• Title/Summary/Keyword: game control

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The Effects of Game Saves on Player Story Generation (게임의 세이브 기능이 플레이어의 스토리 생성에 미치는 영향)

  • Cho, Sung-Hee
    • Journal of Korea Game Society
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    • v.9 no.1
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    • pp.11-20
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    • 2009
  • This study explores the effects of 'save and load' on game storytelling. In video games, a player can control the game she plays by repeatedly saving and loading game data until she reaches her intended goal. As a consequence, a player can manage the game time. In this article, game time is divided into two parts; play time and story time in order to examine how player's intentions are reflected in game storytelling. This is what distinguishes game narrative from others in that the player generates her own story by saving and loading.

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Design and implementation of Distance Learning System using 3 Dimensional Animation Control Technology (3차원 애니메이션 제어 기술을 활용한 원격교육시스템 설계 및 개발)

  • Im, Choong-Jae
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.109-116
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    • 2016
  • Distance learning systems that teacher and learner(s) are located at remote have been in progress in a way that directly transfer the video and audio. To get the interest of learners and effectiveness of education or to overcome the poor network environment, various methods utilizing computer graphics in the distance learning system have been attempted. This paper describes a design and implementation of a distance learning system using 3D animation control technology based on Kinect and network game technology. Distance learning system designed and implemented in this paper is a good example of combining education and game technology. And I expect to be used at various educational contents in the future.

A Study on Difference of Internet Game Addiction Tendency According to The Game with Use (인터넷 게임 사용 실태에 따른 게임 중독 경향의 차이에 관한 연구)

  • Choung, Hye-Myoung;Lee, Dong-Soo
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.2
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    • pp.159-166
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    • 2008
  • The purpose of this study is to examine the usage of time for internet game in students of college and analyse the addiction and verify the relation between elements of the capacity of self-control and internet game addiction. The result show that the use time and the duration of daily internet game have influence on the internet game addiction(p<0.05) and also show that they have highly influence(+) on the relation elements of self-control : the trouble of studies, the loss of human relation, the confusion between the real and virtual, and the escapism.

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A Research for the Realness of Game Risks based on ANT (ANT를 통한 게임 위험의 실재성에 대한 연구)

  • Lee, Jangwon;Yoon, Joonsung
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.7-22
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    • 2016
  • The risk is subjectively perceived by the subject to judge. In the case of the game, game organizations and watchdog groups also recognized differently occurrence probability and intensity of risk to form a physical relationships of the game with each. Thus, we look only at the risk of their own subjective opinion, the fundamental solution is not possible. In this paper, we conducted a study on the form, occurrence point, and generating processes of risk by analyzing the physical components that make up the network of the game based on ATN in order to confirm definitely the substance and the presence of the game risk. In view of ANT, the game and humans constitute a network through their ability to act as each actor. If the gamer does not clearly recognize the nature of the ability to act of the game, the reverse control and the excess flow occur through remediation properties of the game. Therefore, it requires a more in-depth study in the future with respect to complex structure and relationships of the game-gamer network.

A novel method for natural motion mapping as a strategy of game immediacy

  • Lee, Ji Young;Woo, Tack
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.5
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    • pp.2313-2326
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    • 2018
  • The method of operating a game could determine the psychological distance between the player and the game character, and thus, in the Virtual Reality, players' control methodologies are important to enhance their immersion. This study has the objective of examining the difference in games according to the method of operation based on the player's movements. This study researched the effect of the method of operating movement conforming to the movement of the character and the physical operation of the body on forming game experiences for the player. The result of performing an experiment increased reality for the game player through a controller in the shape of the actual control, to increase focus in the game. As so, game play through movements, including actual movements by the player displayed to enhance game satisfaction. In the part of media remediation field, Game can be defined as media which has their own unique hypermediacy. Especially, in the motion based game, players' movement mediates players and the game, therefore, players' movement could make players' experience augmented or immediate in accordance with the characteristics of movements. Even though sports and dances genres of motion-based games are common, RPG or adventure genres are rare. It can be explained that the characteristics of the action have been explained in the immediacy. In a game of fantasy, which is difficult to experience in real-life situations, the nature of the player's motion can increase the immersion of the game, which can contribute to utilization of players' motion and experience design in the various genres and suggestion of grounds theory. In addition, through this study, it is able to design motion-based games of various genres.

Analysis of the Impact of Motion Recognition Sensor on Mobile Game by Compare Valuation Experiment (비교평가 실험으로 동작인식센서가 모바일게임에 미치는 영향분석)

  • Lee, Dae-Young;Sung, Jung-Hawn
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.63-72
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    • 2009
  • I-phone presented a new mobile control type by the introducing motion recognition sensor and that influenced on game application development so that led a lot of games using kinds of sensors. In this paper, we divided the game enjoyment into 5 factors for the embodiment of the sensor's influence direction on the enjoyment. We experimented two game, which have same content, different devices in using motion recognition sensor or not for clarifying the distinction between devices. As a experiment source game, we used Cooking Mama, as a experimental device, we used I-pod touch and NDS. This experiment shows a motion recognition sensor control's enjoyment is far superior to touch sensor. This sensor got high marks on every fun factors, stimulus, absorption, empathy, accomplishment and variation. Especially, stimulus and empathy showed great differences. In this case, we found the fact that extended communication between the gamer and the device can be fun.

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Development of Motion Control System for Outdoor AR FPS Game (실외 AR FPS 게임을 위한 모션 컨트롤 시스템 개발)

  • Kim, Ji-Eun;Lee, Hun-Joo
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.47-54
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    • 2017
  • The popularity of Pokemon games has raised the interest in outdoor augmented reality games. This paper introduces a handgun type motion controller for an outdoor augmented reality shooting game and augmented reality game contents linked to it. The existing augmented reality game controller can only operate the game with the trigger interaction, but the proposed device can also operate the game with motion interaction. A motion-based game controller allows you to immerse yourself in Outdoor AR FPS game.

Impact of Player Motivations in FPS Online Game on Flow, Satisfaction and Loyalty (FPS 온라인 게임 이용 동기가 몰입, 만족 및 충성도에 미치는 영향)

  • Lee, June-Young;Lee, Je-Sung
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.81-88
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    • 2017
  • In this study, the influence of player motivations in FPS(First Person Shooter) online game on flow, consumer satisfaction and loyalty was analyzed. Research results show that player motivations can be classified into five factors: control, relationship, boasting, de-stress, and interest. The most influential factor that affects flow is interest, and control, relationship, and de-stress are following. In terms of consumer satisfaction, relationship, interest, and control are most positive factors. When it comes to consumer loyalty, relationship, control, and interest are most positive factors. Flow has a strongly positive influence on both consumer satisfaction and loyalty.

Card Battle Game Agent Based on Reinforcement Learning with Play Level Control (플레이 수준 조절이 가능한 강화학습 기반 카드형 대전 게임 에이전트)

  • Yong Cheol Lee;Chill woo Lee
    • Smart Media Journal
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    • v.13 no.2
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    • pp.32-43
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    • 2024
  • Game agents which are behavioral agent for game playing are a crucial component of game satisfaction. However it takes a lot of time and effort to create game agents for various game levels, environments, and players. In addition, when the game environment changes such as adding contents or updating characters, new game agents need to be developed and the development difficulty gradually increases. And it is important to have a game agent that can be customized for different levels of players. This is because a game agent that can play games of various levels is more useful and can increase the satisfaction of more players than a high-level game agent. In this paper, we propose a method for learning and controlling the level of play of game agents that can be rapidly developed and fine-tuned for various game environments and changes. At this time, reinforcement learning applies a policy-based distributed reinforcement learning method IMPALA for flexible processing and fast learning of various behavioral structures. Once reinforcement learning is complete, we choose actions by sampling based on Softmax-Temperature method. From this result, we show that the game agent's play level decreases as the Temperature value increases. This shows that it is possible to easily control the play level.