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      MMOG의 확장성을 위한 클라우드 컴퓨팅 기반의 P2P 시스템 = P2P Systems based on Cloud Computing for Scalability of MMOG

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      https://www.riss.kr/link?id=A107846739

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      다국어 초록 (Multilingual Abstract)

      In this paper, we propose an approach that combines the technological advantages of P2P and cloud computing to support MMOGs that allowing a huge amount of users worldwide to share a real-time virtual environment. The proposed P2P system based on cloud computing can provide a greater level of scalability because their more resources are added to the infrastructure even when the amount of users grows rapidly. This system also relieves a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the peers. In this paper, we describe the concept and basic architecture of cloud computing-based P2P Systems for scalability of MMOGs. An efficient and effective provisioning of resources and mapping of load are mandatory to realize this architecture that scales in economical cost and quality of service to large communities of users. Simulation results show that by controlling the amount of cloud and user-provided resource, the proposed P2P system can reduce the bandwidth at the server while utilizing their enough bandwidth when the number of simultaneous users keeps growing.
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      In this paper, we propose an approach that combines the technological advantages of P2P and cloud computing to support MMOGs that allowing a huge amount of users worldwide to share a real-time virtual environment. The proposed P2P system based on clou...

      In this paper, we propose an approach that combines the technological advantages of P2P and cloud computing to support MMOGs that allowing a huge amount of users worldwide to share a real-time virtual environment. The proposed P2P system based on cloud computing can provide a greater level of scalability because their more resources are added to the infrastructure even when the amount of users grows rapidly. This system also relieves a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the peers. In this paper, we describe the concept and basic architecture of cloud computing-based P2P Systems for scalability of MMOGs. An efficient and effective provisioning of resources and mapping of load are mandatory to realize this architecture that scales in economical cost and quality of service to large communities of users. Simulation results show that by controlling the amount of cloud and user-provided resource, the proposed P2P system can reduce the bandwidth at the server while utilizing their enough bandwidth when the number of simultaneous users keeps growing.

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      참고문헌 (Reference)

      1 김백현, "모바일 에드혹 네트워크에서 적극적 협업 캐싱 시스템" 한국정보기술학회 18 (18): 41-48, 2020

      2 M. Ye, "System-Performance Modeling for Massively Multiplayer Online Role-Playing Games" 45 (45): 45-48, 2006

      3 I. Shabani, "Possibilities Offered by Google App Engine for Developing Distributed Applications using Datastore" 2014

      4 B. Knutsson, "Peer-to-Peer support for massively multiplayer games" 2004

      5 김진환, "P2P와 클라우드 컴퓨팅에 기반한 대규모 멀티플레이어 온라인 게임의 대역폭 분석" 한국인터넷방송통신학회 19 (19): 143-150, 2019

      6 N. Thomas, "Multimedia Streaming using Cloud-Based P2P Systems" 25-32, 2015

      7 H. Xu, "Integration of cloud computing and p2p: A future storage infrastructure" 1489-1492, 2012

      8 H. Kavalionak, "Integrating Peer-to-Peer and Cloud Computing for Massively Multiuser Online Games, Demo: combat state-aware interest management for online games" 5 (5): 2013

      9 R. Buyya, "Cloud Computing and Emerging IT Platforms: Vision, Hype, and Reality for Delivering Computing as the 5th Utility" 25 : 2009

      10 M. Armbrust, "A View of Cloud Computing" 53 (53): 2010

      1 김백현, "모바일 에드혹 네트워크에서 적극적 협업 캐싱 시스템" 한국정보기술학회 18 (18): 41-48, 2020

      2 M. Ye, "System-Performance Modeling for Massively Multiplayer Online Role-Playing Games" 45 (45): 45-48, 2006

      3 I. Shabani, "Possibilities Offered by Google App Engine for Developing Distributed Applications using Datastore" 2014

      4 B. Knutsson, "Peer-to-Peer support for massively multiplayer games" 2004

      5 김진환, "P2P와 클라우드 컴퓨팅에 기반한 대규모 멀티플레이어 온라인 게임의 대역폭 분석" 한국인터넷방송통신학회 19 (19): 143-150, 2019

      6 N. Thomas, "Multimedia Streaming using Cloud-Based P2P Systems" 25-32, 2015

      7 H. Xu, "Integration of cloud computing and p2p: A future storage infrastructure" 1489-1492, 2012

      8 H. Kavalionak, "Integrating Peer-to-Peer and Cloud Computing for Massively Multiuser Online Games, Demo: combat state-aware interest management for online games" 5 (5): 2013

      9 R. Buyya, "Cloud Computing and Emerging IT Platforms: Vision, Hype, and Reality for Delivering Computing as the 5th Utility" 25 : 2009

      10 M. Armbrust, "A View of Cloud Computing" 53 (53): 2010

      11 N. Kasenides, "A Systematic Mapping Study of MMOG Backend Architectures" 10 (10): 2019

      12 Yean-Woo Jung, "A Design of P2P Cloud System Using The Super P2P" 한국인터넷방송통신학회 7 (7): 42-48, 2015

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      학술지 이력

      학술지 이력
      연월일 이력구분 이력상세 등재구분
      2026 평가예정 재인증평가 신청대상 (재인증)
      2020-01-01 평가 등재학술지 유지 (재인증) KCI등재
      2017-01-01 평가 등재학술지 유지 (계속평가) KCI등재
      2014-01-08 학술지명변경 외국어명 : 미등록 -> The Journal of The Institute of Internet, Broadcasting and Communication KCI등재
      2013-12-26 학회명변경 영문명 : The Institute of Webcasting, Internet and Telecommunication -> The Institute of Internet, Broadcasting and Communication KCI등재
      2013-01-01 평가 등재 1차 FAIL (등재유지) KCI등재
      2011-02-22 학술지명변경 한글명 : 한국인터넷방송통신TV학회 논문지 -> 한국인터넷방송통신학회 논문지 KCI등재
      2010-06-21 학회명변경 한글명 : 한국인터넷방송통신TV학회 -> 한국인터넷방송통신학회
      영문명 : Institute Of Webcasting, Internet Television And Telecommunication -> The Institute of Webcasting, Internet and Telecommunication
      KCI등재
      2010-01-01 평가 등재학술지 선정 (등재후보2차) KCI등재
      2009-01-01 평가 등재후보 1차 PASS (등재후보1차) KCI등재후보
      2008-06-17 학술지등록 한글명 : 한국인터넷방송통신TV학회 논문지
      외국어명 : 미등록
      KCI등재후보
      2008-01-01 평가 등재후보학술지 유지 (등재후보1차) KCI등재후보
      2006-01-01 평가 등재후보학술지 선정 (신규평가) KCI등재후보
      2005-08-25 학회명변경 한글명 : 한국인터넷방송/TV학회 -> 한국인터넷방송통신TV학회
      영문명 : Institute Of Webcasting, Internet Television And Telecommunication -> Institute Of Webcasting, Internet Television And Telecommunication
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      학술지 인용정보

      학술지 인용정보
      기준연도 WOS-KCI 통합IF(2년) KCIF(2년) KCIF(3년)
      2016 0.46 0.46 0.41
      KCIF(4년) KCIF(5년) 중심성지수(3년) 즉시성지수
      0.36 0.33 0.442 0.16
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