• 제목/요약/키워드: communication in game

검색결과 795건 처리시간 0.028초

Chatting Pattern Based Game BOT Detection: Do They Talk Like Us?

  • Kang, Ah Reum;Kim, Huy Kang;Woo, Jiyoung
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • 제6권11호
    • /
    • pp.2866-2879
    • /
    • 2012
  • Among the various security threats in online games, the use of game bots is the most serious problem. Previous studies on game bot detection have proposed many methods to find out discriminable behaviors of bots from humans based on the fact that a bot's playing pattern is different from that of a human. In this paper, we look at the chatting data that reflects gamers' communication patterns and propose a communication pattern analysis framework for online game bot detection. In massive multi-user online role playing games (MMORPGs), game bots use chatting message in a different way from normal users. We derive four features; a network feature, a descriptive feature, a diversity feature and a text feature. To measure the diversity of communication patterns, we propose lightly summarized indices, which are computationally inexpensive and intuitive. For text features, we derive lexical, syntactic and semantic features from chatting contents using text mining techniques. To build the learning model for game bot detection, we test and compare three classification models: the random forest, logistic regression and lazy learning. We apply the proposed framework to AION operated by NCsoft, a leading online game company in Korea. As a result of our experiments, we found that the random forest outperforms the logistic regression and lazy learning. The model that employs the entire feature sets gives the highest performance with a precision value of 0.893 and a recall value of 0.965.

Game Transformation from Non-Augmented Reality to Augmented Reality

  • Tan, Chin-Tong;Hwang, Gi-Hyun;Kang, Dae-Ki
    • Journal of information and communication convergence engineering
    • /
    • 제9권5호
    • /
    • pp.619-623
    • /
    • 2011
  • The evolution of technology has lead gaming playable in augmented reality and more games are developed only for augmented reality. There are mainly no supportive reasons for game designed in non-augmented reality and transforms to augmented reality. Genre of game played in augmented reality is always one of the defined game genres. In this paper, transformation process and effects of mobile games to augmented reality is discussed. Augmented reality game is recommended for mobile devices due to its portability. Modification for mobile games transformation including way of game rendering, game controlling, camera view controlling and game environment design are discussed. User experience is affected after the game transformed to augmented reality because of the differences in game controlling. The presence of game in real world is increased due to the usage of actual view in game playing.

Applying the Nash Equilibrium to Constructing Covert Channel in IoT

  • Ho, Jun-Won
    • International Journal of Internet, Broadcasting and Communication
    • /
    • 제13권1호
    • /
    • pp.243-248
    • /
    • 2021
  • Although many different types of covert channels have been suggested in the literature, there are little work in directly applying game theory to building up covert channel. This is because researchers have mainly focused on tailoring game theory for covert channel analysis, identification, and covert channel problem solving. Unlike typical adaptation of game theory to covert channel, we show that game theory can be utilized to establish a new type of covert channel in IoT devices. More specifically, we propose a covert channel that can be constructed by utilizing the Nash Equilibrium with sensor data collected from IoT devices. For covert channel construction, we set random seed to the value of sensor data and make payoff from random number created by running pseudo random number generator with the configured random seed. We generate I × J (I ≥ 2, J ≥ 2) matrix game with these generated payoffs and attempt to obtain the Nash Equilibrium. Covert channel construction method is distinctly determined in accordance with whether or not to acquire the Nash Equilibrium.

대체현실게임의 형태와 유용성 (The Form and Usefulness of Alternate Reality Games)

  • 최두열;박진완
    • 한국게임학회 논문지
    • /
    • 제21권2호
    • /
    • pp.151-160
    • /
    • 2021
  • Alternate reality games (ARGs) are a game genre with characteristics that can lead to changes in current integrated media environments. While technical combinations are being pursued as diverse media are utilized based on formative aspects, the representative, narrative combination of the real and the virtual is a convergent factor in narrative structures. Through perspectives that perceive transmedia storytelling-which has brought convergence to communication among gamers-as having a structure and utility that can outclass previous game forms, this study focuses on ARGs, which have features that converge reality and virtual reality. Further, the study reveals the structure and utility of that system. This study sheds light convergent storytelling, which is in demand in the transmedia age, and which will serve as a significant investigation with regard to social perceptions of future games and changes in game form.

언택트 커뮤니케이션 지원환경으로써 가상세계 - 메타버스를 이용한 게임 유저 커뮤니티 형성의 가능성과 과제 - (The virtual world as a supportive environment for intact communication. -The possibility and task of forming a game user community using a metabus. -)

  • 김덕민;김수동;석현선;배신훈;정형원
    • 통합자연과학논문집
    • /
    • 제15권1호
    • /
    • pp.37-48
    • /
    • 2022
  • Metabus, a three-dimensional virtual environment for digital communication, has gained a lot of attention recently. Even so, there are still many unanswered questions about the user's consciousness and behavior. A difference in nature from conventional digital communication is also unclear. This paper aims to study Metabus on a hypothetical premise by organizing the possibility of Metabus for communication activation based on a research project aimed at using Metabus to support the formation of a community of school dormitories and studio rental residents. After reviewing the establishment process and application cases of Metabus, we focus on the character (avatar) used as the user's alter ego within the metabus, which will allow customization of both form and content different from text-based communication. The "physicality" and the "spatiality" of the metaverse and the "immersion" they bring are among the most important, functional innovations. Based on this summary, a case of using metabuses will be reviewed to describe the research plan aimed at supporting community formation.

Communication with Video Games as a Process of Semiosis

  • Maletska, Mariia;Ostashchuk, Ivan;Khrypko, Svitlana;Salo, Hanna;Petryshyn, Halyna;Lobanchuk, Olena
    • International Journal of Computer Science & Network Security
    • /
    • 제22권10호
    • /
    • pp.37-42
    • /
    • 2022
  • Communication as a process of interpreting signs has always existed in people's life. In post-information society, the communication between a person and a technological system through the specific sign-attaching process becomes widespread. Moreover, it somehow replaces usual communication between people. One of the means of communication in the digital space are video games. They not only play an important role in communication processes, but also are a special case of sign-creating and interpreting. The purpose of the article is to examine video games as a space of sign-based communication between a person and a game as a specific digital system. With the help of general scientific and hermeneutic methodology, the analysis of video games as a post-information society phenomenon which people communicate to has been conducted. The process of semiosis as attaching special meanings to signs has been traced in both manipulating in-game objects and characters and understanding rules of an in-game world.

게임 번역에서의 외래어 사용에 대하여: 게임 '리그 오브 레전드'를 중심으로 (Copying Theory in Translating Games: Based on the Game 'League of Legends')

  • 원호혁;구본혁;김형엽
    • 한국게임학회 논문지
    • /
    • 제18권1호
    • /
    • pp.135-148
    • /
    • 2018
  • 본 연구는 Pym이 제시한 모방 이론(Copying Theory)이 게임을 번역하는 데에 효과적인 전략임을 제시하고자 한다. 게임에서 사용되는 언어는 대부분이 영어인데 이는 게임이 주로 미국을 중심으로 발전되어 왔기 때문이다. 사람들은 게임을 하며 효율적인 의사소통을 추구하며 때문에 그들은 번역된 단어들을 간단하게 축약시키거나 원어를 그대로 발음되는 대로 사용하며 이는 의사소통에 있어서 효과적인 전략으로 작동하고 있다. 이러한 양상을 통해 게임을 번역하는 데에 있어서 외래어를 그대로 사용하는 것이 번역가의 선택 가능한 효과적인 전략 중 하나임을 알 수 있다.

게임이론을 이용한 멀티미디어 서비스의 차별적 자원 할당 알고리즘 (Resource Allocation Algorithm for Differentiated Multimedia Services using Game Theory)

  • 신광섭;정재윤;서덕영;강석호
    • 한국경영과학회:학술대회논문집
    • /
    • 한국경영과학회 2008년도 추계학술대회 및 정기총회
    • /
    • pp.164-178
    • /
    • 2008
  • Game theory is adapted to a variety of domains such as economics, biology, engineering, political science, computer science, and philosophy in order to analyze economic behaviors. This research is an application of game theory to wireless communication. In particular, in terms of bargaining game we dealt with a multimedia resource allocation algorithm in wireless communication, which is rapidly spreading such as Wibro, WCDML, IPTV, etc. The algorithm is assumed to allocate multimedia resources to users who can choose and access differentiated media services. For this purpose, a utility function of users is devised to reflect quality of service (QoS) and price. We illustrated experimental results with synthesis data which were made to mimic real multimedia data, and analyzed differentiated service providing and the effect of the utility function.

  • PDF

A Game theoretic analysis of public goods allocation in p2p networks

  • Zhang, Qingfeng;Wang, Sheng;Liao, Dan
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • 제9권8호
    • /
    • pp.2854-2874
    • /
    • 2015
  • This paper presents a game theoretic approach to analyze the public goods (PGs) allocation in peer-to-peer (p2p) networks. In order to reduce the free-riders and promote the cooperation among peers, we propose an incentive mechanism with cooperation-based game theory. In this paper, we regarded the contributed resources by cooperators as public goods (PGs). We also build the PGs allocation in P2P networks to be the optimization problem, and the optimal solution of PGs allocation satisfies the Bowen-Lindahl-Samuelson equilibrium. Firstly, based on the subscriber mechanism, we analyze the feasibility and prove the validity, which can achieve Nash equilibrium. However, this strategy cannot meet to Bowen-Lindahl-Samuelson equilibrium as the free-riders do not pay with their private goods for consuming the PGs. Secondly, based on the Walker mechanism, we analyze the feasibility and prove the validity for the same allocation problem, which meets to Bowen-Lindahl-Samuelson equilibrium and achieves Pareto efficiency within cooperative game. Simulations show that the proposed walker mechanism can significantly improve the network performance of throughout, and effectively alleviate free-riding problem in P2P networks.

남자 중학생들의 게임중독 결정요인 -여가와 가족환경요인을 중심으로- (Determinants of Game Addiction among Middle School Boys focused on Leisure and Family-Environmental Factors)

  • 오지영;김석환
    • 한국학교ㆍ지역보건교육학회지
    • /
    • 제16권1호
    • /
    • pp.39-50
    • /
    • 2015
  • Objectives: A large number of teenagers are addicted to Internet games. The purpose of this study is to analyze the influence of leisure and family factors affecting internet game addiction among middle school boys. Methods: The data was used from 'Survey on the Online Game and Family Leisure Activities of Youth and Children in 2009' conducted by Korea Youth Policy Institute. Data were obtained from 1,681 middle school boys and analyzed by using the SPSS(version 20) program. Factors affecting game addiction were analyzed by ANOVA, Multiple Regression Analysis. Results: The results of this study revealed that the following variables have significant effects on game addition among middle school boys; psychology disorder about leisure, preference and participation disorder about leisure, father-child open communication, mother-child problem communication. Conclusions: Based on these results, we suggested leisure facility and programs to participate leisure life and activate communication with parents. Finally, limitations of this study and suggestions for future research were discussed.