• Title/Summary/Keyword: Game process

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Design of Network-based Game Using the GoF Design Patterns

  • Kim Jong-Soo;Kim Tai-Suk
    • Journal of Korea Multimedia Society
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    • v.9 no.6
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    • pp.742-749
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    • 2006
  • In the network-based game where it uses the Internet infrastructure, the implementation is possible with the various methods. Such Applications are developed in the multi-tired architecture. There are many cases for the server to be separated from the hardware or the software. In this case, a lot of applications make the distributed process possible and are made as the multi-tiered architecture to develop the reusability of the existing software module. Especially, it is mostly general to separate for the case of a database server to a new tier. One of the important points of multi-tiered server side applications is security and because of this, it is difficult to share the related data about the design skill. Using design patterns, it gives help in reusing the existing written-code for the design of the game that needs a lot of money and time. Design Patterns are related to the software reuse. For the development of more efficient games, if well-defined design patterns are provided to the developers, then it would make more easy advanced game API and make possible the framework for the game development based on the API Through the analysis of the general network-based game currently servicing in the Internet, in this paper, we discuss how to implement a business logic tier using database system among the server side architectures. The main objective of this article is to show an efficient APIs(Application Programming Interfaces) design method which can be used to manage the data that must be saved to the database system among the packets that client/server have to be exchange.

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Development of Intuitive Author for 3D Game/Animation Contents (효율적인 3D 게임 및 애니메이션 콘텐츠 제작을 위한 직관적인 저작 기술 개발)

  • Ji, Su-Mi;Lee, Jeong-Joong;Kim, Sung-Gook;Woo, Kyeong-Deok;Baik, Sung-Wook
    • Journal of Korea Multimedia Society
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    • v.13 no.5
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    • pp.780-791
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    • 2010
  • This paper presents a semi-autonomous authoring method which can intuitively create 3D game/ animation contents for unexperienced users. In particular, this method considers their convenience to provide them with easier authoring environments. The 3D game/animation contents created by this method consist of several scene components connected to each other in a logical flow structure. Thus, it is possible to easily understand the overview of 3D content description for its production and manipulate these scene components for efficient management. Four different genres of game/animation contents have been developed by using an authoring tool based on this method. According to results of a survey intended for game developers who created game contents with the authoring tool, this method is shown to save contents development cost/time as well as raise the efficiency and convenience of whole process of contents creation to the expected level.

Resolving the Game Design Discrepancy between the Game Designer and the Gamer by Employing a Knowledge Representation Model (지식표상모델을 활용한 개발자 및 사용자의 게임기획에 대한 불만족 해소방안)

  • Park, Yong-Hyun;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Dong-Lyeor;Lee, Wan-Bok
    • The Journal of the Korea Contents Association
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    • v.9 no.3
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    • pp.127-136
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    • 2009
  • According to 2008 game white paper, it is reported that both the game developer's and the gamer's dissatisfactions about a game design have been increased recently. It is required to enhance the style of the development work flow and the communication manners to reduce such dissatisfactions. This paper suggests a method which can be used not only to simplify the development work flow but also to provide a satisfactory communication skill between the developer and the users. By speculating the mental recognition model, a knowledge representation model based on UML(Unified Modeling language) has been devised. Our approach can be successfully employed to conceive the user feedback and to articulate the original game design elements, thus provides a more concrete and flexible design process.

The Extraction of Quality Evaluation Elements for Medical Serious Game (의료용 기능성 게임의 품질평가 요소 추출)

  • Yoon, Seon-Jeong;Ryu, Mi-Young
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.3
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    • pp.19-26
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    • 2013
  • As the Medical Serious Games are recently proven effective, the quality evaluation of the game has become an important issue. In quality evaluation, objective criteria and evaluation elements are important. Quality evaluation of the serious game is divided into two areas : the technical (from the point of view of Program) and the non-technical (from the point of view of Content). In this study, we developed the quality evaluation element of the non-technical area to the psychotherapy and the health & rehab game according to developing process of quality evaluation model. We extracted five evaluation elements from the two kinds of medical games, and interviewed with medical experts in order to ensure the validity of them. The goodness of fit tests for the elements mentioned above were verified by conducting. Chi-square test results for the two groups did not differ significantly. In conclusion, we expect to take advantage of the results of this study to design and develop serious games for medical treatment.

Interface Correction Method for Motion Recognition Game using Kinect (키넥트를 이용한 동작인식 게임의 인터페이스 보정 방법)

  • Kang, Gyeong-Heon;Kim, Eun-Seok
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.135-150
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    • 2015
  • After the release of SDK in 2011, Kinect developed for the motion recognition games has been applied not only in game but also in various fields such as science, education, and health care. It has some problems as belated responses to player's movements, a lot of noise in the recognized data, and an untraceable player when the body is partially occluded. Because of Kinect's such peculiarities of playing environment, most Kinect games require the inconvenience of Kinect's location or player's posture correction. In this paper, we propose an interface correction method that minimizes the requirements to be asked players, manages the exceptions such as noise, and enables to process consistently the player's movements in the game using Kinect. Also, we present the delay time to be considered to develop the game using Kinect through the experiment.

Selection and research of physical computing game elements through case analysis (사례 분석을 통한 피지컬 컴퓨팅 게임 요소 선별 및 연구)

  • Lee, Jun-Suk;Rhee, Dae-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.5
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    • pp.659-666
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    • 2021
  • This research will apply the environmental characteristics of physical computing to game development, which has the concept of giving substantial materiality to digital media that do not exist in reality. The processing process of physical computing is digital input and digital output, and analog input and analog output, which mainly uses Malik controllers. Therefore, we select development elements by analyzing research cases in the field of digital art and information education where physical computing is studied a lot, and by analyzing games that borrowed some physical computing elements. The derived elements are verified by the Delphi's research methodology through agreement with experts. 12 elements are selected in this study, and the importance is shown in order of the physical properties in the virtual world, the suitability of the implementation technology, and the conformity between real and virtual players.

Design and Implementation of Reinforcement Learning Agent Using PPO Algorithim for Match 3 Gameplay (매치 3 게임 플레이를 위한 PPO 알고리즘을 이용한 강화학습 에이전트의 설계 및 구현)

  • Park, Dae-Geun;Lee, Wan-Bok
    • Journal of Convergence for Information Technology
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    • v.11 no.3
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    • pp.1-6
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    • 2021
  • Most of the match-3 puzzle games supports automatic play using the MCTS algorithm. However, implementing reinforcement learning agents is not an easy job because it requires both the knowledge of machine learning and the way of complex interactions within the development environment. This study proposes a method in which we can easily design reinforcement learning agents and implement game play agents by applying PPO(Proximal Policy Optimization) algorithms. And we could identify the performance was increased about 44% than the conventional method. The tools we used are the Unity 3D game engine and Unity ML SDK. The experimental result shows that agents became to learn game rules and make better strategic decisions as experiments go on. On average, the puzzle gameplay agents implemented in this study played puzzle games better than normal people. It is expected that the designed agent could be used to speed up the game level design process.

Analysis of Presence and Immersion Elements of VR Game (VR게임의 실재감과 몰입감 요소 분석)

  • Kim, Tae-Gyu;Jang, Woo-Seok
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.69-76
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    • 2019
  • Backed by the fourth industrial revolution as the background of the research, VR, AR and MR have increased interest and wireless Oculus Quest is releasing, creating hardware recall and continuing virtual reality devices, and game software develop or service VR games using such devices. As a result, it is expected that VR game markets will continue to grow in the future. For this purpose, we understand the technical factors of presence and immersion that appear in virtual reality games and should be able to apply them when we produce VR games. Through the process, we analyzed elements of VR game concept, immersion, and presence and analyzed three games that were commercialized. As a suggestion, we need to take into account presence and immersion characteristics when developing and experiencing virtual reality games in the future.

Mobile Shooting Game with Intuitive UI and Recommendation function (직관적 UI와 추천 기능을 가진 모바일 슈팅 게임)

  • Junsu Kim;Kuil Jung;Seokjun Yoon;In-Hwan Jung;Jae-Moon Lee;Kitae Hwang
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.5
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    • pp.191-197
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    • 2023
  • Mobile shooting games are a representative example of PC games being transferred as they are. In the most mobile shooting games, joystick-like UI used in PC games have been moved to touch buttons, but the display is small, so the user's fingers cover the game screen, which is inconvenient. In mobile shooting games, in order to overcome the limitations of the small display and increase the immersion of the game, this paper introduces a user interface that integrates character movement and aiming, and intuitive UIs such as display rotation, shaking, and vibration. In addition, by analyzing the match process for each round, the character's insufficient abilities are identified and synergies to supplement the abilities are recommended in order to add fun to the game. This paper proved that the proposed goals are achieved by actually designing and implementing a mobile shooting game with the proposed functions on an Android smartphone.

Case Study : Translation Techniques for Puns in Game Localization Processes (게임 현지화 작업에서의 언어유희 표현 번역 사례)

  • Park, Taejung
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.571-578
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    • 2013
  • It is a necessity to localize various elements when one tries to introduce any games developed from foreign cultures and languages. This whole process is called "localization (l10n)" which inevitably includes translation tasks. In this process, one should convert multiple unique elements into the required cultural and linguistic environments. This paper provides actual localization cases of "puns" appear in an adventure game, which is especially difficult; also it presents several typical types of translations for the puns that professional translators try. By this observation, this paper discusses some characteristics of game, as a medium, which are different from those of traditional media and proper approaches to translate "puns."