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        검색결과 2

        1.
        2015.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The basic concept of the network is communication among multiple computers. Typical methods of this communication is to use a client and a server. The server may be a host device that everyone can access, the player playing the game may be to act as a server to other players directly. Once the server is running, and the client is connected, the two computers are to exchange data required for the multi-player network games. When developing the network game should pay a lot of attention and effort on some details. Most easily design and even in the game engine that can produce a functional networking remains a very complex thing. The network element of the game can develop in several different ways, which means that some of the key to determine a game developer. These decisions would be better to decide quickly on the single-player game, but the things that did not need anyhow multiplayer game development would give a very large impact early development possible. There is a common and proven three approaches deneun to configure the network game, reserved (authoritative) server, no access (non-authoritative) server, a peer-to-peer manner. The two approaches are leading the way to send and receive information to the client connects to the server. This approach, because there is no direct connection between the IP of the client are hidden from each other to provide more privacy (Privacy) to the end user (End user). In Peer-to-peer way all connected computers can send information directly to each other. In addition, communication concepts covered in the gaming network is two. The right remote procedure call (Remote procedure call, or RPC) and state synchronization (State synchronization). In general, two methods are used in the game, but in some cases, not according to the genre. In this paper, we approach networking in a general game network architecture, looked at the network communication method, we proposed a game networking components and design plans through them. Through this and to implement actual design of future multi-platform network game engine.
        4,000원
        2.
        2007.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        본 논문의 연구 목적은 보드게임 실행 중 문제점인 임의 종료에 따른 정상 사용자의 처리부분 개선 시스템에 관한 연구이다. 제안한 시스템은 임의 종료 시 게임 사용자의 손실에 대한 부분을 실시간으로 해결할 수 있는 온라인 보드 게임 관리 기법이다. 게임 회사로서는 게임 중 발생하는 임의 종료에 따른 해결 시간과 노동력 및 비용 절감의 효과를 가져 올 수 있다, 또한 게임 서비스 업체로서의 신뢰도 증가를 통한 기존 고객의 이탈 방지 및 신규 고객 유치에 기여할 수 있다.
        4,000원