• Title/Summary/Keyword: Game software

Search Result 461, Processing Time 0.027 seconds

A Game Computing Environment and a Guideline for Developing 3-Dimensional Racing Games (3차원 레이싱 게임의 컴퓨팅 환경과 개발 방법)

  • Jang, Hyun-Duk;Kim, Seong-Hoon
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.9 no.6
    • /
    • pp.1226-1233
    • /
    • 2005
  • The purpose of this paper is to overview the recently changed environments of developing a computer game software and propose an appropriate developemnt methodology to these environments. For the speed of playing 3-dimensional games in window-based environments of personal computer, we investigated DirectX as a game development library and suggested a guideline for developing 3-dimensional computer games which is compatible with various hardware platforms and keep up a fitting speed of game-playing.

The Development of Instruction Model for SW Education using the Minecraft Platform (마인크래프트 플랫폼을 이용한 소프트웨어교육 교수학습 모형)

  • Lee, Myungsuk
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.15 no.3
    • /
    • pp.119-128
    • /
    • 2019
  • Minecraft game is a sandboxed game based on a high degree of users' freedom; the game encourages its users to recreate various play patterns to increase their immersion. Although recently there were many studies that use Minecraft game techniques to improve the teaching methods but still not well adapted due to being applications-based techniques. In this paper, we present a teaching model that utilizes the same concept of the Minecraft games in where learners customize the class concepts based on their needs. Moreover, Minecraft-based learning games attempt to be used for learner-led, creativity and programming instruction, to overcome these use-cases limitations, by our study we aim to include the Minecraft-based learning games in class teaching activities, theoretical and practical lessons. In this way, we intend to increase interest in programming lessons, and to increase immersion as another way of game learning. In the future, we attempt to measure various effects of the uses of Minecraft-game-based teaching in programming classes compare to the traditionally used methods.

Ancient Cave Exploration: A Screen Climbing Game for Children (고대동굴탐험: 어린이를 위한 스크린 클라이밍 게임)

  • Kim, Jungsoo;Chung, Daniel;Sung, Bokyung;Chon, Suk;Ko, Ilju
    • Journal of Korea Game Society
    • /
    • v.16 no.3
    • /
    • pp.117-126
    • /
    • 2016
  • Screen climbing is a kind of screen sports. In screen climbing, the software program is executed in a computer system and climbing is progressed by the interaction between a climber and the content of the screen. We implemented a screen climbing game with the ancient cave exploration considering the development of children and the children's motivation to sports climbing. The content of the game is projected to the artificial climb wall and the interaction between a user and the game is done by a user's input of Kinect's depth data. The game is popular with the children in the children's exhibition event. There should be implemented more screen climbing game.

Domestic Travel Education Game Content for child Patient : Click, I'll come back! (환아를 위한 국내여행 교육 게임 콘텐츠 : 클릭, 다녀오겠습니다!)

  • Gwak, Mi-Ju;Song, Young-Ju;Jang, Joo-Yeong
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2021.11a
    • /
    • pp.1286-1289
    • /
    • 2021
  • 본 논문에서는 초등학생을 대상으로 한 국내여행 교육 게임 콘텐츠로, 에듀테크 분야 중 하나인 게임 베이스러닝을 이용하여 지리, 해당 지역의 특색, 역사 학습을 제공한다.

A Study on Reference Price in Game Software Packages Choice (소프트웨어패키지 선택에 있어서 준거가격에 관한 연구)

  • Lee, Jong-B.;Lee, Kuk-Chul
    • Journal of Korea Game Society
    • /
    • v.1 no.1
    • /
    • pp.80-87
    • /
    • 2001
  • Overseas literatures on the subject discussed so far have used the samples of tangible products and domestic studies have not limited the ranges of respondents while discussing the characteristics of the products. In the meanwhile, this paper has chosen intangible IT products as its research subject because IT area is an emerging industry in the 21st century. In addition, it has also limited the research samples to the buyers of the game software package products in order to enhance the reliability of respondency and the involvement. The results can be summarized as follows : Firstly, involvement acts as a moderator in the fair price and value of product as well as willingness to buy. Secondly, involvement acts as a moderator in the highest price and value of product as well as willingness to buy. Finally, involvement acts a moderator in the lower price and value of product.

  • PDF

Present and Future for the Curriculums of Game Majors (게임학과 교과과정 현황과 변화 추이)

  • Park, Jin Won
    • Journal of Korea Game Society
    • /
    • v.16 no.5
    • /
    • pp.123-130
    • /
    • 2016
  • Twenty years have passed since the first game department was established in Korea. We now need to review and foresee the future of game department curriculums. In this paper, we characterize and analyze the current curriculums of game departments in Korean colleges. The study focuses on the detailed course works based on the game making processes, which are largely composed of game design, game programming and game graphic design. Then we analyze the past curriculum changes of the game programming and the game graphic design departments. Also, we survey the curriculums of cinema departments which are older than game departments, thus may show the hint for the future of game departments. As the results of the analysis, the curriculums of game departments have to strengthen the game design related courses and have to expand the game making exercise courses.

A Wireless Location-Based Routing Algorithm in Multi-User Game Environments

  • Lee, Jong-Min;Kim, Seong-Woo;Lee, Jung-Hwa
    • Journal of Korea Multimedia Society
    • /
    • v.10 no.12
    • /
    • pp.1733-1740
    • /
    • 2007
  • In this paper, we propose a wireless location-based routing algorithm which uses the location information of its neighbor nodes and a destination node. At first, the proposed routing algorithm forwards a packet to the X direction by selecting a closest node to its destination as a next hop in terms of the X coordinate until the packet reaches closely to the packet's destination. Then the packet is forwarded to the Y direction by selecting a closest node to its destination in terms of the Y coordinate. We use a back off mechanism in case that a next hop cannot be found using the proposed routing algorithm, which resolves loops while forwarding. The experimental results show that the proposed routing algorithm performs well like the existing routing algorithms Ad hoc On-demand Distance Vector and Greedy Perimeter Stateless Routing. It is expected to use the proposed routing algorithm in the digital battlefield of military environments and survival games of commercial environments.

  • PDF

Suggestion of development for domestic game market through big data analysis of global game trend (글로벌 게임 트렌드의 빅데이터 분석을 통한 국내 게임 시장의 발전 방향성 제시)

  • Song, Junhyup;Lim, Minwoo;Kim, Hansoo
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2022.07a
    • /
    • pp.161-164
    • /
    • 2022
  • 게임 산업은 기술의 발전과 비대면 서비스 수요 증가로 해마다 발전하고 있다. 본 연구는 사용자들의 수요를 조사하기 위하여 대중성이 가장 높은 온라인 게임 플랫폼에서 이용 시간이 많은 게임 정보를 확인하였다. HTML 파싱(parsing) 라이브러리를 통해 해당 게임들의 리뷰를 크롤링하여 엑셀 파일로 데이터베이스화하였고, 자연어 처리 라이브러리를 활용하여 데이터를 정제하였다. 총 5개 장르에 대하여 분석한 결과 각 장르에 해당하는 대표적인 키워드를 확인할 수 있었다. 취득한 키워드는 범용 시각화 패키지를 활용하여 워드 클라우드 형태로 한눈에 알아볼 수 있도록 시각화하였다.

  • PDF

Successful Win-Win Requirements Negotiation Method using Game Theoretic Approach (게임 이론적 접근을 통한 효과적인 윈윈 요구사항 협상 기법)

  • Lee, Kwan Hong;Lee, Seok-Won
    • Journal of KIISE
    • /
    • v.43 no.8
    • /
    • pp.857-868
    • /
    • 2016
  • With changing software industry structure, the emerging concept called Software Ecosystems (SECO) has various challenges that software engineers have to overcome. In market-driven software product development, they should have the capability to offer high value products to their own business and their customers in order to being competitive. Each stakeholder's perspectives and interests should be reconciled in terms of requirements so that engineers can offer high value products through requirements selection. Existing works have just mentioned the need of requirements negotiation between stakeholders without proposing detailed guidelines or practice. In this work, a systematic Requirements Negotiation process is proposed to resolve conflicts of interests of stakeholders in SECO. The interests of stakeholders are analyzed based on goal-based requirements engineering. The rationale of requirements conflict is structured for management. A stepwise requirements negotiation process aims at resolving requirements conflict by applying game theory concepts based on self-interested behaviors of stakeholders.

A case study of a testing duties of on-line games (온라인게임 테스트 직무에 관한 사례 연구)

  • Eun, Kwang-Ha;Lee, Dong-Lyeor
    • Journal of Digital Convergence
    • /
    • v.10 no.1
    • /
    • pp.435-443
    • /
    • 2012
  • Online game has been made of total products which user was given the experimental properties of a variety such as fun and the total of hardware and software products. Through this processes, The company earned a profitable benefits, in addition to the user was given satisfactory service. In this sense the parts of the game production process, the service earlier in the game testing a variety of ways needs to the user through the game as a condition for providing the content can be. Contact a professional game testing job is done systematically through the game's completion of a game developed by companies to see that service to complement previous significant. In this study, search for independent testing cases and the systematical cases as experts needs a range of the testing services.