• Title/Summary/Keyword: 게임지출

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Bandwidth Analysis of Massively Multiplayer Online Games based on Peer-to-Peer and Cloud Computing (P2P와 클라우드 컴퓨팅에 기반한 대규모 멀티플레이어 온라인 게임의 대역폭 분석)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.5
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    • pp.143-150
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    • 2019
  • Cloud computing has recently become an attractive solution for massively multiplayer online games(MMOGs), as it lifts operators from the burden of buying and maintaining hardware. Peer-to-peer(P2P) -based solutions present several advantages, including the inherent scalability, self-repairing, and natural load distribution capabilities. We propose a hybrid architecture for MMOGs that combines technological advantages of two different paradigms, P2P and cloud computing. An efficient and effective provisioning of resources and mapping of load are mandatory to realize an architecture that scales in economical cost and quality of service to large communities of users. As the number of simultaneous players keeps growing, the hybrid architecture relieves a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the peers. For MMOGs, besides server time, bandwidth costs represent a major expense when renting on-demand resources. Simulation results show that by controlling the amount of cloud and user-provided resource, the proposed hybrid architecture can reduce the bandwidth at the server while utilizing enough bandwidth of players.

A study on the System for the Mobile electronic account (모바일 기반의 디지털콘텐츠 사례 전자장부시스템에 관한 연구)

  • Song Eun-Jee
    • Journal of Digital Contents Society
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    • v.6 no.1
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    • pp.19-24
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    • 2005
  • Mobile service is able to offer the elastic service to anyone regardless of the place and the tin. With this characteristics, the ubiquitous service could be also provided even to the place which the access was limited with the existing line service, which could improve the mutual connection and could result in the service extension Mobile communication companies, which realized the limit of sale only by telephone conversation, have made an effort to develop wireless internet with concentration as its alternation. Especially concentrating their effort both to the development of distinctive and various contents and to tin development of system for mobile service such as the mobile banking, mobile game and etc., they have done their best to secure the number of the people using the wireless internet. This study is to propose the electronic account system based on the mobile as a case study of contents production for such a mobile service. This system has its advantage to perform the financial management immediately when the income and outcome happen without limitation of the time and space. The information could be stored, searched and modified by using of the mobile phone for this system was made up for the weak point of the financial management for wired internet.

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How Socio-economic Factors, Relationships, Daily Life, and Future Orientation Affect Happiness for College Students (대학생의 행복에 영향을 미치는 사회경제적 요인, 관계, 일상생활, 미래지향성에 관한 연구)

  • Jung, Jeaah;Lee, Song Yi;Shim, Tae Eun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.6
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    • pp.237-249
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    • 2017
  • This research aims to gain a better understanding of college students' thoughts on what factors make them happy and contribute to enhancing their happiness. We focused on the relationship between their self-assessed happiness and various factors affecting happiness, such as their socio-economic status, relationships with others, future orientation, and daily activities. Survey data were collected from October, 2014 to December, 2014 at a South Korean University. The final total number of respondents was 474 from 500 distributed questionnaires, after excluding 26 responses with missing values and unanswered items. The response was comprised of 247 male students, and 227 female students, and of 268 freshmen, 145 sophomores, 35 juniors, and 26 senior students. Factors that were statistically significant were gender, year, average cost of leisure, appearance satisfaction, conversation hour with parents, having girlfriend/boyfriend, sexual experience, number of friends, satisfaction with major, Grade Point Average (GPA), studying hours, time for self-improvement, reading hours, use of smart phone hours, number of daily meals, exercise hour, schedule management and future goal setting. This research was conducted utilizing only data from one university and so it may not be appropriate to generalize the results. Moreover, some of the variables are not in line with previous studies on happiness. Some other mediating variables may exist. Therefore, following research should be conducted.