• Title/Summary/Keyword: game speed

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Design of Baseball Simulation Game Development Using Sensor Technology (센서기술을 활용한 야구시뮬레이션 게임 개발을 위한 설계)

  • Kim, Do-Goan;Nam, Soo-tai;Jin, Chan-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.199-201
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    • 2013
  • 'Sportainment' like Golfzon, which combines the elements of sports and entertainment have a lot of potential and development as new business items in the view of overcome many limitations such as time and place in real sports. For ultimately developing baseball simulation game as 'sportainment', this paper as the early stage suggests the system which can analyze pitching and swing. Unlike speed-gun measurement for moving ball, it uses sensor technology to take information of ball speed and movement and reproduces graphic screen based on the information collected from sensors with graphic technology. Hitter's swing and hit-ball can be measured in the similar way. This baseball simulation game is expected to develop as one of successful indoor spotainment businesses such as Golfzon.

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A Study on the Game Contents Design of Drone Educational Training Using AR (AR을 활용한 드론 교육 훈련 게임 콘텐츠 설계)

  • Choi, Chang-Min;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.383-390
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    • 2021
  • Recently, the drone industry is rapidly expanding as it is suggested that it will be used in various fields. As the size of the drone market grows, interest in drone-related certificates is also increasing. However, the current drone-related qualification system and education system are insufficient. Thus this study, analyzed the necessity of drone training, the features of functional games, and the effectiveness of educational training using AR through related technical studies to solve the practical difficulties of drone educational training. Later, drone educational training game contents using AR were divided into practice mode and test mode based on the drone national qualification course practical test, and the result screen was displayed at the end of the curriculum so that players could learn by level and evaluate the results on their own. In addition, constructed a hybrid processing system and network and AR operation system for response rate and response speed, implemented drone training game contents utilizing AR based on the design contents. It is expected that the use of game content using AR presented in this paper for drone training will further alleviate environmental difficulties and improve the sense of immersion in play, which will lead to a more effective drone educational training experience.

Identification of Auto Programs by Using Decision Tree Learning for MMORPG (MMORPG에서 결정트리 학습을 적용한 자동 프로그램 확인 기법)

  • Hong, Sung-Woo;Kim, Jun-Tae;Kim, Hyung-Il
    • Journal of Korea Multimedia Society
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    • v.9 no.7
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    • pp.927-937
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    • 2006
  • Auto-playing programs are often used in behalf of human players in MMORPG(Massively Multi-player Online Role Playing Game). By playing automatically and continuously, it helps to speed up the game character's level-up process. However, the auto-playing programs, either software or hardware, do harm to games servers in various ways including abuse of resources. In this paper, we propose a way of detecting the auto programs by analyzing the window event sequences produced by the game players. In our proposed method, the event sequences are transformed into a set of attributes, and the Decision Tree learning is applied to classify the data represented by the set of attribute values into human or auto player. The results from experiments with several MMORPG show that the Decision Tree learning with proposed method can identify the auto-playing programs with high accuracy.

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Fast Game Encoder Based on Scene Descriptor for Gaming-on-Demand Service (주문형 게임 서비스를 위한 장면 기술자 기반 고속 게임 부호화기)

  • Jeon, Chan-Woong;Jo, Hyun-Ho;Sim, Dong-Gyu
    • Journal of Korea Multimedia Society
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    • v.14 no.7
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    • pp.849-857
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    • 2011
  • Gaming on demand(GOD) makes people enjoy games by encoding and transmitting game screen at a server side, and decoding the video at a client side. In this paper, we propose a fast game video encoder for multiple users over network with low-powered devices. In the proposed system, the computational complexity of game encoders is reduced by using scene descriptors, which consists of an object motion vector, global motion, and scene change. With additional information from game engines, the proposed encoder does not need to perform various complexity processes such as motion estimation and ratedistortion optimization. The motion estimation and rate-distortion optimization skipped by scene descriptors. We found that the proposed method improved 192 % in terms of FPS, compared with x264 software. With partial assembly code, we also improved coding speed by 86 % in terms of FPS. We found that the proposed fast encoder could encode over 60 FPS for real-time GOD applications.

A 3D Game Character Design Using MAYA (MAYA를 이용한 3D게임 캐릭터 디자인)

  • Ryu, Chang-Su;Hur, Chang-Wu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.6
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    • pp.1333-1337
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    • 2011
  • 3D engines loading, and expansion of the usable capacity, next-generation smartphone game markets are rising briskly by the improvement in CPU processing speed of Phones (hardware of smartphone). Therefore, in creating 3D game characters, realistic and free-form animations in a small screen of a smartphone are becoming important. Through this paper, as a method of creating characters and operating for game characters to cause user's feeling, with NURBS data of MAYA, We completed a face in turns of eyes, a nose, and a mouth, and with Polygon Cube tool, modeled hands and feet. After dividing a cube into half and modeling it, through mirror copying We completed the whole body and modeled the low-polygon. Then to model realistic and free-form characters, We completed each detail with ZBrush and applied Divide level up to 4. Though they might look rough and exaggerated, We tried to express stuck-out parts and fallen-in parts effectively and smoothly with Smooth brush effect, map and design the low-polygon 3D characters.

A Study on the Data Modeling decreasing the Data Obesity (데이터 비만도를 개선한 데이터 모델링에 관한 연구)

  • Rhee, Hye Kyung;Kim, Hee Wan
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.359-366
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    • 2013
  • In this paper, we studied how the data obesity can affect in which the response speed of database gradually slows down. Our research is performed by analyzing how the game data infrastructure is well-formed. Although there are a variety of ways to evaluate to measure the level of infrastructure, we performed with real information system. We analyzed data obesity by comparing the entity-relationship models between the products of real game information system and newly modeled databases. We could find data obesity is over 60% among overall average of game information system. It shows that 45% higher than standard obesity which is 15%. In this paper, data redundancy rate after performing the procedure of the data modeling was 41% resulting in an improvement of 23% compared to 64% of an existing model.

Using Image Visualization Based Malware Detection Techniques for Customer Churn Prediction in Online Games (악성코드의 이미지 시각화 탐지 기법을 적용한 온라인 게임상에서의 이탈 유저 탐지 모델)

  • Yim, Ha-bin;Kim, Huy-kang;Kim, Seung-joo
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.27 no.6
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    • pp.1431-1439
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    • 2017
  • In the security field, log analysis is important to detect malware or abnormal behavior. Recently, image visualization techniques for malware dectection becomes to a major part of security. These techniques can also be used in online games. Users can leave a game when they felt bad experience from game bot, automatic hunting programs, malicious code, etc. This churning can damage online game's profit and longevity of service if game operators cannot detect this kind of events in time. In this paper, we propose a new technique of PNG image conversion based churn prediction to improve the efficiency of data analysis for the first. By using this log compression technique, we can reduce the size of log files by 52,849 times smaller and increase the analysis speed without features analysis. Second, we apply data mining technique to predict user's churn with a real dataset from Blade & Soul developed by NCSoft. As a result, we can identify potential churners with a high accuracy of 97%.

MMOG User Participation Based Decentralized Consensus Scheme and Proof of Participation Analysis on the Bryllite Blockchain System

  • Yun, Jusik;Goh, Yunyeong;Chung, Jong-Moon;Kim, OkSeok;Shin, SangWoo;Choi, Jin;Kim, Yoora
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.8
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    • pp.4093-4107
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    • 2019
  • Proof of Work (PoW) based blockchains have limitations in throughput, time consumption, and energy efficiency. In these systems, a miner will consume significant time and resources to obtain a reward for contributing to the blockchain. To overcome these limitations, recent research on blockchains are focused on accelerating the speed, scalability, and enhancing the security level. By enhancing specific procedures of blockchain system, the level of data integrity supported by the blockchain can become more robust, and efficient. In this paper, a new blockchain consensus model based on the Bryllite Consensus Protocol (BCP) is proposed to support a hyper-connected massively multiplayer online game (MMOG) ecosystem. The BCP scheme enables users to participate directly in new consensus processes through a Proof of Participation (PoP) algorithm. In this model, the consensus algorithm has a simpler form while maintaining high security level. In addition, because the BCP scheme gives users an equal chance to make a contribution to the blockchain, rewards are distributed in an equal fashion, which motivates user participation. The analysis of the proposed scheme is applied to the Bryllite consortium blockchain system (homed in Hong Kong), which is a new blockchain network developed for international game industries, gamers, and game events.

Fast Motion Synthesis of Quadrupedal Animals Using a Minimum Amount of Motion Capture Data

  • Sung, Mankyu
    • ETRI Journal
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    • v.35 no.6
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    • pp.1029-1037
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    • 2013
  • This paper introduces a novel and fast synthesizing method for 3D motions of quadrupedal animals that uses only a small set of motion capture data. Unlike human motions, animal motions are relatively difficult to capture. Also, it is a challenge to synthesize continuously changing animal motions in real time because animals have various gait types according to their speed. The algorithm proposed herein, however, is able to synthesize continuously varying motions with proper limb configuration by using only one single cyclic animal motion per gait type based on the biologically driven Froude number. During the synthesis process, each gait type is automatically determined by its speed parameter, and the transition motions, which have not been entered as input, are synthesized accordingly by the optimized asynchronous motion blending technique. At the start time, given the user's control input, the motion path and spinal joints for turning are adjusted first and then the motion is stitched at any speed with proper transition motions to synthesize a long stream of motions.

Comparison and Analysis of Competition Strategies in Competitive Coevolutionary Algorithms (경쟁 공진화 알고리듬에서 경쟁전략들의 비교 분석)

  • Kim, Yeo Keun;Kim, Jae Yun
    • Journal of Korean Institute of Industrial Engineers
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    • v.28 no.1
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    • pp.87-98
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    • 2002
  • A competitive coevolutionary algorithm is a probabilistic search method that imitates coevolution process through evolutionary arms race. The algorithm has been used to solve adversarial problems. In the algorithms, the selection of competitors is needed to evaluate the fitness of an individual. The goal of this study is to compare and analyze several competition strategies in terms of solution quality, convergence speed, balance between competitive coevolving species, population diversity, etc. With two types of test-bed problems, game problems and solution-test problems, extensive experiments are carried out. In the game problems, sampling strategies based on fitness have a risk of providing bad solutions due to evolutionary unbalance between species. On the other hand, in the solution-test problems, evolutionary unbalance does not appear in any strategies and the strategies using information about competition results are efficient in solution quality. The experimental results indicate that the tournament competition can progress an evolutionary arms race and then is successful from the viewpoint of evolutionary computation.