• Title/Summary/Keyword: game data

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A Study on the Data Linkage Method of Online Game Server (온라인 게임 서버의 데이터연동 방식에 대한 연구)

  • Kang, Min-Seok;Kim, KyungSik
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.83-94
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    • 2015
  • Methodology of server development is so important for the development of online game because the client where the users play the online game depends on the server. In this research, we have studied data linkage methods of the online game server which permits the server to save and retrieve the user data on the database. The data linkage method of the server is critical to make the users continue their games anywhere online. In this paper, several data linkage methods have been proposed and classified with their definitions. The proposed methods have been evaluated with the experimental data. It will contribute for the developer of online game server to choose a good data linkage method for the features of the game.

A Study of Analyzing Realtime Strategy Game Data using Data Mining (Data Mining을 이용한 전략시뮬레이션 게임 데이터 분석)

  • Yong, Hye-Ryeon;Kim, Do-Jin;Hwang, Hyun-Seok
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.59-68
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    • 2015
  • The progress in Information & Communication Technology enables data scientists to analyze big data for identifying peoples' daily lives and tacit preferences. A variety of industries already aware the potential usefulness of analyzing big data. However limited use of big data has been performed in game industry. In this research, we adopt data mining technique to analyze data gathered from a strategic simulation game. Decision Tree, Random Forest, Multi-class SVM, and Linear Regression techniques are used to find the most important variables to users' game levels. We provide practical guides for game design and usability based on the analyzed results.

An Analysis of Game Strategy and User Behavior Pattern Using Big Data: Focused on Battlegrounds Game (빅데이터를 활용한 게임 전략 및 유저 행동 패턴 분석: 배틀그라운드 게임을 중심으로)

  • Kang, Ha-Na;Yong, Hye-Ryeon;Hwang, Hyun-Seok
    • Journal of Korea Game Society
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    • v.19 no.4
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    • pp.27-36
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    • 2019
  • Approaches to find hidden values using various and enormous amount of data are on the rise. As big data processing becomes easier, companies directly collects data generated from users and analyzes as necessary to produce insights. User-based data are utilized to predict patterns of gameplay, in-game symptom, eventually enhancing gaming. Accordingly, in this study, we tried to analyze the gaming strategy and user activity patterns utilizing Battlegrounds in-game data to detect the in-game hack.

Applying Game Data Elements to SCORM Data Model (게임 데이터 요소의SCORM 데이터 모델에의 적용 방안)

  • Choi, Yong Suk
    • The Journal of Korean Association of Computer Education
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    • v.10 no.2
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    • pp.65-75
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    • 2007
  • SCORM is an implementation reference model and also a de-facto standard technology designed for developing e-learning contents and systems effectively. For recent years, as many researchers have been more interested than ever in game based learning, ADL as a SCORM developer, has initiated a basic research on game based learning. However, the game based learning research of ADL has been performed conceptually as well as separately from SCORM so that it lacks in efforts for developing a game based learning SCORM content by incorporating concrete game data into SCORM data model. In this paper, we first present a method for applying game data elements to SCORM data Model, and then illustrate a game based learning SCORM content developed by our method.

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Data Send-Receive Structure for Online Game Synchronization (온라인 게임 동기화를 위한 데이터 송수신 구조)

  • Ju, Woo-Suk
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.147-155
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    • 2010
  • On this paper, suggests a communication structure making possible to fast data send-receive for the gaming process synchronization. For these things, first of all, analyze the data send-receive speed effecting on the online game by the game genre. Moreover, we suggested a proper data communication structure like real-time online action game genre which gaming synchronization effects on the gaming process. Communication structure suggested on this paper is being used with TCP/UDP protocol, and it is applied to the network system and verify improved data send-receive speed. These data send-receive structure can be applied to the various online games.

Expert Review and Analysis of the Game's Testing Process -Focus on balance testing- (게임의 테스트 프로세스에 따른 전문가 검토 및 분석 -밸런스 테스트를 중심으로-)

  • Lee, Yoon-Yim;Rhee, Dea-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.7
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    • pp.1013-1018
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    • 2022
  • Game Industry sustained growth for some time, but the lifespan of a game is shortening. Various efforts to improve the quality of services for the game players which play a role in extending the lifespan of games. When a game is serviced, the server of the game starts to store log informations, and the stored data became important measures to predict game user's activities. As the game's data gathers, it becomes highly useful big data. By analyzing the data of the game stored in this way, a game service issue analysis procedure is proposed to improve the quality of the game service and to proceed with a better service, and based on the analysis in this way, it was applied to the balance test process and verified through expert to the balance test process. If the log analysis process is applied through this paper, it will be a basic data that can improve the quality of game services.

A study on the skill education of 3D game graphics data using VRML (VRML을 이용한 3D 게임 그래픽 제작 교육 방법에 대한 연구)

  • 김치훈
    • Archives of design research
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    • v.17 no.3
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    • pp.101-110
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    • 2004
  • The purpose of this study is to draw a distinction between general computer graphics courses and game development ones and to find out making various improvements in game graphics courses. In addition to general hand-drawing skills and computer graphics technology which are essential for the students who major in game graphics; however, the special classes should be required for them to comprehend the work process of game development and to produce the game graphics data. This necessity of the discriminative education is going to be an identification of game development department. Although loading game data onto a game engine and finding out the solution to problems of data is one of the excellent settlement for educating game graphics students, it is not possible to purchase the commercial game engine such as Quake or Lithtech and to analyze the commercial program libraries. For this reason, this research presents the replacement of commercial game engine with VRML97 for the academic purpose and shows what effect upon education will be. It is expected that the VRML97 can be a substitute of the game engine for the effectiveness of game graphics education with more active study and verification of game fields.

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A Study on Utilization of Facial Recognition-based Emotion Measurement Technology for Quantifying Game Experience (게임 경험 정량화를 위한 안면인식 기반 감정측정 기술 활용에 대한 연구)

  • Kim, Jae Beom;Jeong, Hong Kyu;Park, Chang Hoon
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.9
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    • pp.215-223
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    • 2017
  • Various methods for creating interesting games are used in the development process. Because the empirical part is difficult to measure and analyze, it usually only measures and analyzes the parts where data are easy to quantify. This is a clear limit to the fact that the experience of the game is important.This study proposes a system that recognizes the face of a game user and measures the emotion change from the recognized information in order to easily quantify the experience of the user who is playing the game. The system recognizes emotions and records them in real time from the face of the user who is playing the game. These recorded data include time and figures related to the progress of the game, and numerical values for emotions recognized from the face. Using the recorded data, it is possible to judge what kind of emotion the game induces to the user at a certain point in time. Numerical data on the recorded empirical part using the system of this study is expected to help develop the game according to the developer 's intention.

A study of Multimedia Data Quality Evaluation Metrics of the Game (게임의 멀티미디어 데이터 품질평가지표 연구)

  • Yoon, Seon-Jeong
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.9
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    • pp.63-70
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    • 2013
  • The multimedia data of game affects the immersion of the game depending on its quality. It is difficult to design the evaluation criteria of artistic quality of the data. But, in a technical point of view, it is possible to evaluate its quality. Thus, the design of evaluation standard can ensure the reliability and objectivity of quality. However, multimedia data quality evaluation metrics had not yet been designed. Therefore, in this study, we extracted quality evaluation elements of Game Multimedia Data, and verified the reliability of the elements. And we defined detailed evaluation items of each element, developed Multimedia Data Quality Evaluation Metrics. We expect that the results of this study will serve as a guide in the development of high-quality games, have a positive impact on the growth of the game industry.

A Realtime Analytical System of Football Game

  • Min, Dae-kee
    • Communications for Statistical Applications and Methods
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    • v.8 no.2
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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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