• 제목/요약/키워드: Game use

검색결과 1,099건 처리시간 0.024초

A Realtime Analytical System of Football Game

  • Min, Dae-kee
    • Communications for Statistical Applications and Methods
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    • 제8권2호
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    • pp.557-564
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    • 2001
  • The objective of he study is to record the real conditions along with the soccer ball that is, each player's ball keeping time, the number football keeping, accuracy of passing to other player, direction, etc., on a real-time basis, measure them in numbers and get necessary analyzed output as much as one needs. The study consists of the following stages: (1) Record the data by drawing through Visual Interface on a real-time basis; (2) Graphic windows to display the recorded data item by item in graphic; (3) Form windows to display the individual or team scores anytime when needed; (4) Windows to display the analyzed data in visualized form. The effect of the study is threefold: (1) It inputs all the game-related data on a real-time basis, which was impossible before and shows analyzed contents during the game enabling each tea manager o use; (2) In cse of TV broadcasting or newspaper articles, it explains objectively the situations of he game to the TV viewers or readers; (3) After the game, it provides importance information on each team's playing ability and individual player's technical improvement through data analysis.

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2Layer-Virtual Cell 방식을 이용한 분산 MMORPG게임서버 (MMORPG Distributed Game Server using 2Layer-Virtual Cell)

  • 장수민;박용훈;유재수
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2006년도 춘계 종합학술대회 논문집
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    • pp.189-192
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    • 2006
  • 다수 사용자용 온라인 게임은 온라인 서비스들 중에 중요한 부분을 차지하고 있다. 최근에는 네트워크를 통한 온라인 서비스를 이용하는 사용자들의 증가로 인해 서버에 부하가 가중되고 있다. 본 논문에서는 이와 같은 문제를 해결하는 2Layer-Virtual Cell방식을 이용한 분산 MMORPG(Massively Multi-player Online Role Playing Game)게임 서버를 제안한다. 제안하는 방식은 많은 사용자들을 위한 MMORPG 분산 게임서버에 효과적인 해결책을 제공한다.

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게임엔진 기술을 활용한 3차원 엔터테인먼트 콘텐츠 제작 연구 (A study of using a game engine technique to produce 3D Entertainment contents)

  • 노승석;박진완
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2006년도 춘계 종합학술대회 논문집
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    • pp.294-297
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    • 2006
  • 세계적으로 게임시장은 급속도로 성장해 가고 있으며, 컴퓨터 기술의 발전과 PC의 개인보급률의 증가로 인하여 게임기술 또한 급속도로 발전하고 있다. 이에 본 논문에서는 3D 가상환경을 게임에 도입하여 캐릭터의 시점을 통해 게임이 이루어지는 방식의 1인칭 액션슈팅 게임(FPS : First Person Shooter)의 핵심이 되는 실시간 3D 게임엔진 기술을 활용한 콘텐츠 제작 연구 및 앞으로 게임엔진의 발전 방향에 대해 연구해 보고자 한다.

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문화콘텐츠의 원소스 멀티유즈를 통한 수출활성화방안 - 게임.애니메이션.캐릭터산업을 중심으로 - (Export Promotion Plans of Digital Culture Contents based on the OSMU Strategy - Focused on Game, Animation & Character Industry -)

  • 원민관;이호건
    • 통상정보연구
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    • 제6권3호
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    • pp.297-318
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    • 2004
  • This paper examines export promotion plans of digital content industries, particularly of game, animation & character industry based on the OSMU(One-source Multi-Use) strategy. As the digital content industry is one of the newest industries as a source of strategic export, we must promote the export of digital contents that hold so much international competitiveness and through that promotion, we have to strengthen the international competitive power. The game, animation & character contents are very easy to adapt each other for creating new contents by omnidirectional OSMU. Therefore, it is intended to present some primary factor for export promotion of game, animation & character contents through the OSMU strategy.

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Study on development of GPS game machine of space and a position information system

  • Song, Byung-Ho;Kwon, Chang-Hee;Park, Kil-Hwan;Shin, Min-Hwa;Koh, Jin-Gwang;Bae, Sang-Hyun
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2002년도 ITC-CSCC -2
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    • pp.826-829
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    • 2002
  • This system is unionized form about CPS and a pocket game machine. This game machine of the use only for the game with an existing system but the function of various purposes which carries out service relevant to a user's position information. This system have the game function, the function to offer space guidance service by the theme interlocked with a user's position, and the traffic safety education function.

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Competitive Resource Sharing Based on Game Theory in Cooperative Relay Networks

  • Zhang, Guopeng;Cong, Li;Zhao, Liqiang;Yang, Kun;Zhang, Hailin
    • ETRI Journal
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    • 제31권1호
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    • pp.89-91
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    • 2009
  • This letter considers the problem of resource sharing among a relay and multiple user nodes in cooperative transmission networks. We formulate this problem as a sellers' market competition and use a noncooperative game to jointly consider the benefits of the relay and the users. We also develop a distributed algorithm to search the Nash equilibrium, the solution of the game. The convergence of the proposed algorithm is analyzed. Simulation results demonstrate that the proposed game can stimulate cooperative diversity among the selfish user nodes and coordinate resource allocation among the user nodes effectively.

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The Use of Persona Based Scenario Method for the Development of Web Board Game for the Pre-elderly

  • Seo, Mi-Ra;Kim, Ae-Kyung
    • International Journal of Contents
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    • 제10권2호
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    • pp.37-41
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    • 2014
  • This study defined the pre-elderly as middle age people from 50 to 59. Because it is difficult to produce a design to satisfy the pre-elderly without deeply understanding them, their financial and physical characteristics and persona-based scenario method was studied. An experimental study about persona based scenario method was conducted, and as a result, the types of personas found were as follows: 1) Users enjoy the same games online and offline. 2) Users enjoy playing alone on the computer. 3) Users prefer games that end quickly with win or loss. Writing the situation scenario for each type, the pre-elderly's problems and needs occurring while they play web board games were obtained. The obtained user requests were as follows: users would like the level of difficulty to be simpler in the game of baduk; users wanted unlimited credit and refrainment from using English words in go-Stop; and there were simple comments about game screen design.

한 관성 회피자와 두 비관성 추적자 간의 접근 미분 게임 (Differential Game of Approach with an Inertial Evader and Two Noninertial Pursuers)

  • 남동경;서진헌
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 1995년도 추계학술대회 논문집 학회본부
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    • pp.213-215
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    • 1995
  • This paper is concerned with a coplanar pursuit-evasion game of one inertial evader and two identical noninertial pursuers. The terminal time is fired and the payoff is the distance between the evader and the nearest pursuer when tile game is terminated. The value functions and the strategies is constructed for all the game surface. To get a value function, we use the generalization of the Bellman-Isaacs fundamental equation.

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인간의 인지 및 감성을 고려한 게임 디자인 전략 (A Cognitive and Emotional Strategy for Computer Game Design)

  • 최동성;김호영;김진우
    • Asia pacific journal of information systems
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    • 제10권1호
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    • pp.165-187
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    • 2000
  • The computer game market has grown rapidly with numerous games produced all over the world. Most games have been developed to make gamers have fun while playing the games. However, there has been little research to address the elements of games that create the perception of being fun. The objectives of this research are to focus on which features provide fun, and then analyze these aspects both qualitatively and quantitatively. This study, through surveys with game players and developers, provides several inputs regarding what it is, that makes certain computer games fun. There are many common characteristics which fun games share, and through grouping and organizing these traits, then compiling the data for use in an AHP(Analytic Hierarchy Process), we measured the disparity in the 'fun' perception between game developer and game user.

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NUMA 시스템에 최적화된 병렬 해시 테이블 (Concurrent Hash Table Optimized for NUMA System)

  • 최재용;정내훈
    • 한국게임학회 논문지
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    • 제20권5호
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    • pp.89-98
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    • 2020
  • MMO 게임 서버에서는 성능을 높이기 위해 NUMA(Non-Uniform Memory Access) 구조를 사용해 하드웨어를 구성하는 경우가 많다. 또한 내부 자료구조로 삽입, 삭제와 탐색에 소요되는 시간이 짧은 해시 테이블과 같은 자료구조를 많이 사용한다. 본 논문은 NUMA 구조에 최적화된 해시 테이블을 제안하여, NUMA 시스템을 사용하는 게임 서버의 성능을 더 높일 수 있도록 한다. 제안된 해시 테이블을 4 소켓 NUMA 시스템에서 실험한 결과, 기존의 고성능 해시 테이블에 비해 최대 2배의 성능 향상을 확인할 수 있었다.