As the web game market grows, ensuring service stability through load testing has become increasingly important. Web games comprise a variety of functions with distinct internal logic, ranging from simple data retrieval to complex transaction processing. Therefore, a comparative performance analysis of load-testing tools that accounts for these functional characteristics is crucial for achieving reliable and efficient service operation. This paper evaluates the performance of four widely used load-testing tools—JMeter, k6, Gatling, and Locust—under representative web-game workloads. To emulate realistic database read and write patterns, we implement the core server logic of the web game Pokerogue in a cloud environment rather than simply issuing HTTP requests. We classified workload patterns into write-intensive, read-intensive, and mixed types using distributed tracing, and measured request-generation capability and system resource consumption across five key game functions. Our experiments show that each tool demonstrates distinct strengths depending on the characteristics of individual web-game functions. Specifically, k6 demonstrated high request-generation performance in write-intensive scenarios, while JMeter showed strong performance in read-oriented tasks; Gatling exhibited efficient memory usage in mixed workloads, whereas Locust proved suitable for resource-constrained environments. These results indicate that the selection of a load-testing tool should be informed not only by its request-generation performance but also by the workload characteristics of the target game function. By systematically analyzing function-specific workload patterns together with the performance and resource-usage behavior of each tool, this study aims to provide empirical evidence that can be usefully applied in practical load-testing workflows for web-game services.
Zooplankton are dominant pelagic consumers in lake ecosystems with high population and biomass. Their broad geographical distribution, ease of quantification, and rapid responses to abiotic environmental factors, such as eutrophication, acidification, and climate change, make them highly suitable as indicator organisms for assessing lake ecosystem health. The multi-metric index (MMI) provides an effective framework for capturing the complex responses of biological communities to varying environmental stressors, making it a valuable approach for improving the practical effectiveness of lake ecosystem management based on biological assessments. This study introduces the Lake Zooplankton Assessment Index (LZAI), developed for 90 lakes in South Korea. The LZAI comprises four components: a sensitive species index based on cladocerans, a eutrophication index based on rotifers, a food web index based on copepods, and a habitat index based on species diversity. Applying the LZAI to 90 lakes showed that lake grades followed a normal distribution regardless of sampling season, though A-grade and E-grade lakes exhibited greater seasonal variability. When compared with the clustering results based on zooplankton community composition, the LZAI closely reflected the underlying patterns in community structure. However, in brackish lakes-where population densities are lower and Calanoida copepods dominate relative to freshwater lakes-the M1 and M4 indices were consistently low, while M2 and M3 were high. This suggests that the LZAI requires index adjustments tailored to regional and lake-type factors, including size, depth, and salinity. Incorporating biomass data into the index would further improve the accuracy of assessing community structure and its role in nutrient and energy cycling.
This study aims to reinterpret the concept of mimesis within a digital context and propose a prototype design for a web-based performance simulation platform. The proposed platform is designed to enable stage directors to pre-visualize elements such as stage setup, actor movements, sound, and lighting within a virtual environment, thereby enhancing the efficiency and creativity of performance planning. The prototype was designed to enable interaction among performance elements by incorporating 3D modeling of a proscenium stage, integrating motion-capture-based FBX data, and utilizing timeline-based control. Furthermore, it features a real-time 3D rendering architecture leveraging Three.js and WebGL, allowing it to run seamlessly in a web browser without additional plugins. This research is significant as it establishes a conceptual foundation demonstrating the potential for integrating performing arts with digital technology. Future research should involve practical implementation and field validation to confirm its real-world utility.
In relation to studying board games, rather than studying web board games, there are some things and problems that try to use this bouncing and facts, and the distinction between web board games is distorted, and problems such as games and immersion occur along with gambling processing, and despite the efforts of related organizations, there are cases where this is used, and it is a web situation that requires examining the results and establishing an effective degree. Based on the current status of the domestic web board game industry, this paper proposes realistic measures to reduce illegal use, so that illegal activities can be reduced in the long term. In addition, the establishment of measures to prevent illegal use of web board games will focus on countermeasures for each type of illegal use, and propose measures to prevent illegal use of web board games. The most important thing is that game users should not hope for luck or think of making a profit through illegal means before participating in the game. As adults, they are primarily responsible for their own actions and are not protected against illegal use. Game users should first have a mature awareness of game use. Based on the results of this study, future discussions should be held on research on more effective policies to prevent illegal use of web board games that can protect game users, as well as on ways to improve self-regulation that can replace legal regulations.
As an emerging force in the entertainment field of the new media era, the rise and development of Chinese mini web dramas are the result of the interweaving of multiple factors, with profound social, cultural and technological changes underlying them. They provide the public with a self-isolated heterotopia that breaks away from the "heavy reality", featuring high plot density and excitement. Against this backdrop, this paper approaches from the perspective of psychoanalysis, takes Lacan's "pleasure" theory as the theoretical framework, divides the development process of mini web dramas into three stages: the initial trial stage, the middle-term exploration stage and the current quality improvement stage, analyzes the consumption practice of mini web dramas under the "pleasure" theory, and further dissects the phenomena of racing production under the "fast-food mode" and consumption alienation under the generalization of commodity logic in the mini web drama industry, so as to provide theoretical support and practical inspiration for the innovative development of the mini web drama industry.
This study examined differences in breakfast habits, mental health, and the prevalence of allergic diseases among 9,549 adolescents from father-headed and mother-headed families, using raw data from the 2017~2019 Korea Youth Risk Behavior Web-Based Survey. Of the total participants, 44.6% came from father-headed families, while 55.4% were from mother-headed families. Single-parent adolescents showed the highest likelihood of eating breakfast every day of the week (24.5%), but they also had a significant tendency to skip breakfast entirely (24.3%). There was no significant difference in breakfast frequency between those from father-headed and mother-headed families. The perception of stress and subjective health status did not differ significantly between adolescents from the two types of families, although subjective health status did show significant differences among boys. Depressive experiences were notably higher in adolescents from mother-headed families (33.0%) compared to those from father-headed families (30.8%). Additionally, the prevalence of atopic dermatitis and allergic rhinitis was significantly greater in adolescents from mother-headed families (24.2% and 32.1%, respectively) than in those from father-headed families (21.1% and 26.5%, respectively). These results indicate the need for tailored nutrition and health guidance programs for adolescents from single-parent families to support the role of the absent parent.
웹보드 게임의 규제와 관련하여 해외 웹보드 게임의 규제 현황을 살펴보기 위하여 해외 웹보 드 게임의 정의 및 주요 해외 웹보드 게임들이 어떤 특징을 가지고 있는지 분석하고자 한다. 국내 웹보드 게임은 사행성 게임, 소셜 카지노, 웹보드 게임(고·포류) 등으로 구분되고 있으나, 해외에서는 그 형태의 따라 겜블링 모사(Simulated Gambling) 게임과 스킬 게임(Skill Gaming)으로 구성되어 있는데, 두 가지 해외 웹보드 게임의 유형과 차이에 대해 알아본다. 다 음으로, 두 가지 해외 웹보드 게임의 유형과 관련하여 대표 게임의 비교 분석을 통해 각 유형 을 대표하는 게임이 어떤 특징들을 가지고 있는지에 대해 알아보고자 한다. 마지막으로. 중국 과 유럽, 미국의 웹보드 게임 규제 현황을 비교 분석하여, 향후 국내 웹보드 게임의 규제 개선 방향에 대해 제안해 보고자 한다.
본 연구의 목적은 2022 개정 교육과정 고등학교 신설 과목인 「도시의 미래 탐구」가 학교 현장에서 성공적으로 안착하고 지리교과의 심화과목이자 진로 선택 과목으로서의 정체성을 살리기 위한 방안으로 공공데이터를 활용한 웹 기반 GIS 플랫폼을 개발하고, 교수・학습 모듈을 디자인하는 것이다. 이 플랫폼은 데이터 전처리, 시각화, 공간 분석을 위한 통합 도구를 제공하며, HTML과 JavaScript로 설계되어 저사양 기기를 포함한 다양한 교육 환경에서도 활용 가능하다. 본 연구는 또한 「도시의 미래 탐구」교육과정에 부합하는 교수・학습 모듈을 개발하고, 지리탐구의 수업 실행 방식을 제안하였다. 학습자는 ‘도시’라고 하는 시민성의 공간을 과학적 인식, 개인적 반응, 비판적 사고를 통해 온전히 이해하게 되고, 도시의 역동성과 공간 불평등을 탐구할 수 있도록 설계되었다. 본 연구는 공공데이터와 지리정보기술을 통합한 본 연구는 지리교육에서 디지털 리터러시를 증진하고 비판적 탐구 역량을 강화한다는 점에서 의의가 있다.