• Title/Summary/Keyword: 온라인게임서비스

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A Study on Method for Supplying IMT-2000 Entertainment Service (IMT-2000 엔터테인먼트 서비스 제공방안 연구)

  • Won, Young-Wook;Kim, Mi-Yeon;Park, Hoon-Kyu
    • Proceedings of the Korea Information Processing Society Conference
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    • 2000.10b
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    • pp.1529-1532
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    • 2000
  • 제 3 세대 이동 통신인 IMT-2000 서비스의 목적은 언제 어디서나 어떠한 환경 하에서도 고품질의 영상과 신뢰성 있는 멀티미디어 서비스를 제공한다는 점이다. 기존의 2 세대 이동통신에서의 엔터테인먼트 서비스가 텍스트 기반의 온라인 게임이나 단순한 이미지 및 그래픽 파일 그리고 저 해상도의 영상만이 제공되었다면 IMT-2000 상에서의 엔터테인먼트 서비스는 개인화가 부각된, 눈으로 보고 느낄 수 있는 고 부가가치의 영상서비스를 제공 할 것이다. 사용자는 정지 또는 이동 중에도 IMT 단말기로 3 차원 게임을 즐기고 실시간 또는 주문형 영상 및 음악을 시청하며 여행정보를 수집하는 등의 더욱 더 효과적인 무선 오락을 즐길 수 있도록 기존의 시간 때우기 식의 개념에서 벗어나 자신만의 가상 세계를 체험할 수 있는 사이버 월드의 킬러 서비스로서 기반을 다져가야 할 것이다. 본 고에서는 IMT-2000 엔터테인먼트 서비스와 이에 관련되는 소요기술 등을 기술 하고자 한다.

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Anatomizing Slots of Social Casino: Focus on Slotomania (소셜 카지노의 슬롯 해부하기: Slotomania를 중심으로)

  • Han, Sukhee
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.77-88
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    • 2018
  • This study anatomizes various traits of slots in Slotomania, the most popular online slot game in the world. Developed by Playtika, Slotomania is a social casino genre game that runs over Facebook. Slotomania has been the number one as a title in the social casino genre, and this study multi-dimensionally analyzes various characteristics of slots that exist in the game. Specifically, it analyzes factors of 1) User Interface(UI) 2) Theme 3) Payline & Betting 4) Structure & Symbol 5) Bonus 6) Additional Traits. As a reuslt, it reports that there is "diversity". Therefore, it not only researches how and why those slots are attractive to people but also explores the market of social casino based on Facebook.

Service Innovation in Digital Contents Industry: A Case of Korean Online Games (디지털컨텐츠산업의 서비스혁신 패턴 분석: 온라인게임 사례를 중심으로)

  • Nam, Young-Ho
    • Journal of Technology Innovation
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    • v.17 no.1
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    • pp.119-148
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    • 2009
  • The paper presents and empirically tests a model of the digital contents(DC) innovation systems that enables us to study interactions between users, service providers, contents developers and network providers, and to examine the relationship between manufacturing innovation and service innovation as well as patterns of innovation in the DC industry. The framework of Gallouj and Weinstein(1997) and Gallouj(2002) is modified into the DC innovation model according to characteristics of the DC industry, that is, user involvement and network externalities. The model is applied to a case analysis that traces the growth of the online game industry in Korea since its introduction. The model offers several advantages over other approaches in understanding the dynamics in the DC industry. Most importantly, it provides a single unified basis within which both service innovation resulting from users and service providers and manufacturing innovation induced by contents developers, platform holders and network providers are analyzed. The distinction between service and manufacturing innovation is important in many ways, for instance in selecting proper government policy tools for promotion or regulation of the DC industry. Second, the Korean online game industry has experienced both radical innovation during the beginning period and non-radical innovation throughout the maturation period. The model developed herein helps to illustrate several types of non-radical innovations such as recombinative innovation that are crucial to sustainable development of the DC industry. Third, the model clarifies impacts of network externalities that are characteristics of the DC industry.

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The Study of Forecasting Game Usage Hours Using Time Series Analysis (시계열 분석을 이용한 게임 접속시간 예측 연구)

  • Kang, Kie-Ho;Kim, Pyeoung-Kee
    • Journal of Korea Society of Industrial Information Systems
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    • v.15 no.5
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    • pp.63-69
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    • 2010
  • Forecasting game usages hours can supply good information resolving intensive server access and ensuring stable game service. In this paper, we applied various time series analysis methods to forecast game usage hours in 2009 on famous "Ion" and "Sudden Attack" games. According to the experiment, the seasonal variation method showed better performance forecasting actual usage hours.

다섯가지 닭의 덕목이 실현되는 성공적인 한해 이루길

  • Yun, Seok-Ho
    • Digital Contents
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    • no.1 s.140
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    • pp.19-19
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    • 2005
  • 어느덧 2005년의 숫자가 선명한 달력이 자리를 차지했다. 개인적으로 2004년을 돌아볼때, 그 어느해 보다 뜻 깊은 한해였다. 5년간 심혈을 기울여 준비했던 SF MMORPG RF온라인을 선보여 게이머를 비롯해 업계 관계자들의 성원이래 성공적으로 서비스를 진행했기 때문이다. 이와 같은 RF온라인의 성공은 2004년 계획을 수립하는데 있어 더욱 큰 기대와 긴장을 느끼게 한다.2005년 을유년을 상징하는 닭은 다섯 가지 덕이 있다고 했다. 머리에 있는 볏은 문을 상징하고, 발은 내치기를 잘한다 하여 무라했으며, 적과 맹렬히 싸우는 용이 있다고 했고, 먹이가 있으면 자식과 무리를 불러 먹인다하여 인이 있고, 하루도 거르지 않고 시간을 알려주니 신이 있다고 평가했다. 이와 같은 닭의 특징은 창으로 인상적이다. 앞서 언급했던 RF온라인은 캐주얼 게임으로 국민 게임이라 불릴만큼 기세를 떨쳤던 포트리스 2 블루가 정점을 달릴때 시작됐다. 한달 37억원까지 달했던 매출로 성공에 대한 기쁨에 취하기도 잠시, 바로 차기작 개발에 착수 했던 것이다.

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Design technique of Game DB optimized with Android-base (안드로이드 기반의 최적화된 게임DB 설계기법)

  • Ryu, Chang-su;Hur, Chang-wu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.465-468
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    • 2012
  • The growth speed of the industry of national smart phone game service has become faster and the its economical and cultural effect has increased steadily these days. The DB design for data perpetuation in C/S MMO which has accumulated data a lot and many simultaneous plays like smart phone games is very important. This paper, mindful of the operation and the scalability suitable for android OS, by utilizing RDBMS, enabling very short, many transactions, their complexity, and a large amount of game data process, suggests fully-qualified MMORPG game DB design techniques widely availabe for more than online game industries.

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Multiplatform Game Development using Wire and Wireless Communication (멀티플랫폼 유무선 연동게임 개발)

  • Kang, Youn-Jun;Park, Dong-Gyu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.4
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    • pp.828-834
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    • 2009
  • To get a better profit, standalone mobile game market shifts network-based mobile game. Currently, most of the game platform are separated into mobile to mobile, desktop to desktop, and console to console. Multi platform network game has a diverse problems including consistency control, object management technique, and bandwidth inconsistency. n this paper, we will introduce a multi-platform arcade game "Push-Push", which is played on desktop to mobile environment. The game guarantees realtime play between heterogeneous machine users and game item sharing between two platforms. e will focus n the issues of the 3rd generation multi platform games and propose some techniques or solving these problems. Our server database is implemented on MS SQL database, also the desktop programming tool is Visual Basic, and WIPI(Wireless Internet Platform or Interoperability) as a mobile platform.

A Study on Cognition and Policy of Shutdown System of Adolescent (셧다운제도에 대한 청소년의 인식과 정책에 관한 연구)

  • Lee, Young-Joo
    • Journal of Digital Convergence
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    • v.9 no.3
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    • pp.21-29
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    • 2011
  • Recently, the side effects from the online game is appearing to adolescent to serious level. This research studied the system to protect adolescent from excessive game usage, the system to limit an online game service connection at the midnight time. Namely we found at a shutdown system introduction of adolescent out about cognition, problems with the game poisoning and effects with shutdown system and alternative policy. The investigation results were as follows. First, only 17.5% of adolescent knew a shutdown system. Second, they were recognizing about the game poisoning seriously. Also the half degree thought them efficiently about a shutdown system introduction. The policy about a shutdown system introduction were as follows. First, public education is activate, and we must keep adolescent from exposing to private education in the entrance examine competition. Second, we need the thing to increase the conversation time of the children with put parents to develop desirable family education program. Lastly, the supply must be achieved with leisure culture contents development of adolescent.

Using Image Visualization Based Malware Detection Techniques for Customer Churn Prediction in Online Games (악성코드의 이미지 시각화 탐지 기법을 적용한 온라인 게임상에서의 이탈 유저 탐지 모델)

  • Yim, Ha-bin;Kim, Huy-kang;Kim, Seung-joo
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.27 no.6
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    • pp.1431-1439
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    • 2017
  • In the security field, log analysis is important to detect malware or abnormal behavior. Recently, image visualization techniques for malware dectection becomes to a major part of security. These techniques can also be used in online games. Users can leave a game when they felt bad experience from game bot, automatic hunting programs, malicious code, etc. This churning can damage online game's profit and longevity of service if game operators cannot detect this kind of events in time. In this paper, we propose a new technique of PNG image conversion based churn prediction to improve the efficiency of data analysis for the first. By using this log compression technique, we can reduce the size of log files by 52,849 times smaller and increase the analysis speed without features analysis. Second, we apply data mining technique to predict user's churn with a real dataset from Blade & Soul developed by NCSoft. As a result, we can identify potential churners with a high accuracy of 97%.

Performance Comparison Analysis of Deep Learning-based Web Application Services on Cloud Platforms (클라우드 플랫폼에서의 딥러닝 기반 웹 어플리케이션 서비스 성능 비교 분석)

  • Kim, Ju-Chan;Bum, Junghyun;Choo, Hyun-Seung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.05a
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    • pp.224-226
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    • 2021
  • 최근 코로나바이러스감염증-19(COVID-19)가 확산됨에 따라 화상회의, 온라인 게임, 스트리밍 등과 같은 다양한 온라인 서비스들의 트래픽이 크게 증가하면서 원활한 서비스 제공을 위한 서버 자원 관리의 중요성이 강조되고 있다. 이에 따라 서버 자원을 전문적으로 관리해주는 클라우드 서비스의 수요도 증가하는 추세이다. 하지만 대다수의 국내 기업들은 성능의 불확실성, 보안, 정서적 이질감 등을 이유로 클라우드 서비스 도입에 어려움을 겪고 있다. 따라서 본 논문에서는 클라우드 서비스의 성능의 불확실성을 해소하기 위해 클라우드 시장 BIG3 기업(아마존, 마이크로소프트, 구글)의 클라우드 서비스의 성능을 비교하였다.