• Title/Summary/Keyword: Game Database

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A design and implementation of Java based network game environments design and implementation for Internet community (인터넷 커뮤니티를 위한 JAVA 기반의 네트워크 게임 환경 설계 및 구현)

  • Kim, Jong-Soo;Kim, Tea-Suk;Choe, Gil-Rim;Kim, Sam-Ryung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2003.05b
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    • pp.1071-1074
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    • 2003
  • Now internet is very popular. Many company services various contents in Web. One of the best way for internet community is network game service for internet member. There are some company to service high quality network game for gathering members. Those company make success for getting fee from their member. Global on-line game market is small but stability growing. Thus Microsoft invest on line game. On this paper, one of a java network turn game system called by "Hoola" is designed and implemented. This Application consist of Client/Server and Database module and multi-tier Architecture, because of easily translation to PDA or mobile phone.

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An Exploratory Study of Product Design Strategy in Console Games: Comparison of Emotional Design between Nintendo & Sony (게임기의 제품디자인 전략에 관한 탐색적 연구 -감성경험을 중심으로)

  • Ahn, Ho-Sung;Kim, Jai-Beom;Seo, Heung-Kyo;Oh, Hye-Won
    • Proceedings of the Korea Database Society Conference
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    • 2008.05a
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    • pp.467-476
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    • 2008
  • The success of Nintendo's Wii has changed the paradigm of console game. Existing games and consoles set up the game-playing system of complicated commands, narratives, and significantly advanced the degree of difficulty by the device's excellent capacity and the superiority of graphic in order to draw so called "Game Manias", while Nintendo established the easy game-playing system for not only game manias but women and elderly people. Such an innovation has carried out the most important role for Nintendo to dominate the market all over the world by 47.4% market share of consoles. In addition, it provided the users with unique interaction and emotional experience. In this study, we analyze the case above in terms of product design strategy, particularly emotional design strategy between Nintendo & Sony.

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An Implementation of Intelligent Word Relay Game Considering Characteristics of Real World Langunge (언어생활을 반영한 지능적 끝말잇기 프로그램 구현)

  • Lim, Heui-Seok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.9 no.1
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    • pp.122-128
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    • 2008
  • An word relay game contributes to rehabilitation and treatment of language disorders such as aphasia. As a computer is better than human in memorizing very large vocabularies, the computer has much advantage over people in word relay game. Such the game result in decrease the motivation of players and patients in treatment of language disorders. To make people to continue word relay and to be effective to remedy language disorders, the game need to be intelligent and familar with a person. This paper proposes an implementation of intelligent Korean word relay game, which considers characteristics of Korean word usage patterns. The gaem is intelligent in constructing vocabulary database and choosing an answer considering the level of player.

A Thought on Efficient Item Productions and Managements for MMORPG (MMORPG에서 아이템의 효과적인 제작 및 관리 방안에 대한 고찰)

  • Kim, In-Hong;Kim, Kyung-Sik
    • Journal of Korea Game Society
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    • v.5 no.1
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    • pp.61-66
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    • 2005
  • The item is an interactive element to escalate interest in the games as well as element providing various satisfactions to players. They give satisfactions to economic desire which is intrinsic in human beings. In this paper we propose an efficient method for item productions and managements by giving name values to items and managing them by database, so that new communities of players could grow with economic systems, which would improve specialties of games as well as solve problems such as hacking, etc.

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A Study of an Education Network Simulation Game for Democratic Citizenship Education (민주 시민 교육을 위한 교육용 네트웍 시뮬레이션 게임에 관한 기초 연구)

  • Koo, Jung-Mo;Park, Jong-O;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.4 no.2
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    • pp.13-20
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    • 2001
  • To solve modern social problems, it is important that improve the democratic citizenship quality of people. This quality includes the rational and democratic problem-solving capacity, decision-making capacity, democratic skills and attitudes such as human dignity, dialogue, compromise. To use an educational network simulation game that has the merits of game, simulatio and network will help children to improve the democratic citizenship educaiton. This study explorers the structure, flow, system, database, interface and teaching-learning tool for this educational network simulation game.

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A Systematic Construction Process of 3D Database for Realtime Virtual Simulation of Transportation Equipments (수송장비의 실시간 가상 시뮬레이션을 위한 3차원 데이터베이스의 체계적인 구축 프로세스)

  • Kim, Bo-Hyun
    • IE interfaces
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    • v.16 no.2
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    • pp.258-267
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    • 2003
  • Recently, virtual reality technologies have been rapidly developed and realtime virtual simulation methods have been extensively employed for several application areas such as game, sports, manufacturing, military, and so on. A 3D database in realtime virtual simulation plays a key role because it makes users feel reality in virtual space. In a application view of 3D database, a systematic construction approach is required to reduce its construction time and increase its quality. However, many researches have been mostly focused on realtime graphic issues and its key technologies. In virtual simulation of transportation equipments, this paper proposes a systematic construction process of 3D database consisting of four stages as follows: 1) determine the activity space of a equipment, 2) collect data related to 3D database construction, 3) make a 3-dimensional modeling strategy, and 4) generate and evaluate a 3D model. This paper also introduces a new procedure of 3D environment modeling, which summarizes and expands our modeling experiences, to be used as a modeling guide.

A Column-Aware Index Management Using Flash Memory for Read-Intensive Databases

  • Byun, Si-Woo;Jang, Seok-Woo
    • Journal of Information Processing Systems
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    • v.11 no.3
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    • pp.389-405
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    • 2015
  • Most traditional database systems exploit a record-oriented model where the attributes of a record are placed contiguously in a hard disk to achieve high performance writes. However, for read-mostly data warehouse systems, the column-oriented database has become a proper model because of its superior read performance. Today, flash memory is largely recognized as the preferred storage media for high-speed database systems. In this paper, we introduce a column-oriented database model based on flash memory and then propose a new column-aware flash indexing scheme for the high-speed column-oriented data warehouse systems. Our index management scheme, which uses an enhanced $B^+$-Tree, achieves superior search performance by indexing an embedded segment and packing an unused space in internal and leaf nodes. Based on the performance results of two test databases, we concluded that the column-aware flash index management outperforms the traditional scheme in the respect of the mixed operation throughput and its response time.

콘텐츠라인- GDC2005

  • Kim, Jeong-Gong
    • Digital Contents
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    • no.4 s.143
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    • pp.96-97
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    • 2005
  • 전세계 게임 개발자들을 위한 행사인 게임개발자컨퍼런스(Game Developers Conference, 이하 GDC) 2005가 지난달 7~8일 이틀간 미국 샌프란시스코에서 개최됐다. 새로운 개최 도시인 샌프란시스코만큼이나 다양하고 활기가 넘쳤던 이번 컨퍼런스에서는 게임산업의 미래를 엿볼 수 있는 발표가 연이었다.

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Game review- ‘화염과 폭발’테마의 SF액션 MMORPG

  • Park, In-O
    • Digital Contents
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    • no.2 s.129
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    • pp.80-85
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    • 2004
  • 기존의 대다수 온라인 게임들이‘검과 마법’이라는 중세 판타지식 소재로 대변된다면, RF 온라인은‘화염과 폭발’이라는 현대식 소재로 대변되는 게임이라 할 수 있다. 즉 SF 판타지적 사고에서 접근한 게임이 바로 RF 온라인이다.

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A Study on the Archiving of Digital Games with Media Archaeological View (디지털 게임의 아카이빙과 미디어 고고학적 접근)

  • Lee, Jung Yeop
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.77-88
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    • 2015
  • This paper made a comparative study on domestic and international game archives that preserve and study the history of games. Based on that, it suggests the structure to classify and build a database to establish a history museum of games. The objective to gather and preserve history of games is mainly in order to build a baseline for ludology studies, but not solely for that reason. This study proposes the series of procedures of gathering, preserving, classifying, displaying and referencing digital games according to the academic field of Media Archaeology.