• Title/Summary/Keyword: 게임아이템

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Implementation of Noraebang System by using VOD Sever and Java Video Player (VOD 서버와 자바 비디오 플레이어를 이용한 노래방 시스템 구현)

  • 문보석;김인수;최인욱;박성순
    • Proceedings of the Korea Multimedia Society Conference
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    • 2000.11a
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    • pp.345-348
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    • 2000
  • 요즘 PC를 이용한 여러 가지 사업 아이템들이 상품화되어 쏠아져 나오고 있다. 대표적으로 PC방을 비롯해 가정에서도 고속 인터넷이 가능해지면서 게임뿐만이 아니라 전반적인 생활 자체가 컴퓨터를 통해 이루어져 가고 있다고 해도 과언이 아니다. 흔히 볼 수 있는 노래방 또한 그 예외가 된 수 없다. 현재 노래방에서의 한계점은 신곡이 추가될 때마다 대부분 팁 자체를 교환하거나 추가해줘야 하고 TV 브라운관에 보이는 영상 또한 비디오를 통해 따로 상영해 주어야 한다. 본 논문에서는 PC로 클라이언트-서버 모델을 이용해 노래방 시스템을 구성하여 기존 노래방 시스템의 단점을 극복하고 나아가서 여러 가지 부가 서비스를 지원해 줄 수 있는 인터넷 노래방 시스템의 구현에 대해서 기술한다.

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온라인 아동 보호

  • Kim, Tae Kyung;Nah, Jae Hoon
    • Review of KIISC
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    • v.24 no.4
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    • pp.39-43
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    • 2014
  • 본 논문에서는 ITU-T, ISO/IEC JTC1 SC27, GSMA, 및 OECD에서 진행되고 있는 온라인 아동 및 청소년들을 보호하기 위한 국제표준화 동향을 소개하고자 한다. 현재 ITU-T SG17 및 ISO/IEC JTC1 SC27에서 온라인 아동 보호 표준과 관련하여 우리나라가 주도적인 역할을 수행하고 있으며, ITU-T SG17에서는 새로운 국제표준을 만들기 위해 계속적으로 기고서를 제출하고 있다. 또한 ISO/IEC JTC1 SC27에서는 2013년 10월 송도회의에서 연령검증이 SP(Study Period) 아이템으로 선정되었으며, 2014년 4월 홍콩 회의에서 SP기간을 6개월 연장하기로 하였다. 인터넷 상에서 유해정보 차단 및 안전한 이용자 환경을 제공하기 위해서는 온라인 아동 보호 표준에 대한 국제 및 국내표준의 제정이 필요하며, 효과적인 표준의 개발을 위해서는 게임업체 및 콘텐츠 서비스를 제공하는 기업들의 참여가 필요하다.

A Design of Secure Mobile In-App Payment System Based on TEE (TEE를 활용한 안전한 모바일 인앱결제 시스템 설계)

  • Chung, Hague;Chung, Hyunsoo;Song, Seokhwa;Jun, Moon-Soeg
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.10a
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    • pp.815-816
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    • 2015
  • 인앱결제 시스템이란 애플리케이션(앱) 내 결제 시스템을 통한 결제행위를 말하며, 다운받은 앱은 무료일 수 있지만 앱 내에서 별도의 유료아이템 등을 구매 할 경우 유료결제가 일어날 수 있다는 것을 뜻한다. 인앱결제는 한번의 등록을 거친 후 단 한번의 비밀번호 입력을 통하여 결제가 된다. 스마트폰 보급 확대에 따라 오픈마켓의 게임 등 모바일콘텐츠 거래 증가로 유료 콘텐츠 결제와 관련한 이용자 피해가 급증하며 이용자 불편, 불만(인앱결제 피해)으로 인한 피해가 다수 발생하고 있다. 본 논문은 이러한 휴대폰 인앱결제 시스템의 문제점을 파악하고 인앱결제로 인한 피해 예방을 하기 위한 보안서비스를 제시한다.

Incorporating Social Relationship discovered from User's Behavior into Collaborative Filtering (사용자 행동 기반의 사회적 관계를 결합한 사용자 협업적 여과 방법)

  • Thay, Setha;Ha, Inay;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
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    • v.19 no.2
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    • pp.1-20
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    • 2013
  • Nowadays, social network is a huge communication platform for providing people to connect with one another and to bring users together to share common interests, experiences, and their daily activities. Users spend hours per day in maintaining personal information and interacting with other people via posting, commenting, messaging, games, social events, and applications. Due to the growth of user's distributed information in social network, there is a great potential to utilize the social data to enhance the quality of recommender system. There are some researches focusing on social network analysis that investigate how social network can be used in recommendation domain. Among these researches, we are interested in taking advantages of the interaction between a user and others in social network that can be determined and known as social relationship. Furthermore, mostly user's decisions before purchasing some products depend on suggestion of people who have either the same preferences or closer relationship. For this reason, we believe that user's relationship in social network can provide an effective way to increase the quality in prediction user's interests of recommender system. Therefore, social relationship between users encountered from social network is a common factor to improve the way of predicting user's preferences in the conventional approach. Recommender system is dramatically increasing in popularity and currently being used by many e-commerce sites such as Amazon.com, Last.fm, eBay.com, etc. Collaborative filtering (CF) method is one of the essential and powerful techniques in recommender system for suggesting the appropriate items to user by learning user's preferences. CF method focuses on user data and generates automatic prediction about user's interests by gathering information from users who share similar background and preferences. Specifically, the intension of CF method is to find users who have similar preferences and to suggest target user items that were mostly preferred by those nearest neighbor users. There are two basic units that need to be considered by CF method, the user and the item. Each user needs to provide his rating value on items i.e. movies, products, books, etc to indicate their interests on those items. In addition, CF uses the user-rating matrix to find a group of users who have similar rating with target user. Then, it predicts unknown rating value for items that target user has not rated. Currently, CF has been successfully implemented in both information filtering and e-commerce applications. However, it remains some important challenges such as cold start, data sparsity, and scalability reflected on quality and accuracy of prediction. In order to overcome these challenges, many researchers have proposed various kinds of CF method such as hybrid CF, trust-based CF, social network-based CF, etc. In the purpose of improving the recommendation performance and prediction accuracy of standard CF, in this paper we propose a method which integrates traditional CF technique with social relationship between users discovered from user's behavior in social network i.e. Facebook. We identify user's relationship from behavior of user such as posts and comments interacted with friends in Facebook. We believe that social relationship implicitly inferred from user's behavior can be likely applied to compensate the limitation of conventional approach. Therefore, we extract posts and comments of each user by using Facebook Graph API and calculate feature score among each term to obtain feature vector for computing similarity of user. Then, we combine the result with similarity value computed using traditional CF technique. Finally, our system provides a list of recommended items according to neighbor users who have the biggest total similarity value to the target user. In order to verify and evaluate our proposed method we have performed an experiment on data collected from our Movies Rating System. Prediction accuracy evaluation is conducted to demonstrate how much our algorithm gives the correctness of recommendation to user in terms of MAE. Then, the evaluation of performance is made to show the effectiveness of our method in terms of precision, recall, and F1-measure. Evaluation on coverage is also included in our experiment to see the ability of generating recommendation. The experimental results show that our proposed method outperform and more accurate in suggesting items to users with better performance. The effectiveness of user's behavior in social network particularly shows the significant improvement by up to 6% on recommendation accuracy. Moreover, experiment of recommendation performance shows that incorporating social relationship observed from user's behavior into CF is beneficial and useful to generate recommendation with 7% improvement of performance compared with benchmark methods. Finally, we confirm that interaction between users in social network is able to enhance the accuracy and give better recommendation in conventional approach.

The Effects of Game User's Social Capital and Self-Construal on SNG Reuse Intention and Charge Item Purchasing Intention Through Behavioral Adaptation (게임 이용자의 사회자본과 자기해석이 행동적 적응을 통해 SNG재이용의도 및 유료아이템 구매의도에 미치는 영향)

  • Lee, Ji-Hyeon;Kim, Han-Ku
    • The Journal of Information Systems
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    • v.27 no.2
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    • pp.135-155
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    • 2018
  • Purpose Recently, with the enhancement of mobile technologies, people have formed various relationships and spreaded networks on social network service(SNS). In addition, although people make a decision based on the thoughts and emotions about self, there is little empirical research on social relations and self-construal of users in social network game (SNG). Design/methodology/approach This study was designed to examine the structural relationships among SNG users' social capital, self-construal, behavioral adaptation, SNG reuse intention and charged item purchasing intention. Findings The results from this study are as follow. First of all, the bonding social capital did not have a significant impact on behavioral adaptation to SNG, but bridging social capital had a positive impact on behavioral adaptation. Second, independent self-construal did not have a significant impact on behavioral adaptation to SNG, but interdependent self-construal had a positive impact on behavioral adaptation. Lastly, the behavioral adaptation to SNG had a positive impact reuse intention and charged item purchasing intention. Also, SNG reuse intention had a positive impact on charged item purchasing intention.

Play motive augmentation possibility through Quest understanding of MMORPG and pluralistic understanding of a player (MMORPG의 퀘스트 이해와 플레이어의 다원주의적 이해를 통한 플레이 동기 증강 가능성)

  • Park, Yong-Hyun;Ning, shujia;Kyung, Byung-Pyo;Lee, Dong-Lyeor
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.215-220
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    • 2009
  • MMORPG is being progressed through Quest and the level and the balance are realized. Also, Quest plays a strong role of motivation through compensation related with Avatar such as items and experience points rather than a role of story transfer. This situation finally made MMORPG become a difficult game that players should study the compensation of Quest for growth of a character, so it causes fixation of the user class. As a solving method of the fixation of the users, the possibility of Quest capable of strengthening play motive of various users through clarification of motivation structure of the Quest play and pluralistic understanding about players was investigated. The pluralistic understanding method of players will have values as a tool that can design and evaluate Quest satisfying preference of the various user class.

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NFT Utilization Method in e-Sports

  • Chung Gun, Lee;Su-Hyun, Lee
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.2
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    • pp.47-53
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    • 2023
  • In this paper, based on the generalization and popularization of NFT, the utilization idea of using NFT in e-sports was proposed. We considered ways to utilize NFTs to make access to e-sports easy for all users and to secure users from various age groups. To this end, cases of NFTs with diversity in e-sports platforms were analyzed by type, and the degree of use of NFTs in e-sports was identified through a survey. As a result of the study, it was found that the NFT experience in the e-sports game was highly satisfactory and the desire to experience it again was strong. As NFTs have ownership and scarcity as important characteristics, they can respond well to the demand for owning unique items in e-sports. In addition, in marketing, by promoting limited edition products with scarcity, it is possible to promote marketing that creates value with high profitability. When using NFT in e-sports, various NFT functions are combined regardless of the type of sport, so NFT can become an economic infrastructure.

A Study on Platform Strategies of Korean First Mobile Instant Messenger KakaoTalk (주식회사 카카오의 플랫폼 전략에 대한 연구)

  • Jang, Kyoung Young;Oh, Jung Suk
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.8 no.4
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    • pp.49-56
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    • 2013
  • KakaoTalk, a Korean mobile instant messenger service launched by KAKAO Inc., has grown remarkably popular in a short period of time, with its number of subscribers exceeding 100 million as of July 2013. Today, KakaoTalk is an everyday communication tool among most Korean mobile users. Although KAKAO has been the subject of many business and consumer studies, the KakaoTalk platform strategy has not been studied thoroughly. In this study, we analyze its platform strategy through the lens of several widely utilized frameworks such as Platform Leadership (Gawer & Cusumano 2002, 2008), Winner-take-all dynamics (Eisenmann et al. 2006), and Open Service Innovation (Chesbrough 2011). Our results show that Eisenmann et al (2006)'s "Winner-Take-All" platform best explains how KakaoTalk dominated its rivals, Mypeople by Daum Communications and Line by Naver Corporation. In surpassing its rivals, KAKAO delivered a solution to the 'essential problem' that mobile social communication should be upgraded from mobile companies' paid "Short Message Service" (SMS). By doing so, KakaoTalk fulfilled the first requirement of Gawer & Cusumano (2008)'s "Coring" strategy, which explains how a new platform is created. KakaoTalk also satisfied the second requirement of "Coring" by providing economic incentives for KakaoTalk members to interact through its Games and Items store. Actively accepting its customers' ideas and upgrading its services, KAKAO reinforced its platform leadership to its customers and put Chesbrough (2011)'s "Outside In - Open Service" innovation strategy into practice.

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A Study on Non-Fungible Token Platform for Usability and Privacy Improvement (사용성 및 프라이버시 개선을 위한 NFT 플랫폼 연구)

  • Kang, Myung Joe;Kim, Mi Hui
    • KIPS Transactions on Computer and Communication Systems
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    • v.11 no.11
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    • pp.403-410
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    • 2022
  • Non-Fungible Tokens (NFTs) created on the basis of blockchain have their own unique value, so they cannot be forged or exchanged with other tokens or coins. Using these characteristics, NFTs can be issued to digital assets such as images, videos, artworks, game characters, and items to claim ownership of digital assets among many users and objects in cyberspace, as well as proving the original. However, interest in NFTs exploded from the beginning of 2020, causing a lot of load on the blockchain network, and as a result, users are experiencing problems such as delays in computational processing or very large fees in the mining process. Additionally, all actions of users are stored in the blockchain, and digital assets are stored in a blockchain-based distributed file storage system, which may unnecessarily expose the personal information of users who do not want to identify themselves on the Internet. In this paper, we propose an NFT platform using cloud computing, access gate, conversion table, and cloud ID to improve usability and privacy problems that occur in existing system. For performance comparison between local and cloud systems, we measured the gas used for smart contract deployment and NFT-issued transaction. As a result, even though the cloud system used the same experimental environment and parameters, it saved about 3.75% of gas for smart contract deployment and about 4.6% for NFT-generated transaction, confirming that the cloud system can handle computations more efficiently than the local system.