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Hwan-Soo Yoo

dblp:50/8319 · DBLP profile ↗
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2ranked-venue papers
2as first author
0since 2021 · last 2016
0000-0002-7799-0685ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Software engineering, system software, and programming languages
1 paper
Requirements engineering and software design · 100%

Topics — the 1 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Requirements engineering and software design › model-driven engineering
code generation from design
0.112010
EDGE: an easy design tool of game event for rapid game development · SIGGRAPH ASIA (Sketches) 2010

Methods — techniques the papers use, named apart from their topics

visual design tool · 0.1code generation · 0.1
YearPublicationVenuePosition
2016 ESOTAG: E-book evolution using collaborative social tagging by readers
Hwan-Soo Yoo, Seong-Whan Kim
Multim. Tools Appl.1
2010 EDGE: an easy design tool of game event for rapid game development
abstract
We propose EDGE (An Easy Design Tool of Game Event for Rapid Game Development), with it game designers can make game events and effects without detailed programming skill. In the typical game design phase, the programming of game events is time consuming, non-productive, and burden to programmers; moreover, it is very difficult task for non-programmers. In this paper, we propose EDGE based game design process which clearly guarantees independence of game planning/design phase from the game programming phase. In the game design phase, game designer make events/effects without programming details. After verification of design process by EDGE preview, we can proceed to the game implementation phase, where we can use EDGE generated game source codes. We design and implement EDGE on OpenGL platform, applied EDGE on the development of two major genres of game contents, and the experimental results show that we can increase the productivity and the design maintenance.
Hwan-Soo Yoo, Seong-Whan Kim, Ok-Hue Cho
SIGGRAPH ASIA (Sketches)1