• Title/Summary/Keyword: Game Service Architecture

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Blockchain for the Trustworthy Decentralized Web Architecture

  • Kim, Geun-Hyung
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.1
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    • pp.26-36
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    • 2021
  • The Internet was created as a decentralized and autonomous system of interconnected computer networks used for data exchange across mutually trusted participants. The element technologies on the Internet, such as inter-domain and intra-domain routing and DNS, operated in a distributed manner. With the development of the Web, the Web has become indispensable in daily life. The existing web applications allow us to form online communities, generate private information, access big data, shop online, pay bills, post photos or videos, and even order groceries. This is what has led to centralization of the Web. This centralization is now controlled by the giant social media platforms that provide it as a service, but the original Internet was not like this. These giant companies realized that the decentralized network's huge value involves gathering, organizing, and monetizing information through centralized web applications. The centralized Web applications have heralded some major issues, which will likely worsen shortly. This study focuses on these problems and investigates blockchain's potentials for decentralized web architecture capable of improving conventional web services' critical features, including autonomous, robust, and secure decentralized processing and traceable trustworthiness in tamper-proof transactions. Finally, we review the decentralized web architecture that circumvents the main Internet gatekeepers and controls our data back from the giant social media companies.

A Hybrid Cloud-P2P Architecture for Scalable Massively Multiplayer Online Games (확장가능한 대규모 멀티플레이어 온라인 게임을 위한 클라우드와 P2P 하이브리드 구조)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.3
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    • pp.73-81
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    • 2020
  • Today's massively multiplayer online games(MMOGs) can contain millions of synchronous players scattered across the world and participating with each other within a single shared game. The increase in the number of players in MMOGs has led to some issues with the demand of server which generates a significant increase in costs for the game industry and impacts to the quality of service offered to players. In dealing with a considerable scale of MMOGs, we propose a cloud computing and peer-to-peer(P2P) hybrid architecture in this paper. Given the two nearly independent functionalities of P2P and cloud architectures, we consider the possibility of fusing these two concepts and researching the application of the resultant amalgamation in MMOGs. With an efficient and effective provisioning of resources and mapping of load, the proposed hybrid architecture relieves a lot of computational power and network traffic, the load on the servers in the cloud while exploiting the capacity of the peers. The simulation results show that MMOGs based on the proposed hybrid architecture have better performance and lower traffic received compared with MMOGs based on traditional client-server system.

A research on Characteristics of the Spatial Compositions in Kindergarten -The Case Study of Kindergarten in Daegu Area- (피유치원의 공간구성적 특성에 관한 연구 -대구지역 유치원 사례를 중심으로-)

  • Jeong, Chang-Won
    • Journal of the Korean Society of Industry Convergence
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    • v.16 no.3
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    • pp.75-83
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    • 2013
  • The purpose of this study was to investigate its characteristics of the spatial compositions at several kindergartens in Daegu area. Through this, the study is intended to provide the basic data of the efficient building planning and facility operations in the kindergarten. The results of this study are as follows. 1) Recently, the spatial compositions of kindergarten was classified as education, educational aids, educational support, teacher / administration, and public service area. 2) The concept of special classroom space was set up in all the surveyed facilities. This space was used for small-scale events, meals, and game features. 3) Support staff, including teachers, are insufficient for the service space. 4) The size of total land area of the facility's public service area was affecting. 5) The Lobby and aisle space of the surveyed facilities was used as a multipurpose space. 6) In response to diverse educational content, the direction to plan should be seperated by multi-space.

Developing Avatar Converter by using existing Contents in Mobile Contents Development (모바일 컨텐츠 개발에서 기존의 컨텐츠를 최대한 이용하기 위한 아바타 변환기 개발 연구)

  • Park, Dae-Hyuck;Kang, Eui-Sun;Hong, Maria;Lee, Keun-Soo;Lim, Young-Hwan
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.1 s.39
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    • pp.243-250
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    • 2006
  • Mobile device has the same service as PC with the development of mobile technology, such as game, internet, economic service. This paper we play the games in Mobile Device which were popular in Pentium 1 PC, and then develop Avatar Converter by summarizing Automating Elements. In other words, we propose a method that can accelerate developing speed of Mobile Contents by recycling existing resource. The main function of Avatar Converter is that transform existing architecture with dividing logic and resource which can play in mobile by considering restriction items. It can accelerate developing speed by transforming common logic and resource in various contents development for kinds of mobile company.

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Bandwidth Adjustment Techniques for MMOG in a Cloud-P2P Hybrid Architecture (클라우드와 P2P 하이브리드 구조의 MMOG를 위한 대역폭 조정 기법)

  • Jin-Hwan Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.3
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    • pp.55-61
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    • 2024
  • In a hybrid architecture that combines the technological advantages of P2P(peer-to-peer) and cloud computing, it is possible to efficiently supply resources and allocate loads. In other words, by appropriately utilizing the processing power of the players constituting P2P as well as the server in the cloud computing environment, MMOG(Massively Multiplayer Online Game) can be configured that considers the scale of economic cost and service quality. In fact, the computing power and communication bandwidth of servers in the cloud are important demand-based resources. The more it is used when renting, the higher the cost, while the quality of service improves. On the other hand, if the player's processing power is utilized a lot, the quality of service deteriorates relatively while the economic cost decreases. In this paper, a bandwidth adjustment technique between servers and players for MMOG based on this hybrid structure is described. When the number of players running at the same time increases, the players' actions are appropriately distributed to servers and players to effectively utilize the server's computing power and communication volume. Simulation results show that in the MMOG based on cloud and P2P hybrid architecture, the bandwidth of the server is proportionally decreased as the bandwidth directly handled by players is increased.

P2P Systems based on Cloud Computing for Scalability of MMOG (MMOG의 확장성을 위한 클라우드 컴퓨팅 기반의 P2P 시스템)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.4
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    • pp.1-8
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    • 2021
  • In this paper, we propose an approach that combines the technological advantages of P2P and cloud computing to support MMOGs that allowing a huge amount of users worldwide to share a real-time virtual environment. The proposed P2P system based on cloud computing can provide a greater level of scalability because their more resources are added to the infrastructure even when the amount of users grows rapidly. This system also relieves a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the peers. In this paper, we describe the concept and basic architecture of cloud computing-based P2P Systems for scalability of MMOGs. An efficient and effective provisioning of resources and mapping of load are mandatory to realize this architecture that scales in economical cost and quality of service to large communities of users. Simulation results show that by controlling the amount of cloud and user-provided resource, the proposed P2P system can reduce the bandwidth at the server while utilizing their enough bandwidth when the number of simultaneous users keeps growing.

Business Processes Automation and Analysis Techniques by Using BPM and SOA (BPM과 SOA기반의 비즈니스 프로세스 자동화와 분석기법)

  • Lee, Chung-Hun;Lee, Jong-Hak;Seo, Jeong-Man;Cho, Wan-Sup
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.4
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    • pp.171-178
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    • 2009
  • Recently, a combination of Business Process Management (BPM) and Service Oriented Architecture (SOA) is being recommended as the best approach for automating large business systems. And the need to create meaningful information from daily operational data is increased today. In this paper, we propose a methodology for automating business processes based on the BPM-SOA convergence trend and verify the methodology by implementing the project management business process. BPM-SOA convergence provides higher extensibility and productivity due to the loosely coupled system construction and maintenance. The system has good properties for frequent process changes and reuse of duplicate processes. We then analyze extensibility of the system as new business processes are added to the existing system. We finally analyze the data generated by BPM by using SAP business intelligence to support management's decision making and strategy. Business intelligence provides not only useful data for business decisions but also chance to optimize the business processes.

IoT Edge Architecture Model to Prevent Blockchain-Based Security Threats (블록체인 기반의 보안 위협을 예방할 수 있는 IoT 엣지 아키텍처 모델)

  • Yoon-Su Jeong
    • Journal of Internet of Things and Convergence
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    • v.10 no.2
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    • pp.77-84
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    • 2024
  • Over the past few years, IoT edges have begun to emerge based on new low-latency communication protocols such as 5G. However, IoT edges, despite their enormous advantages, pose new complementary threats, requiring new security solutions to address them. In this paper, we propose a cloud environment-based IoT edge architecture model that complements IoT systems. The proposed model acts on machine learning to prevent security threats in advance with network traffic data extracted from IoT edge devices. In addition, the proposed model ensures load and security in the access network (edge) by allocating some of the security data at the local node. The proposed model further reduces the load on the access network (edge) and secures the vulnerable part by allocating some functions of data processing and management to the local node among IoT edge environments. The proposed model virtualizes various IoT functions as a name service, and deploys hardware functions and sufficient computational resources to local nodes as needed.

A Study on Development of Evaluation Indicator for Golf Course User's Preference (골프장 이용자 선호도 평가지표 개발)

  • Seok, Young-Han;Moon, Seok-Ki;Lee, Eun-Yeob
    • Journal of the Korean Institute of Landscape Architecture
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    • v.38 no.4
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    • pp.25-34
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    • 2010
  • This study was conducted to develop evaluation indicators to improve athletic performance and operational management of golf courses and the results of the research are as follows. Through theoretical research and a preliminary professional survey, 15 on-going evaluations of golf course composition and operational management and 55 sub-evaluation indices were rejected while 10 on-going evaluations and 52 sub-evaluation indicators were reconfigured as final for environmental-friendliness, level of member services, level of human service of game personnel, difficulties of course, management level of the course, fairness of operational management, accessibility and location characteristic, traditions and ambiance of the golf club, quality of course, and course layout. When analyzing the important decision factors in golf course user preference evaluation indicators, the following contributed in the order of higher to lower contributions: the management level of the course, excellence of the course, level of human services for personnel, course layout and environmental-friendliness. When identifying the path coefficient of golf course evaluation indicators, the curvature of a hole and the length of the course had a causal effect on the 'course layout' section. Tournament facilities and various shot values had a causal relationship with 'excellence of the course', in the order of higher to lower, and convenience of waiting and fair allocation of reservations for 'fairness of operational management'. The history of the golf course and its environmental characteristics, history and culture of the region have relatively higher causal effects on 'traditions of the golf club' and geographical conditions on 'accessibility and location characteristics', pesticide and fertilizer usage and water pollution on 'environmental-friendliness', and member benefit and kindness of employees on 'level of member services'. The kindness and expertise of the game personnel had a relatively higher causal effect on the 'level of human services of game personnel', the location of tenning area, and location of OB and hazards on 'difficulties of course', and rough conditions and obstacles management on 'management level of the course'. There is a need to complete a systematic evaluation index system for golf course user preferences through future studies for a more detailed assessment, as well as a process to verify these evaluation indicators by application to domestic and international golf courses.

Festival Space Design to Change the Value of Sudokwon Landfill Site - 2014 Dreampark Chrysanthemum Festival Basic Plan and Design - (수도권 매립지 가치변화를 위한 지속 가능한 축제 공간 계획 - 2014 드림파크 국화축제 기본계획 및 기본설계 -)

  • Kim, Ok-Kyung;Lee, Hak-Youn;Kim, Joo-Am;Lee, Bo-Ram;Kim, Ha-Yan
    • Journal of the Korean Institute of Landscape Architecture
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    • v.42 no.4
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    • pp.89-99
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    • 2014
  • This paper offers a landscape design proposal for the 2014 Dreampark Chrysanthemum Festival within the Sudokwon Landfill Site. This site is located at 58 Baeksukdong, Seo-gu, Incheon, and it has an area of approximately $560,000m^2$. Over 1.53million visitors came to this festival on the previous year. This design includes an overall masterplan and a series of planting plans along with a core selection of iconic topiaries. The goal of the design is to create a landscape that improves the value of the place image and local economy as well as celebrates the 2014 Incheon Asian Game. In order to achieve this goal, three design subjects were considered: promoting local pride as a part of Incheon, increasing the aesthetic value of the site based on the brand image, and sustainable placemaking. To promote local pride, the 2km long "Little Incheon" is designed over a wildflower field, which is inspired by Incheon Bridge to give a strong image of the locality. A variety of programs from local gardening participation were introduced to the east part of the site. The design also outlines the vision for the development of Dreampark - a people-oriented gathering place for the entire community with spaces that offer a variety of unstructured recreational and cultural experiences. To increase the aesthetic brand value of the festival, it introduced a variety of wildflower beds scattering through the whole site. It creates a strong brand image for the festival and memories that will encourage visitors to return. Various folktales of Asian countries are displayed by autumn flowers and groundcover plants at the centre of the site, which is the highlight of the festival site. For sustainable placemaking, the design preserves the existing trees and reed beds for wildlife to create natural layers of landscape. In addition, facilities and service centers are designed to be flexible and are centred on the needs of the people using them. Also a festival management scheme was planned in order to operate the site efficiently and economically.