• Title/Summary/Keyword: Real-time Game

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Cloud-Based Gaming Service Platform Supporting Multiple Devices

  • Kim, Kyoung Ill;Bae, Su Young;Lee, Dong Chun;Cho, Chang Sik;Lee, Hun Joo;Lee, Kyu Chul
    • ETRI Journal
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    • v.35 no.6
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    • pp.960-968
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    • 2013
  • To implement a cloud game service platform supporting multiple users and devices based on real-time streaming, there are many technical needs, including game screen and sound capturing, audio/video encoding in real time created by a high-performance server-generated game screen, and real-time streaming to client devices, such as low-cost PCs, smart devices, and set-top boxes. We therefore present a game service platform for the running and management of the game screen, as well as running the sound on the server, in which the captured and encoded game screen and sound separately provide client devices through real-time streaming. The proposed platform offers Web-based services that allow game play on smaller end devices without requiring the games to be installed locally.

Development of Game Environment System based on Spatial Augmented Reality using a Real Creature

  • Yun, Chang-Ok;Kim, Jung-Hoon;Jo, Jae-Ik;Yun, Tae-Soo;Lee, Dong-Hoon
    • Journal of Korea Multimedia Society
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    • v.12 no.6
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    • pp.856-866
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    • 2009
  • Recent development in game technologies has offered various game environments, but the existing games have not provided realistically felt game environments because the element of the game is virtually generated in most of the games. Therefore, we propose a mixed game environment based on spatial augmented reality by using a creature that really exists. In the proposed game environment, tracking based on camera images created in real-time enables the provision of information about the real creature that is both still and moving. The game environment is presented with virtual object by using the coordinate of a real creature. Then, spatial augmented reality technology is applied for mixing a real creature and virtual game elements. Thus, the game scene is displayed by the spatial augmented reality technique based on the real-time coordinate of real creatures. Moreover, by providing the realistic game environment based on the spatial augmented reality, our system can be applied to various game contents that are actually felt as real. Most importantly, our system arouses the players' interest in a new kind of game environment.

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An Analysis of Virtual Economies in MMORPG(Massively Multi-players in Online Role Playing Game)

  • Jung, Gwang-Jae;Lee, Byung-Tae
    • 한국경영정보학회:학술대회논문집
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    • 2007.06a
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    • pp.661-666
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    • 2007
  • MMORPG, massively multi-players in online role-playing game, is the most popular genre in online games. Because large number of players interacts with each other, virtual worlds in MMORPG are alike communities of real worlds. Moreover, players in virtual worlds trade game items with real money. This paper is to find impacts of real-money trading into real worlds, and game operators, by using two-period model between players of the game and the game operator. It was found that real-money trading benefits game operators, and there exists optimal supply of game items to maximize the profit of game operator. Moreover we found that the income disparity in real worlds could be decreased when real-money trading is allowed To support the analytical model, we used an empirical analysis using real-money trading data, and find the relationship among play time of MMORPG, transaction volume of real-money trading, and price of game items. In empirical analysis, it was found that real-money trading benefits game operators. Moreover, it was found that play time and price have positive relationship.

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A Realtime Analytical System of Football Game

  • Min, Dae-kee
    • Communications for Statistical Applications and Methods
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    • v.8 no.2
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    • pp.557-564
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    • 2001
  • The objective of he study is to record the real conditions along with the soccer ball that is, each player's ball keeping time, the number football keeping, accuracy of passing to other player, direction, etc., on a real-time basis, measure them in numbers and get necessary analyzed output as much as one needs. The study consists of the following stages: (1) Record the data by drawing through Visual Interface on a real-time basis; (2) Graphic windows to display the recorded data item by item in graphic; (3) Form windows to display the individual or team scores anytime when needed; (4) Windows to display the analyzed data in visualized form. The effect of the study is threefold: (1) It inputs all the game-related data on a real-time basis, which was impossible before and shows analyzed contents during the game enabling each tea manager o use; (2) In cse of TV broadcasting or newspaper articles, it explains objectively the situations of he game to the TV viewers or readers; (3) After the game, it provides importance information on each team's playing ability and individual player's technical improvement through data analysis.

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A Real Time Multiplayer Network Game System Based on a History Re-Transmission Algorithm

  • Kim, Seong-hoo;Park, Kyoo-seok
    • Journal of Korea Multimedia Society
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    • v.7 no.6
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    • pp.814-823
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    • 2004
  • Current video games and game room games are played as a single player mode on the basis of various emulators. With the evolution of data communications and game technology, a new trend in the game industry has made the primary interests of game developers and companies in the game industry be moved toward a multiplayer mode from the traditional single player mode. In this paper, we represent how to implement a network game platform by allowing network modules to be run in conjunction with the current video emulator games. It also suggests a synchronization scheme for real-time game playout and practical mechanism that can support network games to be played with the Peer-to-Peer process using a lobby system.

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A Scheme for Efficient Synchronization on Real Time Strategy Games (실시간 전략 시뮬레이션 게임에서의 효율적인 동기화 기법)

  • Kim, Hye-Young;Im, Young-Jong
    • Journal of Korea Game Society
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    • v.10 no.3
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    • pp.83-92
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    • 2010
  • The command that game users give should be reflected to the game immediately and should be transferred to several objects at once. Also, all game users who participate in game should keep the same progress situation in Real-Time Strategy game. But it takes a certain amount of time to get the command pass to other users, and it is important issue that many commands are synchronized in a short amount of time on server of RTS game. Therefore we propose a scheme for an efficient synchronization based on event locking method on RTS game in this paper. We design and implement the gaming server applying to our proposed scheme. Also, we show efficiency of our proposed scheme by performance analysis in this paper.

A study on game physics engine focused on real time physics (물리 엔진에 관한 고찰 : 실시간 물리 기술을 중심으로)

  • Ha, You-Jong;Park, Kyoung-Ju
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.43-52
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    • 2009
  • This paper analyzes the four game physics engines in terms of real time techniques. Real time physics is the technology that simplifies the physics-based simulation to apply for the real time applications such as game. Our study includes two commercial physics engines, Havok's Physics SDK and NVIDIA's PhysX SDK, and two open source projects, Open Dynamics Engine and Bullet physics engine. As a result, most of them covers rigid body dynamics and some include either deformable body simulation or fluids simulation, or both. For real time simulation, they adopt the simplified numerical methods, the effective in collision detection/response, and also use the parallel processing hardwares, i.e., multi core CPU, Physics processing unit(PPU), or graphics processing unit(GPU).

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Development of Strategy Game using Real Time Simulation and Side Scrolling (Real Time Simulation과 횡스크롤을 이용한 전략 게임 개발)

  • Choi, JoonSeok;Kim, Seok-Hun;An, Syungog;Kim, Soo Kyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.87-88
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    • 2019
  • 제안 방법은 유니티 5엔진을 이용하여 횡스크롤 실시간 전략(RTS, Real Time Simulation) 게임은 여러공격로에서 상대방과 서로 여러 거점을 점령하여 실시간으로 전략을 겨루는 게임의 개발을 목표로 한다. 제안 게임은 횡스크롤의 장점인 조작법의 단순함을 살리며 플레이어가 실시간으로 전략을 겨룰 수 있도록 개발 한다. 게임을 처음 접하는 플레이어와 게임을 많이 플레이하여 숙련도가 높은 플레이어 양 쪽에게 모두 장점으로 작용 한다.

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A Study on the Visual Attention of Game Broadcast Real-time Review Using Eye Tracking: Focusing on Mobile Platform (아이트래킹을 활용한 개인 게임방송 실시간 댓글의 시각적 주의에 관한 연구: 모바일 플랫폼을 중심으로)

  • Yin, Shuo-Han;Wang, Jin-Nan;Hwang, Mi-Kyung;Lee, Sang-Ho
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.733-739
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    • 2022
  • The study investigated the users' functional requirement, degree of acceptance and preference of game broadcast real-time review .Secondly it comparatively analyzed the types and locations of game broadcast real-time review through eye tracking tech. The results show that users have high functional requirements and high acceptance for game broadcast real-time review but their preference has no significant correlation with the feature. Among the types of game broadcast real-time review the type with translucent text bubble took the highest visual attention. The above shows that the users' visual behavior has the tendency of special style. The visual attention analysis results of different types and locations of game broadcast real-time review in the study can play a guiding role in the interface design of real-time review feature in the future.

A Study on Real-Time Lightning Simulation for Smart Device (스마트기기 게임에 적합한 실시간 번개 시뮬레이션 연구)

  • Park, SungBae;Oh, GyuHwan
    • Journal of Korea Game Society
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    • v.13 no.4
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    • pp.35-46
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    • 2013
  • In this paper, we show a real-time lightning simulation for smart device game. Our proposed method uses physically based Dielectric Breakdown Model to similar real world lightning path and we simplify the algorithm for real-time simulation in smart device. In addition, the rendering process can render multiple lightning and can real-time render in smart device. Finally, our lightning can support interactive with user. The simulation method will be effectively useful for a game that needs a real-time simulation as its game element in smart device environment.