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        검색결과 83

        21.
        2015.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This paper presents a Cocos2d-x-based mobile game using a twisted GFSR-PRNG (Generalized Feedback Shift Register - Pseudo-Random Number Generator), known as the Mersenne Twister, with a super astronomical cycle of 219937 - 1, and good virtual randomness in up to 623 dimensions, to deal with random factors for use on Android. Especially, if there are several rand() function calls at the same time, when a user plays the game, the dots do not fit. The Cocos2d-x-based mobile game shows the Mersenne Twister MT19937 is suitable and much faster than rand(). In addition, anyone who has a smart phone can easily install the game and play it. In this game, the player controls his or her own aircraft to destroy the enemy while avoiding obstacles. One key point of this game is that various effects are assigned to each image frame. Moreover, this game is special because it allows the player to produce something called small boss mobs and large boss mobs, providing various types of attached projectiles, upgrading to 10 stages in total and enemies that appear accordingly, and giving items that burst out laughing during the game.
        4,000원
        22.
        2015.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Many researches have been performed on eye tracking technology and its major researches include mobile UI measurement, navigation, internet web measurement, measurement of TV concentration. However, a research on evaluating concentration of mobile gamer has not been performed so far. In this study, a possibility of being able to provide mobile game designer with data for concentration measurement was verified by measuring concentration of mobile gamer based on GazePlot, HeatMap, Cluster by utilizing eye tracking technology. In addition, based on the result of measuring eye tracking experiment, several advantages for objectivity, differentiation and complementarities of eye tracking technology were suggested. In order to measure suggested experiment result, an experiment was performed by using eye tracking system software (Tobii Mobile Device Stand for 2x2) and data, graph that could be utilized as reference data at the time of game development in the future were presented by identifying concentrated part and not concentrated part in playing a game after measuring concentration by each age group.
        4,000원
        23.
        2015.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Recent university students are under a lot of stresses due to academic performance, employment, and anxiety about the future in the fierce competition. Mobile games can be used as a plan which can reduce the stresses of these students. However, if they play too long the games, it will cause another big problems. In this paper, we experimented to look for the best mobile game time to alleviate the stresses of university students as follows. First, we chose 16 people which have more stress load than the average student through stress tests by the basic diagnosis questionnaire. Second, we did total eight experiments on the stresses of the subjects in the study. That is, the experiment was carried out once before the test, 6 times for the mobile game (60 minutes), and once before the experiment. Third, we did T-test and multivariate analysis on the collecting data. As a result, it is proved that the mobile game for about 20 minutes could derive the effect on reducing stresses.
        4,000원
        24.
        2015.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Recently, mobile Social Netwrok Game(SNGs) including characters have emerged in the game market. Basically, it is based on not only the mobile environment and technology but also the form and concept of SNG. Most characters of mobile SNG take characters which have the role of avatar or non-player character. This kind of characters allows own their characteristic to create and design them based on the mobile and SNG system. Therefore, the goal of this paper is to analyze character design with the elements of mobile graphic such as visual, sound, motion and so on. Then we would discuss the features of character design for mobile SNG and comment the limits and consideration for effective design. For this research, the first of all we would discuss the concept and theory of mobile SNG and the design elements for the game characters by the publications, including thesis, articles, and books. Seondly, this paper will be focused on character examples in 20 mobile SNGs which are selected in top selling and analyze them. Finally, we would discuss the characteristics of mobile SNG character and the methods of possibilities and considerations for effective design.
        4,200원
        25.
        2014.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Mobile games are different from the PC online games, because of the circumstance of playing, payment, and the immediacy. the frequency of use is higher than the PC online games, but the connecting time is much less. The accessibility to games is much easier. Th purchase behaviour is made on the spot. The game industries are focused on this unique market, studies the success factors and are developing numerous titles. However, there is quite a few researches for academic purpose. The mobile game market is rapidly changed and followed by the late fashions. More than one year, there is an uprising genre which has good sales history. 40% of top 50's of mobile game market on the spot are this specific genre called collectible card game. The genre has an history from the offline collectible card games like baseball player collections to Japanese style cartoon illustrated mobile collectible game. The purpose of this study was to define the mobile collectible card game genre and to examine the influence factors of purchase intention of mobile collectible card games. Factors are adopted from precedent studies and a pilot interview. Subjects of 175 members who has been experienced mobile collectible card games responded the 15 questionnaires designed for satisfaction, perceived usefulness, graphic design of cards and purchase intention. Through the regression analysis, the results of the survey can be summarized as follow. Satisfaction, perceived usefulness and graphic design of cards are found to have a positive influence on purchase intention.
        4,000원
        26.
        2014.07 구독 인증기관·개인회원 무료
        This paper is conducted to support Korean game development companies to enter the MSNG market in China. According to preceding researches, the life-cycle of MSNG is under 3 months. Short-term of the MSNG's life-cycle raises the problems of low profits or deficit of companies managed to enter the Chinese market. Therefore, it needs to lead MSNG users to continuos use to extend the life-cycle. The plan to extend the life-cycle is likely to be a critical factor to be survived in Chinese market. The commitment is considered as the factor to make usage of MSNG longer by researchers. This paper also infers that the plan to keep MSNG user's commitment continuos develops their perceived functional value, emotional value and social value, with the reasonal, emotional and psychological point of view. We make a effort to reveal the relationships among factors through 318 data from Chinese MSNG users. Futhermore we would like to suggest that the companies consider continuos usage intention of MSNG users as the critical factor which makes a profit based on the result of this survey and propose the direction of future researches from the limit of this paper.
        27.
        2014.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        As the users continuously play the mobile game, the mobile game service requires a method to manage their information such as their game play score and their own game items. For the purpose of responding to the user requests in real time, the proposed method reduces the size of the database by separating the information of inactive users from the main database. Considering the construction cost, the proposed method moves the information of the inactive users to the file instead of another secondary database system. In order to minimize the effect of the system environment such as CPU or memory, the proposed method depends on the response time to the user request rather than the last login time or the number of the user accounts. For the safety and consistency of the database, the proposed method utilizes a traditional RDBMS rather than NoSQL.
        4,000원
        28.
        2014.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        A new near loss-less compression method for 2D game sprite animation image is presented to reduce the amount of the game contents resources. The sprite animation data in 2D mobile game occupies a large part of the resource, and in particular the sprite animation data by using a lossless compression technique can cause a relatively very significant increase of data amount as the higher complexity of the animation. The new near-lossless method, which is an adaptive compression technique by considering the alpha value for transparency and the variance of color values of block, is proposed in order to obtain greater compression efficiency without los of quality. By using experiments, we show that the proposed method compared to the PNG compression technique is good for compression efficiency, and in particular the effect is very high in complex and dynamic 2D sprite animation.
        4,000원
        29.
        2013.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Users of smrtphone based mobile social network games are rapidly increasing. However, there are few researches for smartphone based mobile social network games. In this paper, we conducted a qualitative study in order to understand the continual usage intention of mobile social network game from indepth interview. As a result, passing time, hedonic valuem social value, challenge/competition, perceived enjoyment, and social interaction were found to have positive effects on continuous usage intention of smartphone based mobile social network game. And network quality, difficulties of game, and social interaction were found to have negative effects on continuous usage intention of smartphone based mobile social network game. This study provides practical suggestions for developers of social network game to invigorate the smart-phone based social network game market, such as improved additional investment for simple game interface, easy game rule, additional interactive services.
        4,000원
        30.
        2013.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        On July 30, 2012, Kakao Talk of Kakao Co., Ltd has pioneered a mobile platform SNG market for the first time in the country along with the launch of ‘Kakao Game Center’. While Kakao Talk has released a puzzle game called ‘Anipang’ at the time of launching the Kakao Game Center, it has recorded a DAU value exceeding 8 million at the most by dominating the domestic mobile game market for smart phones right after being released. However, a sudden decrease of DAU was shown starting September 4th which is not even two month after being released and the defection of DAU continues to occur. This is a condition which is different from the Facebook SNG which is a computer platform based SNG where the DAU is steadily maintained until now. This study attempts to analyze the cause of such conditions through the comparison between Facebook SNG and Kakao Talk SNG representing each of computer platform based SNG and mobile platform based SNG to present an important reference point for the game creators who are preparing for the participation of mobile platform based SNG industry in the future through this analysis.
        4,500원
        31.
        2013.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study investigates the difference between popular genre of mobile games and that of online games, and also the impact of affiliation with social network platform on the market performance. The results show that three genres such as action, puzzle, and RPG occupy a higher market share than the other genres. The structure of the mobile game market is more competitive than that of the online game market but game applications developed by top four developers - CJ E&M, NHN, com2us, WeMade - have been holding high ranks for months. It implies that the structure of the mobile game market is gradually becoming more concentrated. As the market competition increases, the marketing cost for acquiring recognition and the commission fee paying for platform have been increasing accordingly. Consequently, mobile game developers are encouraged to enhance the quality of their games as well as to devise diverse platform-marketing strategies in order to accomplish stable market performance.
        4,000원
        32.
        2013.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Micro-transaction based payment model has been a key revenue model in social network game on mobile platform. The paper proposes micro-transaction based payment model based on 4P marketing strategy which have been widely used for merchandise marketing. The research will be contributed to building a systematized micro-transaction based payment model and marketing strategy for mobile social network game.
        4,300원
        33.
        2013.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Micro-transaction based payment model has been a key revenue model in social network game on mobile platform. The paper characterizes micro-transaction based payment models focusing on paid virtual game item, based on studies about micro-transaction based payment model on PC based social network games. The research will be contributed to building a systematized micro-transaction based payment model using paid virtual item for mobile social network game.
        4,300원
        34.
        2012.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        독립적인 지역사회 생활을 위해 화폐를 이용한 돈내기 기술은 기능적이고 중요한 기술이지만 발달장애인의 경우 적절한 기술의 습득과 일반화를 위해 지원이 필요하다. 발달장애인을 지원하기 위해 기능성 모바일 앱은 그 효과가 기대되는 잠재력 높은 도구이며 직접 발달장애인에게 적용해본 결과를 토대로 대상자의 특성에 맞는 기능성 모바일 앱 게임 프로그램 콘텐츠를 개발하는 것이 필요하다. 이에 본 연구에서는 자폐성 장애인을 위해 개발된 국내의 돈내기 기술 보조 앱을 직접 발달장애 대상자에게 적용한 결과를 통해 중재의 효과와 논의를 토대로 발달장애인을 위한 기능성 모바일 앱 게임모델을 제시하였다. 발달장애인을 위한 기능성 모바일 앱 게임은 학습 효과와 일반화를 높이기 위하여 문제해결 중심의 교육용 게임기능을 탑재하고, 독립적인 의사소통을 지원하기 위하여 AAC기능을 제공할 것이 제안된다. 마지막으로 본 연구의 의의와 후속연구를 위한 방안을 제시하였다.
        4,000원
        35.
        2012.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        부분 유료화 판매 모델은 현재 큰 성장세를 보이고 있는 모바일 소셜 네트워크 게임의 대표적인 소액 결재 기반 과금 방식이다. 본 논문에서는 기존 온라인 게임, PC 기반 소셜 네트워크 게임의 부분 유료화의 사례를 통해 그 차이점을 분석하고, 모바일 환경에서 동작하는 소셜 네트워크 게임의 유료화 모델을 상품 마케팅 분야에서 검증 받은 STP전략과 4P전략 관점에서 체계화 하였다. 본 논문은 모바일 소셜 네트워크 게임의 부분 유료화 모델 가이드라인을 제시함으로써, 앞으로 성장이 예상되는 모바일 플랫폼에서 소셜 네트워크 게임의 효과적인 부분 유료화 서비스 디자인에 기여 할 수 있을 것으로 예상된다.
        4,200원
        36.
        2012.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        기존의 연구에서 많이 논의되고 있는 게임 인터페이스의 일반적 정량화 방안으로는 키 입력수준의 GOMS, 인터페이스 효율성 측정, Fitts' Law, Hick's Law가 있다. 그러나 이러한 이론을 주류가 되고 있는 모바일게임에 바로 대입하는 것은 여러 가지 문제점이 있다. 때문에 본 연구에서는 이들의 개념을 분석하여 문제점을 지적하고, 몇 가지 대안을 제시 하였다. 정량화가 속성 정의에서 여러 논의가 발생할 수 있지만 인터페이스를 개선시키고, 게임성을 증가하여 모바일게임의 인기를 높일 것이다. 향후 플레이어가 가지게 되는 어려움의 요소 중 게임의 영역과 인터페이스의 영역을 구분하여 테스트 할 수 있는 방법을 고려한 실증적 평가 기법에 대한 연구가 필요할 것이다.
        4,000원
        37.
        2012.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        모바일 기술들이 발전함에 따라 발전된 모바일 기기들이 나오고, 그에 따른 여러 모바일 관련 분야의 기술들이 발전해가고 있다. 이런 모바일 기기들이 많이 나오고 있는 지금, 많은 사람들이 모바일 기기를 이용하는 시간이 늘어남에 따라 휴식시간에도 모바일 기기를 이용한 즐거움을 찾는 사람들이 늘어나고 있다. 그러면서 모바일 기기의 휴대성과 편리성을 이용하여 기존 컴퓨터로는 휴대하며 이용하기 불편했던 많은 증강현실 게임 기술들이 나오고 있다. 하지만 현재까지 나오고 있는 증강현실 게임들을 보면 미리 마커가 설치된 곳에서만 이용이 가능하거나, 모바일 기기가 인식할 수 있는 특징 점을 갖고 있는 장소에서만의 이용이 가능했다. 또한 GPS를 이용한 증강현실 게임의 경우 GPS상의 오차로 인한 약간의 불편함들이 존재했다. 본 논문에서는 모바일 기기에서 레이저 포인터를 이용한 증강현실 게임을 제시하며 앞서 살펴본 봐와 같은 기존 모바일 증강현실 게임들의 문제점들을 해결하고, 모바일 기기에 맞게 휴대성이 높으며 편리하고, 다양한 곳을 이동해 가며 할 수 있는 새로운 방식의 증강현실 게임을 제시한다.
        4,000원
        38.
        2012.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        자폐인의 독립적인 사회생활을 위해 물건을 살 때 적절한 화폐를 선택하여 내는 것은 필수적인 기술이나 숫자에 사회적인 가치를 부여하는 화폐 개념은 자폐성 장애인에게 습득하기 어려운 기술 중 하나이다. 이와 같은 어려움을 지원하기 위해 본 연구에서는 ‘구매를 위한 화폐사용’을 위해 스마트 디바이스 애플리케이션을 이용해 학습하고 보조할 수 있는 방법을 제안하였다. 앱의 하드웨어 기반이 되는 스마트 디바이스는 예측가능한 반응과 휴대의 용이함, 직접조작으로 인한 사용성, 다양한 앱, 비주얼 디스플레이를 통해 자폐성 장애인에게 개인적인 지원을 제공해 줄 수 있는 장점이 있으나 국내에서는 장애인을 보조하기 위한 앱의 수가 매우 적고 자폐성 장애인을 위한 앱은 전무한 상태이다. 본 연구에서는 자폐성 장애인이 마트 등에서 구매를 위한 계산을 효율적이고 독립적으로 할 수 있도록 버추얼 지갑을 이용한 ‘돈내기’, 시각적 보조를 이용한 ‘미리 계산하기’, 지출 총액을 비교하는 ‘나의 씀씀이’, 지출 활동에 필요한 의사소통보조 ‘말하기’, 지출 활동 비디오 모델링 ‘따라하기’, 게임으로 구성된 화폐 사용 훈련 앱 개발을 제안하였다. 마지막으로 본 연구에서 제안한 앱을 통해 기대할 수 있는 효과들을 서술하였다.
        4,300원
        40.
        2011.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        본 논문을 통하여 발달 장애아동의 가족 특히 부모를 대상으로 자녀양육의 역량강화를 위하여 장애부모 자신의 양육스트레스에 효율적으로 대처할 수 있는 모바일 기능성 게임 프로그램을 기획하였다. 본 게임은 장애아동의 부모들을 교육시킬 수 있는 3가지의 미니 게임으로 구성되어 있는데, 이 게임을 통해 장애아동의 부모들에 대한 일상생활의 심리적 안정을 도모한다. 이를 위하여 사회복지학, 유아교육학, 특수교육학, 심리치료학, 게임학 등 각 분야의 의견을 수렴해 융합 콘텐츠를 제작하기 위한 노력을 하였으며 최종적으로 스마트폰용 게임 콘텐츠가 개발되었다.
        4,000원
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