• Title/Summary/Keyword: on-line game

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Asymmetric distributed multi server architecture for efficient method of client connection process at online game servers (온라인게임 서버에서의 효율적인 클라이언트 접속 처리를 위한 비대칭 분산형 다중 서버 구조)

  • Hwang Doh-Yeun;Lee Nam-Jae;Kwak Hoon-Sung
    • The KIPS Transactions:PartB
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    • v.12B no.4 s.100
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    • pp.459-464
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    • 2005
  • The online game system could be largely divided into two parts: servers and clients. Clients accesses to a game server and analyzes the packets transmitted from a server. A game server manages users information and database. U a game server allows a new client to access the server to execute a game, it should accept the access request of the new client maintaining the online connection of the existing users. In this paper, we compare Process method and Thread method within the multiple jobs process methods of a server. Then we propose an asymmetric distributed multi server architecture that is adequate to asymmetric distributed architecture that is widely applied to most game servers. The proposed asymmetric distributed multi server architecture includes login server, game server, communication server and database server to perform its own feature independently. Comparing its other architectures, it shows better performance economically and technically. Especially it improves the stability and expandability of a server.

Broad-games development and application using regional cultural contents (지역문화콘텐츠를 활용한 도시마케팅 보드게임 제작 및 활용)

  • Lee, Jung-Jun;Lim, Young-Hwan
    • Journal of Digital Contents Society
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    • v.12 no.4
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    • pp.531-539
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    • 2011
  • A board-game is the genre which is the oldest among various game genres. Reflecting the issues, aspects & trend of the era, It contains social & cultural sources. For family activity, socializing & human networking, It is regarded such a good alternative leisure replacing on-line video game causing negative infection. In this research, for city marketing usage, we develop a specifically designed board-game with the source of historical people, must-see sights & local products. Also educational & commercial purposes are seriously considered.

Research About Effect that Color gets in Durability of On-line Game (색채가 온라인 게임의 지속성에 미치는 영향에 관한 연구)

  • Kim Tae-Yul;Seo Mi-Ra;Kyung Byung-Pyo;Ruy Seuc-Ho
    • Journal of Game and Entertainment
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    • v.1 no.1
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    • pp.8-14
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    • 2005
  • 지금의 게임 시장은 Stand Alone형식의 컴퓨터 게임을 디스켓이나CD와 같은 미디어를 판매함으로써 수익을 창출하는 것과는 달리 온라인 게임화 되어 사용자들이 얼마나 오랜 시간 동안 게임을 이용하였는가에 의해 수익을 창출한다. 다시 말해 온라인 게임 수익의 증가는 게임 이용자의 이용 시간 증가에 의해 결정된다[1]. 따라서 게임업계의 이윤은 바로 유저들의 게임을 이용한 시간 즉, 얼마나 게임에 대한 지속성을 최대화 한다면 이윤은 극대화 될 것이다. 그러면 이러한 게임의 지속성은 어떤 요소에 의하여 정해지는 것일까? 이 질문에 대한 답을 알 수 있다면 온라인 게임에서의 이윤추구는 더욱 쉬워질 수 있을 것이다. 본 논문에서는 온라인 게임의 총체적인 구성 중에서 게임을 구성하고 있는 색이 게임을 사용하는데 있어서 지속성을 가져다주는 중요한 요인이라는 주장을 입증하고자 한다. 이러한 주장을 입증하기 위한 근거로서 게임과 색의 기본적인 개념 파악 및 색이 우리에게 미치는 영향 등 이론 조사를 하였다. 다음으로 선행된 연구 자료를 인용하여 몰입과 사용시간, 색과 사용시간에 대하여 분석하고 마지막으로 사례분석을 통해 색채가 온라인 게임의 지속성에 영향이 있음을 알 수 있었다.

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Research About Effect that Color Gets in Durability of On-Line Game (색채가 온라인 게임의 지속성에 미치는 영향에 관한 연구)

  • Kim Tae-Yul;Seo Mi-Ra;Kyung Byung-Pyo;Ryu Seuc-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.36-42
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    • 2005
  • 지금의 게임 시장은 Stand Alone형식의 컴퓨터 게임을 디스켓이나 CD와 같은 미디어를 판매함으로써 수익을 창출하는 것과는 달리 온라인 게임화 되어 사용자들이 얼마나 오랜 시간 동안 게임을 이용하였는가에 의해 수익을 창출한다. 다시 말해 온라인 게임 수익의 증가는 게임 이용자의 이용 시간 증가에 의해 결정된다[1]. 따라서 게임업계의 이윤은 바로 유저들의 게임을 이용한 시간 즉, 얼마나 게임에 대한 지속성을 최대화 한다면 이윤은 극대화 될 것이다. 그러면 이러한 게임의 지속성은 어떤 요소에 의하여 정해지는 것일까? 이 질문에 대한 답을 알 수 있다면 온라인 게임에서의 이윤추구는 더욱 쉬워질 수 있을 것이다. 본 논문에서는 온라인 게임의 총체적인 구성 중에서 게임을 구성하고 있는 색이 게임을 사용하는데 있어서 지속성을 가져다주는 중요한 요인이라는 주장을 입증하고자 한다. 이러한 주장을 입증하기 위한 근거로써 게임과 색의 기본적인 개념 파악 및 색이 우리에게 미치는 영향 등 이론 조사를 하였다. 다음으로 이미 발표된 논문을 인용하여 몰입과 사용시간, 색과 사용시간에 대하여 분석하고 마지막으로 사례분석을 통해 색채가 온라인 게임의 지속성에 영향이 있음을 알 수 있었다.

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Audit Method for Personal Information Protection in On-line Games (온라인게임에서 개인정보보호 감리 모형)

  • Kim, Hee-Wan;Shin, Joong-Won;Kim, Dong-Soo
    • Journal of Digital Convergence
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    • v.10 no.3
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    • pp.23-37
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    • 2012
  • Illegal game players' hacking and propagation of malignant code in online game exposes privacy of online game customers. So, online game companies have to support the standardized systems and operations of customers' privacies. Since online game companies implement authentication of information protection, which focuses on assets or physical, systemic security, they need a more professional system that is related to protection of individual privacy. We analyzed the individual information protection system, which includes ISO27001, ISMS of KISA, GMITS, ePrivacy, online game privacy protection guide, and BS10012. Using the suggested systems, we proposed the systemic tools that measure the level of individual information protection, which includes process and check items of each phase.

Predicting win-loss using game data and deriving the importance of subdivided variables (게임데이터를 이용한 승패예측 및 세분화된 변수 중요도 도출 기법)

  • Oh, Min-Ji;Choi, Eun-Seon;Oui, Som Akhamixay;Cho, Wan-Sup
    • The Journal of Bigdata
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    • v.5 no.2
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    • pp.231-240
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    • 2020
  • With the development in the IT industry and the growth in the game industry, user's game data is recorded in seconds according to various plays and options, and a vast amount of game data can be analyzed based on Bigdata. Combined with business, Bigdata is used to discover new values for profit creation in various fields, but it is utilized in the game industry in insufficient ways. In this study, considering the characteristics of the subdivided lines, we constructed a win-loss prediction model for each line using the game data of League of Legends, and derived the importance of variables. This study can contribute to planning of strategies for general game users to get information about team members in advance and increase the win rate by using the record search sites.

Power Estimation of The Embedded 3D Graphics Renderer (내장형 3차원 그래픽 렌더링 처리기의 전력소모)

  • Jang, Tae-Hong;Lee, Moon-Key
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.65-70
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    • 2004
  • The conventional 3D graphic accelerator is mainly focused on high performance in the application area of computer graphic and 3D video game How ever the existing 3D architecture is not suitable for portable devices because of its huge power. So, we analyze the embedded 3D graphics renderer. After the analyzing, to reduce the power, triangle set-up stage and edge walking stage are executed sequentially while scan-line processing stage and span processing stage which control performance of 3D graphic accelerator are executed parallel.

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Design and Implementation of Healthcare Game Content in IOT Environment

  • Yoon, Seon-Jeong
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.9
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    • pp.29-34
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    • 2019
  • In Recently, as the interest in health has increased and the spread of smart phones has become common, the development of smart health care related contents has been active. In this paper, we introduce the design, implementation and effects of game-based content that can make walking exercise fun in the Internet of Things environment. This content calculates the consumed calories by walking the stairs with the Beacon installed, and incorporates games to encourage continuous fun activities. It also provides event functions that enable on-off-line coordination. The goal of this content is to enable busy modern people to exercise lightly, funly, and constantly in the surrounding activity space. The effect of this content has been confirmed through the review of many users participating in offline events. This content is expected to be able to converge with various types of healthcare systems with the expansion of the application space.

Study on the Auditing Institution of the On-Line & Arcade Game (온라인 및 아케이드 게임 심의제도에 관한 연구)

  • Choe, Seong
    • 한국디지털정책학회:학술대회논문집
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    • 2003.12a
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    • pp.59-73
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    • 2003
  • 온라인게임이 새로운 문화의 한 장르로 탄생한 이래 청소년으로부터 유해물의 파급으로부터 보호한다는 차원에서 온라인 게임 프로그램에 대한 심의가 이루어지고 있다. 본 연구에서는 온라인게임을 비롯한 컴퓨터게임의 심의에 대한 각 국의 제도를 살펴보고 우리나라에서 시행되고 있는 심의제도에 대하여 연구하였다.

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Design and Implementation of Game Server using the Efficient Load Balancing Technology based on CPU Utilization (게임서버의 CPU 사용율 기반 효율적인 부하균등화 기술의 설계 및 구현)

  • Myung, Won-Shig;Han, Jun-Tak
    • Journal of Korea Game Society
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    • v.4 no.4
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    • pp.11-18
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    • 2004
  • The on-line games in the past were played by only two persons exchanging data based on one-to-one connections, whereas recent ones (e.g. MMORPG: Massively Multi-player Online Role-playings Game) enable tens of thousands of people to be connected simultaneously. Specifically, Korea has established an excellent network infrastructure that can't be found anywhere in the world. Almost every household has a high-speed Internet access. What made this possible was, in part, high density of population that has accelerated the formation of good Internet infrastructure. However, this rapid increase in the use of on-line games may lead to surging traffics exceeding the limited Internet communication capacity so that the connection to the games is unstable or the server fails. expanding the servers though this measure is very costly could solve this problem. To deal with this problem, the present study proposes the load distribution technology that connects in the form of local clustering the game servers divided by their contents used in each on-line game reduces the loads of specific servers using the load balancer, and enhances performance of sewer for their efficient operation. In this paper, a cluster system is proposed where each Game server in the system has different contents service and loads are distributed efficiently using the game server resource information such as CPU utilization. Game sewers having different contents are mutually connected and managed with a network file system to maintain information consistency required to support resource information updates, deletions, and additions. Simulation studies show that our method performs better than other traditional methods. In terms of response time, our method shows shorter latency than RR (Round Robin) and LC (Least Connection) by about 12%, 10% respectively.

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