• Title/Summary/Keyword: 게임 이벤트

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A Communication Module for Distributed Strategic Games (분산형 전략 시뮬레이션 게임을 위한 통신모듈)

  • 노기남;심중표;송동호
    • Proceedings of the Korea Database Society Conference
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    • 1995.12a
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    • pp.127-131
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    • 1995
  • 응용프로그램과 통신처리 프로그램간의 접속에 있어서는 응용 프로그래머가 통신을 고려하지 않고 개발해야 하며 중앙집중식 다자간 통신을 분산식 다자간 통신으로 지원할 수 있는 통신 모듈이 이상적이다. 중앙집중식 통신을 사용시에는 반드시 서버의 역할을 하는 중계시스템을 거쳐야 하지만 분산식 통신을 한다면 중계자론 거치지 않고 통신게임을 원하는 사용자간의 의사에 의해서 게임을 할 수 있다. 본 논문에서는 클라이언트와 서버의 기능을 통합한 단일모듈을 이용해서 분산통신 모듈이 가져야할 편의성, 범용성, 이벤트 동기화, 다중성등에 관하여 논의한다. 그리고 전락 시뮬레이션의 형태에 따른 세가지 유형의 예를 설정한다. 첫째는 웨이브 파일서버의 형태를 갖으면서 정해져 있는 시나리오를 따르는 게임이다. 둘째는 바둑과 같은 형태의 토큰을 통해서 제어권을 행사하는 것이다. 셋째는 토큰을 갖지 않고도 제어권을 행사하는 것이다. 마지막으로 본 논문에서 제안하는 통신모듈을 이용하여서 개발 중에 있는 Death Flower라는 게임을 소개한다.

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A Comparative Study on the Structure and Implementation of Unity and Unreal Engine 4 (유니티와 언리얼 엔진 4의 구조와 구현 방식 비교 연구)

  • Lee, HanSeong;Ryoo, SeungTaek;Seo, SangHyun
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.4
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    • pp.17-24
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    • 2019
  • In the game industry, traditional game development way was to develop a game engine in advance before developing game content. This has the disadvantage is the high cost of developing the game engine. Further, there is a problem that the game content are not developed unless the game engine is prepared in advance. In order to solve these problems, the game industry has recently selected a method of purchasing a license for a commercial engine, which is a method for improving the game content development productivity, rather than concentrating on game engine development. In this paper, we describe a game object and the structure in Unity and Unreal Engine 4. We compared the editor interface and the supported development languages in the two game engines. We also implemented a First-Person Shooter game to compare how the player's configuration and event handling differ from the two game engines.

A Dynamic Event Filtering Technique using Multi-Level Path Sampling in a Shared Virtual Environment (공유가상공간에서 다중경로샘플링을 이용한 동적 이벤트 필터링 기법)

  • Yu, Seok-Jong;Choe, Yun-Cheol;Go, Gyeon
    • Journal of KIISE:Software and Applications
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    • v.26 no.11
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    • pp.1306-1313
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    • 1999
  • 본 연구는 인터넷 기반 공유가상공간에서 시스템의 확장성을 유지하기 위하여 이동객체를 대상으로 하는 이벤트 필터링 기법을 제안하고자 한다. 제안된 다중격자 모델 기법은 이동객체의 경로 상에서 대표적인 이벤트를 샘플링하는 방식을 사용한다. 이 방식은 메시지 트래픽의 양을 동적으로 조절하기 위하여 이동객체 간의 관심정도 정보를 수치적으로 변환하여 이벤트 갱신빈도에 반영한다. 대량의 이동객체를 생성하여 제안된 기법을 적용한 성능평가 실험에서 기존의 방식에 비하여 평균 메시지 전송량이 50%이상 감소하는 것으로 확인할 수 있었다. 다중격자 모델은 참여자의 수와 메시지 트래픽 상황에 따라 가상환경의 공유 QoS를 동적으로 조절할 수 있으며, 인터넷 상에서 다수 사용자를 위한 3차원 가상사회 구축 및 온라인 네트워크 게임 개발 등에 활용될 수 있을 것이다.Abstract This paper proposes an event filtering technique that can dynamically control a large amount of event messages produced by moving objects like avatars or autonomous objects in a distributed virtual environment. The proposed multi-level grid model technique uses the method that extracts the representative events from the paths of moving objects. For dynamic control of message traffics, this technique digitizes the DOIs of the avatars and reflects the interest information controlling the frequency of message transmission. For the performance evaluation, a large number of moving objects were created and the model was applied to these avatar groups. In the experiments, more than 50% of messages have been reduced in comparison with the existing AOI-based filtering techniques. The proposed technique can dynamically control the QoS in proportion to the number of users and the amount of messages where a large number of users share a virtual space. This model can be applied to the development of 3D collaborative virtual societies and multi-user online games in the Internet.

'ALL OF VISUAL' 제19회 한국국제사인디자인전

  • Kim, Sang-Ho
    • 프린팅코리아
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    • v.10 no.12
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    • pp.108-109
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    • 2011
  • 국내 유일의 국제 사인전시회인 '제19회 한국국제사인디자인전(KOSIGN 2011)'이 지난 11 월 17일부터 20일까지 서울 삼성동 코엑스에서 열렸다. 올해로 19회째를 맞이한 코사인전은 디지털 텍스타일 프린터를 포함해, 국내외 사인산업 전반의 아이템을 총망라해 전시되었다. KOSIGN2011은 'ALL OF VISUAL'을 슬로건으로 내걸고 사인, 디스플레이, 공공 디자인 등 시각과 관련한 모든 요소를 담고 있다는 메시지를 전했다. 이번 전시회는 미디어 아트, 광고 및 홍보, 게임, 전시의 경계가 무너지는 옥외광고업계의 트랜드를 느낄 수 있도록 기획되었으며, 특별관으로 'Space Design Show'를 개최하는가 하면 부대행사로 대한민국옥외광고대상수상작 전시관, 세계 3대 광고제 수상작 전시관, 바이어 리셉션 등을 마련해 다양한 이벤트를 선보였다.

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A study on Historical Context, Contents and Vision of Delphic Games for Cultural Tourism (델픽게임의 역사와 콘텐츠 특성 및 문화관광 콘텐츠로의 비전)

  • Jo, Sung-Jin;Park, Si-Sa;Hong, Sung-Hwa;Yang, Sung-Soo
    • The Journal of the Korea Contents Association
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    • v.9 no.10
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    • pp.436-443
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    • 2009
  • Last year, 2008 Beijing Olympic Games have finished successfully. Over the last century the Olympic Games have received much attention from the world widely in the various point of views. In opposition to the Olympic Games, Delphic Games have attracted little attention. Moreover, There are no comprehensive monograph and research about Delphic Games in ancient and modem era. On that account, this paper will focused on the historical context of Delphic Games, review contents of it, and discuss visions to introducing and announcing the Delphic Games to the academic world.

A Study of Improved SEED Mobile Game (개선된 시드 모바일 게임에 관한 연구)

  • Kim, Song-Min;Lee, Mal-Rey
    • Journal of Internet Computing and Services
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    • v.10 no.2
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    • pp.117-124
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    • 2009
  • SEED game provides distribution of ability, bulky scenario, association system and a item layered. To improve SEED mobile game, we was designed the high degree of freedom as according to player's processing direction and optimization lavel. And also we assigned various event and quest for users.

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Game Programming of Digital Television Using OSD Middleware (OSD를 이용한 DTV용 게임 설계 및 구현)

  • Kim, Se-Young;Kim, Jang-Hyeon;Kim, Dae-Jin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.1
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    • pp.249-256
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    • 2011
  • Since various applications is converged in digital televisions, playing game on DTV will be available in the immediate future. Game programming of DTV is more difficult than that of PC in a viewpoint of game development. Since TV use very simple remote controller as user interface, mapping type, choice type, and one-button type are used among mobile game user interfaces. In addition, we suggest to use text class, numeral class, bitmap class, and shape class of DTV OSD middleware which is proven software, instead of developing new DTV-oriented game engine. The proposed interfaces can be applied in various game situations and allow intuitive and fast operations. By using OSD middleware, game actions can be subdivided into state structures, OSD objects can be used as game objects, and events and actions of remote controller keys are easily defined.

A Scheme for Efficient Synchronization on Real Time Strategy Games (실시간 전략 시뮬레이션 게임에서의 효율적인 동기화 기법)

  • Kim, Hye-Young;Im, Young-Jong
    • Journal of Korea Game Society
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    • v.10 no.3
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    • pp.83-92
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    • 2010
  • The command that game users give should be reflected to the game immediately and should be transferred to several objects at once. Also, all game users who participate in game should keep the same progress situation in Real-Time Strategy game. But it takes a certain amount of time to get the command pass to other users, and it is important issue that many commands are synchronized in a short amount of time on server of RTS game. Therefore we propose a scheme for an efficient synchronization based on event locking method on RTS game in this paper. We design and implement the gaming server applying to our proposed scheme. Also, we show efficiency of our proposed scheme by performance analysis in this paper.

A study of Communication System between each Game Characters (게임캐릭터의 실시간 대화시스템에 대한 고찰)

  • Choi Sam-Ha;Kim Kyung-Sik
    • Journal of Game and Entertainment
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    • v.1 no.1
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    • pp.39-46
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    • 2005
  • Communication is an element of the story-telling in processing of the game as well as basic role of information exchange. In case of communication-based adventure games which are processed through communication, the communication is playing the role beyond its basic role up to providing a limited information on quests and solutions in Massively Multiplay Online Role Playing Game(MMORPG). Even though the communication is one of most important element for absorbtion into game, current communications with Non Playable Characters in games are just monotonous event-driven method following pattern based on prepared game scenario. In this research, we have analyzed natural language processing systems which are being used in the area of Artificial Intelligence for the purpose of more realistic communications in games, and have studied methods to apply these communications on games.

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