• Title/Summary/Keyword: Game server

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Development of Multi-Experience AR Board Game 'ZOOCUS' For Intellectual Disabled Students (지적장애학생을 위한 다중체험형 AR 보드게임 'ZOOCUS' 개발)

  • Jeong, Hyo-Won;Park, Min-Ji;Choe, Myeong-Seon;Kwon, Ho-Jong;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.20 no.1
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    • pp.121-132
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    • 2020
  • This paper is about development of AR board game, "ZOOCUS", combined with board game and AR application for students with intellectual disabilities to improve their sociability, concentration, and working memory. This game, conducted with the support of the Netmarble Foundation in 2019, allows user to select different game level for individual intellectual level. Through the cloud server with network, student's experience can be shared with each other, and play data can be accumulated for objective evaluation of student's capabilities.

Multiplatform Game Development using Wire and Wireless Communication (멀티플랫폼 유무선 연동게임 개발)

  • Kang, Youn-Jun;Park, Dong-Gyu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.4
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    • pp.828-834
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    • 2009
  • To get a better profit, standalone mobile game market shifts network-based mobile game. Currently, most of the game platform are separated into mobile to mobile, desktop to desktop, and console to console. Multi platform network game has a diverse problems including consistency control, object management technique, and bandwidth inconsistency. n this paper, we will introduce a multi-platform arcade game "Push-Push", which is played on desktop to mobile environment. The game guarantees realtime play between heterogeneous machine users and game item sharing between two platforms. e will focus n the issues of the 3rd generation multi platform games and propose some techniques or solving these problems. Our server database is implemented on MS SQL database, also the desktop programming tool is Visual Basic, and WIPI(Wireless Internet Platform or Interoperability) as a mobile platform.

A Comparison of 20 and 3D MMORPG's Traffic (2D와 3D에 기반한 MMORPG 트래픽간의 특성 비교)

  • Kim, Jae-Cheol;Kwon, Tae-Kyoung;Choi, Yang-Hee
    • Journal of Information Technology Services
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    • v.7 no.2
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    • pp.137-148
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    • 2008
  • This paper measures and compares the traffic of a series of Massively Multi-player On-line Role Playing Game (MMORPG). The purpose of this analysis is to characterize the MMORPG traffic and compare the traffic characteristics of those games caused by the game structure difference between 2D and 3D environment. The target game is 'Lineage I' and 'Lineage II' which represent world's largest MMORPGs in terms of the number of concurrent users. We collect about 280 giga bytes and 1 tera bytes of packet headers, respectively. We compare packet size, packet inter-arrival time and bandwidth usage of these two games. The MMORPG traffic consists of two kinds of packets: client-generated upstream packets and server-generated downstream packets. We observe that the upstream packet size of payload has grown from 9 bytes to 19 bytes, while the average payload size of downstream packets has grown from 37 bytes to 318 bytes. This asymmetry of growing rate is caused by 3D game structure. Packet inter-arrival time becomes shorter from average 2 milliseconds to 58 microseconds. Bandwidth consumption per client has grown from 4 kbps to 20 kbps. We find that there is a linear relationship between the number of users and the bandwidth usage in both case.

Secure Electronic Trading System for Online Game-Items (온라인 게임 아이템의 안전한 전자 거래 시스템)

  • 정윤경;기준백;천정희
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.13 no.3
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    • pp.91-99
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    • 2003
  • In this paper, we analyze the current trading systems and suggest two secure electronic trading systems that make a fair exchange for online game items. The system is made up for the weak points in the current item trading system. In the proposed system, a game server issues a certificate each item on the user's request. On the one hand, this certificate is used to recover the item when the system error is occured. On the other hand, the user may exchange it with another item or cyber money. The proposed system supports private and reliable trading. Further, the trading can be completed only by online processing.

Implementation of Multi-user VR Video Conferencing Platform and Performance Evaluation (다중 사용자 대응 VR 화상 회의 플랫폼 구현 및 성능 비교)

  • Yoon, Dong-eon;Lim, Chang-seop;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.31-32
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    • 2022
  • Commercialized game engines help develop content and support various platforms, but there are performance differences depending on the function. In this paper, a VR video conferencing platform corresponding to source multi-use was implemented, and the connection delay time according to the type of game server engine and the number of platform users was measured. As a result of the measurement, the latency was the lowest at 22.146 msec when using the Amazon GameLift engine and with 2 users, and the latency was the highest at 27.007 msec when using the ProudNet engine and with 10 users.

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Detecting Daily-Driven Game-Bot Based on Online Game Play Log Clustering (온라인 게임 로그 데이터 클러스터링 기반 일일 단위 게임봇 판별)

  • Kim, Joo Hwan;Choi, Jin-Young
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.31 no.6
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    • pp.1097-1104
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    • 2021
  • Online game-bots are already known for a lot of persons by various ways. It leads to problems such as declining game player's interest, in-game financial crisis, etc. Detecting and restricting of game-bot is now essential. Because both publishers and players get disadvantages from their long term abnormal working. But it is not easy to restrict, because of false restriction risks. Game publishers need to distinguish game-bot from server-side game logs. At last, it should can make reasons for game-bot restriction. In this paper, we classified game-bot users by using daily separated game logs for testing data. For daily-driven detection, we separated total dataset into one day logs. Preliminary detects game-bots with one day logs, and determines total results by using these data. Daily driven detection advantages on detection which contains combined game playing style. Which shows like normal user and game-bot. These methodology shows better F1-score, which one of indicator which demonstrate classification accuracy. It increases from 0.898 to 0.945 by using Random Forest classifier.

Object Replication and Consistency Control Techniques of P2P Structures for Multiplayer Online Games (멀티플레이어 온라인 게임을 위한 P2P 구조의 객체 복제와 일관성 제어 기법)

  • Kim, Jinhwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.91-99
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    • 2014
  • The main game architectures for multiplayer online games are the traditional client-server architectures, multi-server architectures and P2P(peer-to-peer) architectures. P2P architectures, due to their distributed and collaborative nature, have low infrastructure costs and can achieve high scalability as well as fast response time by creating direct connections between players. However, P2P architectures face many challenges. Distributing a game among peers makes maintaining control over the game more complex. These architectures also tend to be vulnerable to churn and cheating. Providing consistency control in P2P systems is also more difficult since conflicting updates might be executed at different sites resulting in inconsistency. In order to avoid or correct inconsistencies, most multiplayer games use a primary-copy replication approach where any update to the object has to be first performed on the primary copy. This paper presents the primary-copy model with the update dissemination mechanism that provides consistency control over an object in P2P architectures for multiplayer online games. The performance for this model is evaluated through simulation experiments and analysis.

Reduction of Presentation Latency in Thin-Client of Cloud System (클라우드 시스템의 씬 클라이언트에서의 표시 지연 절감)

  • Kang, Seung Soo;Ko, Hyun;Yoon, Hee Yong
    • KIPS Transactions on Computer and Communication Systems
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    • v.2 no.4
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    • pp.163-176
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    • 2013
  • Cloud-based streaming game service has numerous merits, but it may suffer from presentation latency in a thin-client. It is an important issue especially for game service which needs instantaneous response to user inputs. This research proposes the methods for reducing the presentation latency between the server unit and the thin-client unit. The approaches proposed to be employed with server unit include the source/sync video format equalization, encoding format configuration according to the media type, and the S/W implementation for transmitting clock periodically. The methods for the thin-client unit include the decreasing the number of instructions, use of light encryption algorithm, and improvement on H/W decoding. The proposed schemes are tested with a commercialized streaming service platform, which reveals the reduction of presentation latency as large as a few hundred milliseconds and reaches the acceptable level (about 100 milliseconds).

Design of Fishing Game Based on a Cross-Platform Server

  • Chang, Jaewoo;Kong, Hyunseung;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.4
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    • pp.45-51
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    • 2022
  • Due to the spread of COVID-19, many local governments are burdened with the influx of large-scale tourists. As a climate that values Work-Life-Balance has emerged, interest in individual life and satisfaction is rapidly increasing. In addition, due to the popularity of the metaverse field, many people are increasingly interested in related content. In particular, "Animal Crossing: New Horizons" sold more than 15 million copies in 2020, and is enjoying exchanges of interior design, fishing, and collecting insects here. In line with this trend, this study introduces the development of online fishing games based on Jeju infrastructure. This paper focuses on implementation and development, and in particular, it introduces differentiated games through character animation optimized for developing a topographic model that maximizes the beauty of Jeju Island's topography based on the Unity 3D engine.

Concurrency Control Method Based on Scalable on Prediction for Multi-platform Games (멀티플랫폼 게임을 위한 예측기반 동시성 제어방식)

  • Lee, Sung-Ug
    • Journal of Korea Multimedia Society
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    • v.9 no.10
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    • pp.1322-1331
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    • 2006
  • Concurrency control is one of the important factors to maintain consistent conditions of a game because most participants of the game should be shared information to play the game through a distributed network system. replay delay times should establish in every event and the received event should be saved and performed simultaneously for Concurrency Control. However, it is not easy to practice the event with same speed in environment having various moving speed. Therefore, expansion have to be provided. In other words, one of the most important factors of a game's efficiency is the process of bandwidth and delay. the process of concurrency control method based on scalable prediction for Multi-platform games would minimize the loss rate of a event and then would improve the interaction capacity of a game. It also might get reliability between clients. This paper analyzes some problems in terms of a layout of a game that integrates a cable and a wireless system. In addition, this paper provides methods to expand bandwidth and delay that might be an obstacle of a On-line game and to ensure reliability between a server and a client.

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