• Title/Summary/Keyword: 클라우드 게임

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Management Techniques of Interest Area Utilizing Subregions in MMORPG based on Cloud and P2P Architecture (클라우드와 P2P 구조 기반의 MMORPG에서 소영역을 활용하는 관심 구역의 관리 기법)

  • Jin-Hwan Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.3
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    • pp.99-106
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    • 2023
  • In this paper, we propose subregion-based area of interest management techniques for MMORPG(massively multiplayer online role playing games) integrating P2P(peer-to-peer) networking and cloud computing. For the crowded region, the proposed techniques partition it into several subregions and assign a player to manage each subregion as a coordinator. These techniques include a load balancing mechanism which regulates communication and computation overhead of such player below the specified threshold. We also provide a mechanism for satisfying the criterion, where subregions overlapped with each player's view must be switched quickly and seamlessly as the view moves around in the game world. In the proposed techniques where an efficient provisioning of resources is realized, they relieve a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the players effectively. Simulation results show that the MMORPG based on cloud and P2P architecture can reduce the considerable bandwidth at the server compared to the client server architecture as the available resources grow with the number of players in crowding or hotspots.

Implementation and Analysis of Dynamic Resource Allocation for Docker in Cloud Environment (클라우드 환경에서 도커의 동적 자원 할당 구현 및 효과 분석)

  • Choi, Sungmin;Song, Sungjin;Yu, Heonchang;Chung, KwangSik;Park, JiSu
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.10a
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    • pp.140-143
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    • 2015
  • 클라우드 컴퓨팅에서 가상화 기술은 단일 물리 자원을 논리적인 자원으로 분할해 다수의 시스템이 병행적으로 운용될 수 있는 환경을 구축하여 준다. 이에 컨테이너 기술 또한 프로세스의 격리를 이용해서 가상화와 같은 병행 수행 환경을 제공한다. 게다가 컨테이너 기술은 하드웨어를 추상화하는 절차가 없기 때문에 기존의 가상화 기술에 비해 오버헤드가 현저히 작다. 따라서 기존의 하이퍼바이저 자리를 대체하기 위한 수단으로 컨테이너 기술의 가능성이 점쳐지고 있다. 본 논문에서는 상용화 된 컨테이너 기술인 도커를 기존의 클라우드-가상화 환경에 도입하였을 때 발생되는 문제를 분석하여 해결 방안을 제안하고 실험을 통해 그 효과를 비교하였다. 기존의 도커는 정적 자원 할당만을 지원하며 이는 클라우드 환경에서 급격한 변화에 유연하게 대처하지 못한다는 단점을 가지고 있다. 따라서 도커에 동적 자원 할당 기술을 적용하여 기존의 단점을 보완하고 클라우드 환경에서 컨테이너 기술의 운영 효율성을 제고한다.

A Study on Non-Fungible Token Platform for Usability and Privacy Improvement (사용성 및 프라이버시 개선을 위한 NFT 플랫폼 연구)

  • Kang, Myung Joe;Kim, Mi Hui
    • KIPS Transactions on Computer and Communication Systems
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    • v.11 no.11
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    • pp.403-410
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    • 2022
  • Non-Fungible Tokens (NFTs) created on the basis of blockchain have their own unique value, so they cannot be forged or exchanged with other tokens or coins. Using these characteristics, NFTs can be issued to digital assets such as images, videos, artworks, game characters, and items to claim ownership of digital assets among many users and objects in cyberspace, as well as proving the original. However, interest in NFTs exploded from the beginning of 2020, causing a lot of load on the blockchain network, and as a result, users are experiencing problems such as delays in computational processing or very large fees in the mining process. Additionally, all actions of users are stored in the blockchain, and digital assets are stored in a blockchain-based distributed file storage system, which may unnecessarily expose the personal information of users who do not want to identify themselves on the Internet. In this paper, we propose an NFT platform using cloud computing, access gate, conversion table, and cloud ID to improve usability and privacy problems that occur in existing system. For performance comparison between local and cloud systems, we measured the gas used for smart contract deployment and NFT-issued transaction. As a result, even though the cloud system used the same experimental environment and parameters, it saved about 3.75% of gas for smart contract deployment and about 4.6% for NFT-generated transaction, confirming that the cloud system can handle computations more efficiently than the local system.

Integrated Visualization Method using Multiple Lidar Sensors (다수 라이다 센서를 이용한 통합 시각화 방법)

  • Lee, Eun-Seok;Lee, Yoon-Yim;Noh, Heejeon;Kim, Young-Chul
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.159-160
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    • 2022
  • 본 논문에서는 최근 주요시설의 경계에 주로 사용되기 시작한 라이다 센서를 여러대 사용할때 보다 효율적으로 사용하기 위해서 통합된 3차원 좌표계에서 시각화하는 방법에 대해 설명한다. 주로 카메라 기반 CCTV의 경우 정확성은 높지만 시야각(Field of View)이 좁기 때문에 레이더(RADAR)센서와 같은 센서와 함께 혼용되는 경우가 많다. 레이더 센서의 데이터는 넓은 범위에 대한 감지를 할 수 있지만 노이즈가 많고 물체의 형상을 정확하게 측정하기 힘들다. 라이다(LiDAR) 센서는 레이져를 이용하여 멀고 넓은 범위를 정교하게 측정할 수 있다. 이러한 라이다 센서는 정교한 만큼 처리해야할 데이터의 양이 많으며, 다수의 센서를 이용하더라도 하나의 화면에서 처리하기 힘들다는 단점이 있다. 제안하는 논문은 여러개의 라이다 센서에서 측정한 데이터를 실시간에 하나의 좌표계로 통일하여 하나의 영상을 보일 수 있도록 통합 뷰잉 환경을 제공한다.

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Game Framework for Linking Smart TV and Smart Phones (스마트 TV와 스마트 폰 연동 게임을 위한 프레임워크)

  • Jeong, Kyuman
    • Journal of the Korea Convergence Society
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    • v.10 no.7
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    • pp.33-37
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    • 2019
  • Nowadays, the needs for linking smart devices are growing fast because of wide spread of smart devices such as smart TV, smart phones, smart pad and so on. This paper presents a game framework for linking smart TV and smart phones and proves its applicability by developing an example contents. The problem of connection between smart devices is basically a problem of connection between heterogeneous devices. The problem is that data transmission and reception between heterogeneous devices must be considered. Therefore, the core data is implemented by adopting the concept of cloud computing and storing it in a server, and in a smart TV, playing the game by using this data. The proposed framework could be applied to a lot of applications such as computer games.

Development of Brain-machine Interface for MindPong using Internet of Things (마인드 퐁 제어를 위한 사물인터넷을 이용하는 뇌-기계 인터페이스 개발)

  • Hoon-Hee Kim
    • Journal of Internet of Things and Convergence
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    • v.9 no.6
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    • pp.17-22
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    • 2023
  • Brain-Machine Interfaces(BMI) are interfaces that control machines by decoding brainwaves, which are electrical signals generated from neural activities. Although BMIs can be applied in various fields, their widespread usage is hindered by the low portability of the hardware required for brainwave measurement and decoding. To address this issue, previous research proposed a brain-machine interface system based on the Internet of Things (IoT) using cloud computing. In this study, we developed and tested an application that uses brainwaves to control the Pong game, demonstrating the real-time usability of the system. The results showed that users of the proposed BMI achieved scores comparable to optimal control artificial intelligence in real-time Pong game matches. Thus, this research suggests that IoT-based brain-machine interfaces can be utilized in a variety of real-time applications in everyday life.

Optimal Load Allocation Scheme for Cloud Service (클라우드 서비스를 위한 최적 부하할당 기법)

  • Han, Young-Joo;Lee, Yo-Han;Youn, Chan-Hyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.04a
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    • pp.216-219
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    • 2011
  • 이 기종의 컴퓨팅 자원들로 구성된 데이터센터에서 사용자가 제출한 클라우드 작업의 서비스 품질을 보장하기 위해서는 효율적인 작업할당 기법이 필요하다. 본 논문에서는 작업의 처리시간을 사용자의 QoS 로 정의하고 작업처리시간을 최소화하면서 동시에 모든 사용자에게 차별 없이 동일한 수준의 서비스를 제공할 수 있는 최적 작업할당 문제를 정의한다. 협력적 게임모형인 NBS(Nah Bargaining Solution)을 이용하여 정의한 문제를 해결하였고 이를 이용하여 각 자원에 할당되는 작업부하를 효율적으로 제어함으로써 파레토 최적을 유지할 수 있는 협력적 부하분산 정책을 도출하였다. 또한, 성능 평가를 통해 제안한 기법이 작업처리시간을 최소화하면서도 모든 자원에서의 작업처리시간이 동일함을 보였다.

A Proposal for SmartTV Development Plan by Applying Big Data Analysis Methodology (빅데이터 분석 방법을 적용한 스마트 TV의 발전 방안에 관한 제언)

  • Park, Nam-Gue;Kim, Sun-Bae
    • Journal of Digital Convergence
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    • v.12 no.1
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    • pp.347-358
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    • 2014
  • A smart TV is able to show terrestrial broadcasting and also can be used as a computer -VOD, games, image communications, application utilities and so on. In order to carry out Smart TV business, it has to contains contents, platforms, network terminal unit. If ill-equipped with any of these aboves, it must cooperate with other licensee. Therefore, Smart TV business is necessary to cooperate with each business agent. In this paper, we will look into domestic/foreign country Smart TV market, policy, vitalization strategy, and suggest the application of big data analysis methodology for Smart TV vitalization method - 1) hardware infrastructure building based on cloud computing 2) Network upgradability acceptable traffic increase 3) Technical development cooperation between each licensee 4) Variable Smart TV contents supply 5) Cooperation with party interested individuals in using UX/UI for N-Screen, network traffic estimation may increase, customized supply smart contents for consumer in real time.

Development of a Remote Rendering System using Direct3D API (Direct3D API의 원격 실시간 실행 시스템 개발)

  • Lim, Choong-Gyoo
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.117-126
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    • 2014
  • There are various kinds of applications if one can develop a remote execution system using for legacy 3D APIs. It can be used in implementing a cloud gaming service based on the real-time video streaming technology. Or, it can also be used in implementing a GPU virtualization for simultaneously rendering of many different 3D applications. The OpenGL API consists of independent global functions while the Direct3D API consists of Microsoft COM-based interfaces and their member functions, which makes the implementation of remote rendering system more difficult. The purpose of the paper is to show the applicability of the technology to any legacy 3D API by successfully designing and implementing a remote rendering system using the Direct3D API. It applies the implementation to a sample Direct3D application and also performs a few experimentations to show the technical feasibility.

A Secure and Privacy-Aware Route Tracing and Revocation Mechanism in VANET-based Clouds (VANET 기반 클라우드 환경에서 안전과 프라이버시를 고려한 경로추적 및 철회 기법)

  • Hussain, Rasheed;Oh, Heekuck
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.24 no.5
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    • pp.795-807
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    • 2014
  • Vehicular Ad hoc Network (VANET) has gone through a rich amount of research and currently is making its way towards the deployment. However, surprisingly it evolved to rather more applications and services-rich breed referred to as VANET-based clouds due to the advancements in the automobile and communication technologies. Security and privacy have always been the challenges for the think tanks to deploy this technology on mass scale. It is even worse that some security issues are orthogonally related to each other such as privacy, revocation and route tracing. In this paper, we aim at a specific VANET-based clouds framework proposed by Hussain et al. namely VANET using Clouds (VuC) where VANET and cloud infrastructure cooperate with each other in order to provide VANET users (more precisely subscribers) with services. We specifically target the aforementioned conflicted privacy, route tracing, and revocation problem in VANET-based clouds environment. We propose a multiple pseudonymous approach for privacy reasons and leverage the beacons stored in the cloud infrastructure for both route tracing and revocation. In the proposed scheme, revocation authorities after colluding, can trace the path taken by the target node for a specified timespan and can also revoke the identity if needed. Our proposed scheme is secure, conditional privacy preserved, and is computationally less expensive than the previously proposed schemes.