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A Study on Game Play Design Using Elements of Cognitive Psychology (인지심리학 요소를 이용한 게임플레이 설계방법에 관한 연구)

  • Kim, Jung-Hyun;Jang, Hee-Dong;Kim, Kyung-Sik;Lee, Myoun-Jae;Kim, Kyoung-Nam
    • Journal of Korea Game Society
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    • v.3 no.2
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    • pp.64-70
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    • 2003
  • Game play is a procedure of playing the game following the results of choices existing in the game. Such games are generally implemented not by certain rules and techniques like other designs but by abilities and experiences of game designers. In this paper we propose a design method of game play through possibility reasoning and distributions using elements of cognitive psychology which are 'a theory about problem solving' and 'a theory about reasoning and decision'. These two theories are very closely related to game play which has the procedure of solving problem of continuous choices and their results.

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Development of Game Environment System based on Spatial Augmented Reality using a Real Creature

  • Yun, Chang-Ok;Kim, Jung-Hoon;Jo, Jae-Ik;Yun, Tae-Soo;Lee, Dong-Hoon
    • Journal of Korea Multimedia Society
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    • v.12 no.6
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    • pp.856-866
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    • 2009
  • Recent development in game technologies has offered various game environments, but the existing games have not provided realistically felt game environments because the element of the game is virtually generated in most of the games. Therefore, we propose a mixed game environment based on spatial augmented reality by using a creature that really exists. In the proposed game environment, tracking based on camera images created in real-time enables the provision of information about the real creature that is both still and moving. The game environment is presented with virtual object by using the coordinate of a real creature. Then, spatial augmented reality technology is applied for mixing a real creature and virtual game elements. Thus, the game scene is displayed by the spatial augmented reality technique based on the real-time coordinate of real creatures. Moreover, by providing the realistic game environment based on the spatial augmented reality, our system can be applied to various game contents that are actually felt as real. Most importantly, our system arouses the players' interest in a new kind of game environment.

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Design of 2.5D Survival Game using Inventory

  • Kim, Soo Kyun;Kim, Hong-Rae;Lee, Won Joo
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.8
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    • pp.31-36
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    • 2018
  • The survival game is characterized by the ability to survive until the item is collected and the game is completed at the specified time, and the inventory function to store the item is the core of the game. Typical survival games include 'Don't Starve', 'H1Z1', and 'Lust'. The purpose of this paper is to design a 2.5D survival game that can be enjoyed by the smart device using Unity 3D engine. Because it is designed as a mobile platform, designing light inventory function using two lists rather than existing inventory function makes it easier to design than existing inventory and light design suitable for mobile. In general, it is characterized by designing a mobile game so that it does not depend on the place of the survival game.

Control of Intelligent Characters using Reinforcement Learning (강화학습을 이용한 지능형 게임캐릭터의 제어)

  • Shin, Yong-Woo
    • Journal of Internet Computing and Services
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    • v.8 no.5
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    • pp.91-97
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    • 2007
  • Game program had been classed by 3D or on-line game etc, and engine and game programming simply, But, game programmer's kind more classified new, Artifical Intelligence game programmer's role is important. This paper makes game character study and moved by intelligence using reinforcement learning algorithm. Fought with character enemy using developed game, Confirmed whether embodied game character is facile by intelligence, As result of an experiment, we know, studied character defends excellently than randomly moved character.

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The Effects of Gambling Game Play on Adolescents' Morality - Focus on the Personal Trait (사행성 게임 이용이 청소년의 도덕성에 미치는 영향 - 개인 내적 요인을 중심으로)

  • Lee, Seungje;Lee, Daeyoung;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.87-96
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    • 2016
  • The purpose of the study was the defining of gambling game using effect to adolescent's' morality. We conducted the survey on 1,331 students about adolescents' favorite game and made two groups, gambling and non-gambling game, and we checked the effects of game using time with personal psychological and social factors on the morality that was surveyed 6 months later. The study showed gambling game using time showed negative effect the morality but non-gambling game using time didn't show any relationship with morality. This means preferring gambling cause decrease of the morality, not game contents playing. And we proposed the follow-up study through the result.

A Study on Flash Mobile Game Application Using Adobe AIR (어도비 에어를 이용한 플래시 모바일 게임 애플리케이션에 관한 연구)

  • Joo, Heon-Sik
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.73-82
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    • 2015
  • This study makes a proposal about Flash mobile game applications using Adobe AIR. In developing a mobile game, the developer programs in Flash ActionScript, and distributes and publishes the program using Adobe AIR so that the game can be played on an Android mobile device. In order to run the game, the player downloads and installs Android Adobe AIR onto the mobile device and sets up the published app. This study designed and implemented a mobile game application and showed that a mobile game is executed on a smart phone. This outcome may be applicable to various genres of apps. Moreover, this study analyzed the trends of mobile games, focusing on their genres and characteristics, and according to the results, most of them were mobile games using Kakao Talk. The analysis results also showed that the popularity ranking of games varied little among sites.

Blackbox and Scenario-Based Testing of Online Games Using Game Description Language

  • Cho, Chang-Sik;Lee, Dong-Chun;Sohn, Kang-Min;Park, Chang-Joon;Kang, Ji-Hoon
    • ETRI Journal
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    • v.33 no.3
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    • pp.470-473
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    • 2011
  • In this letter, we propose blackbox and scenario-based testing of multiplayer online games as well as simple load testing. Game testing is done from outside the source code, and the access to the source code is not required to testers because the game logic is described with a game description language and virtual game map. Instead of using a subset of the main game client for the test client, only game packet protocols and the sequence of packets are analyzed for new game testing. In addition, complex and various scenarios can be tested through combining defined actions. Scenario-based testing helps testers mimic real testing environments instead of doing simple load testing and improves the productivity of game testing.

3D Content Design & Implementation of VR Horseback Riding Game

  • Park, HyungSoo;Kim, HoonKi;Seo, SiO
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.4
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    • pp.73-81
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    • 2019
  • Various 3D contents are being developed using Unity 3D game engine. In this paper, the 3D content of horseback riding game, the first VR game in the country, is designed and developed. The existing riding simulator is investigated and compared to the VR riding game developed. We consider various games developed using Unity 3D game engine and serve previously developed tangible games. It is expected that development of VR riding games will prepare a new chapter in VR experience-type games. We propose the content development environment and scenario of VR riding game and present the main algorithms and main modules for real-time synchronization. The developed riding game contents are deployed to the riding system and are operated for commercial use in conjunction with the riding device. Through monitoring VR riding system, problems are derived and improvement measures are proposed. We offer a variety of additional development options to make the game more realistic in the future.

Design of Boat Racing Game using Buoyant Force

  • An, Syoungog;Kang, Jae-Hyun;Kim, Soo Kyung
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.9
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    • pp.21-26
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    • 2018
  • A variety of game algorithms have been proposed in recent years. Racing games using these new algorithms have greatly improved compared to those in the past. According to the analysis of racing games done by wheelgamer.com, a website that specializes in racing games, cars are the most common subject in mainstream racing games. These results show there are very few racing games using special subjects such as boats. This paper proposes a method to develop a realistic boat racing game using the Buoyont Force, beyond the limitation of typical racing games that are restricted to cars. A Material Editor based on Unreal Engine 4.12 is used to manifest the Dynamic Material of realistic ocean water. Blueprint, a visual scripting function, is used to materialize buoyancy which allows the boat to move freely along the waves.

Design of Runner Game using Overlap Circle in Unity3D

  • Kim, Hyun-Jun;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.8
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    • pp.25-30
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    • 2018
  • In this paper, we design a 2D one touch runner game which controls on smart device easily using a Unity3D game engine. Unity is the creator of the world's widely-used 2D and the 3D cross-platform game engine developed by Unity Technologies. Also, Unity builds high-quality 2D and 3D games on a various hardware device. This paper shows the familiar character as a cartoon and feels to enjoy using platformer with various game users. we show that the proposed platformer method improve controlling game path on the smart device.