• Title/Summary/Keyword: Game Structure

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The Implementation of a 3D Game Engine based on DirectX 9

  • Kang, Hyun-Myung;Rhee, Woo-Seop
    • International Journal of Contents
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    • v.4 no.3
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    • pp.35-40
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    • 2008
  • Recently, almost games are using the 3D environment. Therefore, it required strongly that well-structured 3D engine or tools for development of some complicate 3D applications efficiently. In this paper, we design and implement a 3D engine (PLay engine) using the DirectX 9 SDK of the Microsoft corporation. The PLay engine has independent module structure, which has object oriented characteristics. and has not only 3D rendering functions but efficient algorithms. Moreover, we implement some tools what has compatibility with our engine for convenience. Therefore, it helps development of a 3D application easily and efficiently. We also describe each module with 2-layer structure, and each tool with compatible module, and make a simple game using PLay engine for testify.

Cognitive and Emotional Structure of a Robotic Game Player in Turn-based Interaction

  • Yang, Jeong-Yean
    • International journal of advanced smart convergence
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    • v.4 no.2
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    • pp.154-162
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    • 2015
  • This paper focuses on how cognitive and emotional structures affect humans during long-term interaction. We design an interaction with a turn-based game, the Chopstick Game, in which two agents play with numbers using their fingers. While a human and a robot agent alternate turn, the human user applies herself to play the game and to learn new winning skills from the robot agent. Conventional valence and arousal space is applied to design emotional interaction. For the robotic system, we implement finger gesture recognition and emotional behaviors that are designed for three-dimensional virtual robot. In the experimental tests, the properness of the proposed schemes is verified and the effect of the emotional interaction is discussed.

The Form and Usefulness of Alternate Reality Games (대체현실게임의 형태와 유용성)

  • Choi, Du-Yeol;Park, Jin-Wan
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.151-160
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    • 2021
  • Alternate reality games (ARGs) are a game genre with characteristics that can lead to changes in current integrated media environments. While technical combinations are being pursued as diverse media are utilized based on formative aspects, the representative, narrative combination of the real and the virtual is a convergent factor in narrative structures. Through perspectives that perceive transmedia storytelling-which has brought convergence to communication among gamers-as having a structure and utility that can outclass previous game forms, this study focuses on ARGs, which have features that converge reality and virtual reality. Further, the study reveals the structure and utility of that system. This study sheds light convergent storytelling, which is in demand in the transmedia age, and which will serve as a significant investigation with regard to social perceptions of future games and changes in game form.

Policy Implications from Development of Cultural Content Distribution through Digitalization - Focused on Game Industry - (디지털화에 따른 문화콘텐츠유통의 발전과 정책적 시사점 -게임산업을 중심으로 -)

  • Lee, Byung-Min
    • Journal of Korea Game Society
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    • v.6 no.2
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    • pp.33-44
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    • 2006
  • This article examines cultural content distribution system, particularly of game industry based on the development of digital technology. In this period of convergence and fusion, some phenomenon leads the cultural content distribution system change like value transfer from platform to content. In relation to it, especially in the game industry, three types of distribution is categorized by the industrial structure (offline, online, mobile game) through the case studies and it is expected to be evolve into a base for development of distribution integration model in the future. In conclusion, the article suggest the policy subject for the promotion of cultural content that hold so much competitiveness for long-lasting development by the improvement of distribution structure, blowing off the conflict between companies and publishers, and global business, etc.

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Narrative Structure in "World of Warcraft" ("World of Warcraft"의 서사 연구)

  • Lee, Jae-Hong
    • Journal of Korea Game Society
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    • v.8 no.4
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    • pp.45-53
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    • 2008
  • This paper analyzed the narrative construction of ‘World of Warcraft’ which is very popular worldwide. Narratology and ludology should be interrelated in the larger area of art, rather than existing as separate fields. Dramatic narrative constructions of game would be made when the rules of game emerge with the circumstances of play. This paper reviews how 'World of Warcraft' generates its tremendous popularity through analyzing the overall narratives of 'World of Warcraft' and sub-narratives such as quest, PvP and hunting systems. The distinctive feature of this game is its well-designed story flow which is emerged by both underlying linear original story and non-linear multi-scenario that offers rich interactivities to the game users.

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Analysis on Unit-Commitment Game in Oligopoly Structure of the Electricity Market (전력시장 과점구조에서의 발전기 기동정지 게임 해석)

  • 이광호
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.52 no.11
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    • pp.668-674
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    • 2003
  • The electric marketplace is in the midst of major changes designed to promote competition. No longer vertically integrated with guaranteed customers and suppliers, electric generators and distributors will have to compete to sell and buy electricity. Unit commitment (UC) in such a competitive environment is not the same as the traditional one anymore. The objective of UC is not to minimize production cost as before but to find the solution that produces a maximum profit for a generation firm. This paper presents a hi-level formulation that decomposes the UC game into a generation-decision game (first level game) and a state(on/off)-decision game (second level game). Derivation that the first-level game has a pure Cournot Nash equilibrium(NE) helps to solve the second-level game. In case of having a mixed NE in the second-level game, this paper chooses a pure strategy having maximum probability in the mixed strategy in order to obviate the probabilistic on/off state which may be infeasible. Simulation results shows that proposed method gives the adequate UC solutions corresponding to a NE.

A Study on the Positive Effects of Horror Adventure Game "White Day" (호러어드벤처게임 <화이트데이>의 순기능성에 관한 연구)

  • Lee, Jae-Hong
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.37-48
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    • 2012
  • "White Day", a horror adventure game that has gone down in the history of the Korean gaming industry, is not a cruel horror game with hideous monsters and spooky mood, but a Korean-style horror game with auditory effects of ghastly sound. This paper aims at identifying the positive story-telling structure through the components of the game. This study found that the game is based on a well-organized scenario by the background, events and characters. In addition, its design and story-telling structure turned out to reinforce the positive effects of the game, by not imitating the western-style splatter games. As it provides players with playful components that bear mimicry and ilinx to maximize interactive fun, White Day is a prime example of positive games that are strongly needed in this era.

The Education Program Model for the Thinking Extension Ability of the Gifted in Information Based on Game Tree (게임 트리에 기반한 정보영재의 사고력 신장을 위한 교육 프로그램 모형)

  • Jung, Deok-Gil;Kim, Byung-Joe
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.6
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    • pp.1228-1234
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    • 2007
  • In this paper, we develop the thinking extension education program for the gifted students of information and prove the validity and effectiveness of the proposed model by presenting the Tic-tac-toe problem as the practical example of the information-gifted students. This model consists of four phases which has the game tree as data structure and the search of game lee as control structure. And the search of game tree becomes the basis of the thinking extension education program. This model gives the help for students to learn representing the problem as tree structure and solving the problem of tree structure using the search method of game tree. The internal ability of the information-gifted for thinking extension of this education program contains the fluency, perceptiveness, originality, power of concentration, imaginative power, analyzing skills, pattern recognition, space sense, synthesizing, problem-solving.

An Animated Study Based on Games - based on the 12 Stages of Christopher Vogler's heroic journey

  • Kim, Tak Hoon;Jeon, Cheon Hoo
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.175-184
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    • 2018
  • The commercial success of the game has also led to animation of the original game, especially the live version of The Street Fighter II in 1994 and a variety of videos of the game-based version, 2D Animation and 3D Animaion until now. But animations are not always successful because they are based on popular and commercially successful games. That's because when the original game was remade into an animation, the difference between the narrative structure of the original game story and the setting of the game and animation is striking. Nevertheless, a feature-length animation based on the Angry Birds game, which was released on May 19, 2016, has also been a huge commercial success, with this paper analyzing the case applied to the 12th stage of Christopher Vogler's hero's journey, Aengibird the Movie, and discussing the way in which the animation developed based on the game compared with other animations. Christopher Vogler, a Hollywood playwright, analyzed the structure of popular-loved movies based on the common narrative of the myth as the main motif of the mythologist Joseph Campbell. His narrative style is a hero's journey, using a total of 12 stages of epic narrative structure to help the protagonist find himself and achieve what he wants. Foreign heroes, adventure films as well as animations from big studios like Disney, Pixar, and Ghibli are using the story-development method of this Christopher Vogler.