• Title/Summary/Keyword: Multiplayer

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Mechanical Properties of HfN/Si$_3$N$_4$and NbN/$Si_3N_4$Multilayer Coatings (HfN/Si$_3$N$_4$와 NbN/$Si_3N_4$다층박막의 기계적 특성)

  • Jeong, Jin-Jung;Hwang, Seon-Geun;Lee, Jong-Mu
    • Korean Journal of Materials Research
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    • v.11 no.3
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    • pp.236-242
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    • 2001
  • HfN/Si$_3$N$_4$and NbN/Si$_3$N$_4$ multilayer coatings were deposited onto a high speed tool steel substrate by reactive sputtering and their mechanical properties were evaluated in terms of the dependence of hardness and adhesion strength on the sputter deposition process parameters. The hardnesses of both HfN/Si$_3$N$_4$and NbN/Si$_3$N$_4$ multiplayer coatings increase up to the flux ratio of 0.4 but nearly do not change after that as the $N_2$/Ar flux ratio in nitride sputter deposition increases. The hardnesses of both multiplayer coatings nearly do not change with annealing at low temperatures but decrease owing to oxidation with annealing at a high temperature like 80$0^{\circ}C$ after depositing the layers by sputtering. Post-annealing at low temperatures increases the adhesion strength of the multilayers. but high temperature annealing is not desirable since it decreases the adhesion strength besides the hardness deterioration.

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New Method of Gas Barrier Coating on Plastic Substrate for Flexible Display

  • Hwang, Hee-Nam;Choi, Jae-Moon;Kim, In-Sun;Park, Jong-Rak
    • 한국정보디스플레이학회:학술대회논문집
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    • 2004.08a
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    • pp.985-987
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    • 2004
  • A plastic substrate for flexible display is developed. The gas barrier property in the substrate is improved through depositing metal and metal oxide multi layer on plastic film by PVD process. The metal/metal-oxide multiplayer on plastic film shows excellent gas barrier property and optical property.

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An Application Model on the PMP of a New Product Selection System (신상품선정시스템의 PMP적용모형)

  • Lee, Hye-Jeong;Park, O-Hui;An, Gi-Hyeon;Gwon, Cheol-Shin
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2007.11a
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    • pp.145-148
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    • 2007
  • 치열한 유통업체의 경쟁에서 오프라인매장을 가진 업체에서는 제한된 시공간에서 보다 많은 상품을 팔 수 있는 시스템이 필요하다. 본 연구에서는 오프라인매장에서 수익률이 낮은 상품을 제거하고 그 상품을 대체해서 판매할 상품을 선정하는 시스템을 설계하고자 한다. 현재 신제품이 활발하게 출시되고 있고, 전자매장에서 꾸준한 판매량을 보이고 있는 PMP(Portable Multiplayer Player)를 신상품선정시스템에 적용하여 판매상품과 개발상품을 선정하는 과정을 보여준다.

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OPTIMAL DESIGN OF THE MULTIPLAYER DAMPING MATERIALS USING EQUIVALENT MODELING

  • Hur, D.J.;Lee, D.C.
    • International Journal of Automotive Technology
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    • v.5 no.3
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    • pp.189-194
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    • 2004
  • The viscoelastic layer material is widely used to control the noise and vibration characteristics of the panel structure. This paper describes the design technology of the effective vibration damping treatment using the concept of the equivalent parameter of viscoelastic layer materials. Applying the equivalent parameter concepts based on theories of shell, it is possible to simulate the finite element analysis of damping layer panel treatments on the vibration characteristics of the structure. And it is achieved the reduced computational cost and the optimal design of topological distribution for the reduction of vibration effect.

Advanced MMORPG Housing Design (MMORPG 의 진보한 하우징 디자인)

  • Yeo, Sang-Woo;Oh, Gyu-Hwan
    • Proceedings of the Korea Information Processing Society Conference
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    • 2005.11a
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    • pp.143-146
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    • 2005
  • 하우징(Housing) 시스템은 온라인 게임상에서 플레이어가 가상의 공간에 직접 건축물 등을 짓거나 사들이고, 그 공간에 대해 여러 가지 권한과 혜택을 누릴 수 있는 게임 컨텐츠(Contents)로써, 2000년 "울티마 온라인"을 시작으로 하여 많은 MMOPRG(Massively Multiplayer Online Role-Playing Game)에서 적용하고 있는 시스템이다. 본 논문에서는 하우징 시스템이 가진 컨텐츠로서의 가능성을 살펴본다. 그리고 실제 서비스 되고 있는 MMORPG 속, 하우징 컨텐츠의 특징과 역할 그리고 문제점들을 조사해보고, 그것을 바탕으로 게임 플레이의 요소로서 보다 발전된 형태의 하우징 시스템 모델을 제시한다.

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Design of an Architecture for Massively Multiplayer Online Game Server using Multimedia Storage Server (Multimedia Storage Server를 응용한 MMO 게임 서버 구조에 대한 설계)

  • 황요한;김동균;장인걸;신동일;김동현
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.10d
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    • pp.211-213
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    • 2002
  • 온라인 게임(online game)은 초고속 통신망의 보급과 기존의 1인용 게임(Single-player game)의 인공지능에서 느낄 수 없었던 즐거움을 제공함으로써 급속도로 보급되었다. 또한 최근의 온라인 게임 시장은 그래픽 기술을 비롯한 하드웨어의 발달로 2D에서 3D로 옮겨가고 있다. 따라서 이러한 추세에 따라 온라인 게임은 보다 많은 멀티미디어 데이터를 필요로 하게 되었다. 이에 Multimedia Storage Sever를 멀티플레이어 온라인 게임(Multi-player online game)에 적용함으로써 보다 효율적인 멀티플레이어 온라인 게임 서버를 구성하고자 한다.

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Real Time Network Game System for Multiplayer (멀티플레이어를 위한 실시간 네트워크 게임 시스템)

  • 김성후;박규석
    • Proceedings of the Korea Multimedia Society Conference
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    • 2004.05a
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    • pp.700-704
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    • 2004
  • 기존의 비디오 게임이나 오락실 게임은 PC상에서 다양한 에뮬레이터 상에서 실행되고 있으며 단일 사용자 게임으로 진행되고 있다. 그러나 통신기술이 발전되고 게임 기술이 발전하면서 많은 부분에 변화가 일어났다. 이러한 변화는 곧 많은 게임 개발자와 게임 개발 회사들의 관심을 단일 사용자 게임에서 다중 사용자 게임으로 옮기게 되었다. 본 논문에서는 비디오 게임을 지원하는 에뮬레이터 게임에 네트워크 모듈을 지원함으로써 네트워크 게임을 할 수 있는 플랫폼을 구성하고자 하며, 서버의 부하를 분산시키기 위하여 분산 로비시스템을 도입한 Peer to peer 방식의 네트워크 게임을 실행 할 수 있는 메카니즘 및 실시간 게임을 위한 동기화 방안을 제안한다.

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Replication and Consistency Control in Hybrid Architectures for Multiplayer Online Games (멀티플레이어 온라인 게임을 위한 하이브리드 구조의 복제와 일관성 제어 기법)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.4
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    • pp.73-80
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    • 2016
  • Multiplayer Online Games(MOG) using the Internet are typically organized based on a CS(client-server) or P2P(peer-to-peer) architecture. We then propose a method that combines a P2P architecture with a CS architecture in order to utilize their advantages. Most MOGs use a primary-copy replication approach that provides strong consistency control over an object. For each object and character there exists an authoritative copy, called primary copy and all other copies are secondary copies or replicas. Any update to the object has to be first performed on the primary copy. In the proposed hybrid architecture, primary copies may reside on the server or be held by clients. In this architecture, load balancing between a server and clients can be achieved by reducing the number of objects maintained by the server. Games consist of various types of actions with different consistency requirements. A multi-level approach to game consistency is sensible as it provides the best trade-off between consistency and performance. The performance for the hybrid game architecture with the primary-copy model is evaluated through simulation experiments and analysis in this paper.

A Study on Localization in the Korean MMORPG - Focusing on the Quest of the Goonzu Online - (한국MMORPG의 현지화에 관한 연구 - 군주온라인의 Quest를 중심으로 -)

  • Kim, Ji-Sun;Park, Jin-Wan;Seo, Dong-Su
    • The Journal of the Korea Contents Association
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    • v.7 no.5
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    • pp.55-62
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    • 2007
  • The game industry of the Republic of Korea is being firmly located with great benefit and value. As internet developing quickly, the online game of the Republic of Korea boosted up to the level of the best in the world. Online Game has been developed with various types to make the user satisfy. Among those, MMORPG(Massively Multiplayer Online Role Playing Game) is the most popular game type. MMORPG games have getting more popularity in many foreign market but some have failed. Therefore this essay analyzes the MMORPG which has most popular through out the 4 kinds dividing in "Play and Human" by Roger Caillois. Moreover I try to analyze and experiment. Also through out the accomplishing Quest from the Goonzu which is developed and serviced in China, it experimented and it analyzed. With the help of information technology.

Game Behavior Pattern Modeling for Bots(Auto Program) detection (봇(오토프로그램) 검출을 위한 게임 행동 패턴 모델링)

  • Jung, Hye-Wuk;Park, Sang-Hyun;Bang, Sung-Woo;Yoon, Tae-Bok;Lee, Jee-Hyong
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.53-61
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    • 2009
  • Game industry, especially MMORPG (Massively Multiplayer Online Role Playing Game) has rapidly been expanding in these days. In this background, lots of online game security incidents have been increasing and getting more diversity. One of the most critical security incidents is 'Bots', mimics human player's playing behaviors. Bots performs the task without any manual works, it is considered unfair with other players. So most game companies try to block Bots by analyzing the packets between clients and servers. However this method can be easily attacked, because the packets are changeable when it is send to server. In this paper, we propose a Bots detection method by observing the playing patterns of game characters with data on server. In this method, Bots developers cannot handle the data, because it is working on server. Therefore Bots cannot avoid it and we can find Bots users more completely.

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