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Featured researches published by Hunjoo Lee.


asian simulation conference | 2004

VENUS: the online game simulator using massively virtual clients

YungWoo Jung; Bum-Hyun Lim; Kwang-Hyun Sim; Hunjoo Lee; Il-Kyu Park; Jaeyong Chung; Jihong Lee

In this paper, we present an efficient method for simulating massively virtual clients in an online game environment. Massively multiplayer online games and other multi-user based networked applications are becoming more attractive to the gamer players. Such kind of technology has long been researched in the area called Networked Virtual Environments. In the game development process, a set of beta tests is used to ensure the stability of online game servers. A set of testing processes consumes a lot of development resources such as cost, time, and etc. The purpose of the VENUS (Virtual Environment Network User Simulator) system is to provide an automated beta test environment to the game developers to efficiently test the online games to reduce development resources.


international conference on computational science and its applications | 2004

Design and Implementation of an Online 3D Game Engine

Hunjoo Lee; Tae-Joon Park

This paper proposes Dream3D, an online 3D game engine. We analyze requirements to build MMORPGs together with the techniques to satisfy them. And then, the techniques are classified into four categories: 3D rendering, animation, server, and network techniques. We design and implement Dream3D to provide all the required functionalities. Related with the technique classification, Dream3D consists of four subsystems: rendering engine, animation engine, server engine, and network engine. For each of the subsystems, we propose an implementation model to satisfy the functionality requirements.


The Journal of Supercomputing | 2016

Detecting and monitoring game bots based on large-scale user-behavior log data analysis in multiplayer online games

Yeon-Jun Choi; SungJune Chang; YongJun Kim; Hunjoo Lee; Wookho Son; Seong-Il Jin

Online games with a variety of genres and game style have become popular. While the market for online games is growing, unauthorized program software is used and operated by some users. They damaged fair players and furthermore, bot program users have inflicted a huge loss to game service companies. Bot programs show various game play action styles and there are many users not only in Korea but also other countries, so it is not easy to trace. Also, as users of online game and smart device game which is focused recently are increasing, log data quantity are explosively increased and demands of analysis on not only bot information, but also statistical information which is necessary for game operation plan from log information. This paper examines bot program of online game, detection method and tendency of log data management technology for it. This paper introduces our method to detect game bots and manage game log data.


Multimedia Tools and Applications | 2015

Pixel based stroke generation for painterly effect using maximum homogeneity neighbor filter

Sanghyun Seo; Hunjoo Lee

In this paper, we introduce a new brush stroke generation method for painterly effect. Instead of using the gradient of the source image to determine the stroke direction, we extract regions that can be drawn in one stroke using Maximum Homogeneity Neighbor filtering followed by identification of connected components considering the homogeneity of pixels. We can make a brush stroke from each component based on a least squares approximation to the medial axis. This method results in realistic looking brush strokes of varying width that have irregular directions where necessary.


The Journal of Supercomputing | 2016

Coloring-based scheduling for interactive game application with wireless body area networks

Sanghyun Seo; Hakjeon Bang; Hunjoo Lee

A wireless body area network (WBAN) consists of wireless sensors and a central processing device collecting data from the sensors. The WBAN is used to monitor human physical actions. This is applicable to an interactive game with multiple WBANs, i.e., multiple players, by using light-weight and wearable sensors. In the interactive game application, WBANs which are positioned in a place need to be relayed to communicate with a wireless home contents server connecting to a game server, where a WBAN has a short communication range. In this application, two problems are encountered: the WBANs interfere with each other due to a shared wireless medium, and WBANs which are located nearby to the wireless home contents server require to convey more data than necessary due to the relayed data. This degrades a total network throughput. In this paper, we present a coloring-based scheduling method to avoid the interference by allocating different time-slots to adjacent WBANs and to increase the total throughput by allocating more time-slots to traffic-intensive WBANs. The method is evaluated via simulations and discussed.


The Journal of Supercomputing | 2015

Delay analysis for ad hoc multiplayer game of socially clustered mobile users

Sanghyun Seo; Hakjeon Bang; Hunjoo Lee

The advances in mobile networks induce a design for a new game environment. Socially clustered mobile users at a small area often play game applications. We consider an ad hoc multiplayer game with clustered mobile devices, instead of using a wireless network infrastructure. Two or more on-play mobile devices for a multiplayer game need to connect each other. In the game environment, a network delay is a major game design parameter. Under a two-hop multicopy protocol, where only a source device copies packets to all neighbor devices in its transmission coverage, the ad hoc delay for packet delivery is analyzed based on the number of clustered devices and it is approximated.


international conference on information and communication technology convergence | 2016

Predicting churn in mobile free-to-play games

Sang-Kwang Lee; Seung-Jin Hong; Seong-Il Yang; Hunjoo Lee

In the mobile game industry, Free-to-Play games are dominantly released, and therefore player retention and purchases have become important issues. In this paper, we propose a game player model for predicting when players will leave a game. Firstly, we define player churn in the game and extract features that contain the properties of the player churn from the player logs. And then we tackle the problem of imbalanced datasets. Finally, we exploit classification algorithms from machine learning and evaluate the performance of the proposed prediction model using cross-validation. Experimental results show that the proposed model has high accuracy enough to predict churn for real-world application.


international conference on control automation and systems | 2015

Weak false label learning model for sensor data recognition

SungJune Chang; Hunjoo Lee

Real world behavior recognitions tend to suffer from incomplete data because sensors are not perfect. Although machine learning algorithms are successfully applied to recognitions, they do not work well in multi-valued output functions because true and false label in same input collide in learning process. In this paper, we propose a noble algorithm which lessens multi-valued functions problem by weakening false labels. It also includes virtual samples and output normalization to compensate for the balance between true and false labels.


international conference on computational science and its applications | 2004

Immersive Displays Based on a Multi-channel PC Clustered System

Hunjoo Lee; Ki-Jong Byun

As virtual reality technologies have become feasible in the market, new arcade games tend to provide a user with an immersive game environment. This paper proposes a method to generate a wide field of view game display on an arbitrary display surface. This method consists of two parts. One is a multi-channel clustered system and the other is a multi-projection display system. The multi-channel clustered system is a scalable system which generates a wide field of view game display in real time. The multi-projection display system projects this wide field of view game display on an arbitrary display surface, eliminating a distortion caused by the shape of the display surface.


multimedia and ubiquitous engineering | 2014

Interactive Fractal Tree Generation Method having Multiple Clipping Volumes

Sanghyun Seo; YongJun Kim; Hunjoo Lee

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Sanghyun Seo

Electronics and Telecommunications Research Institute

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Dong-Chun Lee

Electronics and Telecommunications Research Institute

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Wookho Son

Electronics and Telecommunications Research Institute

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SungJune Chang

Electronics and Telecommunications Research Institute

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Chang-Sik Cho

Electronics and Telecommunications Research Institute

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Hakjeon Bang

Electronics and Telecommunications Research Institute

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Seong-Il Jin

Chungnam National University

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Seong-Il Yang

Electronics and Telecommunications Research Institute

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Tae-Joon Park

Electronics and Telecommunications Research Institute

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Yeon-Jun Choi

Electronics and Telecommunications Research Institute

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