mobile parameters. As a move, the Player combines the mobile media with the game platform. The daily time of the mobile mid-dividualization is reconstructed with the principle of superposition, which affects play experience on the mobile gaming platform. The character of a mobile role-playing game plays a non-integrated play where the player is staying, rather than an avatar character, and exhibits a non-dwelling character as a residential space. Automatic battle also regenerates unused combat forces in the form of explicit integration. The experience of combat in overlapping hours serves as a visual spectacle, and the player inhabits the fighter jets.

A Study on Game Dynamics of Battle Royale Genre (배틀로얄 장르의 게임 다이나믹 고찰 -<배틀그라운드>를 중심으로-)

  • Ahn, Jin-kyoung
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.27-38
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    • 2017
  • The purpose of this study is to analyze the game dynamics of 'Battle Royale' genre and how these dynamics create dramatic tension, focused on . Battle Royale games maintain the dramatic tension through the intersection of uncertainty and inevitability. Uncertainty is reinforced by randomness of the game world and hidden information of player statement. Inevitability is emerged from the level design with choke point, and restriction of playable field over time. From this mechanism, Battle Royale genre establishes the gameness which derives player's meaningful choice and maintains player's tension until the end of the game.

An Exploratory Investigation Of Player Loyalty To Online Games (온라인게임 충성도에 미치는 영향요인에 관한 연구)

  • 조남재;백승익;류경문
    • Journal of the Korean Operations Research and Management Science Society
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    • v.26 no.2
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    • pp.85-97
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    • 2001
  • Online games have become the focus of entertainment and multimedia industries as the developments in computer technologies are accelerated and the use of the Internet diffuses broadly. In spite of such growth of online games, academic discussions regarding online games are relatively limited. This research examines several factors that affect player loyalty to online games. In this research, the loyalty is classified into two categories, the behavioral loyalty measured by the intensity, volume, and frequency of use, and the cognitive loyalty measured by the degree of immersion in online games. In this research, an integrated model to explain and predict player loyalty to online games in proposed. Two studies are conducted to test to research model. Throughout analyzing 334 respondents, the first study finds that the impulsive personality of individual players significantly affects both behavioral loyalty and cognitive loyalty. Additionally, it finds that, whereas the behavioral loyalty is influenced by the convenience of online game playing, the cognitive loyalty is influenced by the motive of game playing and the playfulness of games. The second study finds that the behavioral loyalty differs across demographic differences of players (age and occupation), preferred online games of players, and online game playing locations, but the cognitive loyalty differs across only age differences of players. This research has opened a forum for social awareness about the online game culture, provided information to guide online game producers to prepare customer-oriented online games, and created a foundation for academic research on online game industry.

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A redistribution model of the history-dependent Parrondo game (과거의존 파론도 게임의 재분배 모형)

  • Jin, Geonjoo;Lee, Jiyeon
    • Journal of the Korean Data and Information Science Society
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    • v.26 no.1
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    • pp.77-87
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    • 2015
  • Parrondo paradox is the counter-intuitive phenomenon where two losing games can be combined to win or two winning games can be combined to lose. In this paper, we consider an ensemble of players, one of whom is chosen randomly to play game A' or game B. In game A', the randomly chosen player transfers one unit of his capital to another randomly selected player. In game B, the player plays the history-dependent Parrondo game in which the winning probability of the present trial depends on the results of the last two trials in the past. We show that Parrondo paradox exists in this redistribution model of the history-dependent Parrondo game.

UI Design of the MMORPG using Storytelling (스토리텔링을 적용한 MMORPG UI 디자인)

  • Yoo, Wang-Yun
    • The Journal of the Korea Contents Association
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    • v.9 no.3
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    • pp.118-126
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    • 2009
  • The computer game has a narrative structure, which scenario is proceeded by player's consecutive interactive. The interaction is the core of game plays that is not only storytelling in itself, but also is implemented by interface. The UI of computer game is as a tool for communication between player and game, which has been designed by usability on use. However, is it the necessary for us to get synchronization of feelings about game scenario in terms of a psychological in order to deepen the pleasure that is the game's ultimate goal. Effectively, as a way to lead in this empathy. This study tries to application of storytelling to the UI that occurred player's interactive for the first time. Moreover, presented the result as the UI designs of casual MMORPG.

ON LIMIT BEHAVIOURS FOR FELLER'S UNFAIR-FAIR-GAME AND ITS RELATED MODEL

  • An, Jun
    • Journal of the Korean Mathematical Society
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    • v.59 no.6
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    • pp.1185-1201
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    • 2022
  • Feller introduced an unfair-fair-game in his famous book [3]. In this game, at each trial, player will win 2k yuan with probability pk = 1/2kk(k + 1), k ∈ ℕ, and zero yuan with probability p0 = 1 - Σk=1 pk. Because the expected gain is 1, player must pay one yuan as the entrance fee for each trial. Although this game seemed "fair", Feller [2] proved that when the total trial number n is large enough, player will loss n yuan with its probability approximate 1. So it's an "unfair" game. In this paper, we study in depth its convergence in probability, almost sure convergence and convergence in distribution. Furthermore, we try to take 2k = m to reduce the values of random variables and their corresponding probabilities at the same time, thus a new probability model is introduced, which is called as the related model of Feller's unfair-fair-game. We find out that this new model follows a long-tailed distribution. We obtain its weak law of large numbers, strong law of large numbers and central limit theorem. These results show that their probability limit behaviours of these two models are quite different.

Artificial Intelligence Techniques in Game Contents

  • Ko Sang-Su;Chae Song-Hwa;Nam Byung-Woo;Kim Won-Il
    • International Journal of Contents
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    • v.2 no.3
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    • pp.18-21
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    • 2006
  • Nowadays, many people enjoy playing games in computer. In this kind of game, people often meet NPC (Non Player Character). It is the virtual character in simplified form of real player and exits in most of current computer games. Various NPCs add the reality and atmosphere of the game as well as help players. There are several techniques to embody NPC, but developers generally use AI technique. This paper discusses some artificial intelligence techniques used in game contents. Especially this paper focuses on the AI techniques used in computer games in terms of the two main approaches, symbolic approach and sub-symbolic approach.

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Design of Gaming Interaction Control using Gesture Recognition and VR Control in FPS Game (FPS 게임에서 제스처 인식과 VR 컨트롤러를 이용한 게임 상호 작용 제어 설계)

  • Lee, Yong-Hwan;Ahn, Hyochang
    • Journal of the Semiconductor & Display Technology
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    • v.18 no.4
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    • pp.116-119
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    • 2019
  • User interface/experience and realistic game manipulation play an important role in virtual reality first-person-shooting game. This paper presents an intuitive hands-free interface of gaming interaction scheme for FPS based on user's gesture recognition and VR controller. We focus on conventional interface of VR FPS interaction, and design the player interaction wearing head mounted display with two motion controllers; leap motion to handle low-level physics interaction and VIVE tracker to control movement of the player joints in the VR world. The FPS prototype system shows that the design interface helps to enjoy playing immersive FPS and gives players a new gaming experience.

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
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    • v.4 no.1
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    • pp.26-33
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    • 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.

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