• Title/Summary/Keyword: 온라인 네트워크

Search Result 764, Processing Time 0.033 seconds

Design of Proxy Architecture for Mobile Online Game (모바일 온라인 게임을 위한 Proxy구조의 설계)

  • 서원일;이은정
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2003.04c
    • /
    • pp.615-617
    • /
    • 2003
  • 최근 모바일 단말기의 보급이 증가함에 따라 이를 이용한 다양한 어플리케이션이 개발되고 있다. 특히 게임 분야는 기존의 Stand-Alone 방식에서 모바일 단말기의 무선통신 기능을 이용한 네트워크 온라인 게임으로 전환이 이루어지고 있다. 하지만, 네트워크 온라인 게임은 게임로직의 처리, 랜더링 처리 같은 복잡한 계산과 비동기적인 네트워크 송.수신이 빈번하게 이루어지기 때문에 모바일 단말기에서 모두 처리하기에는 많은 문제점이 있다. 따라서, 본 논문에서는 모바일 단말기가 처리해야 할 계산 및 통신기능을 대신하여 처리할 수 있는 프록시 구조를 제안한다.

  • PDF

Influence of Social Standing of Adolescents to Social Activity on Online (청소년의 사회적 네트워크에서의 지위(social standing)가 온라인 사회적 활동(social activity)에 미치는 영향 연구)

  • Ohk, Kyung-Young;Hong, Jae-Won
    • The Journal of the Korea Contents Association
    • /
    • v.12 no.5
    • /
    • pp.370-379
    • /
    • 2012
  • This study is identifying a social standing on adolescents' social network in offline and how the social standing influence to online social activity. For the purpose, we explore two research questions. First, How the adolescents' social standing present in their offline social network? Second, How the adolescents' social standing influence to online social activity? Using data, we first visualized 5 social network of adolescents, and deducted each ego networks and global network. Also we investigated causality between social standing and social activities. The result showed adolescents' social tie and social gregariousness influence to social activity width and depth in ego network. Based on these findings, we discussed some implications, limitations, and future direction.

Adaptive Online Load Balancing Algorithm for Multimedia Service in Cellular Networks (셀룰러 네트워크 상에서 멀티미디어 서비스 제공을 위한 효율적인 온라인 부하분산 기법에 대한 연구)

  • Kim, Sung-Wook
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.30 no.12B
    • /
    • pp.811-817
    • /
    • 2005
  • Efficient bandwidth management is necessary in order to provide high quality service to users in a multimedia wireless/mobile network. In this paper, I propose an on-line load balancing algorithm with preemption. This technique is able to balance the traffic load among cells accommodating heterogeneous multimedia services while ensuring efficient bandwidth utilization. The most important features of my algorithm are its adaptability, flexibility and responsiveness to current network conditions. In addition, my online scheme to control bandwidth adaptively is a cell-oriented approach. This approach has low complexity making it practical for real cellular networks. Simulation results indicate the superior performance of my algorithm.

Traffic Analysis and Modeling for Network Games (네트워크 게임 트래픽 분석 및 모델링)

  • Park Hyo-Joo;Kim Tae-Yong
    • Journal of Korea Multimedia Society
    • /
    • v.9 no.5
    • /
    • pp.635-648
    • /
    • 2006
  • As the advances of Internet infra structure and the support of console and mobile for network games, the industry of online game has been growing rapidly, and the online game traffic in the Internet has been increasing steadily. For design and simulation of game network, the analysis of online game traffic have to be preceded. Therefore a number of papers have been proposed for the purpose of analyzing the traffic data of network games and providing the models. We make and use GameNet Analyzer as a dedicated tool for game traffic measurement and analysis in this paper. We measure the traffic of FPS Quake 3, RTS Starcraft and MMORPG World of Warcraft (WoW), and analyze the packet size, packet IAT(inter-arrival time), data rate and packet rate according to the number of players and in-game behaviors. We also present the traffic models using measured traffic data. These analysis and models of game traffic can be used for effective network simulation, performance evaluation of game network and the design of online games.

  • PDF

The Network Engine Research and Development for Wireless based on Online Game (무선통신기반 온라인 게임을 위한 네트워크 엔진 연구개발)

  • Son, Sung-Ok;Amiruzzaman, Md.;No, Jae-Chun
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2007.06d
    • /
    • pp.243-246
    • /
    • 2007
  • 본 논문에서는 802.11b의 네트워크 성능 측정을 통해 도출된 결과를 토대로 하여 802.11b기반의 온라인 게임을 위한 네트워크 엔진을 개발하였다. 네트워크 엔진 서버는 I/O Multiplexing 기법을 사용하였으며, 클라이언트는 .Net Compact Framework로 개발하였다.

  • PDF

Exploratory study on the Spam Detection of the Online Social Network based on Graph Properties (그래프 속성을 이용한 온라인 소셜 네트워크 스팸 탐지 동향 분석)

  • Jeong, Sihyun;Oh, Hayoung
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.24 no.5
    • /
    • pp.567-575
    • /
    • 2020
  • As online social networks are used as a critical medium for modern people's information sharing and relationship, their users are increasing rapidly every year. This not only increases usage but also surpasses the existing media in terms of information credibility. Therefore, emerging marketing strategies are deliberately attacking social networks. As a result, public opinion, which should be formed naturally, is artificially formed by online attacks, and many people trust it. Therefore, many studies have been conducted to detect agents attacking online social networks. In this paper, we analyze the trends of researches attempting to detect such online social network attackers, focusing on researches using social network graph characteristics. While the existing content-based techniques may represent classification errors due to privacy infringement and changes in attack strategies, the graph-based method proposes a more robust detection method using attacker patterns.

The Origin of K orean Online Game Industry : Networks of 'Butterflies' (한국 온라인 게임 산업의 기원 : '나비들'의 네트워크)

  • Nam, Young
    • Journal of Science and Technology Studies
    • /
    • v.11 no.2
    • /
    • pp.1-30
    • /
    • 2011
  • This paper analyzes system builders and their human networks of the Korean online game industry. By the early 2000s, Korea became one of the major online gaming countries in the world. In this period, important factors included the existence of system builders and their solid human networks. The few innovators who assisted the breakthrough of the development of the online gaming industry formed a human network in universities and IT companies. They shared innovations in information and collectively learned the conventions of the industry. In their achievement, the human networks which had already fully formed in the late 1990s became more noticeable. This paper, with its historical approach, will complement the limits shown by existing researches that, in their effort to find the causes for the success of the Korean online game industry, focus rather narrowly on the conditions of the period during which online games were becoming popular.

  • PDF

Comparison of Online Game User Communities by using Social Network Analysis (소셜네트워크 분석을 통한 온라인게임 이용자커뮤니티 간 비교)

  • Ha, Sung-Ho;Im, Kwang-Hyuk;Pae, Hyun-U
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.8
    • /
    • pp.178-189
    • /
    • 2009
  • This paper investigates the influence of social networks on the satisfaction and loyalty of online game users. We gather the resulting questionnaires written by all respondents and compare social networks of users in the online game world. Social networks of online game users influence a sense of community. In consequence, the community sense influences the satisfaction and loyalty of online game users, respectively. Therefore, the companies which produce an online game and provide various services to users should consider the social networks and communities of their game users. Especially they have to try to manage the users who are the opinion leaders of the online game. If the companies make good relationships with users who are the opinion leaders of the online game, they would easily improve the loyalty of ordinary users by performing word-of-moth marketing of the users' opinions concerning about the online game.

A Study on the Development of a 3D Network Game using Hoseo 3D Online Game Engine (호서 3D 온라인 게임엔진을 이용한 3D 네트워크 게임개발에 관한 연구)

  • 오정헌;박숭승;강종호;최삼하;김경식
    • Proceedings of the Korea Multimedia Society Conference
    • /
    • 2003.11b
    • /
    • pp.643-646
    • /
    • 2003
  • 호서 3D 온라인 게임 엔진은 렌더링등의 기능을 담당하는 3D 엔진(클라이언트 부분)과 네트워크 기능을 담당하는 서버 엔진(서버 부분)으로 구성되어 있다. 본 논문은 호서 3D 온라인 게임 엔진을 이용한 3D Tank 데모 게임을 제작하기 위해 일반적인 게임 진행 루프를 분석한 후, 분석 결과를 게임의 목적에 따라 설계하였다. 또한, 설계에 따른 실제 3D Tank 데모 게임을 개발하였으며 이를 바탕으로 3D 온라인 게임 엔진 요소의 효율적인 통합에 대해 고찰한다.

  • PDF

A Research on the Design of an On-Line Shooting Game Using TCP/IP (TCP/IP 기반의 온라인 슈팅게임 개발 연구)

  • 신일경;김경식
    • Proceedings of the KAIS Fall Conference
    • /
    • 2000.10a
    • /
    • pp.150-152
    • /
    • 2000
  • 최근 컴퓨터 게임은 3D 가속기를 이용한 3D 실시간 렌더링을 게임에서 제공하여 보다 사실적으로 묘사된 그래픽 환경 하에서 게임을 즐길 수 있게 되었다. 또한 네트워크 인프라가 구축됨에 따라서 네트워크를 이용한 온라인 형태의 게임들이 개발되고 있다. 이러한 온라인 게임은 스탠드 어론 형태의 게임과 달리 네트워크를 이용하여 가상의 공간에서 원격지의 다른 사람들과 같이 게임을 즐기는 형태로서 여기서 발생되는 게임적 재미요소는 그 전의 어떤 게임에서도 찾아 볼 수 없는 즐거움을 준다. 이러한 이유로 현재 많은 게임들이 3D 그래픽과 온라인을 접목시키고 있다. 이에 본 논문에서는 현재 개발 중에 있는 3D 온라인 슈팅 게임'을 기준으로 개발에 필요한 엔진 기술과 이를 이용한 개발 방법론을 제시하고 현재까지의 개발 과정에서의 문제점과 이에 대한 보완 대책을 제시하고자 한다.