• Title/Summary/Keyword: game information system

Search Result 722, Processing Time 0.032 seconds

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

  • PDF

The Design and Development of Web based Game Evaluation System (웹기반 게임평가 시스템의 설계 및 구현)

  • Kang, Kie-Ho;Kim, Pyeoung-Kee
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.16 no.4
    • /
    • pp.75-85
    • /
    • 2011
  • Effective and Economic game evaluation before game publishing is very important for game development company. In this paper, we designed and developed an effective web based game evaluation system according to three major game genre including MMORPG, FPS, and web game. The proposed evaluation model consists of five evaluation items such as game interest, competitiveness, technology, earning power, and market value and has common evaluation items and independent ones according to game genre. To reflect characteristics of each game genre, we divided evaluation items into common evaluation elements and individual ones according to game genre. We applied the proposed system to two real games of a game development company and showed the result.

Development of GPS game machine of space and a position information system

  • Lee, Dae-Young;Park, Kil-Hwan;Bae, Sang-Hyun
    • Proceedings of the KAIS Fall Conference
    • /
    • 2003.11a
    • /
    • pp.243-246
    • /
    • 2003
  • This system is unionized form about GPS and a pocket game machine. This game machine of the use only for the game with an existing system but the function of various purposes which carries out service relevant to a user's position information. This system have the game function, the function to offer space guidance service by the theme interlocked with a user's position, and the traffic safety education function.

  • PDF

Design and Implementation of Metadata Management System for Serious Game (기능성 게임을 위한 메타데이터 관리 시스템의 설계 및 구현)

  • Yoon, Sun-Jung;Park, Hee-Sook
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.14 no.4
    • /
    • pp.893-900
    • /
    • 2010
  • One of the most interests is currently a field related with serious game. Also, the scale of serious game industry is rapid quantitative growth every year. For effective management of metadata of serious game is an important issue so that we propose design of integrated management system for effective management of metadata of serious game. The system provide a service based on internet. Users(general users, developers, experts and managers of metadata) of serious game who can carry out effectively works using proposed system such as new metadata information input, existing metadata information search, generated document files(HTML, XML, EXCEL, MS-WORD) as search results saving into their owns local computer system and so on.

A System Algorithm for Recommending User-Customized Games

  • Son, So-hui;Lee, Im-kyeong;Huh, Jun-ho
    • Journal of Multimedia Information System
    • /
    • v.4 no.3
    • /
    • pp.145-150
    • /
    • 2017
  • Recently, game companies are having difficulties in exactly figuring out the right consumer groups for their games. To solve this problem, a system algorithm which recommends user-customized games based on the user information entered has been proposed in this study. Game developers will be able to clearly determine the consumer group(s) of both on and off-line games through accumulated data while consumers can find the game they desire. It is expected that the gaming culture will advance further with the proposed algorithm.

Implementation of the Educational Game for Learning the Lecturers Information using the Digital Game-based Learning Methodology (디지털 게임 기반 학습 방법을 이용한 강사 소개 교육용 게임의 구현)

  • Wahyutama, Aria Bisma;Gusdya, Wanda;Hwang, Mintae
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.25 no.9
    • /
    • pp.1190-1198
    • /
    • 2021
  • In this paper, we present the results of implementing an interactive lecturer introduction game that allows new students or freshmen to learn about their lecturer's information using a Digital Game-based Learning (DGBL) methodology. This game provides information such as the lecturer's name, photo, the courses that they teach in the form of a quiz game, with Unity and PHP used as the development environment. Communication between the game, Content Management System (CMS), and the database is by using the REST API, which enables the administrator to manage the content of the game such as score and number of questions for each level, user's password, and performance threshold, as well as the lecturer's information itself. Since the developed interactive game uses an integrated CMS, the content can be updated dynamically according to the situation, therefore, it can be easily applied to other departments, as well as other various educational games.

Implementation and Design of Metadata and Quality Evaluation Management Systems for Educational Serious Game (교육용기능성게임을 위한 메타데이터와 품질평가 관리 시스템의 설계 및 구현)

  • Yoon, Seon-Jeong;Park, Hee-Sook
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.17 no.4
    • /
    • pp.1020-1027
    • /
    • 2013
  • Today, Educational serious games are occupying a large portion of the serious game market but there is a lack of the quality evaluation systems for providing useful quality evaluation information about educational serious game to user or developer. Although the existing metadata management system for serious game is developed, the system had not provided a function to manage the quality evaluation information for educational serious game. Therefor the development of quality evaluation management system of educational serious game is a very important challenge. We proposed design of the system for managing a metadata and a quality evaluation for educational serious game. The advantage of our system is that the system provide a lot of reliable useful information for general users and developers, and support an easy and convenient tool to manage the metadata and quality information to managers.

3D Content Design & Implementation of VR Horseback Riding Game

  • Park, HyungSoo;Kim, HoonKi;Seo, SiO
    • Journal of the Korea Society of Computer and Information
    • /
    • v.24 no.4
    • /
    • pp.73-81
    • /
    • 2019
  • Various 3D contents are being developed using Unity 3D game engine. In this paper, the 3D content of horseback riding game, the first VR game in the country, is designed and developed. The existing riding simulator is investigated and compared to the VR riding game developed. We consider various games developed using Unity 3D game engine and serve previously developed tangible games. It is expected that development of VR riding games will prepare a new chapter in VR experience-type games. We propose the content development environment and scenario of VR riding game and present the main algorithms and main modules for real-time synchronization. The developed riding game contents are deployed to the riding system and are operated for commercial use in conjunction with the riding device. Through monitoring VR riding system, problems are derived and improvement measures are proposed. We offer a variety of additional development options to make the game more realistic in the future.

Status and Problems of Online Game Regulations for Juvenile Protection- Centered on the Online Game Shutdown System of Korea

  • Kim, Il Hwan;Kim, Jaehyoun;Kim, Myeong Sik;Hong, Seok Han
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.9 no.4
    • /
    • pp.1548-1568
    • /
    • 2015
  • Korea's Compulsive Shutdown System bans online game providers from offering their services to children under 16 years of age from midnight to 6 a.m. Although it was introduced only after lengthy rounds of discussion, controversy over the system still continues. The key question is whether the system, which unilaterally emphasizes juvenile protection, infringes upon the freedom of playing games for teenagers, the freedom of business for game products related business operators and the right to foster children for parents, which are basic rights under the Constitution. It is very encouraging that the State took up the issue and prepared various systems for juvenile protection through the Compulsive Shutdown System. Yet the government has to plan as comprehensive and effective of a measure as it possibly can by predicting the trends of technology development and game use, and also set detailed standards to ensure that the system should not become an excessive or inappropriate regulation. Although the State's compulsive intervention may be positive since it is hard to expect a self purification capability to exhibit itself concerning game use among teenagers, a plan to prevent game addiction among adolescents from the long-term and fundamental perspectives should be prepared as well.

Resource Allocation in Multiuser Multi-Carrier Cognitive Radio Network via Game and Supermarket Game Theory: Survey, Tutorial, and Open Research Directions

  • Abdul-Ghafoor, Omar B.;Ismail, Mahamod;Nordin, Rosdiadee;Shaat, Musbah M.R.
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.8 no.11
    • /
    • pp.3674-3710
    • /
    • 2014
  • In this tutorial, we integrate the concept of cognitive radio technology into game theory and supermarket game theory to address the problem of resource allocation in multiuser multicarrier cognitive radio networks. In addition, multiuser multicarrier transmission technique is chosen as a candidate to study the resource allocation problem via game and supermarket game theory. This tutorial also includes various definitions, scenarios and examples related to (i) game theory (including both non-cooperative and cooperative games), (ii) supermarket game theory (including pricing, auction theory and oligopoly markets), and (iii) resource allocation in multicarrier techniques. Thus, interested readers can better understand the main tools that allow them to model the resource allocation problem in multicarrier networks via game and supermarket game theory. In this tutorial article, we first review the most fundamental concepts and architectures of CRNs and subsequently introduce the concepts of game theory, supermarket game theory and common solution to game models such as the Nash equilibrium and the Nash bargaining solution. Finally, a list of related studies is highlighted and compared in this tutorial.