• Title/Summary/Keyword: Game Structure

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A Study on Comic Expression of Social Network Game (소셜네트워크게임의 만화적 표현연구)

  • Lee, Hyun-Woo;Kim, Sung-Nam;Kim, Byung-Ok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.527-530
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    • 2011
  • This Paper studied out prototype and the structure of comic expression on Social Network Game and started with issues based on SNS(Social Network Service) in Culture Communication. Interaction with the platform have the information that aims to develop relationships with SNG. In a world where the paradigm is changing the game People of all ages, transcending national borders in the mediator role of interaction could have been important. Today SNG is a major topic in Game Contents and this issue has influenced the game design and Story Telling. Under this Situation, this study has a significant meaning because it proves that the factors Comic Expression in game is analyzed by SNG.

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An analysis on participation structure and components of digital game (디지털 게임의 참여구조와 구성요소 분석)

  • Oh, Hyoun-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2010.07a
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    • pp.109-112
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    • 2010
  • 다양한 분야에 걸쳐 복잡한 특성을 드러내는 디지털게임은 현 디지털시대와 이 시대를 살고 있는 모두를 포함하여 이들의 문화와 크게 밀접한 연관성을 가진다. 따라서 본 논문은 디지털 게임의 여러 논의와 입장의 타당성을 검토하면서, 게임의 가장 특징이 되는 구조적 차이와 더불어, 그 구조에 진입하고 그 속에서 플레이하는 과정 속에 새롭게 생겨나는 여러 현상과 틀, 즐거움을 찾는 행위에서 발생되는 게임플레이어의 새로운 생산 등을 문화연구 측면에서 분석하고자 하였다.

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A Research for the Realness of Game Risks based on ANT (ANT를 통한 게임 위험의 실재성에 대한 연구)

  • Lee, Jangwon;Yoon, Joonsung
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.7-22
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    • 2016
  • The risk is subjectively perceived by the subject to judge. In the case of the game, game organizations and watchdog groups also recognized differently occurrence probability and intensity of risk to form a physical relationships of the game with each. Thus, we look only at the risk of their own subjective opinion, the fundamental solution is not possible. In this paper, we conducted a study on the form, occurrence point, and generating processes of risk by analyzing the physical components that make up the network of the game based on ATN in order to confirm definitely the substance and the presence of the game risk. In view of ANT, the game and humans constitute a network through their ability to act as each actor. If the gamer does not clearly recognize the nature of the ability to act of the game, the reverse control and the excess flow occur through remediation properties of the game. Therefore, it requires a more in-depth study in the future with respect to complex structure and relationships of the game-gamer network.

A study on the types of real money trade of game items and limited point of MMORPG (MMORPG의 게임 아이템 현금거래 유형과 한계점 연구)

  • Lim, Ha-Na
    • Journal of Korea Game Society
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    • v.9 no.1
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    • pp.33-41
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    • 2009
  • In this paper we tried to figure out the types of real money trade of game items, and in order to study it we examined the Leveling System of MMORPG which is a perfect competitive market and how the closed structure of the game economy emits real money trade. The over production of the MMORPG's leveling system which is a perfect competitive market increases the amount of currency in circulation and then induces arbitrage due to mudfalation inside the game. In order to improve this problem, there are three methods of resolutions. The first is stabling the game economy by spontaneous order among the game users, but this is much local than the artificial order which takes a long time and evokes discrepance in MMORPG competitive characteristic. Secondly, legislational regulations from the government could improve the problem, but this method doesn't grant information or services as non-material labor in which it couldn't follow up the developing speed of the game market. Finally, delicate modulation among game items by the designer isn't possible to constrain them, and there is a limited reason that it couldn't control the increase of currency which is the main factor of arbitrage.

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A Study on Users' Desire according to the Changes in the Result of Game Scenario (게임 시나리오 결과 변화에 따른 이용자들의 사용 욕구에 관한 연구)

  • Lee, Ji-Hun;Cho, Sung-Hyun;Kim, Hyun-Soo
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.89-96
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    • 2007
  • The domestic game industry is diversifying itself in terms of game contents. The existing contents have limits when it comes to satisfy various needs and tastes of users. A scenario which successfully absorbs the players and users of a game may affect the whole game structure. Companies also introduce new contents to seize new customers. Thus, contents are considered more important than the past. Now that companies are able to produce various forms of contents and products out of one specific content, the development of new, user-satisfying contents can affect other fields of the industry. Thus, they are now found in one of the top positions in the business hierarchy. But game developers and experts concentrate more on other factors and environments of games, slowing down the growth of contents development. Therefore, this study focuses more on contents as an essential attribute to game production, especially scenario making. How changing results of a synopsis, as a part of a scenario, affect the preference of game users was the main focus of the study. The result of the study should suggest a positive direction for contents and scenario development.

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Effects of Online Game Service Satisfaction and Content Satisfaction on Users' Game Loyalty (온라인게임 운영 서비스와 콘텐츠 만족도가 게임 충성도에 미치는 영향에 대한 연구)

  • Jeong, Eui-Jun;Kim, Min-Chul;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.12 no.4
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    • pp.33-44
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    • 2012
  • With the development of online game industry, the focal structure of game industry is under the expansion from content production to service management. In line with the trend, game service management and user satisfaction to the service as well have gained their weight in the game industry. However, since previous studies have focused on content production, little was discussed on the game service management. The current study investigated the effects of game service on user satisfaction. In addition, we tested the effects of a user's game service satisfaction on the user's loyalty toward the games with consideration of the user's content satisfaction and the gaming period. Results showed that there is a significant association between service satisfaction and user loyalty in the user's continual use of the games. Specifically, light users showed high loyalty with the increase of service satisfaction as they continue playing the games.

Stability analysis of the ball after contacting with the earth in the volleyball game: A multi-physics simulation

  • Yang Sun;Yuhan Lin;Yuehong Ma
    • Structural Engineering and Mechanics
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    • v.85 no.6
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    • pp.809-823
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    • 2023
  • In this work, dynamic stability analysis of the ball after contacting with the earth in the volleyball game is presented. Via spherical shell coordinate, the governing equations and general boundary conditions of the ball after contacting with the earth in the volleyball game is studied. Via Comsol multi-physics simulation, some results are presented and a verification between the outcomes is studied. Harmonic differential quadrature method (HDQM) is utilized to solve the dynamic equations with the aid of boundary nodes of the current spherical shell structure. Finally, the results demonstrated that thickness, mass of the ball and internal pressure of the ball alters the frequency response of the structure. One important results of this study is influence of the internal pressure. Higher internal pressure causes lower frequency and hence reduces the stability of the ball.

Differential Game Based Air Combat Maneuver Generation Using Scoring Function Matrix

  • Park, Hyunju;Lee, Byung-Yoon;Tahk, Min-Jea;Yoo, Dong-Wan
    • International Journal of Aeronautical and Space Sciences
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    • v.17 no.2
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    • pp.204-213
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    • 2016
  • A differential game theory based approach is used to develop an automated maneuver generation algorithm for Within Visual Range (WVR) air-to-air combat of unmanned combat aerial vehicles (UCAVs). The algorithm follows hierarchical decisionmaking structure and performs scoring function matrix calculation based on differential game theory to find the optimal maneuvers against dynamic and challenging combat situation. The score, implying how much air superiority the UCAV has, is computed from the predicted relative geometry, relative distance and velocity of two aircrafts. Security strategy is applied at the decision-making step. Additionally, a barrier function is implemented to keep the airplanes above the altitude lower bound. To shorten the simulation time to make the algorithm more real-time, a moving horizon method is implemented. An F-16 pseudo 6-DOF model is used for realistic simulation. The combat maneuver generation algorithm is verified through three dimensional simulations.

Concurrent Hash Table Optimized for NUMA System (NUMA 시스템에 최적화된 병렬 해시 테이블)

  • Choi, JaeYong;Jung, NaiHoon
    • Journal of Korea Game Society
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    • v.20 no.5
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    • pp.89-98
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    • 2020
  • In MMO game servers, NUMA (Non-Uniform Memory Access) architecture is generally used to achieve high performance. Furthermore, such servers normally use hash tables as internal data structure which have constant time complexity for insert, delete, and search operations. In this study, we proposed a concurrent hash table optimized for NUMA system to make MMO game servers improve their performance. We tested our hash table on 4 socket NUMA system, and the hash table shows at most 100% speedup over another high-performance hash table.

Evolvable Cooperation Strategy for the Interactive Robot Soccer with Genetic Programming

  • Kim, Hyoung-Rock;Hwang, Jung-Hoon;Kwon, Dong-Soo
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.59.2-59
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    • 2001
  • This paper presents an evolvable cooperation strategy based on a genetic programming for the interactive robot soccer game. The interactive robot soccer game has been developed to allow a person to join in the game dynamically and to reinforce entertainment characteristics. In this game, a cooperation strategy between humans and autonomous robots is very important in order to make the game more enjoyable. First of all, necessary action sets for the cooperation strategy and its strategy structure are presented. In the first stage, a blocking action that an autonomous robot cut off an enemy robot from disturbing the way of the human controlled robot has been considered. The success probability of the blocking action has beer obtained in ...

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