• Title/Summary/Keyword: game platform

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The Configuration of the Network Game Portal Site Supporting Multi-Platform (다중 플랫폼을 지원하는 네트워크 게임 포털 사이트 구성)

  • Lee, Nam-Jae;Kwak, Hoon-Sung
    • The KIPS Transactions:PartB
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    • v.10B no.1
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    • pp.119-126
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    • 2003
  • This study suggests the configuration of network game portal site supporting multi-platform that indicates different types of games so called Game Omphalos or simply Gamphalos. In general, the existing game Portal site only put the different games together and operates each game separately. But, not only the Gamphalos system can play the various games in a portal site but also integrates the data of different games for inter-working among them. To do this, the Gamphalos System consists of two main parts. The one is Global Game Control Center (GGCC) for integrated management of n and game data. And the other part it Local Game Control Center (LGCC) that serves as a game server for each game. The game user who becomes a member of the Gamphalos System can get more Points and grow rapidly than others because all the game data can be integrated and accumulated in a Gamphalos system.

A Study on the Server Framework for Multi-platform Simulation Network Game (멀티 플랫폼 시뮬레이션 네트워크 게임을 위한 서버 프레임워크 연구)

  • Kwon, Soon-Jung
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.165-172
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    • 2017
  • Some duplicate processes are happen in developing games under the diverse platforms. Implementing functions. like processing and managing data, in every platforms have an influence on game development. In this paper, we propose a multi-platform server framework that can simulate combat games such as one server on any platform. It was designed to be easy to debug using a protocol consisting of attribute-value pairs by the JSON data format. Since it is independent of the programming language, it has the advantage of being able to communicate with various languages. The server proposes a model that can easily upgrade the structure or the specification using the Amazon web server.

Implementation of Multi-user VR Video Conferencing Platform and Performance Evaluation (다중 사용자 대응 VR 화상 회의 플랫폼 구현 및 성능 비교)

  • Yoon, Dong-eon;Lim, Chang-seop;Oh, Am-suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.31-32
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    • 2022
  • Commercialized game engines help develop content and support various platforms, but there are performance differences depending on the function. In this paper, a VR video conferencing platform corresponding to source multi-use was implemented, and the connection delay time according to the type of game server engine and the number of platform users was measured. As a result of the measurement, the latency was the lowest at 22.146 msec when using the Amazon GameLift engine and with 2 users, and the latency was the highest at 27.007 msec when using the ProudNet engine and with 10 users.

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The Design and Development of a Onchain Game for Scalability Verification of Blockchain Platform (블록체인 플랫폼의 성능 및 확장성 검증을 위한 온체인 게임 설계 및 개발)

  • Jang, Kwang-Soo;Lee, Ook
    • Journal of Digital Convergence
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    • v.18 no.10
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    • pp.253-263
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    • 2020
  • Since the birth of the Ethereum in 2015, various decentralized applications (DApp) based on blockchain smart contract technology have appeared. However, CryptoKitty's case showed instability in terms of performance and scalability in real-world service environments. To solve this, a blockchain platform that developed a high transaction per second (TPS) has appeared, but there have been no environments and services to test it. Therefore, this paper intends to design and develop a game that can record the contents of all games on the chain and verify the performance and scalability of the blockchain platform through oversized transactions. The developed game generated a total of 6.3 million blocks and 8.9 million transactions through by 682 and verified the improved performance and scalability of the existing platform. Additionally, the maximum TPS was measured at 1,309 during the test period. In the future, it is expected that performance and scalability can be compared in a realistic environment through the method presented in this paper.

Design and Implementation of the GNEX-to-iPhone Converter for Smart Phone Game Contents (모바일 콘텐츠 자동변환기를 위한 콘텐츠 분석기와 리소스 변환기 개발)

  • Lee, Yang-Sun;Kim, Jae-Sung;Kim, Myoung-Jin
    • Journal of Korea Multimedia Society
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    • v.14 no.5
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    • pp.681-690
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    • 2011
  • Since korean mobile communication companies each use different mobile platforms, developers must configure and translate their game contents to run under each of the smart phone platforms so that they can be serviced correctly. Nevertheless, such translation tasks require lengthy times and costs. This is one of the reasons why a variety of contents could not be provided. In order to mitigate such difficulty, this paper implemented the contents analyzer and the resource converter of the automatic mobile contents converter system that converts game contents of the mobile platform such as the WIPI and the GNEX to contents of the smart platform such as the Android and the iOS. The automatic mobile contents converter system helps minimize the amount of time and cost required in servicing contents to different mobile communication companies by promptly converting platform-specific-contents to run under smart platforms. Also, the automatic conversion and servicing of existing contents increases the reusability of these contents and also the productivity of new contents thereby offering users with a more variety of game contents.

Games Development Methodology as a Teaching Tool for Elementary School: Case Study of Developing History Learning Game (초등 교과 학습 도구로서의 게임 개발 방법론: 역사 게임 개발 연구 사례를 중심으로)

  • Kim, Nayoung
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.53-62
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    • 2015
  • This paper introduces an educational game development method for the purpose of designing game as part of school curriculum activities, base on experimental case of making history learning game for private elementary schools in Korea. Our first approach was to define a game as a educational learning tool like any other media and mediating platform such as smart phones or other applications. We regard user as a player, and students as a end user and decision making-customers. Unlike other game development process we brought service design methode to the development process, making a game platform that is specially designed for teachers' teaching tool, which is easy and effective to use to ther subject of teacher's intention. Based on our research case, we suggest educational games development methodology which can be better suited for games with school curriculum in learning environment.

The Effect of Game Platform Evaluation and Flow Experience on Player Loyalty in Mobile Game Application (모바일 게임 플랫폼 평가 및 플로우경험이 게임사용자의 애호도에 미치는 영향)

  • Oh, Se-Gu
    • The Journal of the Korea Contents Association
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    • v.20 no.3
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    • pp.235-244
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    • 2020
  • In the 4th Industrial age, mobile games are a highly competitive but highly profitable industry, with hundreds of games per day. To produce a successful mobile game, it is necessary to understand the mobile environment and consumers in the mobile era, and a study that can provide implications for the importance of various factors is needed. The purpose of this study is to explore the in- and out-of-game factors that influence the success of mobile games and to examine the relationship between these factors and customer satisfaction and loyalty. As a result, the game platform's system quality and service quality had a positive effect on the evaluation, and the price policy did not have a significant effect on the evaluation. Also in the flow factor, goal and interaction (relationship) had a positive effect on the flow, and skill or challenge did not have a significant effect. The effects of flow and platform evaluation on customer loyalty were all positively affected. First. Companies must derive customer opinions and actions about the game through continuous interaction with customers. Second, if the game gives customers the proper goals and functions to enable the interaction between users, more successful games can be developed.

A Study on the Chronotope of Mobile Game (모바일 게임의 크로노토프 연구)

  • Lee, Jin
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.29-36
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    • 2018
  • The purpose of this paper is to examine the temporal and spatial characteristics of mobile games through Mikhail Bakhtin's chronotope concept in order to examine the changes of mobile games and gaming. Based on chronotope, a concept that refers to the inner relation between time and space reproduced in the novel, I examined the inner relation between the space - time experience in the mobile game platform and the reconstruction of the mobile game text. The mobile game builds the present-here world based on the player's will while superimposing the act of playing through the mixed platform of existence based on the player with the time and space of everyday life. The chronotope of a mobile game with players as platforms is created in the current space of now-here rather than connecting to the virtual world. In this paper, I review the role of chronotope reproduction in mobile games, focusing on role-playing games and location based games. In the mobile role-playing game, an unhistorical chronotope appears in which the player has a loose sense of distance around the automatic combat system, while the narrative and relational experience is weakened. In a location-based game, a chronotope of player-driven generation that generates amusing meanings through the overlap of the virtual world and the real world appears.

A Study on User Interface Design of MMORPG Game Based on Affordance: Focused on Comparative Analysis of UI Design according to Platform Differences of (어포던스 기반한 MMORPG 게임의 UI 디자인에 관한 연구: MMORPG Game 의 플랫폼 차이에 따른 UI 디자인의 분석을 중심으로)

  • Choi, Yoo Na;Chun, JiYoon
    • Journal of Digital Contents Society
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    • v.18 no.7
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    • pp.1239-1248
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    • 2017
  • The domestic game market is still on a trend of growth. Particularly, as the demand for mobile games is increased, the mobile version is developed in a growing number of cases even after the launch of the games for PCS. In a bid to search for the effective method of UI design depending on the differences between the platforms, this study analyzed the types of different media in the first place and as the approaches to the UI design based on the affordance concept, implemented on the platform of PCS and implemented on the platform of mobile devices were analyzed as the cases which are the same MMORPG games. Since the differences between the game platforms can cause the variations in the physical size of the screens depending on the environment in which the user interface (UI) is rendered and may often involve the controls implemented by the touch of screens rather than the manipulation based on the keyboard and mouse, they usually give the influences on the direction of UI designs. By analyzing these UI elements based on the affordance concept, it may be possible to find the effective method of UI design in the future.

A Study on Correlation between Console Game Controller and Game Contents (콘솔 게임용 조작도구와 게임 콘텐츠 구성의 상관관계 연구)

  • Han, Hye-Won;Yun, Hye-Young
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.61-72
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    • 2011
  • In console game, controller is important medium that connects the users and contents. And technical advance and rising demand for console game controller allows it to change the game contents. This study analyses differences between classic controller and Wii controller from a structuralist approach, especially metaphor and metonymy. Also this study analyses correlation between console game controller and game contents. Since diversification of console game controller is predicted, it's significant to study correlation between console game platform and contents.