• Title/Summary/Keyword: 플레이어

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Object Replication and Consistency Control Techniques of P2P Structures for Multiplayer Online Games (멀티플레이어 온라인 게임을 위한 P2P 구조의 객체 복제와 일관성 제어 기법)

  • Kim, Jinhwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.91-99
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    • 2014
  • The main game architectures for multiplayer online games are the traditional client-server architectures, multi-server architectures and P2P(peer-to-peer) architectures. P2P architectures, due to their distributed and collaborative nature, have low infrastructure costs and can achieve high scalability as well as fast response time by creating direct connections between players. However, P2P architectures face many challenges. Distributing a game among peers makes maintaining control over the game more complex. These architectures also tend to be vulnerable to churn and cheating. Providing consistency control in P2P systems is also more difficult since conflicting updates might be executed at different sites resulting in inconsistency. In order to avoid or correct inconsistencies, most multiplayer games use a primary-copy replication approach where any update to the object has to be first performed on the primary copy. This paper presents the primary-copy model with the update dissemination mechanism that provides consistency control over an object in P2P architectures for multiplayer online games. The performance for this model is evaluated through simulation experiments and analysis.

Transaction Pattern between Real Life and Games Centered on Players (플레이어의 현실과 게임내의 교류패턴)

  • Hyun, Hye-Jung;Ko, Il-Ju
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.95-107
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    • 2012
  • Communication skill to maintain personal relationships is a crucial factor in our social life. However, even though a number of people are experiencing difficulty in communication owing to their poor interpersonal interchanges in real life, they are interacting with virtual characters in artificially created virtual space. In order to remedy such a lack of communication among game players, first, they need to search appropriate ways to communicate each other in real life, but not in virtual space, or to create a game space as a new place for interaction among them by utilizing advantages of the game world. To accomplish such an aim, it is necessary to precede the research on what kind of relations or characteristics for game players' interaction to others in the real life and game world. For the reason, in this paper, we investigate interaction patterns of game players in real life and in the virtual space. In order to perform this investigation, an ego-gram, which demonstrates the pattern of the ego states as a field-oriented approach is used as the research method. The result shows that there are differences between patterns in each spaces. so, we apply a factor analysis and analyse the relationship between the transaction pattern of players in two spaces using the ego-gram.

Development of DVD Player Design for the Film Generation (영상세대를 위한 DVD 플레이어 디자인 개발)

  • Ryoo, Ga-Yong
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.120-129
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    • 2009
  • It is now the digital and multi-media era. The DVD market is growing constantly. So is the capacity and quality of DVD players, In our research, we focused on the younger generation, who are now the greatest consumers. The results helped signify the most distinctive and popularized DVD player designs that satisfy young people's entertainment needs. Our new design is a large step ahead of older ones. Previous designs were uniform and standard. This new design has distinctive features and is uniquely user-friendly. It is focused primarily on easy usability. The interface is simple and straight forward. The user can use the system easily before consulting a manual. It is consistent in internal and external software and hardware, allowing the user to easily adapt to the product. DVD players have become a necessity in the current multi-media/digital era. So products need to be geared towards being available to not just those who are technologically savvy, but also those who rely on basic user-intuition. Our design takes into account these conditions, based on our statistical research, allowing us to expect our product to be a competitive force in the DVD market.

Bandwidth Requirement of Region-based Hybrid Architectures for Massively Multiplayer Online Games (대규모 멀티플레이어 온라인 게임을 위한 영역 기반 하이브리드 구조의 대역폭 요건)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.4
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    • pp.123-130
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    • 2018
  • Many massively multiplayer online games(MMOG) use client-server architectures that have enormous server-side bandwidth requirements. In this paper, we propose a region-based hybrid game architecture that combines the advantages of client-server and peer-to-peer architectures, so that only critical events changing game state are processed by the server. In this hybrid architecture, the central server divides the game into regions and assigns a player as a regional server to distribute important updates for that region. Thus, the central server sends state updates to the players through the regional servers. All players in the same region directly exchange updates without affecting game state. This division of labor greatly reduces server bandwidth significantly and enables it to serve larger number of concurrent players. Our experiments show that the region-based hybrid architecture with three-level hierarchy scales better than the client-server architecture, saving considerable bandwidth at the central server while requiring enough bandwidth of players acting as regional servers.

Daily Quest Design for Mobile Arcade Games -The Effect of Player's Tendency on Motivation- (모바일 아케이드 게임의 일일 퀘스트 디자인 연구 -플레이어의 성향과 동기를 중심으로-)

  • Ahn, Sihyeong;Lee, Sangwon
    • Journal of the HCI Society of Korea
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    • v.14 no.2
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    • pp.83-91
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    • 2019
  • These days, virtually every mobile game has a daily quest system. Daily quest is a great tool that can attract game players by providing daily rewards as the player conducts designated missions. However, conducting similar tasks repeatedly has a risk of becoming tedious duties, and maintaining an enjoyable daily quest is critical in enhancing the overall experience of a game. Based on the awareness on the need for academic research on daily quest systems, this study categorized the types of quests systems implemented in the current mobile games, observed how preferred type differs by player's propensity, and analyzed how motivation of a player can be improved using quest types. The results are (1) the staged rewards after each clearance of a task improve a player's motivation, (2) players with high autonomy should be given a freedom to choose their own quests, and (3) players who values their playing skills higher are motivated by providing a feedback on the completion of a task.

Abstraction of players action in tennis games over various platform (플랫폼에 따른 테니스 게임 플레이어 액션의 추상화 연구)

  • Chung, Don-Uk
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.635-643
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    • 2015
  • This study conducted a case study using various platforms centered on a tennis game to examine what forms the movements of a game player had when they were abstracted in the game. In particular, it summarized the forms of the player's experience that could be attained from the abstracted tennis actions into the 4 types: movement, swing, direction & intensity, and skill; and observed and schematized them in the early video games, console games, mobile games, Gesture recognition games, and wearable games. In conclusion, the development of technology offers the players with greater experience. For example the change of the platform of simple games of pressing buttons into swinging. Furthermore, the study found a consistency in the context even though the difference of action was slightly found by the interface.

Representation of Game Character Using Measurement Information of Player's Physical Status (게임 플레이어의 신체 측정 정보를 이용한 게임 캐릭터의 표현)

  • Park, So-Hee;Kim, Bo-Sung;Park, Jong-Seung
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.7-16
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    • 2015
  • To improve the sense of unity between game players and game world avatars, we propose a method to measure game player's physical status and manipulate game character appearances and behavior using the measurements. To measure the status, we implemented a hardware module that perceive the body temperature. We implemented a 3D horror game whose game space is a common subway space ordinarily encountered in daily life so that ordinary people can easily get used to the game environment. The experiments of applying the measurement data from the game player to the game world avatar shows that the player's physical status can be effectively utilized to improve the sense of reality in gameplay.

Implementation of a MPEG-4 Video Player for Embedded Systems (임베디드 시스템을 위한 MPEG-4 동영상 플레이어 구현)

  • Kim, Soo-Han;Lee, Myeong-Won;Jhang, Seong-Tae
    • The KIPS Transactions:PartD
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    • v.14D no.3 s.113
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    • pp.311-318
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    • 2007
  • A wearable computer has appeared as the next generation computer with the development of embedded system technique in our country, although it has not been applicable well since the hardware and software capabilities are limited for multimedia service. We have implemented a MPEG-4 video player to provide with such multimedia application service using the embedded systems. This paper illustrates the development of MPEG-4 video player operating on the wearable computer named WPS(Wearable Personal Station), the wristwatch PC developed at ETRI.

An Implementation of a Classification and Recommendation Method for a Music Player Using Customized Emotion (맞춤형 감성 뮤직 플레이어를 위한 음악 분류 및 추천 기법 구현)

  • Song, Yu-Jeong;Kang, Su-Yeon;Ihm, Sun-Young;Park, Young-Ho
    • KIPS Transactions on Software and Data Engineering
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    • v.4 no.4
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    • pp.195-200
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    • 2015
  • Recently, most people use android based smartphones and we can find music players in any smartphones. However, it's hard to find a personalized music player which applies user's preference. In this paper, we propose an emotion-based music player, which analyses and classifies the music with user's emotion, recommends the music, applies the user's preference, and visualizes the music by color. Through the proposed music player, user could be able to select musics easily and use an optimized application.

A Study of Multiple Video Players as Media Art -Focusing on (다중 동영상 플레이어를 이용한 미디어아트로써의 확장성 연구 -작품 <희로애락(喜怒哀樂)>을 중심으로)

  • Na, Jung-Jo;Lee, Jee-Hee;Song, Pil-Jae;Lee, Myung-Hak;Fan, Bai;Kim, Kyu-Jung
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.115-120
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    • 2008
  • It provides technical analyze and conceptual idea by oneself through Media Art One's feeling expresses multiple video players by using 3 dimensional graphic techniques Multiple video players work in interlocking. Spectators join in clicking mouse on the screen and the working of multiplevideo players realize with computer software. It has a chance, which spectators get a sensitive stimulation. Each player express human's facial expression - happiness, anger, sadness, excitement. Players are able to accelerateaccording to computer system. It seems that artistic messages send through cooperation and connection of multiple players.

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