• Title/Summary/Keyword: 네트워크 게임

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Design of Secure Game Character Migration System Between Online Game Servers using Dual Signature (이중 서명을 이용한 온라인 게임 서버 간의 안전한 게임 캐릭터 이주 시스템 설계)

  • Suk, Jin-Weon;Lim, Ung-Taeg
    • Journal of Advanced Navigation Technology
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    • v.14 no.6
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    • pp.882-889
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    • 2010
  • The development of network technology has made rapid growth for online gaming industry on the Internet. Recently, game players have been wanting for a free migration on the game character for game player managed by online game servers of different types. Existing research on the acceptance of the game players demands have suggested migration model of the game character. However, the game Character Migration Process between the game server of different types migration is focused only, and safety issue that is necessary in an online transaction is overlooked. Therefore, ensure the safety of transactions information and when a dispute arises is necessary countermeasures. In this paper, Secure game Character Migration System (SCMP) using dual signature method when migrating game characters between the game servers of different types based on existing research is propose and looks to examine the safety.

A Study on Optimized method of storing intrusion pattern of Detection System for Mobile Network game (모바일 네트워크 게임을 위한 침입탐지시스템의 최적화된 침입패턴 저장방법에 관한 연구)

  • Shin, Seung-Jung;Kim, Gui-Nam;Lee, Gyu-Ho
    • Journal of Korea Game Society
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    • v.2 no.1
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    • pp.55-61
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    • 2002
  • 유 무선환경에서 침입 패턴이 다양화되고, 모바일의 편리성이 강조되면서 네트워크 대역폭이 다양한 전송 기반을 요구하고 있다. 그리고 무선기반의 자료가 급증하고 있어, 무선환경에서의 침입탐지시스템 성능에 문제가 될 수 있다. 그러므로 게이트웨이를 근간으로 한 무선전송 기반을 보호하고, 컴퓨터 운영체제 상에 내재된 보안상의 결함을 보호하기 위하여 기존의 운영체제 내에 보안 기능을 추가한 운영체제이며, 커널의 핵심 부분을 인지하여 무선기반의 시스템 사용자에 대한 식별 및 인증, 강제적 접근 통제, 임의적 접근 통제, 해킹 대응 등의 보안 기능 요소들을 갖추게 하여 보안성에 강한 시스템 유지를 요구한다. 그러므로 감시대상의 정보를 미리 알고, WAP환경하에서 감시대상에 유효한 침입패턴만을 검사하도록 침입패턴 데이터베이스를 분리하는 모델을 제시하여, 이러한 문제점에 대한 해결책을 제시하고자 하였다. 따라서 기존 침입탐지시스템의 패턴 데이터베이스를 분석하였고, 이를 적절히 분리하여 이를 다시 운영체제에 반영하는 기법이다. 그리고 이를 제시한 모델을 검증하고자 실제 구현과 실험을 통해 이를 검증하였다.

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Category of positive game and approach of design for game designers (게임디자이너를 위한 포지티브게임의 범주와 디자인 접근)

  • Eun, Kwang-Ha;Lee, Dong-Lyeor;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.589-594
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    • 2012
  • In the initial stage, domestic games based online concentrated on game development focusing on income for some genres. However, various contents focusing on smart environment and social network are expanded at present and game materials are developed for more various objects. So, this study intends to examine new category, positive game, from the aspect of game designer for game approach based on various objects. And, game approaching process in the category based on pleasure was organized from the standpoint of designer, for the designer approach in the precedent stage of positive game development. From the aspect of designer, systemicity of game category and design approach are necessary to expand wire-wireless environment and new environment based on the convergence media to interactive contents focusing on games.

Design and Implementation of A Load Balancer Based on Load Equality between Game Servers (게임 서버간 부하의 균일성에 기반한 부하 분산기 설계 및 구현)

  • Um, Nam-Kyoung;Moon, Hyung-Jin;Lee, Sang-Ho
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.32 no.3B
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    • pp.168-174
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    • 2007
  • All of users who connect to mobile game want to play seamless real-time game without any loads on game servers. However, as for existing methods, it is not available to effectively distribute server loads. Therefore, in this paper, we design and implement an uniform variance-based load balancer for distributing loads of game servers for wireless online games by suitable load balancing methods. With this methods, we can deal with dynamically increasing game servers as the information about load balancing of specific period is applied to the administrator.

Chronological change of smart phone's games by pc oline games (PC온라인게임과 스마트폰 게임의 변화에 대한 연구)

  • Kang, Sung-gu;Kang, Hyo-soon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.925-928
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    • 2014
  • Currently, smart phone game's advances are going to more similar to the development of a computer games. there are many similar portions between an affinity for the genre of the game and the kind of developed game, which smart-phone technology is going to reach the computer's ability. In this paper, According to the pc online games and mobile game's graphics technology and the development of the network, there are analysis about An preference of the game by the user by the chronological situation, and about factors of results of preferred direction by the user.

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Hierarchy Structure of Situation based on Event for Effective Game Development (효율적인 게임 개발을 위한 사건 기반의 상황 계층 구조)

  • Park, Jung-Yong
    • Journal of Korea Multimedia Society
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    • v.10 no.4
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    • pp.483-491
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    • 2007
  • This paper proposes a Situation Simulation Framework for implementing computer game and describes the possibility of analyzing game with unfolding situation. In last few years game systems have been evolving from the performance of physical engine, network traffic in the on line game to the representation of rendering physical phenomena. In computer game, a situation hierarchy structure which allows the designer for simulating high-level specifications of game structure. Logically simulated environment is created by defining situations and events based on hierarchy structure of the situation. We classify events into explicit event is occurred by user and implicit event is occurred by system. Our study defines the existence of objects is the most prevalent factor applied to any event in game world. The advantages of this approach are able to allow for providing the conceptual design for simulation game and analyzing the situation in the game world. And this method allows us to decrease the complexity of system design and abstraction modeling for the simulation game. Specially, the introduction of the definition of events allows us to approach game design in a structural manner rather than by their classification. The proposed method was implemented in the "Shooting BaDuk" among games.

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Game Theoretic Approach to Selfish Replica Allocation over a Mobile Ad Hoc Network (모바일 애드혹 네트워크 환경에서 이기적 복제본 할당 문제에 대한 게임이론적 접근)

  • Yeom, Ji-Yeon;Shim, Kyu-Sun;Choi, Jae-Ho;Lee, SangKeun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.11a
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    • pp.16-19
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    • 2010
  • 최근 무선 컴퓨팅 환경과 무선 단말기관련 기술의 발전으로 인해 모바일 애드혹 네트워크관련 연구가 활발하게 이루어지고 있다. 모바일 애드혹 네트워크에서는 노드들이 자유롭게 이동하기 때문에 네트워크가 빈번하게 분리되며, 이로 인해 데이터 접근성 저하문제가 발생한다. 기존 연구에서는 데이터 접근성이 저하되는 문제를 해결하기 위해 다양한 복제본 할당 기법이 연구되었다. 그러나, 지금까지 연구된 복제본 할당기법들은 모바일 애드혹 네트워크 환경의 제한된 자원으로 인한 노드들의 이기적인 행동에 대해 고려하지 않았다. 본 논문은 모바일 애드혹 네트워크 상의 노드들이 자신의 이득을 위해 협력이 아닌 이기적인 행동을 택하게 되는 과정을 게임이론을 통해 설명하고, 수익함수 조절을 통해 노드들의 이기적인 행동을 억제할 수 있는 방안을 제시한다.

A Study on the Factors Determining Experience of Flow in Mobile Social Network Games (모바일 소셜 네트워크 게임의 몰입 요인에 관한 연구)

  • Kim, Seul-Yi;Chung, Yongkuk;Chen, Meicen
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.55-68
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    • 2013
  • This study examined the factors determining experience of flow in mobile social network games. Built upon the literature on flow experience in the Internet and online games, this study classified the determining factors into three categories. The first category is the content factor which includes graphic design, challenge, and incentive; the second is the device factor including ease of access and ease of control; the third is the social factor including social interaction and community activities. A correlation analysis was conducted to examine the association between each of the seven determining factors and flow experience. Additionally, a hierarchical regression analysis was performed to evaluate which of the selected factors would exert a relatively strong influence on experience of flow. Both analyses reached the same conclusions as follows: Graphic design, incentive, and community activities increase flow experience while challenge and ease of control exert little influence on flow experience. In addition, graphic design was the most influential element in determining flow experience, followed by community activities and incentive, respectively.

Design of Bluetooth based MMORPG Game in MANETs (모바일 애드-혹 망에서 Bluetooth 기반 MMORPG의 설계)

  • Oh, Sun-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.4
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    • pp.39-45
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    • 2009
  • With the rapid growth of recent wireless mobile computing application technology and handheld mobile terminal device development technology, one of the big issue in these fields is to design online games in wireless mobile ad hoc network environment. Online games in mobile computing environment have lots of constraints for developing online games because mobile terminals have many limitations such as low performance of processor, limited memory space, small bandwidth of wireless communication, and confined life of battery power. Therefore, most of mobile games are restrictive in the function of online and multi-play up to date. In this paper, the online MMORPG game, capable of multi-play with many other mobile users using mobile terminals in wireless mobile computing environment, is designed and implemented. Proposed mobile online game uses bluetooth to construct temporary wireless mobile ad hoc network with other mobile clients, and designed to carry out online MMORPG game with these clients. It also supports multi-play among them.

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Adaptive Packet Transmission Interval for Massively Multiplayer Online First-Person Shooter Games

  • Seungmuk, Oh;Yoonsik, Shim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.2
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    • pp.39-46
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    • 2023
  • We present an efficient packet transmission strategy for massively multiplayer online first-person shooter (MMOFPS) games using movement-adaptive packet transmission interval. The player motion in FPS games shows a wide spectrum of movement variability both in speed and orientation, where there is room for reducing the number of packets to be transmitted to the server depending on the predictability of the character's movement. In this work, the degree of variability (nonlinearity) of the player movements is measured at every packet transmission to calculate the next transmission time, which implements the adaptive transmission frequency according to the amount of movement change. Server-side prediction with a few auxiliary heuristics is performed in concert with the incoming packets to ensure reliability for synchronizing the connected clients. The comparison of our method with the previous fixed-interval transmission scheme is presented by demonstrating them using a test game environment.