• Title/Summary/Keyword: On-Line Game

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Optimization of image data for Mobile Game Gontents (모바일게임 콘텐츠 개발을 위한 이미지 데이터 최적화)

  • Lee, Hwan-joong;Kim, young-bong
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.38-42
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    • 2008
  • In the 2000s, the PC package game market has withered, but the internet based on-line game, the wireless internet based mobile game and high-powered console game market have been main stream. Among those markets, mobile game market has rapidly increased because it has 'mobility' that overcomes the limitation of time and area. But, unlike other platforms, mobile game user have to pay the higher price for download mobile game contents through the wireless internet and mobile game developer have to overcome the limitation of storage memory capacity.of mobile phone. Chiefly, the image data consume the storage capacity of mobile game contents, this paper present a technology to optimize image data for mobile game contents through analyzing type of compression method and image formats.

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A Study on Localization in the Korean MMORPG - Focusing on the Quest of the Goonzu Online - (한국MMORPG의 현지화에 관한 연구 - 군주온라인의 Quest를 중심으로 -)

  • Kim, Ji-Sun;Park, Jin-Wan;Seo, Dong-Su
    • The Journal of the Korea Contents Association
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    • v.7 no.5
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    • pp.55-62
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    • 2007
  • The game industry of the Republic of Korea is being firmly located with great benefit and value. As internet developing quickly, the online game of the Republic of Korea boosted up to the level of the best in the world. Online Game has been developed with various types to make the user satisfy. Among those, MMORPG(Massively Multiplayer Online Role Playing Game) is the most popular game type. MMORPG games have getting more popularity in many foreign market but some have failed. Therefore this essay analyzes the MMORPG which has most popular through out the 4 kinds dividing in "Play and Human" by Roger Caillois. Moreover I try to analyze and experiment. Also through out the accomplishing Quest from the Goonzu which is developed and serviced in China, it experimented and it analyzed. With the help of information technology.

Priority-based Scheduling Methods for Real-time Tasks of Massively Multiplayer On-line Game Systems (대규모 다중사용자용 온라인 게임 시스템의 실시간 태스크를 위한우선순위 스케쥴링 기법)

  • Kim, Jinhwan
    • Journal of Korea Multimedia Society
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    • v.16 no.4
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    • pp.493-501
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    • 2013
  • A key challenge in massively multiplayer on-line game(MMOG) systems is providing real-time response latencies to the large number of concurrent game players. MMOG systems are a kind of soft real-time systems because requests from many players should be responded within specified time constraints. 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 order to meet their timing constraints, we propose priority scheduling methods that attempt to allocate preferentially more CPU bandwidth to serve an task with the higher priority level in the presence of transient overloading. The proposed scheduling methods are capable of enhancing real-time performance of MMOG system by maximizing the number of tasks with higher priority completed successfully within their deadlines while minimizing total average latency of tasks finished after given deadlines. The performance of these scheduling methods is evaluated through extensive simulation experiments.

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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A Study on the Regulation of Real Money Trade in On-line Game (온라인게임 아이템거래 규제 타당성에 관한 연구 - 시장실패 이론을 중심으로 -)

  • Choi, Seong-Rak
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.41-52
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    • 2007
  • Presently, the online game industry of Korea are growing up fastly. The growth of online game give rise to the new problem of regulation on Real Money Trade(RMT). This article analyzed the market failure of RMT, and showed whether or not the government regulate RMT. The results showed that the RMT has efficiency in monopoly and external economie, and inefficiency in external diseconomies and uncertainty. But, the inefficiency in external diseconomie and uncertainty is based on the regulation of RMT by the game company. So, it is necessary for government to deregulate the RMT for curing the inefficiency of RMT.

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A Study on the Analysis of the Present Conditions of Robot-typed Mechanic Games and Development Methods (로봇형 메카닉 게임 현황 분석 및 발전 방안에 관한 연구)

  • Ryu Seuc-Ho;Kyung Byung-Pyo;Kim Tae-Yul
    • Journal of Game and Entertainment
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    • v.2 no.1
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    • pp.1-7
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    • 2006
  • While numerous On off-line and mobile games have been released in our domestic game market annually, the release of mechanic games in our domestic game market is merely a minority. The marketability of robot-typed mechanic game among our domestic game markets has net been widened. What are the reasons that the robot-typed mechanic game in our domestic games has not been expanded in terms of its users? The purpose of this study is to figure out the reasons why there have been few demands and manufactures of robot-typed mechanic games in domestic market. This study investigate the present conditions of robot-typed mechanic games released domestically and internationally and the reasons for game users' avoiding them through the ranking of sale and popularity. In addition, it analyze three biggest causes such as the absence of planning capability, cultural exclusivism against robots and difficulties in manipulation. Lastly, the study investigate the necessity and importance of robot-typed mechanic games in domestic markets.

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The Study on types of Characters expressed to Visual Identity in On-Line Game (온라인 게임에서 시각 정체성으로 표출되는 캐릭터의 유형 연구)

  • Shin, Soon-Beom
    • Journal of Korea Game Society
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    • v.3 no.1
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    • pp.10-17
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    • 2003
  • 사이버 공간에서의 가상인간인 사이버 캐릭터가 사용자자신의 자아와 정체성과 무관한 존재라고 한다면, 온라인 상에서 통용되는 또 다른 자기자신을 의미하며 자신의 정체성을 시각적으로 표현하는 캐릭터는 아바타라고 한다. 온라인에서는 자신의 아바타를 이용 가상공간 속을 살아가고 있다. 심한 중독성과 가상공간 속에서의 아이템이 현실세계로 유입 되는데 따른 문제점을 노출하고는 있지만 온라인속의 아바타는 컴퓨터와 인터넷의 발전이 가지고온 개인의 정체성이 시각화되는데 큰 역할을 하고있다. 본 논문에서는 국내 온라인 게임사이트와 인터넷 사이트에서 사용되고 있는 아바타의 유형을 분류하였으며, 현실보다 더 현실같은 공간인 가상공간에서 다양한 유형의 아바타가 사용되고 있음을 확인 하였다. 이제 더 이상 가상공간은 현실과 다른 세계가 아닌 현실의 일부분이다. 아바타는 현실의 일부분을 대신할 나이기에 보다 구체적인 디자인이 제시되어야 할 것이다.

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Analysis of the Competitive Effects of Financial Transmission Rights on Electricity Markets (재무적 송전권의 전력시장에의 영향 분석)

  • 김진호;박종배;신중린
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.53 no.6
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    • pp.350-357
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    • 2004
  • In a deregulated electricity generation market, the sufficient capacity of transmission lines will promote the competition among generation companies (Gencos). In this paper, we show that Gencos' possession of rights to collect congestion rents may increase the competition effects of the transmission lines. In order for concrete analysis on this effect, a simple symmetric market model is introduced. In this framework, introducing the transmission right to the Gencos has the same strategic effects as increasing the line capacity of the transmission line. Moreover, the amount of effectively increased line capacity is equal to the amount of the line rights. We also show that the asymmetric share of the financial transmission rights may result in an asymmetric equilibrium even for symmetric firms and markets. We also demonstrate these aspects in equal line rights model and single firm line rights model. Finally, a numerical example is provided to show the basic idea of the proposed paper.

A Study on Tangible Gesture Interface Prototype Development of the Quiz Game (퀴즈게임의 체감형 제스처 인터페이스 프로토타입 개발)

  • Ahn, Jung-Ho;Ko, Jae-Pil
    • Journal of Digital Contents Society
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    • v.13 no.2
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    • pp.235-245
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    • 2012
  • This paper introduce a quiz game contents based on gesture interface. We analyzed the off-line quiz games, extracted its presiding components, and digitalized them so that the proposed game contents is able to substitute for the off-line quiz games. We used the Kinect camera to obtain the depth images and performed the preprocessing including vertical human segmentation, head detection and tracking and hand detection, and gesture recognition for hand-up, hand vertical movement, fist shape, pass and fist-and-attraction. Especially, we defined the interface gestures designed as a metaphor for natural gestures in real world so that users are able to feel abstract concept of movement, selection and confirmation tangibly. Compared to our previous work, we added the card compensation process for completeness, improved the vertical hand movement and the fist shape recognition methods for the example selection and presented an organized test to measure the recognition performance. The implemented quiz application program was tested in real time and showed very satisfactory gesture recognition results.

A Design Method of Auction type e-Commerce for Online Game Items exchange (온라인 게임의 아이템 경매 방식 전자상거래 설계 기법)

  • Kim, Jong-Soo;Kim, Tai-Suk
    • Journal of Korea Multimedia Society
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    • v.13 no.1
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    • pp.153-160
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    • 2010
  • The main goal of general Online games is that the game user gain a high level character. If you want to grow up your character so fast, you need to have proper items. But sometimes users get items in the game that are not fit for the character. For the reason, game's users exchange these items each other. But such a function that serviced in the game is very restricted. To improve dealing function, it is necessary to support various method in the game such as Internet item dealing sites. By providing various service like as auction system service not the general dealing method, it is convenient for game users to deal with their own items. In this paper, by analyzing both function of internet item dealing site and function of item dealing used some domestic on-line game, we are propose the design method of auction type e-commerce that has the each advantage. Using the our proposed method, users can get information rapidly who want to deal with their own items, and deal with items through various functions.