• Title/Summary/Keyword: 게임접근성

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Intel SGX를 이용한 온라인 게임 보안 향상 방안

  • Kang, Su In;Kim, Huy Kang
    • Review of KIISC
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    • v.27 no.4
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    • pp.22-26
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    • 2017
  • 온라인 게임은 가장 성공적인 인터넷 서비스 중 하나로서 빠른 속도로 성장해 왔다. 그러나 게임을 대상으로 하는 다양한 공격들이 있었고 그로 인해 많은 정상 사용자들 및 게임서비스 회사에 피해가 발생함에 따라, 온라인 게임 서비스를 보호하기 위한 다양한 기법들이 연구되어 왔다. 실제로 대규모 이용자들이 접속하는 PC 게임들의 경우, 게임 클라이언트단, 네트워크 단, 서버 단 각 구간별로 다양한 보안 기법들이 개발되어 적용되어 왔다. 이 중, 게임 클라이언트는 사용자 및 해커 쪽에서 손쉽게 접근이 가능하기 때문에 공격에 쉽게 노출되어 있어 신뢰하기 어려운 구간이었다. 더불어, 게임 클라이언트 단에 강력한 보안을 적용할 경우 성능저하가 발생하기 때문에 상용 게임보안 솔루션에 의해 프로세스 및 메모리 보호를 받는 등 역공학 방지 기법 및 난독화 기법 정도만을 최소한으로 적용하고, 그 외에는 대부분의 탐지 및 차단 기법들을 네트워크 단 및 서버 단에 적용하는 것이 일반화 되어 있다. 하지만, 최근 하드웨어의 지원을 받아 클라이언트 단의 성능저하를 최소화 하면서도, 게임 클라이언트를 TEE (Trusted Execution Environment)에서 안전하게 실행할 수 있는 기술들이 등장하면서, 게임 클라이언트 단의 보안기술이 다시 주목받고 있다. 본 논문에서는 메모리 변조 공격 및 게임프로세스에 인젝션 공격을 하는 게임해킹 기법들에 대응하기 위하여 Intel에서 발표한 새로운 하드웨어 보안 기술인 Intel SGX(Software Guard Extensions)를 적용하는 방안에 대해 소개한다. Intel SGX를 적용하여 게임프로그램의 프로세스를 보호할 경우 코드와 데이터의 무결성 및 기밀성을 보장하며 실행시킬 수 있기 때문에, 온라인게임보안 발전에 상당히 기여할 수 있을 것으로 기대된다.

Competitive Advantage Elements in the Global Cloud Game Market (글로벌 클라우드 게임 시장에서의 경쟁우위 요소)

  • Rhee, Chang Seop;Rhee, Hyunjung;Kim, Sehwan
    • Journal of Korea Game Society
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    • v.20 no.5
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    • pp.3-12
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    • 2020
  • The introduction of 5G greatly reduced service traffic speed and capacity problems. In this communication environment, the market demand for cloud games is increasing, and cloud games are considered as a replacement for mobile games in the future. This study explains the changes in the game industry, and the characteristics and market status of cloud games. Next, this study suggests competitive advantage elements for cloud games market. We expect that this study could help make decisions related to policy support for the cloud game market and industry.

A Preliminary Study of Serious Game Effect Model based on Construal-Level Theory (해석수준이론에 기반한 기능성 게임 효과 증대 방안 연구)

  • Lee, Hye-Rim;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.105-120
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    • 2014
  • Many of recent studies have suggested various positive outcomes of serious games. However, relatively little emphasis has been placed on the roles of user-centered factors from a psychological perspective. One of the main goals of serious games is the change of the user's perception and behavior towards a positive direction. To achieve this goal, psychological factors should be applied to the user's playing process in serious games. Inspired by construal-level theory(CLT), we propose a CLT applied model (CLT in process-outcome serious games model) considering psychological factors on the player's decision making. The model will be useful not only to game developers or designers but also to game researchers as a valuable tool in persuasion and learning for serious game users.

A Model to Analyze the Optimal Purchase of the Cleaner Vehicles: A Game Theoretic Approach (저공해차량의 최적구매행태 분석모형: 게임이론적 접근)

  • Cho, In-Sung
    • Korean Business Review
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    • v.21 no.1
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    • pp.1-17
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    • 2008
  • This article examines the establishment of the game theoretic model for the cleaner vehicles and analyzes the established model. We discuss the way to represent the players' preferences over the outcomes to make the model applicable in real practice. In this article we employ the real data to represent the preferences. In the analysis of the model we consider various scenarios and discuss how we can use GAMBIT, which is a game theory analysis software, to find solutions in each proposed scenario.

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A Game Theoretic Approach to Intrusion Detection System in Wireless Ad-hoc Networks. (Ad-Hoc 네트워크 상에서 침입 탐지 시스템의 게임 이론적 접근)

  • Jeong, Yeong-Ok;Kim, Se-Heon
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2005.05a
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    • pp.255-259
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    • 2005
  • 현대의 정보사회는 인터넷의 발전과 더불어 급속히 팽창하고 있으며 그에 따른 편리함과 더불어 악의적인 사용으로 인한 부작용도 함께 늘어나고 있는 추세이다. 특히 Ad-Hoc 과 같은 무선 네트워크 시스템의 경우 무선이 갖는 여러 가지 특성과 더불어, 전파를 전송 매체로 사용하기 때문에 유선 네트워크 시스템보다 더 많은 보안상의 취약성을 내포하고 있다. 전체적인 네트워크 측면에서 볼 때 이러한 네트워크 상 보안 문제는 시스템에 침입하려는 공격자와 그 침입을 막으려는 침입 탐지 시스템 간의 문제로 볼 수 있으며, 동시에 각자의 이익을 극대화하기 위한 게임의 측면으로 볼 수 있을 것이다. 본 연구에서는 이러한 쌍방 간의 관계를 무선 Ad-Hoc 상에서 게임 이론적으로 접근하여 해석해보고자 한다.

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A Study on the Creation List of Game Scenarios (게임시나리오 창작 리스트 연구)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.61-70
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    • 2017
  • The fusion of virtual and reality and the revolution of gamification are beginning in human culture. As the quaternary industrial revolution enters the era, major developments of convergence main content games are expected as human-made play products. Now that we need a diverse game IP, we need a methodology that makes it easy to approach game scenario creation. The creation of the game scenario has a very large difference due to interactivity with the general video scenario. Therefore, without interactive knowledge, it is difficult to challenge game scenario creation. In this paper, 'Game Scenario Creation List' was created in order to lower the barriers to entering game scenario creation. I hope that this paper will be even a little positive for the development of game contents.

A study on the dual characteristics play of Pokémon game (<포켓몬스터>게임 플레이의 이중적 특성 연구)

  • Kim, Eun-Jung
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.63-70
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    • 2017
  • It has been a year since the $Pok{\acute{e}}monGo$ has been released. Over the past year, the $Pok{\acute{e}}monGo$ have become a social phenomenon. This study analyzes the dual characteristics play of the original $Pok{\acute{e}}mon$ game. The Pocket Monster game, which has both casual and hardcore capabilities, has a broader player base and enjoys popularity for 20 years, satisfying the requirement of easy and convenient access, which is an advantage of casual games. In addition, the rating battle system of $Pok{\acute{e}}mon$ game turns casual play into hardcore play. In this paper, we analyze the dual play characteristics of longevity games such as Pocket Monsters, and propose strategies and directions for game development that can survive long term in the competitive game market.

A Study of NPR Techniques for Artistic Expressions In Game Graphics (게임 그래픽의 예술적 표현을 위한 NPR기법 연구)

  • Kim, Jong-Seo;Kwak, Hoon-Sung
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.59-70
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    • 2008
  • A game graphics, one of computer graphics, has grown rapidly and diversified expression techniques through continuous trials and studies. Rendering methods in game graphics are divided into two branches. The one is Protorealistic rendering method expressing realistic images like photos and the other is NPR(Non-Protorealistic rendering) method expressing emotion and artistry of human being. This paper analyzes how NPR techniques are used in game and what features are in their applications. And this paper suggests various effects for game graphics in an artistic viewpoint. So, this study aims at supporting production of more emotional, familiar and artistic games by understanding merits, demerits and applicabilities of recent NPR researches.

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How to Use Serious Games in School Settings and its Influencing Factors (교육 현장에서의 기능성 게임 활용과 영향 요인)

  • Kwon, Jungmin
    • Journal of Korea Game Society
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    • v.14 no.6
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    • pp.79-88
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    • 2014
  • In this research, we investigated how interactive digital serious games could be used in traditional, offline, school classrooms. We asked four teachers from four different schools to use a job training serious game in their traditional job training curriculum and the teachers used the game in anyway they intended. As a result, the two main ways to integrate gaming into traditional curriculum were gaming within the curriculum and gaming outside the curriculum, although both methods were used to support the main curriculum. When the game was used outside the curriculum, teachers almost always had the students play the game during the computer lab class. Students also played games voluntarily during recess and at home. The factors that affected how the game was used were teacher, student, and location and accessibility of the computer.