• 제목/요약/키워드: Multiplayer

검색결과 114건 처리시간 0.024초

Effective Properties of Multi-layered Multi-functional Composites

  • Kim, Byeong-Chan;Baltazar, Arturo;Kim, Jin-Yeon
    • Advanced Composite Materials
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    • 제18권2호
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    • pp.153-166
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    • 2009
  • A matrix method for evaluating effective electro-magneto-thermo-elastic properties of a generally anisotropic multilayered composite is presented. Physical variables are categorized into two groups: one that satisfies the continuity across the interface between layers and another that satisfies an average inter-layer compatibility (which is also exact). The coupled electro-magneto-thermo-elastic constitutive equation is accordingly reassembled into submatrices, which leads to the derivation of concise and exact matrix expressions for effective properties of a multilayered composite having the coupled physical effects. Comparing the results for a purely elastic multiplayer with those from other theoretical approaches validates the developed method. Examples are given for a PZT-graphite/epoxy composite and a $BaTiO_3-CoFe_2O_4$ multiplayer which exhibit piezo-thermoelastic and magnetoelectric properties, respectively. The result shows how a strong magnetoelectric effect can be achieved by combining piezoelectric and piezomagnetic materials in a multilayered structure. The magnetoelectric coefficient of the $BaTiO_3-CoFe_2O_4$ multiplayer is compared with those for fibrous and particulate composites fabricated with the same constituents.

모바일 멀티플레이어 게임을 위한 하이브리드 클라이언트-서버 구조의 대역폭 요건과 우선순위 기반 동기화 기법 (Bandwidth Requirement and Priority-based Synchronization Methods in Hybrid Client-Server Architecture for Mobile Multiplayer Games)

  • 김진환
    • 한국멀티미디어학회논문지
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    • 제17권4호
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    • pp.526-534
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    • 2014
  • Most of the multiplayer games available online are based on a client-server architecture because this architecture gives better administration control to the game providers than peer-to-peer architecture. In this architecture, the server is responsible for all the communication between the connected clients. The weakness of this architecture is its bandwidth requirement and scalability. Peer-to-peer architectures have then been proposed to solve these issues. In this paper, we propose a hybrid client-server architecture in which the game state is partially shared by the mobile terminal to achieve consistency among different players. Like a peer-to-peer architecture, this architecture uses client-side capacities to reduce bandwidth requirements for the server and improves consistency in wireless networks. Client events have different timeliness and consistency requirements according to their nature in the game world. These requirements lead to tasks with different priorities on CPU processing. In the proposed architecture, either the server or the client applies consistency mechanism according to the priority level. Simulation experiments show that the bandwidth of the server in this architecture is smaller than that of the client-server architecture. As a result, the server in the proposed architecture can accommodate more clients with enhancing the scalability.

위성통신을 위한 복합재료 표면안테나 구조의 설계 및 해석 (Design and Analysis of Composite Surface-Antenna-Structure for the Satellite Communication)

  • 유치상;황운봉;박현철;박위상
    • 한국복합재료학회:학술대회논문집
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    • 한국복합재료학회 2002년도 추계학술발표대회 논문집
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    • pp.1-4
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    • 2002
  • The present study aims to design a multiplayer microstrip antenna with composite sandwich construction and to estimate structural behavior of this multiplayer structure for the next generation of structural surface technology. This is termed Surface-Antenna-Structure indicating that structural surface becomes antenna. Constituent materials were selected considering electrical properties as well as mechanical properties. For the antenna performance, antenna elements inserted into structural layers were designed for satellite communication at a resonant frequency of 12.5 GHz and final demonstration article was $16\times16$ array antenna. From electrical measurements it was shown that antenna performances were in good agreement with design requirements. Structural analysis showed this antenna structure was well designed for the mechanical rigidity. All constituent materials were characterized independently. The SAS concept is the first serious attempt at integration for both antenna and composite engineers and promises innovative future communication technology.

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ArF excimer laser 증착 기술을 이용한 우수한 특성의 YBCO/STO/YBCO 다층 박막 제작 (Fabrication of good quality YBCO/STO/YBCO multilayers by using an ArF excimer laser deposition technique)

  • 정태봉;강준희
    • 한국초전도학회:학술대회논문집
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    • 한국초전도학회 2000년도 High Temperature Superconductivity Vol.X
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    • pp.80-84
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    • 2000
  • High temperature superconductor shows a good electric and magnetic properties and is known as a good candidate in various electronic device application. At present the technique to construct multilayers composed of HTS films and insulator films has not been fully studied in domestic research institutes. Since the construction of any reasonable eletronic devices require the use of multilayers, the development of HTS eletronic devices has been limited. To manufacture multiplayer, several processing steps which involve deposition and ion millings are required. To manufacture a good quality multilayerd structure, not only the deposition techniques but also the proper patterning have to be developed. In this work, we have fabricated a YBCO/STO/YBCO multiplayer and studied the electronic properties of it.

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Blackbox and Scenario-Based Testing of Online Games Using Game Description Language

  • Cho, Chang-Sik;Lee, Dong-Chun;Sohn, Kang-Min;Park, Chang-Joon;Kang, Ji-Hoon
    • ETRI Journal
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    • 제33권3호
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    • pp.470-473
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    • 2011
  • In this letter, we propose blackbox and scenario-based testing of multiplayer online games as well as simple load testing. Game testing is done from outside the source code, and the access to the source code is not required to testers because the game logic is described with a game description language and virtual game map. Instead of using a subset of the main game client for the test client, only game packet protocols and the sequence of packets are analyzed for new game testing. In addition, complex and various scenarios can be tested through combining defined actions. Scenario-based testing helps testers mimic real testing environments instead of doing simple load testing and improves the productivity of game testing.

Do Gender, Types of VR Game, & Virtual Presence Matter in VR Games?

  • Um, Namhyun
    • International Journal of Contents
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    • 제16권4호
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    • pp.78-83
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    • 2020
  • VR technology has become a game changer in the game industry. VR game market has increased exponentially worldwide. The current study is designed to examine effects of VR game players' gender (male vs. female), types of VR games (solo game vs. multiplayer game), and the level of perceived virtual presence (low virtual presence vs. high virtual presence) on enjoyment and intention to replay. Study findings suggest that male players, after playing VR games, showed higher enjoyment and intention to replay VR games. In terms of types of VR games, multiplayer VR games lead to higher enjoyment intention to replay than solo play games. Finally, this study found that the high level of perceived virtual presence incur higher enjoyment and intention to replay than the low level of perceived virtual presence in playing VR games. Practical implications were discussed in the last section of this paper.

Enhanced and applicable algorithm for Big-Data by Combining Sparse Auto-Encoder and Load-Balancing, ProGReGA-KF

  • Kim, Hyunah;Kim, Chayoung
    • International Journal of Advanced Culture Technology
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    • 제9권1호
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    • pp.218-223
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    • 2021
  • Pervasive enhancement and required enforcement of the Internet of Things (IoTs) in a distributed massively multiplayer online architecture have effected in massive growth of Big-Data in terms of server over-load. There have been some previous works to overcome the overloading of server works. However, there are lack of considered methods, which is commonly applicable. Therefore, we propose a combing Sparse Auto-Encoder and Load-Balancing, which is ProGReGA for Big-Data of server loads. In the process of Sparse Auto-Encoder, when it comes to selection of the feature-pattern, the less relevant feature-pattern could be eliminated from Big-Data. In relation to Load-Balancing, the alleviated degradation of ProGReGA can take advantage of the less redundant feature-pattern. That means the most relevant of Big-Data representation can work. In the performance evaluation, we can find that the proposed method have become more approachable and stable.

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

  • 김진환
    • 한국인터넷방송통신학회논문지
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    • 제20권3호
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    • pp.73-81
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    • 2020
  • 현재의 대규모 멀티플레이어 온라인 게임(MMOG)에서 전세계 수백만명의 사용자들은 특정 게임을 공유하며 동시에 참여할 수 있다. MMOG의 참여자들이 증가하면 게임 업계에 상당한 비용 증가와 서비스 품질에 영향을 주는 서버 증설 요구 등의 문제가 발생한다. MMOG의 확장성 문제를 해결할 수 있도록 본 논문에서는 클라우드 컴퓨팅과 P2P 하이브리드 구조를 제시한다. P2P와 클라우드 구조의 기능들은 거의 독립적이나 MMOG를 위하여 두 구조의 개념을 융합하고 최종 결합 형태의 응용 연구에 대한 가능성을 고려하였다. 효율적이고 효과적인 자원의 공급과 부하가 배분되는 본 논문의 하이브리드 구조는 참여자의 처리 능력을 활용함으로써 클라우드에 있는 서버의 부하 즉 상당한 규모의 컴퓨팅 능력과 통신량을 경감시킬 수 있다. 시뮬레이션 결과 하이브리드 구조에 기반한 MMOG는 전형적인 클라이언트-서버 시스템에 기반한 MMOG보다 통신량이 감소되며 성능이 향상된 것으로 나타났다.

대규모 온라인 게임을 위한 XML 기반의 메시지 정의 시스템 (An XML-based Message Definition System for Massively Multiplayer Online Games)

  • 박학봉;오삼권
    • 정보처리학회논문지D
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    • 제11D권4호
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    • pp.901-906
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    • 2004
  • 대규모 온라인 롤-플레잉 게임(MMORPG : Massively Multiplayer Role-Playing Game)에서 클라이언트와 서버 간의 상호작용은 대개 네트워크를 통한 메시지 전달을 통해 행해진다. 이런 MMORPG들에서는 게임의 내용이나 구성요소들이 지속적으로 진화해 가므로, 그에 따른 메시지들의 추가, 삭제, 또는 변경이 필요하다. 그러므로 게임 프로그래머들은 반복적으로 새로운 프로그램을 작성하거나 현재 있는 프로그램들을 수정해야 한다. 본 논문에서 소개하는 XML 기반의 메시지 정의 시스템은 게임의 상호작용을 위한 메시지들의 추가 및 변경을 용이하게 해준다. 이 시스템은 프로그래머들이 기존 메시지들을 변경하거나 새로운 메시지들을 추가하는데 드는 시간을 상당히 줄여 줄 뿐만 아니라 프로그래밍 버그 발생의 부담을 상당히 줄여준다. 또한 이 시스템은 일반 클라이언트-서버 응용 프로그램들에서도 사용이 가능하다.

다중사용자용 실시간 게임 서버를 위한 우선순위 기반 그룹 태스크 스케쥴링 정책 (Priority-based Group Task Scheduling Policy for a Multiplayer Real-time Game Server)

  • 김진환
    • 한국인터넷방송통신학회논문지
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    • 제12권4호
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    • pp.57-64
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    • 2012
  • 게임 서버는 명시된 시간 내에 많은 클라이언트들의 요청을 처리해야 하기 때문에 다중 사용자용 실시간 게임들은 일종의 연성 실시간 시스템이다. 클라이언트 이벤트들은 게임 세계의 본질에 따라 상이한 시간 요건과 일관성 요건을 가지고 있다. 이러한 요건들은 CPU 처리시 상이한 우선순위를 유발하게 되며 이벤트들은 일관성과 우선순위 정도에 따라 여러 그룹으로 분류될 수 있다. 우선순위가 상이한 이벤트들의 시간적 요건을 충족하기 위하여 본 논문에서는 우선순위 기반 그룹 태스크 스케쥴링 정책이 제시된다. 클라이언트의 수나 클라이언트가 발생시키는 이벤트들의 수는 일시적으로 증가할 수 있다. 일시적인 과부하가 발생한 경우에 게임 서버는 우선순위가 높은 이벤트들을 우선적으로 처리하기 위하여 더 많은 CPU 대역폭을 할당할 필요가 있다. 제시된 스케쥴링 정책은 우선순위가 높은 이벤트일수록 종료시한내에 성공적으로 종료되는 수를 최대화함으로써 전체 시스템의 실시간적 성능을 향상시킬 수 있다. 이 정책의 성능은 다양한 실험을 통하여 평가되었다.