• Title/Summary/Keyword: Multiplayer

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The Information Worlds of Online Role-Players (온라인 롤 플레이어의 정보 세계)

  • Hollister, Jonathan M.
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.31 no.2
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    • pp.223-266
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    • 2020
  • Massively Multiplayer Online Role-Playing Games (MMORPGs) are played by millions of people around the world. Within MMORPGs, players explore, solve mysteries, craft items, battle against dungeon or raid bosses, or compete against other players, all while using a variety of information and information behaviors. Role-players in MMORPGs develop identities and engage in interactive storytelling with other role-players as their characters. An ethnographic approach combining overt participant observation and engagement, semi-structured interviews, and artifact collection was used to explore and describe the social information behaviors of role-players through the lens of the theory of information worlds. The social types evident in the role-playing community in WildStar, a science fantasy-themed MMORPG, are closely interrelated to and differentiated by social norms and information values that dictate acceptable characters, stories, character actions, and appropriate lore sources as well as how to role-play without violating the boundary between in- and out-of-character information worlds. Role-players maintained the in-character and out-of-character boundary using a set of specific information behaviors to enable engaging and immersive role-playing experiences. Implications of the findings for the theory of information worlds as well as potential applications of role-playing and MMORPGs are also discussed.

Dynamic AOI Management for P2P MMOGs (P2P MMOGs에 대한 동적 AOI 관리기법)

  • Lim, Chae-Gyun;Rho, Kyung-Taeg
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.10 no.6
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    • pp.269-273
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    • 2010
  • Massively Multiplayer Online Game (MMOG) is one of diverse applications where more than hundreds of users enjoy experiencing virtual worlds. Voronoi-based Overlay Network (VON) is proposed to reduce a bandwidth consumption in P2P MMOGs and Vorocast also is made using message forwarding in VON. We propose a dynamic area of interest (AOI) management method that solves problems such as less consistency and high latency due to sending position updates to more neighbor nodes from the message originator in forwarding scheme. Our scheme provides the higher consistency and reduces latency by combining direct connection scheme and Vorocast scheme compared to existing schemes. The proposed model is evaluated through simulations.

System Identification of Internet transmission rate control factors

  • Yoo, Sung-Goo;Kim, Young-Seok;Chong, Kil-To
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.652-657
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    • 2004
  • As the real-time multimedia applications through Internet increase, the bandwidth available to TCP connections is oppressed by the UDP traffic, result in the performance of overall system is extremely deteriorated. Therefore, developing a new transmission protocol is necessary. The TCP-friendly algorithm is an example meeting this necessity. The TCP-friendly (TFRC) is an UDP-based protocol that controls the transmission rate based on the available round transmission time (RTT) and the packet loss rate (PLR). In the data transmission processing, transmission rate is determined based on the conditions of the previous transmission period. If the one-step ahead predicted values of the control factors are available, the performance will be improved significantly. This paper proposes a prediction model of transmission rate control factors that will be used for the transmission rate control, which improves the performance of the networks. The model developed through this research is predicting one-step ahead variables of RTT and PLR. A multiplayer perceptron neural network is used as the prediction model and Levenberg-Marquardt algorithm is used for the training. The values of RTT and PLR were collected using TFRC protocol in the real system. The obtained prediction model is validated using new data set and the results show that the obtained model predicts the factors accurately.

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A MMORPG Quest Reward Design Technique By Considering Optimal Quest Play Paths (최적 동선을 고려한 MMORPG 퀘스트 보상 설계 기법)

  • Kang, Shin-Jin;Shin, Seung-Ho;Cho, Sung-Hyun
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.57-66
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    • 2009
  • A quest system is one of the important parts in the MMORPG (Massive Multiplayer Online Role Playing Game) contents. Because of its complexity in combining various content components, quest reward design belongs to a complicated work in estimating quest reward levels correctly in the initial development stage. In this paper, we suggest a new quest reward design technique by considering optimal quest play paths. We model a quest reward problem as the TSP (Traveling Salesman Problem) and solve that by adopting genetic algorithms. With our system, game designers easily estimate the optimal quest play path and it can be useful in reducing the trial-errors in the initial quest design process.

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Game Bot Detection Approach Based on Behavior Analysis and Consideration of Various Play Styles

  • Chung, Yeounoh;Park, Chang-Yong;Kim, Noo-Ri;Cho, Hana;Yoon, Taebok;Lee, Hunjoo;Lee, Jee-Hyong
    • ETRI Journal
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    • v.35 no.6
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    • pp.1058-1067
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    • 2013
  • An approach for game bot detection in massively multiplayer online role-playing games (MMORPGs) based on the analysis of game playing behavior is proposed. Since MMORPGs are large-scale games, users can play in various ways. This variety in playing behavior makes it hard to detect game bots based on play behaviors. To cope with this problem, the proposed approach observes game playing behaviors of users and groups them by their behavioral similarities. Then, it develops a local bot detection model for each player group. Since the locally optimized models can more accurately detect game bots within each player group, the combination of those models brings about overall improvement. Behavioral features are selected and developed to accurately detect game bots with the low resolution data, considering common aspects of MMORPG playing. Through the experiment with the real data from a game currently in service, it is shown that the proposed local model approach yields more accurate results.

The Influence of Appropriation and on Performance in Online Game: Focusing on MMORPG (온라임 게임의 전유가 게임 성과에 미치는 영향 : 대규모 다중사용자 온라인 역할수행게임을 중심으로)

  • Lee, Woong-Kyu;Kwon, Jeong-Il
    • Asia pacific journal of information systems
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    • v.16 no.4
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    • pp.103-119
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    • 2006
  • One of the most important reasons for using online game is intrinsic motivation which relates the drive to perform a behavior for perceptions of pleasure and satisfaction from the behavior itself. Therefore, most studies for using online game have been based on theories for intrinsic motivation such as flow. However, such theories have some limitations for explaining social aspects of online games such as Massively Multiplayer Online Role Game (MMORPG), which provides a society for game players by using a virtual space for playing games so called 'persistent world'. Adaptive structuration theory (AST) is one of trying to capture the change of using IT due to social interactions between users and system. In order to explain online game players' behavior considering social interaction, we suggest a research model based on AST. Our model aims to investigate the relationship between appropriation which is determined by faithfulness of appropriation (FOA) and consensus on appropriation (COA) and performance which is represented by the relationship among perceived winning, flow, and intention of reuse. An empirical test of our model for 125 MMORPG users which is analyzed by Partial Least Square method shows very satisfactory and interesting results. While hypotheses suggested in our model are supported, the influence of COA on game performance is shown to be stronger than that of FOA.

Displacement Properties of Nano Structure Dendrimer

  • Song Jin-Won;Lee Kyung-Sup;Lee Woo-Ki;Choi Young-Il;Yoon Suk-Am;Choi Chung-Seog
    • KIEE International Transactions on Electrophysics and Applications
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    • v.5C no.1
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    • pp.28-32
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    • 2005
  • In the Langmuir-Blodgett (LB) technique, a monolayer on the water surface is transferred onto a substrate, which is raised and dipped through the surface. From this, multilayers can be obtained in which constituent molecules are periodically arranged. The LB technique has attracted considerable interest in the fabrication of electrical and electronic devices. Many researchers have investigated the electrical properties of monolayer and multiplayer films. Dendrimers represent a new class of synthetic macromolecules characterized by a regularly branched treelike structure. Multiple branching yields a large number of chain ends that distinguish dendrimers from conventional star-like polymers and microgels. The azobenzene dendrimer is one of the dendritic macromolecules that include the azo-group exhibiting a photochromic character. Due to the presence of the charge transfer element of the azo-group and its rod-shaped structure, these compounds are expected to have potential interest in electronics and ptoelectronics, especially in nonlinear optics. In the present paper, we give pressure stimulation to organic thin films and detect the induced displacement current.

Displacement Current Properties for Nano Structure Dendrimer (나노구조 덴드리머의 변위전류 특성)

  • Song, Jin-Won;Choi, Yong-Sung;Lee, Woo-Ki;Lee, Kyung-Sup
    • Proceedings of the Korean Institute of Electrical and Electronic Material Engineers Conference
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    • 2006.05a
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    • pp.52-54
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    • 2006
  • In the Langmuir-Blodgett (LB) technique, a monolayer on the water surface is transferred onto a substrate, which is raised and dipped through the surface. From this, multi layers can be obtained in which constituent molecules are periodically arranged. The LB technique has attracted considerable interest in the fabrication of electrical and electronic devices. Many researchers have investigated the electrical properties of monolayer and multiplayer films. Dendrimers represent a new class of synthetic macromolecules characterized by a regularly branched treelike structure. Multiple branching yields a large number of chain ends that distinguish dendrimers from conventional star-like polymers and microgels. The azobenzene dendrimer is one of the dendritic macromolecules that include the azo-group exhibiting a photochromic character. Due to the presence of the charge transfer element of the azo-group and its rod-shaped structure, these compounds are expected to have potential interest in electronics and ptoelectronics, especially in nonlinear optics. In the present paper, we give pressure stimulation to organic thin films and detect the induced displacement current.

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Social Network Games' Commitment Between 2012 and 2016 (2012년과 2016년 소셜네트워크 게임의 몰입)

  • Lee, Sae Bom;Moon, Jae Young;Suh, Yung Ho
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.262-264
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    • 2018
  • Many of users play Mobil Social Network Games (M-SNG). M-SNGs are played through social network, and typically features multiplayer and asynchronous gameplay mechanics. It is most often implemented as mobile devices with mobile instant messenger app. Kakaotalk provids mobile game platform. The purpose of this study is to find significant factors that have effects on the commitment of M-SNGs. We also conduct multi-group comparison test to study the difference in factors of models between time t and time t1. Time t is October, 2012 and time t1 is April, 2016. This study is to empirically test the research model using data collected from M-SNGs' users. We survey two different groups of time t and time t1 people with the same model. We use structural equation model analysis with AMOS 18.0 and compare two models of different times. This study is to give academicians and practitioners insight about its effects and implications

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Control of Feed Rate Using Neurocontroller Incorporated with Genetic Algorithm in Fed-Batch Cultivation of Scutellaria baicalensis Georgi

  • Choi, Jeong-Woo;Lee, Woochang;Cho, Jin-Man;Kim, Young-Kee;Park, Soo-Yong;Lee, Won-Hong
    • Journal of Microbiology and Biotechnology
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    • v.12 no.4
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    • pp.687-691
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    • 2002
  • To enhance the production of flavonoids [baicalin, wogonin-7-Ο-glucuronic acid (GA)], which are secondary metabolites of Scutellaria baicalensis Georgi(G.) plant cells, a multilayer perceptron control system was applied to regulate the substrate feeding in a fed-batch cultivation. The optimal profile for the substrate feeding rate in a fed-batch culture of S. baicalensis G. was determined by simulating a kinetic model using a genetic algorithm. Process variable profiles were then prepared for the construction of a multilayer perceptron controller that included massive parallelism, trainability, and fault tolerance. An error back-propagation algorithm was applied to train the multiplayer perceptron. The experimental results showed that neurocontrol incorporated with a genetic algorithm improved the flavonoid production compared with a simple fuzzy logic control system. Furthermore, the specific production yield and flavonoid productivity also increased.