• Title/Summary/Keyword: 게임 서버

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Network-Adaptive N-Screen Game System on Cloud Computing Environment (클라우드 컴퓨팅 환경에서의 네트워크 적응적 N-스크린 게임 시스템)

  • Ryu, Eun-Seok;Kang, Shin-Jin
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.59-68
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    • 2012
  • This paper describes the design and implementation of a network-adaptive N-screen game system to be used in cloud computing. The system we are considering needs to generate game video in a cloud server and transmit the video to multiple game devices over an in-home wireless network via a home game server. It is difficult to support multiple screens which have different resolutions with a single bitstream of game video. Therefore, we developed a new network-adaptive game-video extraction and transmission method using (1) scalable video coding and (2) Raptor code techniques. The simulation, conducted with real game-video, verified the efficiency of the proposed video streaming system.

A Study of Object Pooling Scheme for Efficient Online Gaming Server (효율적인 온라인 게임 서버를 위한 객체풀링 기법에 관한 연구)

  • Kim, Hye-Young;Ham, Dae-Hyeon;Kim, Moon-Seong
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.163-170
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    • 2009
  • There is a request from the client, we almost apply dynamic memory allocating method using Accept() of looping method; thus, there could be process of connecting synchronously lots of client in most of On-line gaming server engine. However, this kind of method causes on-line gaming server which need to support and process the clients, longer loading and bottle necking. Therefore we propose the object pooling scheme to minimize the memory fragmentation and the load of the initialization to the client using an AcceptEx() and static allocating method for an efficient gaming server of the On-line in this paper. We design and implement the gaming server applying to our proposed scheme. Also, we show efficiency of our proposed scheme by performance analysis in this paper.

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An Efficient Partitioning Scheme for Load Balancing of MMOG Servers (MMOG 서버 부하의 균등화를 위한 효과적인 분할)

  • Jang, Su-Min;Yoo, Jae-Soo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2007.05a
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    • pp.16-19
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    • 2007
  • MMOG 게임은 온라인 서비스들 중에 중요한 부분을 차지하고 있다. 최근에는 네트워크를 통한 온라인 서비스를 이용하는 사용자들의 증가로 인해 서버에 부하가 가중되고 있다. 본 논문에서는 이와 같은 문제를 해결하기 위하여 효과적인 분할방법을 통하여 서버의 부하를 낮추는 방법을 제안한다. 제안하는 방식은 많은 사용자들을 위한 분산 게임서버에 효과적인 해결책을 제공한다.

A Study on Implementation of On-Line Gaming Server applying an Object Polling Scheme (객체폴링기법을 적용한 온라인 게임서버의 구현에 관한 연구)

  • Kim, Hye-Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.3
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    • pp.19-24
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    • 2009
  • When a dynamic method is applied at the time of occurrence of an client's connection request for most of the online gaming server engine, the gaming server is processing a session connection, it's initialization. Yet, such a method will cause a lot of loading and bottle-neck in the gaming server at the same time. Therefore we propose the object polling scheme to minimizes a memory fragmentation and loading of the initialization on the client using a static allocation method for an efficient On-lin gaming serverin this paper. We implement the gaming server applying to our proposed scheme, and we show an improvement in our proposed scheme by performance analysis in this paper.

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Implementation of an Interactive Paper Airplane Game based on SMS Clients, a PHP Server, and Arduino (SMS 클라이언트, PHP 서버, 아두이노 기반 인터렉티브 종이비행기 게임 구현)

  • Kim, Min-Soo;Ko, Han-Sae;Lee, Byung-Man;Lim, Won-Jun;Lee, Kang-Hee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.67-70
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    • 2014
  • 본 논문에서는 아두이노를 이용하고 SMS와 PHP를 기반으로 구축된 인터렉티브 종이비행기 게임시스템을 설계하고 구현한다. 본 시스템은 LCD가 설치된 건물과 센서가 부착되어 물체가 들어오면 인식할 수 있는 각기 독립된 4개의 방, 게임 사용자의 문자 메시지를 읽고 출력하는 용도의 프린트와 개인서버로 이루어진다. 설계단계는 PHP를 이용한 웹 서버를 통해 사용자가 보낸 문자 메시지를 읽어 오는 첫 번째 단계, 사용자가 보낸 문자메시지의 내용을 프린트를 통해 출력하는 단계, 출력된 내용의 프린트물이 비행기로 접혀 센서가 부착된 각기 다른 4개의 방으로 들어갔을 때 프린트에 적힌 문자메시지의 내용이 LCD에 출력되는 단계로 이루어진다.

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Engine Technology Design of On-line 3D Game (온라인 3D 게임의 엔진 테크놀러지 디자인)

  • Choi, Hak-Hyun;Kim, Jung-Hee
    • Journal of Digital Contents Society
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    • v.8 no.4
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    • pp.579-586
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    • 2007
  • The process of developing a online 3D game engine involves designing details of the engine, alpha test, adjustment, supplementation, beta test and introduction, and an online 3D game engine is made of a server engine and client engine. The server engine, which is made of server construction part, distribution center and DB construction part for building asymmetric multiple servers, is developed by Linux, and the client engine, which is made of a graphic part, sound part, AI part and object management part, is developed by using DirectX in Windows, and it proposes an engine configuration and method based on 3D engine technology by analyzing the network technology, which is a common engine technology.

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The Causal Relationship of Choosing Factors of Smart Phone Game (스마트폰 게임 선택요인에 관한 연구)

  • Moon, Jae Young
    • The Journal of the Korea Contents Association
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    • v.14 no.10
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    • pp.723-729
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    • 2014
  • The purpose of this study is to find factors which are influencing choosing game based on empirical study. Today, many kind of smart phone games are developing because advanced smart phone hardware. Therefore we analyze to choose factors of smart phone game. As a results many smart phone game user more interested in reward than others. Many smart phone game company service their own game based on semi pay game because of profit. However, smart phone game user doesn't want to pay it. Thus mart phone game company have to change their sales strategy. Second, smart phone game user believe that access is important. So smart phone game company to manage game server.

A P2P Real-time Game System for Multiplayer on Overlay Network (Overlay Network망에서의 실시간 멀티플레이어 P2P게임 시스템)

  • Jung, Mi-Sook;Park, Kyoo-Seok
    • Journal of Korea Multimedia Society
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    • v.13 no.1
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    • pp.38-46
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    • 2010
  • A stable game managing system is absolutely needed to accept simultaneous interlacing of many users for on- line game system. The proposed P2P on-line game system in this paper is able to get stable and real-time game managing within limited time stamp utilizing through reorganizing peers according to synchronous time which can be avoid congestion on one region, it is possible to synchronize for game nodes within limited time stamp utilizing. Reorganizing M-tree which leads 10 distribute loads. The system manages each region unit, and it is execute no matter how big game sizes are. Thus to ensure such as the problems of expand server and stabilization or message transmission. Also, prove efficiency of the suggested system through the simulation.

A Load Distribution System on P2P Online Game Based on RS Reconfiguration by Interesting Regions (P2P 온라인 게임에서의 관심영역별 영역관리자 재구성 기반 부하분산 시스템)

  • Jung, Mi-Sook;Kim, Seong-Hoo;Park, Kyoo-Seok
    • Journal of Korea Multimedia Society
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    • v.12 no.3
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    • pp.345-353
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    • 2009
  • It is for sure that a stable game managing system is absolutely needed to accept simultaneous interfacing of many users for P2P on-line game system. The proposed P2P on-line game system in this paper is able to get smart and stable game managing taking care of extensive players through reorganizing numerous RS(Region Server) and mutual communications among RS's which can be avoid congestion on one region. Moreover, it is possible to synchronize for game nodes in time stamp utilizing Global Zone Buffer of Monitoring Server which leads to breakup loads. The system manages middleware layers in the so-called sub area, and it is able to execute no matter how big the game sizes are. That means, in some ways, we got everything we try to ensure such as the problems of high cost server and stabilization of message transmission. This paper welcomes to prove efficiency of the suggested system through the simulation.

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Virtual Data Grouping for Performance Enhancement of Multi-User Games (다중 사용자 게임 성능 향상을 위한 데이터 가상 그룹핑 방법)

  • 이철민;박홍성
    • Journal of KIISE:Software and Applications
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    • v.30 no.3_4
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    • pp.231-238
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    • 2003
  • This paper presents a virtual grouping method used in multi-user network games, which reduces a response time and losses of response data. The proposed method divides each group into virtual groups and transmits data in them after dividing an overall map on a game into several fixed regions and grouping them. And this paper derives the optimal number of groups minimizing a given cost function. The proposed method if shown to be useful by comparing with a general grouping method.