• 제목/요약/키워드: Characteristics of Games

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Ballistic Cavity Simulation using Modified Bresenham Algorithm (개선된 브레즈넘 알고리즘을 이용한 탄흔 시뮬레이션)

  • Yunji Seok;Seongah Chin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.683-688
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    • 2023
  • Content featuring next-generation weapons is continuously appearing in games and virtual reality. In the context of story development, the traces of a target's bullet marks are observed differently according to the unique characteristics of the rifle and bullet. Additionally, there is an example of using forensic ballistics to investigate crime by examining the traces of bullets. Understanding the relationship between the ballistic coefficient and cavity by ballistics is crucial during this process. This paper proposes a physics-based cavity simulation using the modified Bresenham's line algorithm, which can enhance realism in games and virtual reality. This simulation accurately models the trajectory of bullets and cavity formation upon impact, creating a more realistic representation of how bullets interact with materials. Overall, physics-based simulations can greatly enhance the realism and immersion of games and virtual reality experiences and can have applications in forensic investigations.

A Study of Cheater Detection in FPS Game by using User Log Analysis (사용자 로그 분석을 통한 FPS 게임에서의 치팅 사용자 탐지 연구: 인공 신경망 알고리즘을 중심으로)

  • Park, Jung Kyu;Han, Mee Lan;Kim, Huy Kang
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.177-188
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    • 2015
  • In-game cheating by the use of unauthorized software programs has always been a big problem that they can damage in First Person Shooting games, although companies operate a variety of client security solutions in order to prevent games from the cheating attempts. This paper proposes a method for detecting cheaters in FPS games by using game log analysis in a server-side. To accomplish this, we did a comparative analysis of characteristics between cheaters and general users focused on commonly loaded logs in the game. We proposed a cheating detection model by using artificial neural network algorithm. In addition, we did the performance evaluation of the proposed model by using the real dataset used in business.

A Study on Design of a Distributed Game Server System (분산 게임 서버 시스템 설계에 관한 연구)

  • 배재환
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.28 no.12B
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    • pp.1060-1065
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    • 2003
  • As the Internet continues to grow, network games are widely spreaded. For most network games, many users' meet on a server causes a heavy load to the sewer, which in turn brings inconvenience to the user. Moreover, it demands increased expense to the service provider for deploying additional servers. In this paper, we propose a hybrid distributed system for network games. In our proposed system, a client is independents of the server and exchanges information directly with other clients. The client depends on servers only for the update information. The proposed methodology classifies messages according to the characteristics of information that the message handles and applies either client-to-server and pear-to-pear communication for processing messages which increases the efficiency of systems.

A Study on Improving Fun Factor of Psychotherapy Game (정신 치료 게임의 재미 요소 향상 방안)

  • Lee, Myoun-Jae
    • Journal of Digital Contents Society
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    • v.13 no.1
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    • pp.13-20
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    • 2012
  • Game is an excellent media to easily access and immerse for most people. According to these characteristics, many games which are combined game's fun with original educational purpose have been developing in various fields. In case of developing the game, game designer should balance game's fun and educational purpose in each filed. In this paper, we analyze psychotherapy games to improve accessibility of treatment and continuance of treatment sessions in face-to-face treatment by particularly fun factors in commercial games. And, then we present methods to increase fun of psychotherapy game. This paper can help psychotherapy game developers to increase game experience.

A Study on Flash Mobile Game Application Using Adobe AIR (어도비 에어를 이용한 플래시 모바일 게임 애플리케이션에 관한 연구)

  • Joo, Heon-Sik
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.73-82
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    • 2015
  • This study makes a proposal about Flash mobile game applications using Adobe AIR. In developing a mobile game, the developer programs in Flash ActionScript, and distributes and publishes the program using Adobe AIR so that the game can be played on an Android mobile device. In order to run the game, the player downloads and installs Android Adobe AIR onto the mobile device and sets up the published app. This study designed and implemented a mobile game application and showed that a mobile game is executed on a smart phone. This outcome may be applicable to various genres of apps. Moreover, this study analyzed the trends of mobile games, focusing on their genres and characteristics, and according to the results, most of them were mobile games using Kakao Talk. The analysis results also showed that the popularity ranking of games varied little among sites.

The Relationship between Types of Leisure Activity and Blood Types - Focus on Collegians of Public Health Departments and Non-Public Health Departments of DHC - (혈액형에 따른 여가활동 유형 -대구보건대학 보건계열 및 비보건계열 학생들을 중심으로-)

  • Yoon, In-Sook;Kim, Hye-Jong
    • Korean Journal of Clinical Laboratory Science
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    • v.38 no.1
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    • pp.65-71
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    • 2006
  • We examined the relationship between the basic characteristics and types of leisure activities according to blood types. It was based on questionnaires answered by 441 collegians in public health departments and 282 in non-public health departments in Daegu Health College in March, 2005. The frequency of leisure activity of once or twice a week or less during weekdays was the most common.: The most common frequencies for all blood types were between 1 and 2 hours on weekdays and between 3 and 5 hours on the weekends or holidays. As far as the type of leisure activities during the weekdays was concerned, in the case of public health departments, blood type A was interested in computer games and then watching TV, blood type B was attracted to watching TV and listening to music, blood type AB was into watching TV, computer games, and listening to music, and blood type O was keen on watching TV and computer games in that order. The type of leisure activity according to blood types in public health departments was shown to be significantly different (p<0.05). The type of future leisure activity was shown to be significantly different between public health departments and non-public health departments (p<0.05). The type of present leisure activity preferred by collegians, according to the study, was entertainment such as computer games for most blood types. The type of future leisure activities was related to the field of tourism and sports. The collegians need to have more advanced and positive leisure activities.

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Logic and Method of Phenomenological Research for Online Games (온라인게임 연구를 위한 현상학적 연구의 논리와 방법)

  • Kim, Ki-Suk;Shim, Sun-Ae;Jong, Hyung-Won
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.321-329
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    • 2015
  • The purpose of the present study is to understand the cultural aspects of the games through the logic and methods of phenomenological study for online games and to propose phenomenological research methods to many researchers performing various studies on the characteristics, addiction, culture, nature, features and types of the players. In particular, the way was investigated to study the game culture through the logic and methods of phenomenological study. Phenomenological research methods will help how to understand the game as a way to understand the cultural context of the specific and vivid life of gamers experience and human reality. This study is expected to inspire continuously more interesting and persistent phenomenological studies of many researchers with interests in the new research methods.

The Effect of Puzzle System on Player's Level of Immersion and Engagement in Adventure Games (어드벤처 게임의 퍼즐 시스템이 플레이어의 게임 몰입과 참여도에 미치는 영향)

  • Lee, In-Sun
    • Journal of Korea Game Society
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    • v.8 no.4
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    • pp.17-27
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    • 2008
  • This study has made an in-depth analysis of the 'Puzzle System' which is a characteristic structural unit of the Adventure Game, and concentrates on the mechanism where the experience arouses in the player a 'desire (quasi-need) to finish' that leads to one's immersion and engagement in the game. In the course of conducting this study, documentary records were consulted and also this writer personally played video games to learn the component elements and fundamental characteristics of the Adventure Games and to experience how the player was immersed in the game. Thus, the Puzzle System in the Adventure Game was defined and an analysis was made of the structure and course of play where the puzzle part and the narrative part within the system organically interacted between them in the system. In order to confirm the formation and effects of 'desire to finish' shown in the hypothetic assumptions, two experiment-purpose game units were produced, one with dramatic cut scenes and the other without them, so that differences between them could be found. I also conducted an experiment to learn the generation and effect of the 'desire to finish' of the Puzzle elements by using different games with a varying degree of difficulty.

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A Study on the way to use push notification through analysis of push notification system in mobile social network games : focus on Puzzle games (소셜 네트워크 게임 내 푸시알림 시스템 분석을 통한 푸시알림 활용 방안 : 퍼즐게임을 중심으로)

  • Shin, Hyun-Ju;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.427-432
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    • 2015
  • Recently, Mobile Social Network Game market has grown rapidly because Smart devices has been spreading to many people and improving performance. Push notification, which is a success factor of the mobile social network game brought about stress to the user. However, there is no study on push notifications in the mobile social network game; it was difficult to understand for the use of push notifications. The Games of Kakao talk platform has various push notification system and provides detailed descriptions. On the other hand, the game linked to Facebook has minimal push notification system. In the future, if game companies develop push notification system by the characteristics of user, mobile social network games be able to derive the user's use continuously.

A novel method for natural motion mapping as a strategy of game immediacy

  • Lee, Ji Young;Woo, Tack
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.5
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    • pp.2313-2326
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    • 2018
  • The method of operating a game could determine the psychological distance between the player and the game character, and thus, in the Virtual Reality, players' control methodologies are important to enhance their immersion. This study has the objective of examining the difference in games according to the method of operation based on the player's movements. This study researched the effect of the method of operating movement conforming to the movement of the character and the physical operation of the body on forming game experiences for the player. The result of performing an experiment increased reality for the game player through a controller in the shape of the actual control, to increase focus in the game. As so, game play through movements, including actual movements by the player displayed to enhance game satisfaction. In the part of media remediation field, Game can be defined as media which has their own unique hypermediacy. Especially, in the motion based game, players' movement mediates players and the game, therefore, players' movement could make players' experience augmented or immediate in accordance with the characteristics of movements. Even though sports and dances genres of motion-based games are common, RPG or adventure genres are rare. It can be explained that the characteristics of the action have been explained in the immediacy. In a game of fantasy, which is difficult to experience in real-life situations, the nature of the player's motion can increase the immersion of the game, which can contribute to utilization of players' motion and experience design in the various genres and suggestion of grounds theory. In addition, through this study, it is able to design motion-based games of various genres.