• Title/Summary/Keyword: on-line game

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Game Contents of Ubiquitous UCC with Participation (참여형 UCC를 통한 유비쿼터스 UCC놀이콘텐츠 시스템개발 - 모바일 기반 콘텐츠를 중심으로(J.E.N))

  • Kim, Jin-Sik;Park, In-Seok;Yang, Seung-Mu
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.47-52
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    • 2008
  • J.E.N(Joint Enjoyment Network) is the ubiquitous UCC play contents system that provides amusements off-line by utilizing the UCC that people are able to participate in. It is also the entertainment service system that is devised to use contents that could be enjoyed through the cell phone and to make people participate in production, in cases of meeting people off-line during their pastime. The development of this system begins from pointing out the problem of the limitation of the UCC that does participate in production but the produced contents could only be watched, and the UCC only works on-line. The goal of researching this ubiquitous UCC play contents is to suggest the UCC entertainment service system that are available off-line by applying the interactive system to UCC and, by this, to obtain the positive responses about the off-line participating UCC contents. In this research, it chooses scenario and 테스크 performance as the method of deriving the participating UCC from the off-line, and it suggests the ubiquitous UCC play contents system through analyzing the behaviors in each off-line place. Moreover, by developing the prototype that could practically perform the system, it verifies the potentialities of the UCC entertainment service. The anticipation of this study is to make people participate and enjoy not only in production, but also in the contents made. This research will provide the modern people who concern about where to go and what to do with the amusements and will also present a way of new form of contents mixed with UCC and the entertainment service.

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Technology Analysis about Using Robot Game System (로봇(Robot)을 활용한 게임시스템 기술동향 분석)

  • Park, Soo-Ile
    • 한국IT서비스학회:학술대회논문집
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    • 2009.11a
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    • pp.310-315
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    • 2009
  • 로봇(Robot)을 활용한 연구는 산업적 측면이 아닌 연구개발의 측면에서 진행되고 있었으나, 최근 들어 로봇 시스템의 상품화를 위하여 주어진 동작들을 조합하여 더 많은 동작을 생성할 수 있는 기술들이 진보되어 댄스나 배틀(대전)을 할 수 있을 정도로 발전하고 있다. 또한, 로봇 기술은 향후 10년 내에 우리들의 삶에 끼칠 영향은 매우 지대할 것으로 전망된다. 실제 로봇과 가상 로봇 인터페이스 기술이 상용화되기 위한 On-line Interactive 콘텐츠와 실제 로봇 등의 동기화 엔진 개발과 동기화를 위한 무선 프로토콜 및 복합동작 또는 연속동작을 수행할 수 있는 소프트웨어, 실제와 가상 로봇 제어 디바이스 모듈의 개발에 관련된 표준을 필요로 한다. 본 논문에서는 다차원의 융합기술을 기반으로 하는 로봇을 활용한 게임시스템은 해당산업에 미치는 효과가 막대하여, 그에 적합한 최신 정보 분석을 통한 기술동향을 제안한다.

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A Comparative Analysis of Socket I/O models for Massively Multi-player On-line Network Game Server (대규모 네트워크 게임 서버를 위한 소켓 I/O모델의 비교 분석)

  • Choi, Jin-Seong;Piao, Xuefeng;Jeon, Jae-Woo;Oh, Sam-Kweon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.11b
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    • pp.1209-1212
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    • 2002
  • 대규모 네트워크 게임은 최대한 많은 사용자를 수용할 수 있어야 하며 사용자들에게 안정적인 서비스를 제공할 수 있어야 한다. 그러나 많은 사용자들의 서버 동시 접속 및 제한된 네트워크 대역폭 등의 문제들로 인해 네트워크 게임 서버는 부하가 걸릴 수 있다. 이런 부하를 최대한 줄이기 위해 네트워크 게임 서버는 기능별로 분산되어 있는 것이 일반적이며, 분산된 서버들간의 통신 또는 서버와 클라이언트들간의 통신은 운영체제에서 제공하는 네트워크 통신 라이브러리를 사용한다. 본 논문에서는 Microsoft 사의 윈도우즈 계열에서 제공하는 다섯 가지 소켓 I/O 모델들에 대해 조사하고 비교 분석한다. 비교 분석한 결과 대규모 네트워크 게임 환경에서는 IOCP 모델이 기타 소켓 모델에 비해 IO 처리가 여러 가지 장점을 가지고 있음을 알 수 있다.

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Traffic Comparison of a Series of MMORPGs

  • Kim, Jae-Cheol;Kim, In-Taek;Kwon, Tae-Kyoung;Choi, Yang-Hee
    • 한국IT서비스학회:학술대회논문집
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    • 2006.05a
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    • pp.233-240
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    • 2006
  • This paper measures and compares the traffic of a series of Massively Multiplayer On-line Role Playing Games(MMORPG). The target games are 'Lineage' and 'Lineage II' developed by NCsoft, which are ones of the world's largest MMORPGs in terms of the number of concurrent users. We collected about 1 tera bytes of packets of 'Lineage II' for four days including a weekend. These packets are analyzed and compared with those of 'Lineage.' Packet size, packet inter-arrival time, and bandwidth usage are compared. The traffic of the two games shows much difference because original 'Lineage' is a kind of 2-D based MMORPG, while 'Lineage II' is 3-D based. By comparing the characteristics of the traffic of these games, we can anticipate future needs of network and game structure.

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Development of soccer-playing robots using visual tracking

  • Park, Sung-Wook;Kim, Eun-Hee;Kim, Do-Hyun;Oh, Jun-Ho
    • 제어로봇시스템학회:학술대회논문집
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    • 1997.10a
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    • pp.617-620
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    • 1997
  • We have built a robot soccer system to participate in MIROSOT97. This paper represents hardware specification of our system and our strategy. We select a centralized on-line system for a soccer game. The paper explains hardware specifications of our system for later development. Also, the paper explains our strategy from two viewpoints. From the viewpoint of cooperation, some heuristic ideas are implemented. From the viewpoint of path plan, Cubic spline is used with cost function which minimized time, radius of curvature for smoothness, and obstacle potential field. Direct comparison will be realized in MIROSOT97.

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Plans for 3D printers Diffusion -Focusing on production figures- (3D프린터 활성화를 위한 방안 -피규어 제작을 중심으로-)

  • Lee, Chang-Jo;Sohn, Jong-Nam
    • Journal of Digital Convergence
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    • v.12 no.9
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    • pp.335-341
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    • 2014
  • Due to the expiration of the 3D printer's patent, the articles covering the market activation and bright prospects for the future industry are being released. What are the requirements for the 3D printer to become popular like a general printer? To get the answer, on-line survey was performed for the activation of 3D printer. As a result, tit is observed that he public prefers creative printer and figure, and prefers to use through pay or free download rather than designing digital blueprint, which is output data. For the activation and popularization of 3D printer, figure is familiar to the public who are frequently exposed to image media contents, and it also has motivation factor to use and purchase 3D printer. For distribution of digital blueprint of figure content, the preparation of related law and regulation and activation of online market would be of help for activation of 3D printer.

State Transition Diagram을 이용한 신규 정보통신 서비스의 대체/보완관계 분석: 와이브로(WiBro) 서비스를 중심으로

  • An Jae-Hyeon;Kim Mun-Gu;Han Sang-Pil;Park Bong-Won;Lee Sang-Yun;Bang Yeong-Seok
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2004.10a
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    • pp.304-316
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    • 2004
  • When new services are introduced, one of the drivers for market performance of them is the interactions among existing and new services. They are characterized by the substitution or complementary effects among existing and new service or the cannibalization of existing services by new services. This paper analyzes these issues in the telecommunications service industry context. To analyze them, a simple graphical tool or State Transition Diagram(STD) is developed and used. The diagram helps to clearly represent and explain the substitution, complement and cannibalization impact. Then, using the face-to-face survey of 1,200 people, a new wireless internet access service or WiBro is analyzed to identify the substitution/complement and cannibalization impacts in relation with the other competing services. Additionally, the important factors explaining customer subscription and substitution behavior are identified. The analysis results indicate that males, students or on-line game users are more likely to subscribe WiBro. Also, among the potential WiBro subscribers, customers who are less satisfied with the existing fixed line broadband internet access services are more likely to stop subscribing the fixed line service, which implies substitution by a new service. Additionally, this raises the issue of cannibalization if the existing and new services are provided by the same company. In fact we find the cannibalization effect is more serious for the cost sensitive group. We believe that our tool, approach, analysis results and their implications would be very helpful to devise a winning strategy for the new services in the highly uncertain telecommunications business environment.

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Development of Workbench for Analysis and Visualization of Whole Genome Sequence (전유전체(Whole gerlome) 서열 분석과 가시화를 위한 워크벤치 개발)

  • Choe, Jeong-Hyeon;Jin, Hui-Jeong;Kim, Cheol-Min;Jang, Cheol-Hun;Jo, Hwan-Gyu
    • The KIPS Transactions:PartA
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    • v.9A no.3
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    • pp.387-398
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    • 2002
  • As whole genome sequences of many organisms have been revealed by small-scale genome projects, the intensive research on individual genes and their functions has been performed. However on-memory algorithms are inefficient to analysis of whole genome sequences, since the size of individual whole genome is from several million base pairs to hundreds billion base pairs. In order to effectively manipulate the huge sequence data, it is necessary to use the indexed data structure for external memory. In this paper, we introduce a workbench system for analysis and visualization of whole genome sequence using string B-tree that is suitable for analysis of huge data. This system consists of two parts : analysis query part and visualization part. Query system supports various transactions such as sequence search, k-occurrence, and k-mer analysis. Visualization system helps biological scientist to easily understand whole structure and specificity by many kinds of visualization such as whole genome sequence, annotation, CGR (Chaos Game Representation), k-mer, and RWP (Random Walk Plot). One can find the relations among organisms, predict the genes in a genome, and research on the function of junk DNA using our workbench.

A Case of Development of Experiential Game Tourism Program Using Korean Classical Literature (한국고전문학을 활용한 체험형 게임 관광프로그램 개발 사례 : 중인가객 김수장과 『해동가요』를 대상으로)

  • Park, Bo-Yeon;Kim, Tai-Woong
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.748-756
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    • 2021
  • In this study, as the first attempt to develop an experiential game tourism program using Korean classical literature, the primary research was conducted on Kim Soo-Jang and his anthology "Hae Dong Ga Yo". To this end, a theoretical review of the value of hands-on games and Korean classical literature as tourism content was conducted first. Afterwards, the consumers for the program were set up into three categories: family unit, MZ generation including lovers, and foreigners. A survey was conducted to confirm the program preference of each group. According to the analysis framework, the main value of each historical and cultural resource in "Hae Dong Ga Yo" and seven sijo pieces created by Kim Soo-Jang was discovered and, based on the survey, the preferences of the consumer related to the target were analyzed. Accordingly, the narrative structures were organized differently for each group. An adventure plot was designed for the family unit, a love plot for MZ generation and lovers, and a mixture of adventure and love for foreigners. Utilizing stories from Kim Soo-Jang and his works, which are rarely used despite their value, this study attempted to develop them into hands-on game tourism programs to create new outlets in terms of both Korean classical literature and the tourism area. In the future, if various Joseon literati are discovered and their storytelling is continued, we can expect the vitalization of the travel product line with the concept of classical literature travel.

A Study on the Late 19th Century Basic Costumes and Games based on Genre Paintings by Kisan Junkeun Kim - Referred from the book 「Korean Games」 - (기산 김준근 풍속화에 나타난 19세기말 일반복식과 놀이문화에 관한 연구 - 「한국의 놀이」 삽화를 중심으로 -)

  • Choi, Eunjoo
    • Fashion & Textile Research Journal
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    • v.14 no.5
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    • pp.766-777
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    • 2012
  • The 13 genre paintings by Junkeun Kim in the book "Korean Games(by Stewart Culin 1858~1929)" were used to study the late $19^{th}$ century's basic costumes and Games style in Korea. The people who appear in the paintings are 26 adult males, 2 minor males, 2 adult females and 3 kisaengs. Typical men wore 'Jeogori' which had various colors and white linings with a reached hip line, and knotted with a 'go-rum' on the right side. They also wore, white colored 'Baji' with colorful sash that were knot below knee or ankle together with 'Hang-jun' or 'Daenim'. They wore 'Beoseon'. Some men wore 'Po' whose colors were blue, green, indigo, white. The general women wore 'Jeogori' in deep green and light pink, indigo, green, red, and they matched with colors for 'Kit' and, 'Go-rum', 'Kut-dong' and its 'Go-rum' was short and narrow. It was so fit and short with narrow sleeve. It had 'Dunggun-kit'(round head collar) with white 'Dong-jung' and so it fit at neck. They wore 'Chi-ma' whose color was red, light green, or light indigo. It contrasted with 'Jeogori'. The width of 'Chi-ma' was big enough. Then white inner slacks came out under the skirt. Traditional Korean games can be classified according to age and gender. Then the games can be further classified into three categories : men's games, women's games, and games for all. The games for adult are an archery practice, hunting, shovel work with a karae, making a bow, drawing Jongkung-chart, Korean chess, playing paduk, and the Korean card game. A swing is a game for women. Games for both men and women are dice play, and domino game. Games for both adult and minor males are sledge, and tightrope walking. Through genre paintings in the $19^{th}$ century, I reached a conclusion that basic costumes are similar to 'Hanbok' at the present time and the method of wearing them has not changed much. It appears that the originality of traditional costumes has been maintained.