• Title/Summary/Keyword: Game Memory

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Emotional Memory Mechanism Depending on Emotional Experience (감정적 경험에 의존하는 정서 기억 메커니즘)

  • Yeo, Ji Hye;Ham, Jun Seok;Ko, Il Ju
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.5 no.4
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    • pp.169-177
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    • 2009
  • In come cases, people differently respond on the same joke or thoughtless behavior - sometimes like it and laugh, another time feel annoyed or angry. This fact is explained that experiences which we had in the past are remembered by emotional memory, so they cause different responses. When people face similar situation or feel similar emotion, they evoke the emotion experienced in the past and the emotional memory affects current emotion. This paper suggested the mechanism of the emotional memory using SOM through the similarity between the emotional memory and SOM learning algorithm. It was assumed that the mechanism of the emotional memory has also the characteristics of association memory, long-term memory and short-term memory in its process of remembering emotional experience, which are known as the characteristics of the process of remembering factual experience. And then these characteristics were applied. The mechanism of the emotional memory designed like this was applied to toy hammer game and I measured the change in the power of toy hammer caused by differently responding on the same stimulus. The mechanism of the emotional memory suggest in above is expected to apply to the fields of game, robot engineering, because the mechanism can express various emotions on the same stimulus.

Concurrent Hash Table Optimized for NUMA System (NUMA 시스템에 최적화된 병렬 해시 테이블)

  • Choi, JaeYong;Jung, NaiHoon
    • Journal of Korea Game Society
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    • v.20 no.5
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    • pp.89-98
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    • 2020
  • In MMO game servers, NUMA (Non-Uniform Memory Access) architecture is generally used to achieve high performance. Furthermore, such servers normally use hash tables as internal data structure which have constant time complexity for insert, delete, and search operations. In this study, we proposed a concurrent hash table optimized for NUMA system to make MMO game servers improve their performance. We tested our hash table on 4 socket NUMA system, and the hash table shows at most 100% speedup over another high-performance hash table.

Effects of Computer Game on Children's Spatial Skills and Short-term Memory Ability (컴퓨터 게임이 아동의 공간기술과 단기기억에 미치는 효과)

  • Yi, Soon Hyung;Suh, Bong Yeon;Lee, So Eun;Sung, Mi Yong
    • Korean Journal of Child Studies
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    • v.20 no.3
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    • pp.293-306
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    • 1999
  • This study investigated children's spatial skills and short term memory ability based on their practice with computer games. The 40 four-year-old and 40 six-year-old subjects were divided by experimental and control groups. Spatial skills of children were assessed by visual speed, mental rotation, and spatial visualization tasks. Short term memory was measured with a digit span task. Results showed that computer game practice enhanced children's memory ability and spatial skills. Even 4-year-olds performed better on mental rotation and spatial visualization tasks after practice. The treatment effect was significant for visual speed of 6-year-olds, short term memory ability and mental rotation of 4-year-olds, and spatial visualization of both 4- and 6-year-olds.

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A method for preventing online games hacking using memory monitoring

  • Lee, Chang Seon;Kim, Huy Kang;Won, Hey Rin;Kim, Kyounggon
    • ETRI Journal
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    • v.43 no.1
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    • pp.141-151
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    • 2021
  • Several methods exist for detecting hacking programs operating within online games. However, a significant amount of computational power is required to detect the illegal access of a hacking program in game clients. In this study, we propose a novel detection method that analyzes the protected memory area and the hacking program's process in real time. Our proposed method is composed of a three-step process: the collection of information from each PC, separation of the collected information according to OS and version, and analysis of the separated memory information. As a result, we successfully detect malicious injected dynamic link libraries in the normal memory space.

A Study on the Efficiency of ASTC Texture Format in Mobile Game Environment (모바일 게임 환경의 ASTC 텍스쳐 포맷 효용성 연구)

  • Hong, Seong-Chan;Kim, Tae-Gyu;Jung, Won-Joe
    • Journal of Korea Game Society
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    • v.19 no.6
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    • pp.91-98
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    • 2019
  • This study verified the memory occupancy, CPU processing speed, and average frame comparison of texture formats of ASTC and ETC in mobile Android OS. The virtual game scene was implemented as an experimental environment and built on the Android platform. Based on this, comparative verification data was extracted. ASTC has a 36% lower share of memory usage of 2D textures than ETC. CPU processing speed was 18% faster. The average frame confirmed 54 frames that was 58% higher. In the smart mobile game environment, ASTC confirmed the result of comparative advantage over ETC.

Companies Entering the Metabus Industry - Major Big Data Protection with Remote-based Hard Disk Memory Analysis Audit (AUDIT) System

  • Kang, Yoo seok;Kim, Soo dong;Seok, Hyeonseon;Lee, Jae cheol;Kwon, Tae young;Bae, Sang hyun;Yoon, Seong do;Jeong, Hyung won
    • Journal of Integrative Natural Science
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    • v.14 no.4
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    • pp.189-196
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    • 2021
  • Recently, as a countermeasure for cyber breach attacks and confidential leak incidents on PC hard disk memory storage data of the metaverse industry, it is required when reviewing and developing a remote-based regular/real-time monitoring and analysis security system. The reason for this is that more than 90% of information security leaks occur on edge-end PCs, and tangible and intangible damage, such as an average of 1.20 billion won per metaverse industrial security secret leak (the most important facts and numerical statistics related to 2018 security, 10.2018. the same time as responding to the root of the occurrence of IT WORLD on the 16th, as it becomes the target of malicious code attacks that occur in areas such as the network system web due to interworking integration when building IT infrastructure, Deep-Access-based regular/real-time remote. The concept of memory analysis and audit system is key.

Tiled Image Compression Method to Reduce the Amount of Memory Needed for Image Processing in Mobile Devices (모바일 단말기에서 이미지 처리에 필요한 메모리 사용량을 줄이기 위한 타일화 이미지 압축 기법)

  • Oh, Hwang-Seok
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.35-42
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    • 2013
  • A new compressed image format is proposed to use a large size of image in mobile games without the constraints of hardware specifications such as memory amount, processing power, which encodes each block of a large size image in scan line order. Using the experiments, we show the effectiveness of proposed method compared with a general PNG in terms of compression ratios and required memory in decoding processes. Also, the loading delay can be reduced by decoding only the displaying area of a large image in run-time.

The Study on Software Tamper Resistance for Securing Game Services (게임 서비스 보호를 위한 소프트웨어 위변조 방지기술 연구)

  • Chang, Hang-Bae;Kang, Jong-Gu;Joe, Tae-Hee
    • Journal of Korea Multimedia Society
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    • v.12 no.8
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    • pp.1120-1127
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    • 2009
  • The commensurate number of the attacks and infringement targeting a vulnerability of the game service has been increasing constantly, due to the dramatic growth and expansion of the impact of the game industry. However, there exist no subsequent researches for the differentiated technology, which is to prevent the reverse function of the game service. Therefore, in this study, we examined the current status of infringement toward online game services which are provided in the market currently and designed the proper technical measures for a manipulation of the game service which is the most vulnerable part. We have encrypted an execution file and decrypted it in real time process. Furthermore, we conducted debugging, disassemble, and prevented a its own memory dump, also concealed the information to overcome the module dependency to preclude a manipulation.

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3D Game Development For Dementia Prevention (치매 예방을 위한 3D 게임 개발)

  • He, Guan-Feng;Kang, Sun-Kyung;Choi, Wuk-Ho;Jung, Sung-Tae
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.01a
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    • pp.233-236
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    • 2011
  • This paper proposes to use gesture recognition technology to develop 3D game for prevention of dementia. In the game, the user can choose camera mode or mouse mode to play game. In the game design, We focused on the characteristics of dementia, Developed four types of games, Including Memory training game, Math game, Logical training game and 3D visual sense training game. Each type of game is composed by a number of small games. Common feature of all the game is random, This ensures that when user play games, Basically the game will not have the same situation. For the older elderly, If can take 10 minutes a day to play the game and has always insisted on playing, For dementia preventive have a positive effect.

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Utilization of the Route Table for the Agent's Move in the 3D Game Map (3D 게임지도에서 에이젼트 이동을 위한 경로표 활용)

  • 심동희
    • Journal of Korea Multimedia Society
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    • v.6 no.1
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    • pp.176-182
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    • 2003
  • The use of the A* for the path search of the agent in the game map gives the computational overhead in real time game processing. To solve this problem, the route table was presented for the 2D game This route table is made in the game development phase and utilized in game playing. The route table designed for 2D game is extended for 3D game in this paper. But the memory space is required too much. This Problem can also be solved using the data compression by skipping the duplicated route table.

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