• Title/Summary/Keyword: Simulation game

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Development of Strategy Game using Real Time Simulation and Side Scrolling (샌드박스 형식의 1인칭 생존 게임 개발)

  • Choi, JoonSeok;Kim, Jin Han;Kim, Soo Kyun;An, Syungog
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.01a
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    • pp.223-224
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    • 2020
  • 본 논문은 개발 논문으로써 유니티 엔진을 이용하여 1인칭으로 진행하는 샌드박스 게임으로 악조건 속에서 생존하며 안전한 거점을 확보하는 것이 게임 개발의 목표이다. 제안 게임은 플레이어가 아무 것도 없는 상황에서 자유롭게 행동을 할 수 있는 조건을 가지도록 하며, 이를 통해 다양한 종류의 경험과 게임 포인트에 대한 전략을 통해 플레이어들에게 게임에서 큰 흥미와 성취감을 갖도록 하는 장점으로 가지고 있다.

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Consumer Oriented Pricing According to the New Game Product Launching (게임 신제품 출시에 따른 소비자 지향적인 가격결정)

  • Lee, Ji-Hun
    • Journal of Korea Game Society
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    • v.5 no.2
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    • pp.29-36
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    • 2005
  • Determining the price of a newly developed game product is a substantial matter affecting many aspects of corporate management. An appropriate pricing based on the proper data encourages consumers to purchase products repeatedly Yet presently most game companies prefer to set a price according to the cost including developing expense, advertising expense and law materials. As a result that price does not reveal the rue value of the product, many corporations face the demerits in the corporate management including the low sales, the loss of client and the poor promotion. This study has emphasis on the evaluating the price according to the consumer view rather than either corporate or industrial view. The price preference research analysis shows that Korean gamers prefer the price ranging around 30 thousand won in the simulation game, RPG game, and arcade game. In the online game, around 20 thousand won is the preferred price. This difference explains well the features of each game categories.

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The System for Activity-Visualization of the Experience Game of Smart Phone (사용자 활동 가시화를 위한 스마트폰 게임 디자인 시스템)

  • No, Hyo-Houn;Oh, Eui-Sang;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.10 no.5
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    • pp.15-24
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    • 2010
  • Smart phone games market is getting bigger. In this circumstance, the Experience game focusing user's activity is popular among the smart phone games because the user can be easily absorbed into the game and felt more sense of unity with the game. there are several studies about game storytelling which focus on story visualization or effective methods of game design, but the study of game storytelling connected with user's activity is not entirely satisfactory. Therefore, in this paper, we introduce a system for user's activity visualization of the experience game for smart phone. To achieve this, firstly, we show the model which is about the overall configuration of experience game for smart phone. secondly, the detail configurations of the overall game model is introduced. lastly, standing on the model, we introduce a simulation model and a developed program.

Adaptive Mesh Structure for Realtime Paper Crumple Simulation (실시간 종이 구김 시뮬레이션을 위한 적응적 메쉬 구조)

  • Kang, Young-Min
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.97-106
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    • 2009
  • In this paper, a realtime approach to the simulation of virtual paper with an adaptive mesh structure is proposed. The proposed method can be applied to arbitrary triangular mesh structures and efficiently produces wrinkles and creases on the paper surface with stable numerical integration and deformation-based mesh refinement. In order to plausibly represent the crumples on the paper object, we employed an adaptive mesh structure with breakable springs. Because the adaptive structure continuously inserts or removes vertices and edges to or from the mesh structure, the conservation of the mass and the momentum should be carefully taken into account for the plausible simulation of the virtual paper. The proposed method produced plausible animation of paper-like thin shell in realtime environments.

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Research on the Application of VR Technology in Meteorological Simulation

  • Lu, Kai;Cho, Dong Min
    • Journal of Korea Multimedia Society
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    • v.24 no.10
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    • pp.1435-1448
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    • 2021
  • Recent years, due to the direct or indirect damages caused by meteorological disasters more and more attention have been paid to natural disasters. At same time, diversified and multi-sensory interactive meteorological services is increasingly demanded. In this study, novel interactive meteorological service was compared with the traditional communication methods. Combining with case studies and systems creation, a virtual reality weather simulation framework was proposed, and a realistic virtual game environment providing real-time and historical weather information was created. The primary goal of this study is to build a weather display cabinet game system by using virtual reality technology, and promoting public's understanding of the principles of weather changes. With the interactive games in realistic scenarios, public's awareness for disasters prevention could be promoted. It is helping to change public's traditional understanding of meteorological theories, and will provide a more convenient way for the public to explore more effective weather forecasts. The simulation system is supported by VR technology. It was combined with Leap Motion interactive equipment to make popularization games for weather science. T-test data analysis showed that the application of VR technology in weather games has strong operability and interactivity.

A Study on the Implementation and Operation of an Architecture-Based M&S System for Ministry of National Defense (아키텍처 기반의 국방 Modeling & Simulation 체계 구축 및 운영에 관한 연구)

  • Kim, Hyoung Jin;Park, Chan Uk
    • Informatization Policy
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    • v.18 no.1
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    • pp.73-99
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    • 2011
  • The Korean military has developed and operated computer, network, communication technologies as well as war game models to strengthen the national defense M&S continuously. In particular, lots of projects for developing models for drill/training, analyses, and acquired fields are being conducted in the military. However, it needs to look into the actual conditions and seek for strategies to develop the national defense M&S. First of all, in the field of war games, various national defense architectures have been built, including war and information environment architectures starting from the resource architecture in 2006. However, the function of drill and training is limited, so additional war game architectures are required to be built. To build joint war game architectures available as an effective verification tool to implement plans of the national defense and war architectures, this study examines the actual conditions of the current war game systems and suggested building joint war game architectures.

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Research on Effective Use of A Serious Bio-Game (기능성 Bio-Game의 활용 방안에 관한 연구)

  • Park, Sung-Jun;Lee, Jun;Kim, Jee-In
    • Journal of Korea Game Society
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    • v.9 no.1
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    • pp.93-103
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    • 2009
  • A Serious Game helps the learners to recognize the problems effectively, grasp and classify important information needed to solve the problems and convey the contents of what they have learned. Owing not only to this game-like fun but also to the educational effect, The Serious Game can be usefully applied to education and training in the areas of scientific technology and industrial technology. This study proposes the Serious Game that users can apply to biotechnology by using intuitive multi-modal interfaces. In this study, a stereoscopic monitor is used to make three dimensional molecular structures, and multi-modal interface is used to efficiently control. Based on a such system, this study easily solved the docking simulation function, which is one of the important experiments, by applying these game factors. For this, we suggested the level-up concept as a game factor that depends on numbers of objects and users. The proposed system was evaluated in performance comparison in result time of a new drug design process on AIDS virus with previous approach.

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Observation of Bargaining Game using Co-evolution between Particle Swarm Optimization and Differential Evolution (입자군집최적화와 차분진화알고리즘 간의 공진화를 활용한 교섭게임 관찰)

  • Lee, Sangwook
    • The Journal of the Korea Contents Association
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    • v.14 no.11
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    • pp.549-557
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    • 2014
  • Recently, analysis of bargaining game using evolutionary computation is essential issues in field of game theory. In this paper, we observe a bargaining game using co-evolution between two heterogenous artificial agents. In oder to model two artificial agents, we use a particle swarm optimization and a differential evolution. We investigate algorithm parameters for the best performance and observe that which strategy is better in the bargaining game under the co-evolution between two heterogenous artificial agents. Experimental simulation results show that particle swarm optimization outperforms differential evolution in the bargaining game.

A Fair and Efficient Congestion Avoidance Scheme Based on the Minority Game

  • Kutsuna, Hiroshi;Fujita, Satoshi
    • Journal of Information Processing Systems
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    • v.7 no.3
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    • pp.531-542
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    • 2011
  • In this paper, we propose a new congestion control scheme for high-speed networks. The basic idea of our proposed scheme is to adopt a game theory called, "Minority Game" (MG), to realize a selective reduction of the transmission speed of senders. More concretely, upon detecting any congestion, the scheme starts a game among all senders who are participating in the communication. The losers of the game reduce the transmission speed by a multiplicative factor. MG is a game that has recently attracted considerable attention, and it is known to have a remarkable property so that the number of winners converges to a half the number of players in spite of the selfish behavior of the players to increase its own profit. By using this property of MG, we can realize a fair reduction of the transmission speed, which is more efficient than the previous schemes in which all senders uniformly reduce their transmission speed. The effect of the proposed scheme is evaluated by simulation. The result of simulations indicates that the proposed scheme certainly realizes a selective reduction of the transmission speed. It is sufficiently fair compared to other simple randomized schemes and is sufficiently efficient compared to other conventional schemes.

Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
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    • s.29
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    • pp.129-149
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    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.