• Title/Summary/Keyword: Blockchain Games

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The Design and Development of a Onchain Game for Scalability Verification of Blockchain Platform (블록체인 플랫폼의 성능 및 확장성 검증을 위한 온체인 게임 설계 및 개발)

  • Jang, Kwang-Soo;Lee, Ook
    • Journal of Digital Convergence
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    • v.18 no.10
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    • pp.253-263
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    • 2020
  • Since the birth of the Ethereum in 2015, various decentralized applications (DApp) based on blockchain smart contract technology have appeared. However, CryptoKitty's case showed instability in terms of performance and scalability in real-world service environments. To solve this, a blockchain platform that developed a high transaction per second (TPS) has appeared, but there have been no environments and services to test it. Therefore, this paper intends to design and develop a game that can record the contents of all games on the chain and verify the performance and scalability of the blockchain platform through oversized transactions. The developed game generated a total of 6.3 million blocks and 8.9 million transactions through by 682 and verified the improved performance and scalability of the existing platform. Additionally, the maximum TPS was measured at 1,309 during the test period. In the future, it is expected that performance and scalability can be compared in a realistic environment through the method presented in this paper.

Ethereum-based game platform design for revitalizing donation (기부활성화를 위한 이더리움 기반 게임 플랫폼 설계)

  • Min, Youn-A;Kim, Seo-Yoon;Lee, Seung-Soo;Lee, Won-Chang;Baek, Yeong-Tae
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.357-358
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    • 2019
  • In this paper, we propose a donation game platform using blockchain to revitalize the shrinking donation market. The platform is designed to ensure transparency and user reliability in the use of ethereum's smart-track function and to attract interest from donors and encourage continued donations by introducing games into the donation process through donor organizations to address the opaque nature of the donation and use of the funds and the result of the donation portfolio. It also develops a donation ecosystem that benefits donors, donors and sponsor companies alike by platforming them.

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A Study on Technology to Counter Copyright Infringement According to NFT Transaction Types

  • Kim, Cheong Ghil
    • Journal of the Semiconductor & Display Technology
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    • v.20 no.4
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    • pp.187-191
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    • 2021
  • In the digital world, the transactions of assets with intrinsic value can be applied to games, literature, art, and music by issuing NFTs (Non-Fungible Tokens) based on Blockchain; various NFT exchanges are emerging accordingly just like real world asset exchanges. However, there could be an issue of copyright infringement in those NFT transactions. Therefore, this paper has classified the types of copyright infringement that may occur in NFT exchanges and proposes the copyright infringement countermeasures according to them. For this purpose, 10 types of NFT exchange are examined. Eventually, it can be expected that the proposed countermeasures will contribute to the revitalization of the NFT market by providing solutions for those issues.

An Analysis on Trend of Digital Signature in Blockchain (블록체인에서 디지털서명 국내외 동향 분석)

  • Na, Jangho;Kim, Hye-Young
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.05a
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    • pp.268-271
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    • 2022
  • 본 논문은 블록체인에서 사용 중인 디지털서명을 국내외 동향으로 분석하여 향후 기존 디지털서명 기술이 새로운 대안의 디지털서명으로 대체될지 전망을 분석하였다. 디지털서명의 국내외 동향은 해시함수, 타원곡선, 디지털서명 알고리즘 등으로 구별하여 파악하였다. 디지털서명의 해외 동향에서는 ECDSA 외에 몇몇 새로운 알고리즘 도입이 진행 중에 있었지만 국내 동향에서는 단 하나의 사례도 찾기 힘들 정도로 여전히 대부분 업체에서는 ECDSA를 사용 중에 있었다. 아직까지 국내에서는 ECDSA의 채택률이 압도적이지만 해외에서는 조금씩 새로운 디지털서명을 채택 중에 있었다. 향후에는 ECDSA의 채택률이 줄어들고 새로운 디지털서명의 채택률이 올라갈 것으로 예상된다.

Development of NFT Platform for Improvement of Accessibility to Domestic Users (국내 사용자 접근성 향상을 위한 NFT 플랫폼 개발)

  • Lee, Hyo-Sang;Oh, Jin-woo;Oh, Am-suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.233-235
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    • 2022
  • The purpose of this paper is to develop a platform using NFT, which serves as a certificate for the service of Web 3.0, which is being decentralized and utilized in connection with blockchain technology. The NFT platform is a platform that can smoothly use platforms that existed only overseas in Korea, and develops a platform using Klaytn to increase accessibility by solving problems such as ETH fees and transmission speeds. Through the NFT platform using Klaytn, domestic users can expect high utilization through easier accessibility and can be used for metaverse, games, etc.

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A Study on the Improvement of Mobile Game Payment using Blockchain (블록체인을 활용한 모바일 게임결제 개선방안 연구)

  • Park, Hong-Seok;Kim, Tae-Gyu
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.163-171
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    • 2020
  • Currently, most of the mobile game market releases games through Google play and App Store, which have a high share. Because it uses a third-party platform, only the payment API system provided must be used, and third-party platform pays the game company after excluding certain fees. Because game companies do not know whether or not to refund items and cannot get back items through third party transactions, users and professional websites are continuously appearing that exploit refunds. In this thesis, after analyzing problems of existing payment method and presenting a payment model using blockchain smart contract, we analyzed differences from existing model in terms of transparency, decentralization(fee), efficiency, and as a result, payment model using smart contract has low commission through P2P transaction without third parties and transparent transaction record, preventing item forgery and refund. Later, the proposed payment model would lead to the culling of companies acting on behalf of refunds for words that deviate from moral ethics such as "Refund OK even with items" and resolve the problem of unreasonable fees that arise through third-party platforms.

Implementation of Item Management System in Online Games using Blockchain Technology (블록체인 기술을 활용한 게임 내 재화관리 시스템 구현)

  • Jeong, Jae-Hun;Won, Eung-Ho;Seo, Chang-Ho;Noh, Kyeong-Hwan;Lee, Kwang-Yeol;Koh, Seok-Joo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2018.10a
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    • pp.409-411
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    • 2018
  • 기존에 게임 업계에서는 데이터베이스 관리를 위해 중앙에 집중된 서버 관리 시스템을 사용해 왔다. 때문에 계정 도용 등의 부정사용이나 관리 상의 사고 등에 취약한 모습을 보여 왔다. 현재는 사고 발생한 경우 주로 서버 전체를 복구하는 등의 조치를 위하여 문제를 보완해 왔는데, 백업 과정에서 문제가 발생하면 복구 불가능한 손실이 발생할 수밖에 없다. 이에 본 연구에서는 앞서 말한 사고로 인해 데이터가 손실되더라도, 손실된 데이터를 복구할 방법으로 블록체인 기술을 활용해보고자 하였다. 블록체인 기술을 활용하여 게임 시스템 속 데이터베이스의 일부를 분산 저장하는 방법을 실험해 봄으로서 앞서 제기한 문제들을 해결해 보고자 한다.

Metaverse App Market and Leisure: Analysis on Oculus Apps (메타버스 앱 시장과 여가: 오큘러스 앱 분석)

  • Kim, Taekyung;Kim, Seongsu
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.37-60
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    • 2022
  • The growth of virtual reality games and the popularization of blockchain technology are bringing significant changes to the formation of the metaverse industry ecosystem. Especially, after Meta acquired Oculus, a VR device and application company, the growth of VR-based metaverse services is accelerating. In this study, the concept that supports leisure activities in the metaverse environment is explored realting to game-like features in VR apps, which differentiates traditional mobile apps based on a smart phone device. Using exploratory text mining methods and network analysis approches, 241 apps registed in the Oculus Quest 2 App Store were analyzed. Analysis results from a quasi-network show that a leisure concept is closely related to various genre features including a game and tourism. Additionally, the anlaysis results of G & F model indicate that the leisure concept is distictive in the view of gateway brokerage role. Those results were also confirmed in LDA topic modeling analysis.

The Interface between Wearable Devices and Metaverse: A Study on Soccer Game Character Ability Mapping using Mi Band (웨어러블 디바이스와 메타버스의 접점: 미밴드를 이용한 축구 게임 캐릭터 능력치 매핑 연구)

  • Hyun-Su Kim;Mi-Kyeong Moon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.6
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    • pp.1345-1352
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    • 2023
  • With the development of virtual reality (VR) and blockchain technology, Metaverse is being used in various fields such as games, education, and social networking. At the same time, shipments of wearable devices such as smartwatches are growing every year, becoming more and more integrated into people's daily lives. This study presents a new possibility of reflecting the user's body signals measured through the combination of the two phenomena in the metaverse character. Various biometric information such as the user's heart rate and amount of exercise collected through the smartwatch are reflected on the character in the metaverse, allowing the user's physical condition to be reflected in the virtual world. Through this, Metaverse is expected to provide a new experience that can be called 'extended reality' beyond simple virtual reality, improve user's satisfaction with Metaverse, and suggest a direction for the development of smartwatches.

A Study on Application of Archival Information Services Based on Metaverse (메타버스 기반 기록정보서비스 적용 방안 연구)

  • Kim, Hyunjin;Yim, Jinhee
    • The Korean Journal of Archival Studies
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    • no.74
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    • pp.119-153
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    • 2022
  • Metaverse combines the real and virtual worlds to create a world where all experiences and activities in the real world are possible even in the virtual world without time and space constraints. Currently, metaverse technology is expanding and converging into the realms of society, economy, and culture. In particular, the MZ generation, the main user base, is engaged in various cultural activities such as games, contents, culture, exhibitions, and performances in the metaverse world. Archives, one of the cultural institutions, should provide a new type of service by fusion of Archival information services with metaverse technology so that the MZ generation can know the value and meaning of archives. This will arouse the interest of the MZ generation, which will naturally increase the awareness of the archives, increase visits and use, and will serve as an opportunity to expand the user base. Therefore, in this study, the concept, type, and characteristics of each service were examined, and the representative metaverse platform for each service was selected and a platform utilization plan suitable for Archival information services such as exhibition, experience, and publicity was proposed. In addition, by using 'Spatial', a blockchain-based social metaverse platform, to directly produce exhibition contents, we want to check the considerations suggested, the production process, and the advantages of the metaverse exhibition.