• Title/Summary/Keyword: Game Level Design

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Design and Development Shooting Game base on Rhythm under Unity System (유니티 환경에서 리듬기반 슈팅 게임 설계 및 개발)

  • Kim, Min-Woo;Jeong, Sang-Woo;Jang, Cheol-Young;Sim, Kyu-Bo;Song, Teuk Seob
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.05a
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    • pp.797-799
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    • 2016
  • It is difficult for user to use arcade shooting games because patten of the missiles patterns are not dynamic. And users are hard to access to high level because spped of missiles is very fast. In this paper, we propose rhythm based shooting game. The game give us pleasant environment and use can play the game easily.

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Design of Avatar-based Game System for Immersion Improvement in Entertainment Space (엔터테인먼트 공간에서 몰입감 증대를 위한 아바타 기반 게임 시스템 설계)

  • Park, Myun-Jin;Park, Chang-Bum;Paik, Doo-Won;Kim, Kyu-Jung
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.25-34
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    • 2010
  • The entertainment has been quite affected by the development of scientific technology, so that the kind of contents and the type of enjoyment entertained to the people has been versatile and changed. As this trend goes on, the expectation level of the entertainment becomes gradually increased for the people's point of view. The proposed system can be designated as a physically recognizable 3D dancing game in which the avatar resembling the participant dances as tracking the face of the game participant. By the result of the survey, it can conclude that the proposed game system would be expected as a new and fascinating game rather than the currently available games due to the fact that it will give more interests and self-involvement since augmented experience in entertainment is provided.

Tree Growth Model Design for Realistic Game Landscape Production (사실적인 게임 배경 제작을 위한 나무 성장 모델 설계)

  • Kim, Jin-Mo;Kim, Dae-Yeoul;Cho, Hyung-Je
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.49-58
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    • 2013
  • In this study, a tree growth model is designed to represent a variety of trees consisting of a outdoor terrain of game efficiently and naturally. The proposed tree growth model is an integrated tree growth model, and is configured using the following approaches: (1) the tree modeling method based on growth volume and the convolution sums of divisor functions, which is used to model a variety kind of trees more intuitively and naturally; (2) a rendering method using a level of detail of branch based on instancing for real-time processing of numerous trees with complicated structures; and (3) a combination of the above methods to efficiently implement a game landscape. The natural and diverse growths of trees that emerged using the proposed tree growth model is evaluated through experimentation, along with the possibility of implementing the natural game landscape and the efficiency of real-time processing.

Players Adaptive Monster Generation Technique Using Genetic Algorithm (유전 알고리즘을 이용한 플레이어 적응형 몬스터 생성 기법)

  • Kim, Ji-Min;Kim, Sun-Jeong;Hong, Seokmin
    • Journal of Internet Computing and Services
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    • v.18 no.2
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    • pp.43-51
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    • 2017
  • As the game industry is blooming, the generation of contents is far behind the consumption of contents. With this reason, it is necessary to afford the game contents considering level of game player's skill. In order to effectively solve this problem, Procedural Content Generation(PCG) using Artificial Intelligence(AI) is one of the plausible options. This paper proposes the procedural method to generate various monsters considering level of player's skill using genetic algorithm. One gene consists of the properties of a monster and one genome consists of genes for various monsters. A generated monster is evaluated by battle simulation with a player and then goes through selection and crossover steps. Using our proposed scheme, players adaptive monsters are generated procedurally based on genetic algorithm and the variety of monsters which are generated with different number of genome is compared.

Influence Factors of Online-Based Interpersonal Relationships by Developmental Level -Centered on Social Networking Service Users - (대인관계 발달 단계에 따른 온라인기반 대인관계에 미치는 영향요인 - 소셜네트워크 서비스(SNS) 사용자를 중심으로 -)

  • Heo, Song-Ji;Kim, Ja-Young;Jang, Hee-Jin;Ko, Hye-Young;Park, Su-E
    • Journal of Korea Game Society
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    • v.12 no.2
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    • pp.75-89
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    • 2012
  • In this paper, the correlation which is at work between affecting factors and interpersonal relationships' dimension depend on developmental level has been studied to search for clues about how to develop the online based interpersonal relationships -the fundamental aims of SNS related services- efficiently. People who'd ever entered into a relation through the 'online-based generated relationship' by SNS were divided into two groups on the development level. They were conducted a survey, and the results were derived using PLS statistics. As the result, 7 kinds of factors as social attraction, physical attraction, reciprocity, content quality, coexistence perception, information provision and similarity had an impact on the initial level of relationships, and 6 kinds of factors as social attraction, physical attraction, reciprocity, content quality, web appearance and coexistence perception had an impact on the developed level of relationships. This study could be utilized for the service design for facilitating interpersonal relationships efficiently by their level of development.

The analysis of the Knowledge Construction Types in Educational on-line Games On the Basis of the level of the Self-Regulated Learning (자기조절학습 수준에 따른 교육용 온라인게임에서의 지식구성과정 유형 분석 연구)

  • Jung, Jae-Yeob;Kim, Keon-Seok;Park, Hyung-Sung
    • Journal of Korea Game Society
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    • v.6 no.3
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    • pp.51-66
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    • 2006
  • According to this recent change of the educational stream, the researcher sought to find the relationship between the level of students' Self-Regulated Learning and the Knowledge Construction Process strategies they use to succeed at an educational on-line game, and attempt to make some suggestions on the design and use of educational on-line games in this study. In conclusion, the change in the education paradigm requires students to pursue and produce contextual knowledge by using various media and learning environments. Some theoretical backgrounds, related to situated learning theory and the use of supporting educational media, are necessary. As contextual educational media, On-line games can be expected to play the role of evoking fresh perspective towards all the aspects of education.

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Fuzzy Based Selection Technique for Character Action in Came Balancing (Game Balancing에서 Fuzzy를 이용한 캐릭터 액션 선택)

  • Hyun, Hye-Jung;Kim, Tae-Sik
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.1
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    • pp.81-88
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    • 2008
  • In the game balancing. it is so difficult to choose suitable arms among various actions, or arms and to accurately calculate to which level we adjust the balance. The fuzzy method can be properly used in a particular environment which cannot be correctly processed in mathematics or in lessening the time-consuming problems during the accurate number crunching. Because a variety of actions, relations with opponents. previous battle experiences etc. are not easy to be reflected in every occasion, the fuzzy method could be useful in these cases. When the balancing is needed. the data which have been played to that Point are processed by the fuzzy function and calculated to adapt intensity to each action. The ability of characters is regulated in this process. To demonstrate the efficiency of this method. I would like to make clear the excellence of fuzzy method through the following five experiments; a case with invariable ability adjustment, a case adjusted by a randomly chosen action, a case with the strongest weapon selection. a case with the weakest weapon selection and a case with the fuzzy method application.

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Authoring Tool of Courseware based on Crossword Puzzle Game for Vocabulary Learning (크로스워드 퍼즐게임을 기반으로 하는 어휘학습 코스웨어 저작도구)

  • Park, Su-Ja;Jung, SoonYoung
    • The Journal of Korean Association of Computer Education
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    • v.6 no.2
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    • pp.157-164
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    • 2003
  • To enhance the effect of learning in vocabulary learning, it is important first of all for learner to take active learning and be interested in learning, not cramming education. Due to this background, the instructor sometimes takes advantage of the game concepts in producing the courseware for vocabulary learning. But because of overwhelming overload in making the game-based courseware, it have been not made practical application to vocabulary learning. In this research, we study on the strategy for making practical application of the game concept to producing the courseware for vocabulary learning. And, based on the strategy, we design and implement the authoring tool of courseware for vocabulary learning based on crossword puzzle game. This tool enables instructor to produce the courseware based on crossword puzzle game easily and quickly and to make efficiently the courseware for vocabulary learning with level.

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A 3D Game Character Design Using MAYA (MAYA를 이용한 3D게임 캐릭터 디자인)

  • Ryu, Chang-Su;Hur, Chang-Wu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.05a
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    • pp.300-303
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    • 2011
  • Owing to the improvement in CPU processing speed of Phones (hardware of smartphone), 3D engines loading, and expansion of the usable capacity, next-generation smartphone game markets are rising briskly. Therefore, in creating 3D game characters, realistic and free-form animations in a small screen of a smartphone are becoming important. Through this paper, as a method of creating characters and operating for game characters to cause user's feeling, with NURBS data of MAYA, We completed a face in turns of eyes, a nose, and a mouth, and with Polygon Cube tool, modeled hands and feet. After dividing a cube into half and modeling it, through mirror copying We completed the whole body and modeled the low-polygon. Then to model realistic and free-form characters, We completed each detail with ZBrush and applied Divide level up to 4. Though they might look rough and exaggerated, We tried to express stuck-out parts and fallen-in parts effectively and smoothly with Smooth brush effect, map and design the low-polygon 3D characters.

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Market Success factors of Mobile Games: Differences by Genres and Changes over Time (모바일 게임의 시장 성공 요소: 게임 장르별 차이와 출시 후 시간 경과에 따른 변화)

  • Yi, Sang-Yoon;Kim, Moon-Yong;Han, Sung-Don;Ahn, Jae-Hyeon
    • Information Systems Review
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    • v.10 no.3
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    • pp.21-38
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    • 2008
  • After the introduction stage, Korean mobile game market is approaching to the growing stage leading mobile contents market. The environment for the mobile contents business is getting better by the expansion of the 3G mobile networks and the enhancement of the mobile devices. In this research, at a content level, not a service level, market success factors of mobile games and the differences by genres and their changes over time were investigated through the analysis of the real market data of mobile games launched by a Korean mobile carrier. The most important factors for market success, especially for the genres of RPG/Tycoon/Simulation and Shooting/Action/Arcade, were found to be the 'design' factor and its effect turned to be getting stronger as time goes by after the launch. Consumers' purchase rate was actually higher for the mobile games of popular genres or in relation with socially popular subject matters. Also 'design' and 'creativity' factors which are related to the quality of contents, have gotten more important over time. One of the most interesting results was that there existed a "blue ocean" genres like Sports/Racing/Leisure which had a steady demand but not many competing games. In the analysis of the 'convenience' factor, one interesting implication for mobile game producers was that there exists a trade off between the ease of initial adoption and the steady sales of a mobile game.