• Title/Summary/Keyword: game information system

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Game Sprite Generator Using a Multi Discriminator GAN

  • Hong, Seungjin;Kim, Sookyun;Kang, Shinjin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.8
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    • pp.4255-4269
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    • 2019
  • This paper proposes an image generation method using a Multi Discriminator Generative Adversarial Net (MDGAN) as a next generation 2D game sprite creation technique. The proposed GAN is an Autoencoder-based model that receives three areas of information-color, shape, and animation, and combines them into new images. This model consists of two encoders that extract color and shape from each image, and a decoder that takes all the values of each encoder and generates an animated image. We also suggest an image processing technique during the learning process to remove the noise of the generated images. The resulting images show that 2D sprites in games can be generated by independently learning the three image attributes of shape, color, and animation. The proposed system can increase the productivity of massive 2D image modification work during the game development process. The experimental results demonstrate that our MDGAN can be used for 2D image sprite generation and modification work with little manual cost.

The Study of Information Security Technologies for Security Incidents in Online Game Service (게임 서비스 침해유형에 따른 기술적 대응방안 연구)

  • Chang, Hang-Bae;Kim, Kyung-Kyu;Lee, Si-Jin
    • Information Systems Review
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    • v.9 no.3
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    • pp.83-98
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    • 2007
  • This study focused on online game security, which has been considered relatively insignificant when compared to the online game industry's rapid growth. In this study, the state of security incidents in the Korean game industry and security solutions for such cases were examined. At first the security incidents were classified according to the type of game security infringement. Based upon this classification, this study analyzed the causes that give rise to infringement of online game security, and developed technical solutions for such cases. Finally, this study verified whether or not these technical solutions could be applied to online game sites.

Development of Quiz Solving System using DDR Game (DDR게임을 활용한 퀴즈풀이 학습시스템 개발)

  • Jeon, Hyeon-seo;Yun, Chan-young;Um, Tae-woong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.383-386
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    • 2018
  • Interesting and focused learners are attracting more and more interesting and efficient learning methods. Research on game-based learning that converges information and communication technology in accordance with this trend is being attempted. I want to take advantage of the characteristics of the game that enhance the concentration. However, if you play a game, you may get less exercise. Therefore, in this paper, we have designed and implemented a system that improves fitness and improves the performance by using Dance Dance Revolution (DDR) to fuse games and sports.

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Distributed Server Configuration Scheme for Internet Online Game (인터넷 온라인 게임을 위한 서버의 분산구성 기법)

  • Lee, Nam-Jae;Seo, Duck-Won;Kwak, Hoon-Sung
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.31-36
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    • 2001
  • Generally, the internet online game systems are divided into two parts, clients and servers. The clients provide a connection with game server to each user and communicate between them. And, the server controls all clients by the game rules fairly and manages database systems to maintain the user information. In this paper, we propose a configuration method for internet online game servers using distributed scheme. To apply this method, we divide game server into three sub-level parts again. First part of game server is login server to establish the connection between communication server and clients. Second part is communication server to connect between clients and main game server during playing the game. And last part is DBMS that performs database independently. Our proposed scheme suggests that the game server operates very stable because of decreasing of processing load by distributed scheme. So, our proposed server configuration applies to similar online game easily.

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Game Recommendation System Based on User Ratings (사용자 평점 기반 게임 추천 시스템)

  • Kim, JongHyen;Jo, HyeonJeong;Kim, Byeong Man
    • Journal of Korea Society of Industrial Information Systems
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    • v.23 no.6
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    • pp.9-19
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    • 2018
  • As the recent developments in the game industry and people's interest in game streaming become more popular, non-professional gamers are also interested in games and buying them. However, it is difficult to judge which game is the most enjoyable among the games released in dozens every day. Although the game sales platform is equipped with the game recommendation function, it is not accurate because it is used as a means of increasing their sales and recommending users with a focus on their discount products or new products. For this reason, in this paper, we propose a game recommendation system based on the users ratings, which raises the recommendation satisfaction level of users and appropriately reflect their experience. In the system, we implement the rate prediction function using collaborative filtering and the game recommendation function using Naive Bayesian classifier to provide users with quick and accurate recommendations. As the result, the rate prediction algorithm achieved a throughput of 2.4 seconds and an average of 72.1 percent accuracy. For the game recommendation algorithm, we obtained 75.187 percent accuracy and were able to provide users with fast and accurate recommendations.

A Study on Voluntary Acceptance and Diffusion of Game Shut-Down Policy Based on Excellence Theory and Psychological Reactance Theory (게임 셧다운제도의 자발적 수용 및 확산방안에 관한 연구 : 우수성 이론과 심리적 반발이론을 중심으로)

  • Park, Chan-Uk;Lee, Sin-Bok
    • Journal of Information Technology Services
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    • v.11 no.2
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    • pp.93-106
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    • 2012
  • Recently, a Game Shut-down policy, partially limiting the time for the use of online game service, has been implemented in order to protect the youth from the excessive use of games by limiting their access to games in the late hours, based on the serious side effects of online games on the youth. However, the effectiveness of a Game Shut-down policy becomes a social issue. Thus, this study aims to investigate the alternative policies through the levels of the communications suggested by the theory of excellence, for the successful implementation of the policy. As a result of the study, the government and students, the recipient of those policies, need to strengthen their two-way communication in respect of the Game Shut-down policy, breaking from the existing views on the perception. The problem is that the current government's way of the communication for the Game Shut-down policy is one-way and it is aiming at achieving the objectives only. Thus, the communication in this manner will cause the side effect. 'the opportunistic violation of the system in the future', even if the students seemingly accept the system. Two-way communication will enhance the motivation for the voluntary acceptance of the system and lower the motivation for the opportunistic violation of the system. Thus, the government needs to strengthen two-way communication in the future.

Interference Management Algorithm Based on Coalitional Game for Energy-Harvesting Small Cells

  • Chen, Jiamin;Zhu, Qi;Zhao, Su
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.9
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    • pp.4220-4241
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    • 2017
  • For the downlink energy-harvesting small cell network, this paper proposes an interference management algorithm based on distributed coalitional game. The cooperative interference management problem of the energy-harvesting small cells is modeled as a coalitional game with transfer utility. Based on the energy harvesting strategy of the small cells, the time sharing mode of the small cells in the same coalition is determined, and an optimization model is constructed to maximize the total system rate of the energy-harvesting small cells. Using the distributed algorithm for coalition formation proposed in this paper, the stable coalition structure, optimal time sharing strategy and optimal power distribution are found to maximize the total utility of the small cell system. The performance of the proposed algorithm is discussed and analyzed finally, and it is proved that this algorithm can converge to a stable coalition structure with reasonable complexity. The simulations show that the total system rate of the proposed algorithm is superior to that of the non-cooperative algorithm in the case of dense deployment of small cells, and the proposed algorithm can converge quickly.

Study On the Object Oriented Design Project of Online Game Engine Using UML (UML을 사용한 온라인 게임 엔진 프로젝트 설계 연구)

  • Choi, Sung
    • Journal of Korea Game Society
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    • v.5 no.1
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    • pp.33-40
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    • 2005
  • Game Designs & Developers that system designs improve, the product and the change of tasks to all developers are essential in achieving On-Line Game project. Existent Or-line Game project management designs supper the definition and the change of project activities, and configuration management designs support version check, workspace management, build management, etc. In this paper. the proposed Design defines Game component based development process model, and achieves recording of process progression, processing the request of change, reporting the progression of each task, product registering and change, version recording, artifact or form search, etc. using UML. Furthermore, study on the stake holders get the systematic management and standardization by sharing information that are necessary in Game design & development and configuration management in distributed environment using the system integrated management design.

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Study On the Object Oriented Design Project of Online Game Engine Using UML (UML을 사용한 온라인 게임 엔진 프로젝트 설계 연구)

  • Choi, Sung
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.21-28
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    • 2004
  • Game Designs & Developers that system designs improve, the product and the change of tasks to all developers are essential in achieving On-Line Game project. Existent On-line Game project management designs supper the definition and the change of project activities, and configuration management designs support version check, workspace management, build management, etc. In this paper, the proposed Design defines Game component based development process model, and achieves recording of process progression, processing the request of change, reporting the progression of each task, product registering and change, version recording, artifact or form search, etc. using UML. Furthermore, study on the stake holders get the systematic management and standardization by sharing information that are necessary in Game design & development and configuration management in distributed environment using the system integrated management design.

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Down System for the Action Game Differentiation (액션게임의 차별성을 위한 다운 시스템)

  • Kim, Min-Ki;Kim, Byung-Jin;Kim, Hyung-Wook;Na, Young-Han;Seo, Ho-Jin;Han, Sa-Kwang;Park, Chan-Il;Kim, Sang-Jung;Lee, Jong-Won;Oh, Hyoun-Ju;Kang, Myung-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.477-480
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    • 2014
  • 본 논문에서는 팀 단위 온라인 액션 게임과의 차별화를 위해 다운 시스템을 적용한 액션게임을 개발하였다. 다운 시스템은 캐릭터가 일정량 이상의 공격을 받을 경우 넘어지며 일시적인 무적 상태가 되는 시스템이다. 캐릭터의 공격과 스킬은 각각 다른 다운 포인트가 매겨져 있으며, 공격자 캐릭터가 수비자 캐릭터에게 공격이나 스킬을 적중할 시 다운 포인트가 쌓이게 된다. 다운 포인트가 한계치를 초과하면 수비자는 다운 상태가 된다. 다운 상태가 된 캐릭터는 넘어지며 일정 시간 무적 상태가 된다. 다운 포인트가 한계치를 초과하기 이전까지의 공격은 다 유효하기에 공격자는 다운 포인트가 초과되기까지의 범위 내에서 최대한 효율적으로 공격을 해야 하며, 수비자는 다수의 적에게 순간적으로 집중 공격을 받아도 일정량 이상의 피해에 노출되지 않기에 반격의 기회를 얻을 수 있다. 단순히 먼저 공격하기에 유리하거나 머릿수가 앞선다고 하여 유리한 것이 아니기 때문에, 다운 시스템을 얼마나 효율적으로 사용하느냐의 여부에 따라 플레이어의 숙련도가 결정된다. 계산적인 공격과 수비를 해야 하기 때문에 단순하게 이루어지는 기존의 팀 단위 온라인 액션 게임과의 차별화를 살펴보았다.

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