KR20050087751A - The relay method of utilize resource of client pc - Google Patents

The relay method of utilize resource of client pc Download PDF

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Publication number
KR20050087751A
KR20050087751A KR1020050072182A KR20050072182A KR20050087751A KR 20050087751 A KR20050087751 A KR 20050087751A KR 1020050072182 A KR1020050072182 A KR 1020050072182A KR 20050072182 A KR20050072182 A KR 20050072182A KR 20050087751 A KR20050087751 A KR 20050087751A
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client
data
game
esport
relay method
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KR1020050072182A
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Korean (ko)
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백운혁
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백운혁
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Systems or methods specially adapted for specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services

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Abstract

본 발명은 새로 떠오른 eSport의 인터넷 중계방송에 관한 것으로, 더욱 상세하게는 현재 진행 중인 경기를 재생하기 위한 선수들의 입력데이터만을 인터넷을 통하여 데이터를 전송하면 Client에 설치되어 있는 Player 혹은 동일한 프로그램을 활용하여 현재 진행 중인 경기를 관람할 수 있는 것이다. The present invention relates to the newly broadcast eSport Internet broadcasting, and more specifically, by using only the player or the same program installed in the client to transmit data only through the Internet input data of the players for playing the current game in progress You can watch the game in progress.

Description

사용자 컴퓨터의 자원과 중계서버를 활용한 이-스포츠의 중계 방법 { The relay method of utilize resource of client PC }E-Sport relay method using resources of user computer and relay server {The relay method of utilize resource of client PC}

본 발명은 새로 떠오른 eSport의 인터넷 중계방송에 관한 것으로, 더욱 상세하게는 현재 진행 중인 경기를 재생하기 위한 선수들의 입력데이터만을 인터넷을 통하여 데이터를 전송하면 Client에 설치되어 있는 Player 혹은 동일한 프로그램을 활용하여 현재 진행 중인 경기를 관람할 수 있는 것이다.  The present invention relates to the newly broadcast eSport Internet broadcasting, and more specifically, by using only the player or the same program installed in the client to transmit data only through the Internet input data of the players for playing the current game in progress You can watch the game in progress.

일반적으로 eSport의 중계 방식은 방송중계를 사용하고 있으며 이 중계된 동영상을 인터넷을 통하여 재전송하고 있다. 현재 이러한 eSport는 onMedia의 ongamenet, MBC의 MBCgame등이 케이블을 통하여 eSport만을 전담 적으로 방송중계하고 있으며 실제 경기 장면을 화면으로 사용하는 동시에 해설자와 캐스터의 해설과 중계를 함께 방송한다.  In general, eSport's relay method uses broadcast relay and re-transmits the relayed video over the Internet. Currently, eSport broadcasts only eSport through onMedianet's ongamenet, MBC's MBCgame, etc., and broadcasts commentary and caster commentary and caster along with actual game scenes.

그러나 이와 같은 중계방식의 단점은 기존의 스포츠 중계와 마찬가지로 비싼 중계료가 필요하며, 단방향의 중계 방식 및 eSport의 특징인 동시 다발적인 이벤트가 발생함으로 Client가 원하는 장면을 놓치거나 주요한 장면을 놓치는 일이 일수이며 시간을 놓친다면 경기를 처음부터 보지 못하게 되는 것이다.However, the disadvantage of such a relay method is that it requires expensive relay fees like the existing sports relay, and one-way relay method and simultaneous multiple events that are characteristic of eSport occur, so the client misses the desired scene or misses the main scene. If you miss the time, you won't see the game from the start.

또한 재 전송 및 다양한 전송 방식을 위해서 인터넷을 활용하고 있는데, 방송중계 내용을 VOD형식으로 전송을 하고 있으나 일반 방송의 내용과 달리 eSport에서는 자세한 화면 정보가 필요하나 인터넷의 전송 속도로 인해 부득이하게 화질저하가 발생하게 되어 Client들은 충분히 만족할 만한 정보를 전달 받지 못하게 되는 것이다.  In addition, the Internet is being used for retransmission and various transmission methods. Although the broadcast contents are transmitted in VOD format, unlike the contents of general broadcasting, eSport requires detailed screen information, but due to the transmission speed of the Internet, image quality is inevitably reduced Will occur, and clients will not receive enough satisfactory information.

본 발명은 상기와 같은 문제점을 해소하기 위해 경기의 데이터만을 Client에게 전송하며 Client PC의 Resource를 활용하여 재생하여 Client의 PC에 현재 진행 중인 경기를 재현하여 현재 진행 중인 경기의 모든 정보를 받아 봄과 동시에 사용자가 임의로 화면 및 시간을 조정할 수 있게 되어 Client가 원하는 장면을 놓치지 않게 하는데 본 발명의 목적이 있는 것이다.  The present invention transmits only the data of the game to the client in order to solve the above problems, reproduces the current game on the client's PC by playing back using the resource of the client PC to receive all the information of the current game in progress At the same time, it is an object of the present invention to allow the user to arbitrarily adjust the screen and time so that the client does not miss a desired scene.

이와 같은 목적을 달성하기 위해 본 발명은, 경기를 진행하는 선수들의 PC에서 입력데이터를 캐치하여 이를 Client에게 전송하고 Client는 선수들과 동일한 프로그램 혹은 전용 Player를 통해서 동일하게 재생하는 것에 특징이 있다.In order to achieve the above object, the present invention is characterized by catching the input data from the PC of the players running the game and transmitting it to the Client, the client is played the same through the same program or a dedicated player.

또한 선수들의 PC에서 입력데이터를 캐치하여 이를 Client에 직접 전송 할 경우 선수들의 PC에 무리가 가해져 경기에 지장을 초래 할 수도 있음과 동시에 경기 중간에 처음부터 볼 수 없게 되는 문제점이 발생하기 때문에 이를 해결하기 위해 선수들의 PC와 Client사이에 데이터를 저장 및 관리해주는 중계 Server를 거치는 것에 두 번째 특징이 있다.  In addition, when catching input data from players' PCs and transmitting it directly to the client, it may cause problems to the players' PCs due to the excessive load on the players' PCs. The second feature is to go through a relay server that stores and manages data between the players' PCs and clients.

진행중인 게임의 데이터를 캐취하는 "Data provider""Data provider" that captures the data of the game in progress

Data provider에서 전송된 데이터를 수집 및 관리하는 "Relay server""Relay server" that collects and manages the data sent by the data provider

Relay server를 통해 전달받은 데이터를 재현하는 "Client player""Client player" that reproduces the data received through the relay server

이상에서 상술한 바와 같이 본 발명은, eSport만의 특징을 이용하여 기존의 중계방식과는 달리 모든 정보를 Client에게 제공함과 데이터를 전송하고 Client PC의 Resource를 활용하여 재현을 하는 방식을 사용하여 실제로 경기를 하는 장면을 직접 보는 것과 같은 수준의 정보를 제공하며, 사용자가 원하는 장면을 볼 수 있게 되어 쌍방향의 중계 방송으로 점차 수준이 높아지는 eSport의 팬들의 요구를 만족 시켜줄 수 있게 되는 것이다.As described above, the present invention, unlike the existing relay method using the features of eSport, provides all the information to the client and transmits data and uses the method of reproducing by utilizing the resources of the client PC, the actual game It provides the same level of information as watching the scene directly, and the user can see the desired scene to satisfy the needs of fans of eSport gradually increasing the level with the interactive broadcast.

Claims (1)

eSport에서 진행중인 경기에서 선수들의 PC에서 데이터를 캐취하는 단계, catching data on players' PCs in an ongoing game on eSport, 캐취한 데이터를 중계 Server로 전송하는 단계, Transmitting the captured data to the relay server, 중계 Server에서 데이터를 저장하고 관리하는 단계, Storing and managing data on the relay server, 중계 Server에서 Client로 데이터를 전송하는 단계, Transmitting data from the relay server to the client, 상기 단계 후 Client PC에서 동일한 프로그램 및 전용 Player를 사용하여 현재 진행중인 경기를 동일하게 재현하는 방법. After the above steps, using the same program and the dedicated player on the client PC to reproduce the current game in the same way.
KR1020050072182A 2005-08-08 2005-08-08 The relay method of utilize resource of client pc KR20050087751A (en)

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KR1020050072182A KR20050087751A (en) 2005-08-08 2005-08-08 The relay method of utilize resource of client pc

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