• Title/Summary/Keyword: 게임활용

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Stealthy Behavior Simulations Based on Cognitive Data (인지 데이터 기반의 스텔스 행동 시뮬레이션)

  • Choi, Taeyeong;Na, Hyeon-Suk
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.27-40
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    • 2016
  • Predicting stealthy behaviors plays an important role in designing stealth games. It is, however, difficult to automate this task because human players interact with dynamic environments in real time. In this paper, we present a reinforcement learning (RL) method for simulating stealthy movements in dynamic environments, in which an integrated model of Q-learning with Artificial Neural Networks (ANN) is exploited as an action classifier. Experiment results show that our simulation agent responds sensitively to dynamic situations and thus is useful for game level designer to determine various parameters for game.

Forecasting Ecosystem Changes in Virtual Reality Game Industry using Scenario Network Mapping (가상현실게임 산업의 생태계 변화 예측 및 대응 전략)

  • Rhee, Chang Seop;Rhee, Hyunjung
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.15-26
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    • 2018
  • Virtual Reality(VR) is one of the most remarkable technologies in the current game industry. Nevertheless, it is difficult for the game industry to actively invest in the VR technology because of the technical problems to overcome and the uncertainty about the market possibility. Therefore, this study attempts to estimate the future possibilities of the VR game market in various angles. For the purpose, we explore the domestic game market from the past to the present, and forecast the game industry ecosystem using the Scenario Network Mapping. Based on the result, we propose a short and long term future prospect and suggest the possible strategies for each stakeholder of the VR game market.

The Study of Bot Program Detection based on User Behavior in Online Game Environment (온라인 게임 환경에서 사용자 행위 정보에 기반한 봇 프로그램 탐지 기법 연구)

  • Yoon, Tae-Bok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.9
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    • pp.4200-4206
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    • 2012
  • Recently, online-game industry has been rapidly expanding in these days. But, the various game service victimized cases are generated by the bots program. Particularly, the abnormal collection of the game money and item loses the inherent fun of a game. It reaches ultimately the definite bad effect to the game life cycle. In this paper, we propose a Bots detection method by observing the playing patterns of game characters with game log data. It analyzed behaviors of human players as well as bots and identified features to build the model to differentiate bots from human players. In an experiment, by using the served online-game, the model of a user and bots were generated was distinguished. And the reasonable result was confirmed.

Intelligent Real-time Game Characters using Genetic Algorithms (유전자 알고리즘을 사용한 지능적인 실시간 게임 캐릭터)

  • Tae-Hong Ahn;Sung-Kwan Kang;Sang-Kyu Lee;U-Jung Kim;Hong-Ki Kim
    • Journal of the Korea Computer Industry Society
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    • v.2 no.10
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    • pp.1309-1316
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    • 2001
  • In the majority of todays animation and computer games, the behaviours of characters are controlled by pre-defined game logic or pre-generated motion. As game developers strive for richer and more interactive games, they often encounter limitations with this approach. This paper attempts to construct a game model using Genetic Algorithms (GAs) in order to produce more intelligent and compelling computer games. Based on learning ability, the use of GAs will enable the characters to continually evolve, providing a changing and dynamic game environment. A real-time game was implemented to investigate the performance and limitations of the system.

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A Study on Design Techniques of Gaming Service Architecture with Android-base (안드로이드 기반의 게임서비스 아키텍처 설계기법에 관한 연구)

  • Ryu, Chang-Su;Hur, Chang-Wu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.11
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    • pp.2563-2568
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    • 2012
  • The growth speed of the industry of national smart phone game service has become faster and the its economical and cultural effect has increased steadily these days. The DB design for data perpetuation in C/S MMO which has accumulated data a lot and many simultaneous plays like smart phone games is very important. This paper, mindful of the operation and the scalability suitable for android OS, by utilizing RDBMS, enabling very short, many transactions, their complexity, and a large amount of game data process, suggests fully-qualified MMORPG game service architecture design techniques widely available for more than online game industries.

The Research of the Psychoanalytical Implications and Therapeutic Elements of Game Addiction (게임 중독의 정신분석적 함의와 치료 요인에 대한 고찰)

  • Han, Joo-Yeun
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.33-46
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    • 2020
  • As the part of a research project, we examined the causes of game addiction. Traumatized infants may project into virtual space a variety of mental symptoms such as aggression and delusion, division and depression, lack of integrated ego, low emotional awareness, compulsive obsession with objects, rebellion against social norms, and low reality awareness. Game space plays various roles in exhibiting presence of self, omnipotence and hopelessness, division of the self-image, emotional duality, immersion, and motility. This roles have both functional and dysfunctional effects.

Designing and Implementing Serious Game for Programming Education (프로그래밍 교육을 위한 기능성 게임의 설계와 구현)

  • Jung, ChanYong
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.143-150
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    • 2016
  • Programming is a difficult meat for novices. Educatees nowadays start to play games before they first attend formal education. Serious games offer tools that may have potential to support programming trainers to become more engaged on their learning through a learn while having fun approach. This paper aims to design and implement serious game for programming education. Our serious game substitutes game rules and objects for elements of programming language. We will begin by describing the game mechanics, followed by the general system architecture, finalizing with a small conclusion. We also discuss the implications of our work for the development of the serious game that support the identified features and teach programming concepts.

A Model of Storytelling Board Game based on Motif (모티프를 활용한 스토리텔링 보드 게임 개발)

  • Ahn, Jin-kyoung;Park, Hyoung-eun
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.15-24
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    • 2016
  • The purpose of this study is to propose a storytelling board game model using cards, focusing on motif theory illustrated at , a type of software that supports story-making. First, the study categorizes storytelling board games into 4 types, then sets a development objective. Furthermore, after creating a 205 types of motif cards according to motif categorizing system, the study presents development model of both basic and expansion mode. The study aims to verify its game characteristics and elaborate its model through focus group tests henceforth.

Behavior Patterns and Visualization by Playing Experience in FPS Game (FPS게임의 플레이경험에 따른 행동패턴과 시각화)

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.35-44
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    • 2016
  • To apply the player's experiences to the design process of the game levels set by the developer, gameplay behavior analysis is needed. The player's behavior which is different by how much he got experiences from the play has generally been studied by one computational approach based on numerical data and the other HCI(human-computer interaction) approach through heuristic analysis. For the analysis of the player's behavior with the level design patterns in FPS(first-person shooter) games, in this paper those methods are used to code 12 main types of action, which in turn is simply categorized into 5 kinds of behavior pattern. Along with it, an optimized visualization is proposed to intuitively compare the flow of behavior pattern with the time of playing game.

Gamification for Environment Education based on The Extended Cooperation (확장협력 기반 환경교육 게이미피케이션)

  • Jung, ChanYong
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.37-46
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    • 2017
  • Gamifications offer utilities that may have potential to support convergence to become more engaged on their filed. This paper aims to design and implement gamification for the supporting of environment education based on the extended cooperation. We describe game mechanics, the system architecture, and its MDA model, finalizing with a small conclusion. We also discuss the implications of our work for the gamification that support the identified features and activate environment education. The result will be a framework for designing a gamification system that is suited for environment education. Ease, familiarity, relatedness, comfort, and usefulness were confirmed by the opinion polling. Our prototype has updated by reflecting their views and opinions.