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        검색결과 4

        1.
        2017.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study designs an interactive serious game for children with ADHD to sustain attention concentration and improve their reading comprehension skill. This serious game enables to read fairy tale interactively. The fairy tale consists of 6 sequences and the game assigns tasks for concentration training to 2, 4, 5, and 6 sequences. Executing concentration task, MindWave BCI is used to measure brain waves and to judge success of failure of the task with that measurement. Game play data and concentration data were stored in a sever real time. As the experiment progressed, the concentration levels of the participants are sustained stable. The results of paired t-test on pre- and post- reading ability, short reading comprehension, and story understanding are significant. It is expected that this study will help game design for children with ADHD as well as reading disability.
        4,000원
        2.
        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
        3.
        2013.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Entry-level digital EEG instrument was launched at 2008 after that the digital EEG instrument was first introduced in the early 1990s. Because of cheaper EEG, many studies have been attempted using it. Among them, Special purpose serious games are getting heightened interest. Special purpose serious game is giving fun and meaningful knowledge simultaneously. This paper proposes acquiring EEG from EEG instrument, noise cancellation/separation of waves through FFT/analysis/concentrations calculation, HTML 5 game implementation/Client server design and sending of game result to user's browsers. Through this we suggests that the method in which performs efficient design and implementation of Network-based serious game using EEG. Future work includes that user can perform piano ensemble using network to draw user's fun and concentration. And experimental will be performed in piano school to prove that the students who have used our system before lesson shows great learning ability than the others.
        4,000원
        4.
        2004.06 KCI 등재후보 구독 인증기관 무료, 개인회원 유료
        The PC game rooms in Korea have a problem in the aspect of indoor air quality because there are many occupants for 24 hours where the smoking is allowed. This study was carried out to evaluate indoor air quality (IAQ) including the size distribution of respirable suspended particulates (RSP) and airborne nicotine concentration in selected PC game rooms. The subjects are 6 PC game rooms in Seoul and Sung-Nam Cities. In this study, airborne RSP and nicotine concentrations were measured during a period from February to March, 2003. Significant correlation has been found between the concentrations of RSP and nicotine in PC game room. Also the negative correlation was found between room area and number of operating fan. The correlation coefficients between RSP size distribution and nicotine concentration were 0.868, 0.866, 0.870 in the stages 2 (cut-point 14.80㎛), 5 (cut-point 3.50㎛), and 8 (cut-point 0.52㎛) from Marple's 8-stage cascade impactor, respectively. In conclusion, RSP concentration in PC game room has a tendency to increase by smoking. Therefore, it is suggested that the effective air control system and education program be applied for PC game room.
        4,600원