• Title/Summary/Keyword: Game System

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Novel Ubiquitous Concept of Real Reality Robot Game Controlled by Mobile Server Robot

  • Joo, Byoung-Kyu;Jeon, Poong-Woo;Jung, Seul
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.2481-2485
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    • 2003
  • In this paper novel concept of real reality robot game controlled by a mobile server robot is proposed. Real reality robot game means that two real robots controlled by two human operator through the internet are playing a boxing game. The mobile server robot captures playing images of the boxing game and send them to GUI on the screen of human operators’ PC. The human operator can login to boxing game from any computer in any place if he/she is permitted. Remote control of boxing robot by a motion capture system through network is implemented. Successful motion control of a boxing robot remotely controlled by a motion capture system through network can be achieved.

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A Study on the Guild System for the Participation of User in the MMORPG Game (MMORPG 게임에서의 사용자 참여를 위한 길드시스템에 관한 연구)

  • Mo, Eun-Seok;Park, Jae-Hwan;Park, Ji-Won;Kang, Tae-Hyeon;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.307-310
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    • 2016
  • 국내 게임시장은 모바일을 기반으로 성정을 지속할 것으로 내다보고 있다. MMORPG 신작 부재로 국내 온라인 게임 시장의 성장은 다소 제한적일 것으로 예상했지만 다양한 신작 출시와 기존 온라인 게임의 모바일 게임 시장 진출로 시장이 활성화 되고 있다. 본 논문에서는 MMORPG 게임에 대표적인 두개의 길드 시스템을 분석하며 기존 시스템에 대한 보완과 새로운 시스템에 대해 제안하고자 한다. 두 게임에 공통적으로 들어가는 시스템에 대해 문제점과 보완방법을 제안하며 새로운 시스템에 대한 제안을 통해 게임을 즐기는 사용자들의 참여를 유도하고자 한다.

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Implementation of Real Reality Robot Game for Environment of Ubiquitous Concept (유비쿼터스 개념 환경하에서 실제 현실 로봇 게임 구현)

  • Joo, Byung-Kyu;Jeon, Poongwu;Jung, Seul
    • Journal of Institute of Control, Robotics and Systems
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    • v.11 no.12
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    • pp.977-983
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    • 2005
  • In this paper, novel ubiquitous concept of real reality robot game controlled by a mobile server robot is proposed. Real reality robot game means that two real robots controlled by humans/computers through the internet are playing a boxing game. The mobile server robot captures playing images of the boxing game and sends them to GUI on the screen of human operators' PC. The human operator can login to the boxing game from any computer in any place if he/she is permitted. Remote control of a boxing robot by a motion capture system through network is implemented. Successful motion control of a boxing robot remotely controlled by a motion capture system through network can be achieved. In addition, real boxing games between a human and a computer are demonstrated.

Design and Implementation of Web Service System for Game Character Migration between Different-type On-line Game Servers (이종 온라인 게임 서버 간의 게임 캐릭터 이주를 위한 웹 서비스 시스템 설계 및 구현)

  • Suk, Jin-Weon;Kim, Ju-Yeon;Kang, Joon-Gyu
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.3
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    • pp.219-228
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    • 2011
  • In the online game, a game character to replace game player exists within the same game and it is very difficult to migrate to another on-line games. Also, players have taken a lot of time and effort in the character's growth. In recent years, it has raised many social side effects. Therefore, in order to solve these problems, this paper was implemented web services system based on previous studies for the migration of game character between different-type on-line game severs, and the proposed system verified through the experiment focused on 4 capability numerical value (money, HP:Hit Point, MP:Mana Point, level) between migration element of game character.

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
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    • v.25 no.9
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    • pp.1190-1198
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    • 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 of Digital Game-based Learning Feature for Package Tour Management Application (패키지 투어 관리 애플리케이션을 위한 디지털 게임 기반의 학습 기능 구현)

  • Wahyutama, Aria Bisma;Hwang, Mintae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.7
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    • pp.1004-1012
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    • 2022
  • This paper contains the implementation of a game as a feature of a package tour management application with the Digital Game-based Learning approach that helps tourists learn about tourism spots. The game is written in Java language for an Android smartphone that is designed to be integrated with Content Management System (CMS) to manage the game's contents and assets. The game contains one tourism spots introductory level and five quiz game levels with each having a reward (points) and punishment (time penalty) system, then summed the results to obtain the total score from all levels. The total score will determine a tourist's performance and be listed on an online leaderboard to increase competitiveness among tourists. The conducted performance evaluation of the game shows satisfactory results of 0.9 seconds of response time from the database to the game. Implementing the game presented in this paper will potentially reduce the burden of the tour guide and increase the efficiency of managing the tour group.

Design of Secure Game Character Migration System Between Online Game Servers using Dual Signature (이중 서명을 이용한 온라인 게임 서버 간의 안전한 게임 캐릭터 이주 시스템 설계)

  • Suk, Jin-Weon;Lim, Ung-Taeg
    • Journal of Advanced Navigation Technology
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    • v.14 no.6
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    • pp.882-889
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    • 2010
  • The development of network technology has made rapid growth for online gaming industry on the Internet. Recently, game players have been wanting for a free migration on the game character for game player managed by online game servers of different types. Existing research on the acceptance of the game players demands have suggested migration model of the game character. However, the game Character Migration Process between the game server of different types migration is focused only, and safety issue that is necessary in an online transaction is overlooked. Therefore, ensure the safety of transactions information and when a dispute arises is necessary countermeasures. In this paper, Secure game Character Migration System (SCMP) using dual signature method when migrating game characters between the game servers of different types based on existing research is propose and looks to examine the safety.

Problems and Improvement of Game Rating System - Focused on IARC member Countries (게임물 등급 제도의 문제점과 개선방안 모색 - IARC 가입국을 중심으로)

  • Kim, Dae-wook
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.2
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    • pp.321-327
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    • 2019
  • This study aims to investigate the transition of the game rating system in Korea and to search for problems and improvement measures in the era of IARC game grade review. IARC(International Age Rating Coalition) is an International Classification Alliance, with 37 member organizations from 6 countries. In addition, IARC grants participating store-fronts autonomy to review game ratings. The method of deliberating games in Korea is proceeding with direct review by rating system and deliberation by IARC's own classification system. The problem of the rating system of the game is that the civilian becomes the subject, it relies on the questionnaire, and its side effects are caused by its own classification system. IARC guidelines can be developed to improve the game rating system, education on penalties and ratings for game developers, and management of participating front-stores. In conclusion, it may be dangerous to delegate rating authority to open market, and it is necessary to construct a discussion forum for ratings, including government and industry, game developers, users, and parents of under-age gamers. It is necessary to create a rating system for the game environment in Korea.

A Study on The Billing System of Late Movers in MMORPG (MMORPG 개발 후발업체의 과금방식에 관한 연구)

  • Lee, Nam-Jae;Seol, Nam-O;Lee, Kwang-Jae
    • Journal of Korea Game Society
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    • v.5 no.2
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    • pp.19-27
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    • 2005
  • The core price policy of on-line game marketing are FPP(Fixed Pre Paid model and PPU(Pay Per Use) model. These two models have been a on-line game company's billing system and a fundamental of MMORPG in Korea. However, they took root billing system only for first movers recently. In now, the market share of several first movers is exceeding 80%, late movers witch have same billing system cannot take part in pair competition. Even though in MMORPG, many games of late movers were favorably noticed by a lot of gamers during Evaluation. Test, a lot of companies are bankrupt before make business. Late Movers declare free game first thing, they maintain their existence and win over customers in on-line game market. And next, they guarantee item selling, give multiple experience value and game money, at last, induce their customers to pay service. As it makes trouble between pay user and free user, and it linked up with the collapse of game contents balance that designed for FPP billing system, And then meet unexpected result which reduction of game life cycle. In this Paper, we classified several contents services based on game contents, and suggested contents premium services which adopted low cost strategy lead to micro payment. we hope it will apply to late movers' new billing system in MMORPG.

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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.