• Title/Summary/Keyword: Game process

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A Study on Effective Optimization by Comparison with Game Loading Time for File Format of Textures - Based on Virtools Engine - (텍스처의 파일 저장형식에 따른 게임 로딩 시간 비교를 통한 효과적인 최적화 기법에 관한 연구 - Virtools 엔진을 기반으로 -)

  • Chae, Heon-Joo;Ryu, Seuc-Ho;Kyung, Byung-Pyo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.172-176
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    • 2006
  • A game starting, the process of running has some loading steps. In general, textures use corresponding images saved externally and the file format of images affects the loading time of game. We propose some ideas for the texture using method by comparison with loading time according to some file formats.

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On Development of Game Index Score Using an Analytic Hierarchy Process (계층분석과정을 이용한 게임완성도 평가에 관한 연구)

  • Kim, Hea-Jung;An, Chang-Ho
    • Journal of Korea Game Society
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    • v.2 no.2
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    • pp.97-103
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    • 2002
  • 본 논문은 국내게임산업기술 동향을 파악하고 현재 개발된 게임들의 완성도를 상대평가 하는데 필요한 게임개발수준의 정량화 방법을 제시하고자 한다. 이를 위하여 게임제작회사(11명), 유통회사(7명), 프로게이머(10명)를 대상으로 실시한 설문조사를 통해 얻은 자료로 게임개발구성요소별 가중치를 계층분석과정을 사용하여 계산하는 방법을 제안하고, 산출된 가중치를 이용하여 게임완성도를 스코어로 정량화 시켰다. 가중치를 적용시켜 얻은 장르별 게임완성도 및 선택된 35가지의 게임 에 대한 각각의 게임완성도 스코어를 히스토그램으로 나타내어 분석하고, 이들의 게임개발구성요소별 평가스코어를 작성하여 국내 게임산업 기술의 현주소를 파악함과 동시에 앞으로의 발전 방향을 제시하였다.

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Corps-Level War-Game Model (군단급 워${\cdot}$게임모델)

  • Oh, Hyung-Jae
    • Journal of the military operations research society of Korea
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    • v.3 no.1
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    • pp.51-82
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    • 1977
  • Decision making is a function of many variables, but among these, human burden (soft-ware) and machine burden (hard-ware) are critical. Decision Maker is rather concerned with the soft-ware and just wants to have machine calculate the quantitative arithmetic involved in the decision-making study, because he is responsible for that decision whether or not he knows details about the techniques used by his staffs. From the point of these considerations, computer-assisted war game model has its significance in military decision making. The major outcome of this model is time-phased FEBA movement. FEBA is moved mainly by the ratio of the Index of Combat Effectiveness (ICE). To calculate ICE, Ground Forces are concerning the Index of Firepower (IFP) of individual weapons and in the case of Air Force, sorties are allocated into each sector, and added to the Ground Force IFP. With the ratio of total ICE, FEBA is moved according to the War Game Tables and process is repeated after consideration of casualties. This model is used by IBM-370/135 in MND computer room and also tested by IBM-3741/3717 established at ROKA HQ.

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Study of Player Attitudes Regarding MMORPG Avatar Customization in the Transformation Stage (MMORPG 아바타 커스터마이징의 변형 과정에서 플레이어 태도 연구)

  • Paik, Paul Chul-ho
    • Journal of Korea Game Society
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    • v.17 no.3
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    • pp.7-20
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    • 2017
  • MMORPG users can create their own identity that they will use to act through in the virtual world utilizing the avatar creation system. The MMORPG customization process, divided into the creation and transformation stages, provides a sandbox for the identity play by users. In this study, analysis of the users' customization attitudes using the Q methodology especially in the transformation stage was conducted. The users' attitudes were found to be categorized into 4 types: 1) fulfilling attitude, 2) customization immersed attitude, 3) customization challenging attitude, and 4) community oriented attitude. Of particular interest are the immersed customization type, where the attitude is driven by the internal motivation of "self-satisfaction" unlike the fulfillment and community oriented attitudes which are driven by instrumental motivation of the avatar, and the continuous desire towards transformation revealed by the challenging customization attitude. This study provides valuable insight in the design perspective for developers in instilling critical immersion elements to the users while preparing to update the level.

A Nash Bargaining Solution of Electric Power Transactions Reflecting Transmission Pricing in the Competitive Electricity Market (송전선이용료를 반영한 전력거래의 내쉬협상게임 해법)

  • Gang, Dong-Ju;Kim, Bal-Ho
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.51 no.7
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    • pp.311-316
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    • 2002
  • It has been a basic model for the present electric power industry that more than two generators compete, and thereby the market clearing price and the generation schedules are determined through the bid process. In order for this paradigm to be applicable to real electric power systems and markets, it is necessary to reflect many physical and economic constraints related to frequency and transmission in the dispatching schedule. The paper presents an approach to deriving a Nash bargaining solution in a competitive electricity market where multiple generators are playing with the system operator who mitigates the transmission congestion to minimize the total transaction cost. In this study, we take the effect of the line flows and the role of system operator into the Game. Finally, a case study has been demonstrated to verify the proposed cooperative game.

Ethereum-based game platform design for revitalizing donation (기부활성화를 위한 이더리움 기반 게임 플랫폼 설계)

  • Min, Youn-A;Kim, Seo-Yoon;Lee, Seung-Soo;Lee, Won-Chang;Baek, Yeong-Tae
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.357-358
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    • 2019
  • In this paper, we propose a donation game platform using blockchain to revitalize the shrinking donation market. The platform is designed to ensure transparency and user reliability in the use of ethereum's smart-track function and to attract interest from donors and encourage continued donations by introducing games into the donation process through donor organizations to address the opaque nature of the donation and use of the funds and the result of the donation portfolio. It also develops a donation ecosystem that benefits donors, donors and sponsor companies alike by platforming them.

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Procedural Quest Generation by NPC in MMORPG (MMORPG에서 NPC중심의 절차적 퀘스트 생성)

  • Jeong, Bo-Gyun;Cho, Sung Hyun;Kang, Shin Jin
    • Journal of Korea Game Society
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    • v.14 no.1
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    • pp.19-28
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    • 2014
  • This paper tried to verify whether we can make NPCs generate emergent quests consistently by experiments in the persistent world of Role Playing Games where the persistent world can generate stories through interaction among game components. In this paper, we test NPC based procedural quest generation techniques assuming quest types suggested in the past research in the persistent virtual RPG world. Our system uses desire model of NPCs and dynamic resource management system to make decision of quest generation. Our decision process considers desire satisfaction, money deposit, and friendship of NPCs. These parameters are dynamically changed by quest completion status, and affect next quest generation process. This paper shows that NPCs in the persistent virtual world can generate quests based on procedural quest techniques consistently.

Structure Assembling Method for 3D Puzzle System (3차원 퍼즐 시스템을 위한 구조물 조립 기법)

  • Kim, Jin-Mo;Cho, Hyung-Je
    • Journal of Korea Multimedia Society
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    • v.12 no.1
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    • pp.58-68
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    • 2009
  • With the rapid development of computer hardware and invention of various game-related technologies, the quality of games has been greatly improved and the genres of games have been diversified. Yet, in comparison, puzzle games have held to the past simple way of games, which has only led to a depression of the puzzle game market. This paper is the first attempt to overcome limits of the current puzzle games, by finding a breakthrough in three-dimensional puzzle games. In order to describe a realistic puzzle assembly in a three-dimensional puzzle game, this paper aimed to design a structure assembly technique made up of three steps that used a proper process to handle structure suitable to assembly, an elaborate way of collisions between individual objects and a physical structure. Through this technique, we intend to show in a simple experiment that it is possible to minimize the calculation cost in the assembly process and at the same time to achieve an elaborate puzzle assembly between structures.

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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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A Study of Object Pooling Scheme for Efficient Online Gaming Server (효율적인 온라인 게임 서버를 위한 객체풀링 기법에 관한 연구)

  • Kim, Hye-Young;Ham, Dae-Hyeon;Kim, Moon-Seong
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.163-170
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    • 2009
  • There is a request from the client, we almost apply dynamic memory allocating method using Accept() of looping method; thus, there could be process of connecting synchronously lots of client in most of On-line gaming server engine. However, this kind of method causes on-line gaming server which need to support and process the clients, longer loading and bottle necking. Therefore we propose the object pooling scheme to minimize the memory fragmentation and the load of the initialization to the client using an AcceptEx() and static allocating method for an efficient gaming server of the On-line in this paper. We design and implement the gaming server applying to our proposed scheme. Also, we show efficiency of our proposed scheme by performance analysis in this paper.

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