• Title/Summary/Keyword: Game Using

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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 for properties of Spline to 3D game modeling (3D 게임 모델링을 위한 Spline 특성 연구)

  • Cho, Hyung-Ik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.433-436
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    • 2012
  • Today due to the development of technology, 3D graphics have become an essential element of the game graphic. When game companies create a game using 3D graphics, game users can enjoy a better game graphics like photo-realistic live action than 2D game graphics. And because the game companies have many advantages in creating games which are easy to deal with many basic effects and special effects, in video game business field, 3D game have become the mainstream. This paper will inquire the characteristics of 2D spline which is basic to various kinds of 3D modeling necessary to making 3D game graphics, compare and analyze the merits and demerits of each kind of spline and find out its development history.

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The Design and Development of On-line Game Characteristic Evaluation System by a Heuristic Evaluation Item (사용성(Heuristics) 평가 항목을 통한 온라인 게임성 평가 시스템 설계 및 구현)

  • Kang, Ki-Ho;Choi, Hwan-Eon;Jung, Chool-Gon;Hong, Soo-Bong
    • Journal of Korea Game Society
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    • v.9 no.1
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    • pp.63-74
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    • 2009
  • This paper mainly focused on research developing online game characteristic evaluation system based on game characteristic evaluation model design. Online game characteristic evaluation system is a system that evaluates game online in real-time using evaluation elements defined by model design. Game characteristic evaluation system uses heuristic evaluation method, which is used to execute evaluation in four parts, technical element, manage element, social element, and competitive element. To verify objectivity and validity of game characteristic evaluation, assessment was performed by three groups of beginners, intermediates, and professionals to increase the trust. And game characteristic evaluation forum was hosted to collect opinion from diverse classes.

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A Study on the Factors Affecting Game Flow and Satisfaction in Mobile Game (모바일 게임에 대한 몰입과 만족도에 미치는 영향요인 연구)

  • Lee, Jin Hyung;Kim, Chul Soo
    • The Journal of Information Systems
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    • v.28 no.1
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    • pp.183-206
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    • 2019
  • Purpose Research purpose is extraction of the factors affecting game flow and satisfaction in mobile game. Design/methodology/approach In mobile game, the factors affecting game flow were classified into three parts: mobile game platform characteristics, user cognition characteristics, and user individual characteristics through previous studies for existing online game and mobile game. In the research we extracted the factors as follows: the connectivity, usability, network speed, pleasure, service quality, relatedness, proficiency, self-fulfillment, early adopter tendency, and competitive spirit. Using the factors, we established research model and tested hypotheses empirically. This survey was conducted five months targeting from teenagers to fifties with mobile game experience. The questionnaire items were reconstructed according to the questionnaires of the present study or those newly developed by the game experts and total 56 items in the literature of Internet game, smartphone game, and mobile game based on the existing literature study respectively. Findings According to the analysis result, this study showed that ease of use, enjoyment, self - fulfillment and competitive spirit had a significant influence on user flow and also that service quality, proficiency and competitive spirit had a significant influence on user satisfaction in mobile games.

Training in the production of effective prototypes using Core Mechanic Diagram and Unreal Blueprint

  • Choi, Bu-ho
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.11
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    • pp.75-82
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    • 2020
  • In this paper, we propose a training method to efficiently create prototypes using 'core mechanical diagram' to make game design easier and 'BluePrint', a visual scripting tool of Unreal that enables relatively easy functionality without programming knowledge. With the development of game engines, game development is becoming faster and easier, and using this, non-programmers without knowledge of game development are clearly showing a tendency to participate in game development. However, existing game development methodologies and game implementation methods require complex design processes and specialized knowledge. In order to make it easier for non-programming experts to develop games, they will simplify the complexity of existing game development methodologies, and propose educational methods that can focus on and implement the essence of game design based on cases where non-programmers have implemented prototypes themselves.

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.

A Case Study on Teaching Solutions Exploration of Wythoff's Game through Using the Analogy for the Elementary Gifted Class (초등학교 영재학급에서 유추를 활용한 위도프 게임의 해법 탐구 지도 방법)

  • Bae, Sin Young;Song, Sang Hun
    • Journal of Educational Research in Mathematics
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    • v.25 no.1
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    • pp.95-111
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    • 2015
  • The purpose of this study is to analyze cases on teaching solutions exploration of Wythoff's game through using the analogy for the gifted elementary students, to suggest useful teaching methods. Students recognized structural similarity among problems on the basis of relevance of conditions of problems. The discovery of structural similarity improves the ability to solve problems. Although 2 groups-NIM game with surface similarity is not helpful in solving Wythoff's game, Queen's move game with structural similarity makes it easier for students to solve Wythoff's game. Useful teaching methods to find solutions of Wythoff's game through using the analogy are as follow. Encoding process helps students make sense of the game. It is significant to help students realize how many stones are remained and how the location of Queen can be expressed by the ordered pair. Inferring process helps students find a solution of 2 groups-NIM game and Queen's move game. It is necessary to find a winning strategy through reversely solving method. Mapping process helps students discover surface similarity and structural similarity through identifying commonalities between the two games. It is crucial to recognize the relationship among the two games based on the teaching in the Encoding process. Application process encourages students to find a solution of Wythoff's game. It is more important to find a solution by using the structural similarity of the Queen's move game rather than reversely solving method.

What Happens When Games Users Have a Tool to Play Better: The effect of mobile accessibility to game user's usage duration and game involvement

  • Lee, Bo-Gyeong;Jeon, Seong-Min
    • 한국벤처창업학회:학술대회논문집
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    • 2017.04a
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    • pp.51-51
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    • 2017
  • In the domain of IS, game was used as a tool to enhance the results of decision making, education and more. In another stream of research, researchers focused on revealing the motive of people playing games. This study focuses on the effect of the tool; increased accessibility via mobile, to online game using patterns and behaviors. Due human reaction towards competition, technology acceptance and the online game's gambling traits, it is expected that the increased mobile accessibility (tool) will increase and intensify the game playing behavior. Also, it is expected that the in-game purchase will increase as well. In depth interview with both game service providers and players is planned to confirm that the mobile version acted as a tool to increase accessibility, rather than a additional game. Survey along with an interview is to be conducted to find relevant play and spending patterns if they are to exist.

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A Study on Developing TGF(Tutoring Game in Flipped Learning) for Game Programming Course (게임프로그래밍 수업을 위한 플립드 러닝 환경에서 피어튜터링에 관한 연구)

  • Choi, YoungMee;Kim, SeongJoong
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.125-134
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    • 2015
  • This paper designs a peer tutoring in Flipped Learning environments for effective game programming(TGF), suggests a result of survey and a lesson learned from game programming in terms of students' and professors' perspectives in hands-on program training using Snake game programming as an applied example. The TGF is more effective than the traditional classroom to achieve the learning goals of game programming course.

Design and Implementation for Android Game Framework Using the Linked Observer Pattern (Linked Observer 패턴을 적용한 안드로이드 게임 프레임워크 설계 및 구현)

  • Seo, Moon-Seog
    • Journal of Information Technology Services
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    • v.12 no.3
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    • pp.421-432
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    • 2013
  • The changes in the game platform is appeared since the advent of smart-phones. Apple's iOS or Google's Android platform is gradually expanding their territories in the mobile game area. Android's platform fragmentation and the absence of game development framework act as barriers for game developments. In the development of game applications on the smart-phone, the standardized development procedures under game framework can achieve the productivity improvement. In this paper, we propose a new design pattern suitable for the design of a framework for new areas of application through the expansion of existing framework. The design and implementation of the Android game development framework is presented by taking advantage of existing design patterns and a proposed pattern. Also we propose the standardized development procedure of game applications under the proposed framework.