• Title/Summary/Keyword: game information system

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A Study on Game Developing Idea Expressions by Using Web Based Conception System -The effects of using idea tips during the conceptual initial process of game development- (웹 기반 컴퓨터 지원 발상시스템을 이용한 게임개발 아이디어 발상에 관한 연구 -게임개발 초기 컨셉 디자인에서 아이디어 Tips 활용과 효과를 중심으로-)

  • You Jae-Seol
    • Journal of the Korea Society of Computer and Information
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    • v.9 no.3
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    • pp.143-148
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    • 2004
  • It is important the initial process during game development - the stage where creative idea expression is needed - decides the chance of success. CGTS(Creative Group Thinking System) is a web based system made for that particular-conceptual-step. As for this study is to show the conversion of ideas and the synergy effects of the tips given. Based on the facts, conceptual needs will be more strengthen during the initial stage. The intention of this study is to improve the game developing process.

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Development of Augmented Reality Indoor Navigation System based on Enhanced A* Algorithm

  • Yao, Dexiang;Park, Dong-Won;An, Syung-Og;Kim, Soo Kyun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.9
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    • pp.4606-4623
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    • 2019
  • Nowadays modern cities develop in a very rapid speed. Buildings become larger than ever and the interior structures of the buildings are even more complex. This drives a high demand for precise and accurate indoor navigation systems. Although the existing commercially available 2D indoor navigation system can help users quickly find the best path to their destination, it does not intuitively guide users to their destination. In contrast, an indoor navigation system combined with augmented reality technology can efficiently guide the user to the destination in real time. Such practical applications still have various problems like position accuracy, position drift, and calculation delay, which causes errors in the navigation route and result in navigation failure. During the navigation process, the large computation load and frequent correction of the displayed paths can be a huge burden for the terminal device. Therefore, the navigation algorithm and navigation logic need to be improved in the practical applications. This paper proposes an improved navigation algorithm and navigation logic to solve the problems, creating a more accurate and effective augmented reality indoor navigation system.

A Serious Game Platform Design for Collaboration Game (협동게임을 위한 기능성 게임 플랫폼 설계)

  • Lee, Kwang-Jae;Lee, Chang-Jo
    • Journal of Korea Society of Industrial Information Systems
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    • v.12 no.1
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    • pp.72-79
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    • 2007
  • This paper will analysis the Jam-O-Drum developed for collaborative musical experience at first. And we suggest the multi-user interactive game system Kom-O-Drum(Korean Jam-O-Drum) as a Serious Game Platform By combining velocity, direction and touch sensitive input devices like a korea traditional drum "Jang Go" and computer graphics imagery into an LCD or PDP display up to four simultaneous players are able to participate in a collaborative approach to game's mission. Also we introduce the design of detail input device and application fields of Kom-O-Drum for Serious Game.

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The Influence of Appropriation and on Performance in Online Game: Focusing on MMORPG (온라임 게임의 전유가 게임 성과에 미치는 영향 : 대규모 다중사용자 온라인 역할수행게임을 중심으로)

  • Lee, Woong-Kyu;Kwon, Jeong-Il
    • Asia pacific journal of information systems
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    • v.16 no.4
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    • pp.103-119
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    • 2006
  • One of the most important reasons for using online game is intrinsic motivation which relates the drive to perform a behavior for perceptions of pleasure and satisfaction from the behavior itself. Therefore, most studies for using online game have been based on theories for intrinsic motivation such as flow. However, such theories have some limitations for explaining social aspects of online games such as Massively Multiplayer Online Role Game (MMORPG), which provides a society for game players by using a virtual space for playing games so called 'persistent world'. Adaptive structuration theory (AST) is one of trying to capture the change of using IT due to social interactions between users and system. In order to explain online game players' behavior considering social interaction, we suggest a research model based on AST. Our model aims to investigate the relationship between appropriation which is determined by faithfulness of appropriation (FOA) and consensus on appropriation (COA) and performance which is represented by the relationship among perceived winning, flow, and intention of reuse. An empirical test of our model for 125 MMORPG users which is analyzed by Partial Least Square method shows very satisfactory and interesting results. While hypotheses suggested in our model are supported, the influence of COA on game performance is shown to be stronger than that of FOA.

An Improved Generation Maintenance Strategy Analysis in Competitive Electricity Markets Using Non-Cooperative Dynamic Game Theory (비협조 동적게임이론을 이용한 경쟁적 전력시장의 발전기 보수계획 전략 분석)

  • 김진호;박종배;김발호
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.52 no.9
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    • pp.542-549
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    • 2003
  • In this paper, a novel approach to generator maintenance scheduling strategy in competitive electricity markets based on non-cooperative dynamic game theory is presented. The main contribution of this study can be considered to develop a game-theoretic framework for analyzing strategic behaviors of generating companies (Gencos) from the standpoints of the generator maintenance-scheduling problem (GMP) game. To obtain the equilibrium solution for the GMP game, the GMP problem is formulated as a dynamic non-cooperative game with complete information. In the proposed game, the players correspond to the profit-maximizing individual Gencos, and the payoff of each player is defined as the profits from the energy market. The optimal maintenance schedule is defined by subgame perfect equilibrium of the game. Numerical results for two-Genco system by both proposed method and conventional one are used to demonstrate that 1) the proposed framework can be successfully applied in analyzing the strategic behaviors of each Genco in changed markets and 2) both methods show considerably different results in terms of market stability or system reliability. The result indicates that generator maintenance scheduling strategy is one of the crucial strategic decision-makings whereby Gencos can maximize their profits in a competitive market environment.

Hansel and Gretel : GFG Detection Scheme Based on In-Game Item Transactions (헨젤과 그레텔 : 게임 내 아이템 거래를 기반으로 한 GFG 탐지 방안)

  • Lee, Gyung Min;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.28 no.6
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    • pp.1415-1425
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    • 2018
  • MMORPG genre is based on the belief that all users in virtual world are equal. All users are able to obtain the corresponding wealth or status as they strive under the same resource, time. However, game bot is the main factor for harming this fair competition, causing benign gamers to feel a relative deprivation and deviate from the game. Game bots mainly form GFG(Gold Farming Group), which collects the goods in the game indiscriminately and adversely affects the economic system of the game. A general game bot detection algorithm is useful for detecting each bot, but it only covers few portions of GFG, not the whole, so it needs a wider range of detecting method. In this paper, we propose a method of detecting GFG based on items used in MMORPG genre. Several items that are mainly traded in the game were selected and the flows of those items were represented by a network. We Identified the characteristics of exchanging items of GFG bots and can identify the GFG's item trade network with real datasets from one of the popular online games.

Development of a 3D Brickwork Game Using Java (Java를 이용한 3차원 벽돌 쌓기 게임 개발)

  • Baek, Tae-Gwan;Seo, Sang-Jin;Jeong, Gab-Joong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.06a
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    • pp.121-124
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    • 2007
  • This paper describes the development of a brickwork game with three-dimensional computer graphics as one of web-based game contents. Client user using web can access and run lava applet program with the independence of hardware system. It consists of graphic user interface module, initial space generation module, event handler module, player control module, and thread control module. It uses 3-D array data structure for the 3-D graphic objects that are located in three-dimensional space for high-speed object searching and sorting. It enhances to compare with predetermined construction in three-dimensional space. We can use the developed racing game to inform game users of information for an advertisement like tourism information, and can apply the proposed 3-D drawing technology to 3-D game graphic engine core.

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Semantic Virtual Environment Generation and Navigation Control for 3D Games (3차원 게임을 위한 시맨틱 가상환경 생성과 네비게이션 제어)

  • Jang, Hyun-Duk;Lee, Jae-Moon;Lee, Myeong-Won
    • The KIPS Transactions:PartA
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    • v.14A no.4
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    • pp.209-214
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    • 2007
  • In conventional game systems, virtual environments usually have just the role of a background without the direct relationships for game characters. nev do not consider the semantics about virtual environments. In this paper, we develop a game navigation system that provides semantic information about virtual environments including geographical, historical or my other location-dependent information. Then, the game character obtains the geographical location and its related information when it navigates through a virtual environment. It can be an implementation method for a semantic virtual environment because it can have the environment maintain its semantics depending on the specific location. In addition, we describe a method that can control a character's motion in the semantic virtual environment interactively, and that can input specific information according to the location of the character.

A Study on the Impact of Quality Factors on the Easy of use and Usefulness of Mobile Games (사용자의 사용용이성 및 유용성에 영향을 미치는 모바일 게임 콘텐츠 품질요인에 관한 연구)

  • Han, Hui-Seon;Lee, Jae-Gwon
    • Journal of Digital Convergence
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    • v.4 no.2
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    • pp.87-96
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    • 2006
  • This study first tries to investigate factors that determine the quality of mobile game contents. Based on the information and information system-related studies, our research proposes to show the relationships among the quality of mobile game contents, the level of perceived easy of use and the perceived usefulness. Mobile game contents service providers can get insight on factors that should be considered to improve the quality of contents services. Also, the research findings provide a clue on the success of mobile game service.

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A Study on the Impact of Quality Factors on the Easy of use and Usefulness of Mobile Games (사용자의 사용용이성 및 유용성에 영향을 미치는 모바일 게임 콘텐츠 품질요인에 관한 연구)

  • Han, Hui-Seon;Lee, Jae-Gwon
    • 한국디지털정책학회:학술대회논문집
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    • 2006.06a
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    • pp.409-417
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    • 2006
  • This study first tries to investigate factors that determine the quality of mobile game contents. Base on the information and information system-related studies, our research proposes to show the relationship among the quality of mobile game contents, the level of perceived easy of use and the perceived usefulness. Mobile game contents service providers can get insight on factors that should be considered to improve the quality of contents services. Also, the research findings provide a clue on the success of mobile game service.

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