• Title/Summary/Keyword: language game

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Blackbox and Scenario-Based Testing of Online Games Using Game Description Language

  • Cho, Chang-Sik;Lee, Dong-Chun;Sohn, Kang-Min;Park, Chang-Joon;Kang, Ji-Hoon
    • ETRI Journal
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    • v.33 no.3
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    • pp.470-473
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    • 2011
  • In this letter, we propose blackbox and scenario-based testing of multiplayer online games as well as simple load testing. Game testing is done from outside the source code, and the access to the source code is not required to testers because the game logic is described with a game description language and virtual game map. Instead of using a subset of the main game client for the test client, only game packet protocols and the sequence of packets are analyzed for new game testing. In addition, complex and various scenarios can be tested through combining defined actions. Scenario-based testing helps testers mimic real testing environments instead of doing simple load testing and improves the productivity of game testing.

Study on the Influence of the Language Symbols on Side-Scrolling Puzzle Games ---- Focused on the Players' Empathy

  • Qi, Yi;Xinyi, Shan;Jeanhun, Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.120-125
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    • 2023
  • According to whether language symbols are used to solve puzzles, puzzle games can be roughly divided into puzzle games with language symbols and puzzle games without language symbols. Puzzles games with language symbols can be subdivided into dialogue puzzles games and word puzzles games. These different puzzle-solving methods have different characteristics and have different effects on the empathy in the game. In horizontal scrolling games, due to the characteristics of the third-person perspective of horizontal scrolling games, there is always a 'fourth wall' between the player and the controlled character, making it difficult for players to gain a empathy when playing such games .Especially when there is a dialogue between a player-controlled character and an NPC, the sense of distance between the player and the character will be further amplified. As one of the most common game types in side-scrolling games, side-scrolling puzzle games can be divided into language symbols-based puzzle game and non-language symbols-based puzzle game according to whether language symbols are used to solve puzzles, and then promote the development of the game plot. We combine the characteristics of horizontal scrolling games, and analyze the influence of language symbols on empathy in puzzle-solving games by summarizing the game characteristics of two different puzzle-solving methods. The results show that in horizontal scrolling puzzle games, solving puzzles without using language symbols can better expand the player's sense of plot substitution.

Game Planning and Development IDE based on Script (스크립트 기반의 게임 기획 및 개발을 위한 통합 개발 환경)

  • Lee Don-Yang;Park Wee-Joon;Choi Han-Yong
    • The Journal of the Korea Contents Association
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    • v.5 no.3
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    • pp.133-140
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    • 2005
  • It is important matter to develop game that language should consider improving game development environment. It is hardly any language that is designed to develop a game. Most developer used general purpose programming language in these situations, and directly modeling with engine. For this reasons, developers cannot easily develop games and must programming on engine level. It is hard to develop a game in this environment that was not able to understand an engine well. Moreover, developer and planner want to use an abstracted high-level language on planner phase and are going to easily develop a game. It was not have communication tool between developer and planner. Therefore, we defined a script language for modeling based on abstract engine level. In addition, we did build IDE to develop game using abstracted high-level language. It was able to develop a game on high-speed development environment. Therefore, developer does not must develop with engine phase but can develop a game with planners. In addition, game planner and developer can use a communication tool because it is able to develop skeleton game.

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An Implementation of Intelligent Word Relay Game Considering Characteristics of Real World Langunge (언어생활을 반영한 지능적 끝말잇기 프로그램 구현)

  • Lim, Heui-Seok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.9 no.1
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    • pp.122-128
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    • 2008
  • An word relay game contributes to rehabilitation and treatment of language disorders such as aphasia. As a computer is better than human in memorizing very large vocabularies, the computer has much advantage over people in word relay game. Such the game result in decrease the motivation of players and patients in treatment of language disorders. To make people to continue word relay and to be effective to remedy language disorders, the game need to be intelligent and familar with a person. This paper proposes an implementation of intelligent Korean word relay game, which considers characteristics of Korean word usage patterns. The gaem is intelligent in constructing vocabulary database and choosing an answer considering the level of player.

A Preliminary Study on Serious Game for C Language Study of Beginners : freCman (초보자를 위한 C 언어 학습 기능성 게임 개발 사례 : 프레C맨)

  • Hwang, Kitae;Jung, Inhwan
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.199-206
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    • 2015
  • This paper introduces a serious game called freCman developed for C programming language beginners. Since key words, syntax, and programming structure of C programming language are unfamiliar for them, they feel uneasy and have many difficulties to study. We developed three games such as shooting star C, finding hidden errors, unscrambling C codes through which C beginners can study C language easily. Also we developed CTS(Code to Speech) which speeches C source codes like English statements so that C beginners can be familiar with C key words and statements. To prove effectiveness of the freCman, some experiments have been conducted with C language beginners. Experiment results show that the freCman helps beginners studying C programming language much.

2.5D Metaverse Game Engine using Java (자바를 이용한 2.5D 메타버스 게임 엔진 설계 및 구현)

  • Han, Seung Hoon;Kim, Eun Ju
    • Journal of Korea Multimedia Society
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    • v.10 no.2
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    • pp.260-268
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    • 2007
  • The game was mainly developed using the C/C++ language and DirectX in the current computer and mobile field. But, if we use these limited language, we can suppress a diversity of game engine when we design various game engines. In this paper, we wanted to develop the game us ing the Java to use the limited game development language with some variety and designed and developed the airplane combat game, the metaverse game engine as the game for the reuse and the extensibility of the code in the game engine us ing the re-use of the code of the features in the Java.

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Apply A Pure Functional Language for Game Programming (게임 프로그래밍을 위한 순수 함수형 언어의 활용)

  • Lee Dong-Ju;Byun Suk-Woo;Woo Gyun
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.464-469
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    • 2005
  • The imperative programming language like C language is Generally used when we develop the game program. But there is the need of much effort and time on low-level-details in order to express the game program that has complicated and varied motion. I will try to take measures to use the pure functional language, Haskell as the method of simplifying complex game program. The pure functional programming language like Haskell has excellence of technology and it has become specific in many domains. In this paper I'll discuss the difference between The two languages and merits and demerits in the game development aspect. Also discuss the possibility of putting Haskell to practical use in the future.

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The study of optimism through the dialogue in NPC (낙관주의 관점에서 본 NPC의 대화 내용 분석 -<메이플스토리>를 중심으로)

  • Hong, Hyun-Jo;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.111-124
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    • 2020
  • This paper analyzed the dialogue language of 'Maple Story' NPC from the perspective of learned optimism. Not only is NPC's language a key skill in artificial intelligence language, it also plays a big role in giving game users fun and desire to achieve. In this paper, as a result of analyzing the dialogue language of NPCs by utilizing the two key dimensions of NPC's learned optimistic explanation form: permanence and pervasiveness, the rate of characters' conversations using optimistic languages was 6%~7%. It was confirmed the important consideration in NPC artificial intelligence development.

A Study on the Development of a Korean Manual Alphabet Learning Game with Avatar (아바타를 내장한 한글 지문자 학습 게임 개발에 관한 연구)

  • Oh, Youung-Joon;Jung, Kee-Chul
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.67-80
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    • 2009
  • In this paper, we described the development of a Korean Manual Alphabet (KMA) learning game with avatar. KMA letters correspond to the vocabulary of Korean Sign Language (KSL) when spelling a word. Each KMA letter corresponds to a letter of the Korean Alphabet (KA) and KA is represented as hand shapes by sign language user. We developed a KMA learning game for a beginner to learn KMA letters from sign language avatar and practice KMA presentation easily. The system composed of sign language teacher avatar GUI popup window based on OpenGL, KMA letter recognition module, KA letter raining game module and USB camera. A user learns a KMA letter with expressing KA syllabic from avatar and inputs a KMA letter to the system using USB camera. We evaluated the efficiency of the developed system through the verification of users.

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A Study on the Multilingual Speech Recognition for On-line International Game (온라인 다국적 게임을 위한 다국어 혼합 음성 인식에 관한 연구)

  • Kim, Suk-Dong;Kang, Heung-Soon;Woo, In-Sung;Shin, Chwa-Cheul;Yoon, Chun-Duk
    • Journal of Korea Game Society
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    • v.8 no.4
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    • pp.107-114
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    • 2008
  • The requests for speech-recognition for multi-language in field of game and the necessity of multi-language system, which expresses one phonetic model from many different kind of language phonetics, has been increased in field of game industry. Here upon, the research regarding development of multi-national language system which can express speeches, that is consist of various different languages, into only one lexical model is needed. In this paper is basic research for establishing integrated system from multi-language lexical model, and it shows the system which recognize Korean and English speeches into IPA(International Phonetic Alphabet). We focused on finding the IPA model which is satisfied with Korean and English phoneme one simutaneously. As a result, we could get the 90.62% of Korean speech-recognition rate, also 91.71% of English speech-recognition rate.

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