• Title/Summary/Keyword: Online Database

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A Study on the Data Linkage Method of Online Game Server (온라인 게임 서버의 데이터연동 방식에 대한 연구)

  • Kang, Min-Seok;Kim, KyungSik
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.83-94
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    • 2015
  • Methodology of server development is so important for the development of online game because the client where the users play the online game depends on the server. In this research, we have studied data linkage methods of the online game server which permits the server to save and retrieve the user data on the database. The data linkage method of the server is critical to make the users continue their games anywhere online. In this paper, several data linkage methods have been proposed and classified with their definitions. The proposed methods have been evaluated with the experimental data. It will contribute for the developer of online game server to choose a good data linkage method for the features of the game.

Design of Online Assessment Item Management System (온라인 평가 문항 관리 시스템의 설계)

  • Lee, Youngseok;Cho, Jungwon
    • The Journal of Korean Association of Computer Education
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    • v.15 no.6
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    • pp.33-41
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    • 2012
  • This paper presents the online assessment questions management system and method. The proposed system consists of a database to store learner information and zone-specific items grouped by difficulty and item bank. This database includes: an item selection department and authoring assessment to select questions about a particular learner or specific learning item. In this paper, we propose: an item bank database which stores online output assessments; and an online test department to collect and sort learner evaluation data and answer selection order for online tests, click statistics, response time, and analysis unit response patterns department by analyzing the data collected by the online learners' test assessment, learners' level and ability, the diagnosis and assessment of report propensity. The proposed system will diagnose and effectively evaluate the learner's learning levels and learning ability by: answer selection order, number of clicks, and response time reflected in the results of the learners' evaluations.

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An Analysis of Changes in Korean Online-game Market : Focusing on Azuma Hiroki's Postmodern Consumption Theory (국내 온라인게임시장 변화에 대한 분석 : 아즈마 히로키 포스트모던 소비이론을 중심으로)

  • Kim, Ye-Sol;Jin, Hyun-Joung
    • The Journal of the Korea Contents Association
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    • v.20 no.5
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    • pp.665-680
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    • 2020
  • This study analyzed changes in Korean online-game market from RPG to MOBA and FPS/TPS genre, based on Azuma Hiroki's database consumption theory. After selecting the representative game for each genre: World of Warcraft, League of Legends, and Overwatch, we analyzed the games' story, characters, progress, and simulacre produced by game users. The results of this study confirmed that changes in popular genre in the domestic online-game market proceed from consumers' verging toward database consumption. We also found that Korean game users prefer smaller stories and characters based on database, and that consumers have produced more rigorous simulacre than those in other cultural areas and re-databased it for next consumption. This study is the first to analyze changes in the domestic online-game market and adds a contribution to the literature in terms of incorporating Azuma Hiroki's consumption theory into the domestic game market.

전시회 탐방

  • Lee, Chang-Han
    • Digital Contents
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    • no.1 s.68
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    • pp.131-133
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    • 1999
  • Online Information Meeting은 명실공히 콘텐트나 정보 산업 부문에 있어서 세계 최대의 전시 이벤트이다. 금년도로 22회째 맞는 Online Information Meeting은 한국데이터베이스진흥센터가 국내관련 업계의 종사자들과 함께 수년전부터 매해 참관단을 파견하여 온 국제 전시 및 컨퍼런스이다. 국내 경제가 어려워 부득이 참관단은 구성하지 못하고, 마침 영국의 DTI(Department of Trade&Industry)방문 계획이 있어 일정을 Online Information Meeting 개막일에 맞추었다.

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An Interactive e-HealthCare Framework Utilizing Online Hierarchical Clustering Method (온라인 계층적 군집화 기법을 활용한 양방향 헬스케어 프레임워크)

  • Musa, Ibrahim Musa Ishag;Jung, Sukho;Shin, DongMun;Yi, Gyeong Min;Lee, Dong Gyu;Sohn, Gyoyong;Ryu, Keun Ho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2009.04a
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    • pp.399-400
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    • 2009
  • As a part of the era of human centric applications people started to care about their well being utilizing any possible mean. This paper proposes a framework for real time on-body sensor health-care system, addresses the current issues in such systems, and utilizes an enhanced online divisive agglomerative clustering algorithm (EODAC); an algorithm that builds a top-down tree-like structure of clusters that evolves with streaming data to rationally cluster on-body sensor data and give accurate diagnoses remotely, guaranteeing high performance, and scalability. Furthermore it does not depend on the number of data points.

The Meaning, Method and Tool to Build the Ewha Music Database (EMDB)

  • Kim, Eun-Ha;Chae, Hyun Kyung
    • International journal of advanced smart convergence
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    • v.9 no.3
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    • pp.239-245
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    • 2020
  • The Ewha Music Database (EMDB) is an online database comprised of primary source materials related to music education from East Asia during the modern era (1880 to 1945) when Korea, Japan, and China were geopolitically and culturally intertwined. We developed the incipit search in EMDB as an embedded tool. This is the first attempt in Korea to implement a unique search function of musical data using alphabets of musical notes. Unlike in traditional search system that uses general literature information search conditions, such as author, title, publisher, year, number of pages, etc., it offers a new way of searching a musical piece/work and sheet music. This study confirms that digital information technology is an important methodology for research of music culture as a field of humanities.

Commercial Database : The Keypoints and Practical Use(2) - Newspaper Articles - (상용(商用) 데이터베이스 : 요점(要點)과 활용(活用)(2) - 신문기사(新聞記事) -)

  • Cho, Jae-Ho
    • Journal of Information Management
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    • v.24 no.3
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    • pp.31-56
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    • 1993
  • In order to respond to the public needs to utilize the newspapers as high-valued information resources, the number of the commercially available news items which are transformed into a form of database has been remarkably increased by the introduction of CTS into the newspaper companies. As for the domestically available Japanese and foreign newspaper article database, explanations are given to the following items. 1) Characteristics of database, such as date of coverage, frequency updating, time-lag, news sources, search terms, available information, etc. 2) Matters to be noticed at the utilization. 3) Pattern of utilization depending on the object of the investigation, such as the investigation of company, market trend, etc. Since the newspaper article database will be available in a form of digitized information, making the combination with the inter-company LAN system possible, increased opportunities to use it in near future are expected.

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An experiment to enhance subject access in korean online public access catalog (온라인 열람목록의 주제탐색 강화를 위한 실험적 연구)

  • 장혜란;홍지윤
    • Journal of Korean Library and Information Science Society
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    • v.25
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    • pp.83-107
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    • 1996
  • The purpose of this study is to experiment online public access catalog enhancements to improve its subject access capability. Three catalog databases, enhanced with title keywords, controlled vocabulary, and content words with controlled vocabulary respectively, were implemented. 18 searchers performed 2 subject searshes against 3 different catalog databases. And the transaction logs are analyzed. The results of the study can be summarized as follows : Controlled vocabulary catalog database achieved 41.8% recall ratio in average ; the addition of table of contents words to the controlled vocabulary is an effective technique with increasing recall ration upto 55% without decreasing precision ; and the database enhanced with title keywords shows 31.7% recall ratio in average. Of the three kinds of catalog databases, only the catalog with contents words produced 2 unique relevant documents. The results indicate that both user training and system development is required to have better search performance in online public access catalog.

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A study on incrementally expandable online game server architecture (서비스 단계별 확장 가능한 온라인 게임 서버 구조에 대한 연구)

  • Kim Jeong-Hoon
    • Journal of the Korea Computer Industry Society
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    • v.7 no.3
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    • pp.237-244
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    • 2006
  • The purpose of this study is to propose the online game server architecture which can expand as the number of users increases. In most online game servers, there is a server group composed of a login server, a cache server, a database server, a game server, and an NPC server, and when the number of users increases, an additional server group with the same structure is installed. The server architecture proposed in this study does not install a server group composed of a login server, a cache server, a database server, a game server, an NPC server, etc., but installs a game server only. When there is a need for the cache server and database server, the required servers will be additionally installed, thus reducing costs.

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Adaptable Online Game Server Design

  • Seo, Jintaek
    • Journal of information and communication convergence engineering
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    • v.18 no.2
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    • pp.82-87
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    • 2020
  • This paper discusses how to design a game server that is scalable, adaptable, and re-buildable with components. Furthermore, it explains how various implementation issues were resolved. To support adaptability, the server comprises three layers: network, user, and database. To ensure independence between the layers, each layer was designed to communicate with each other only via message queues. In this architecture, each layer can have an arbitrary number of threads; thus, scalability is guaranteed for each layer. The network layer uses input/output completion ports(IOCP), which shows the best performance on the Windows platform, it can handle up to 5,000 simultaneous connections on a typical entry-level computer, despite being built with a single-threaded user layer. To completely separate the database from the game server, the SQL code was not directly embedded in the database layer.