• Title/Summary/Keyword: AOS 온라인 게임

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Analysis of Ontological Representation of AOS Game Character - focused on - (AOS 게임 캐릭터의 존재론적 재현 양상 분석 - <리그 오브 레전드>를 중심으로 -)

  • Han, Hye-Won;Koo, Hye-In
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.185-198
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    • 2015
  • The purpose of this study is to analyze representation of characters of AOS online-game in order to find out the meanings of ontological game characters. This study selects characters of on-line game to analyze representations of game characters by Pierre L$\acute{e}$vy's ontological theory. The characters which represented in on-line games reproduced by costume play in off-line world reflect human desire and construct human existence. Online game character is an existing substance, which could expand human experiences by crossing virtual game world and reality in digital era.

Design and Implementation of the NonTargeting AOS Online Game (논타겟팅 AOS 온라인 게임 설계 및 구현)

  • Lee, HyoungGu;Jeon, Ik Jae
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.25-34
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    • 2014
  • In this paper, the weak point of AOS jenre online game which occupies the majority of Korea game market of 2014 year is analyzed and to solve the problem, the enhanced design and implementation content is introduced. The proposed game is based on the custom AOS jenre format but has the TPS view and nontargeting format to enhance the action feel. To enhance the game quality, graphics, animation, effect and sound resources are organized. Game server is implemented by multithread of IOCP model to support many clients. The technical issue and design method of client and server are described.

A Study for Online-GameServer Development (온라인 게임서버 구현에 관한 연구)

  • Bae, Seong-Gil;Kim, Hye-Yeong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.11a
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    • pp.1156-1158
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    • 2011
  • 온라인 게임서버는 다수의 클라이언트들의 접속 요청 및 여러 작업요청을 실시간으로 빠르게 처리할 수 있어야 하기 때문에 동시 접속 사용자의 수에 비례하여 처리할 네트워크 양도 많아지고 서버 프로그램의 부하도 그만큼 높아지게 된다. 따라서, 본 논문에서는 온라인 게임서버에서의 게임서버의 기능을 효율적으로 수행하기 위한 기술들을 제시하고 AOS 장르의 게임의 프로토타입의 클라이언트들을 IOCP 로 구현한 온라인게임 서버에 연동하여 네트워크 통신과 클라이언트들간의 동기화 작업을 구현하였다.

A study on Emotion Structure of Online Game Character (온라인 게임 내 캐릭터의 정서구조 연구)

  • Park, Yiseul;Ko, Ilju;Park, Junhyoung
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.12 no.3
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    • pp.167-179
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    • 2016
  • Online games, by a massive influx of many players, it has diverse situations in which emotion is generated. Emotion plays an important role that helps players to interact and immerse in game. In the previous games, simple structures are used to express emotion. By increasing the user's needs of emotion in the game, it is necessary to structure a various type of emotion. In this paper, the game components were classified as background, object, and character in order to analyze emotion structurally in game. We defined how to use the rule of emotion, and applied to League of legend, Cyphers and World of Warcraft which belong to the AOS genre. The AOS game is well-suited for analyzing emotion structure, because a various emotional changes and situations can arise in the game. Through this paper, it was discovered similarities emotion to be used in online games. It is expected to generalize the emotion in the game by analyzing the emotional structure of more games in future.