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        검색결과 64

        1.
        2021.02 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Background: Compared with normal people, stroke patients have decreased voluntary craniocervical motion, which affects their balance. Objects: This study was conducted in order to examine the effects of active craniocervical movement training using a cognitive game on stroke patient’s cervical movement control ability, balance, and functional mobility. Methods: The subject of this study were 29chronic stroke patients who were randomly allocated to either an experimental, cognitive game group (n = 15), or control group (n = 14), to which only neuro-developmental treatment (NDT) was applied. The intervention was conducted 5 times per week, 30 minutes per each time, for a total of 4 weeks. Active angle reproduction test, static stability test, limits of stability test, and Time up and Go (TUG) test, respectively, were carried out in order to evaluate cervical movement control ability, static balance, dynamic balance, and functional mobility. Paired t-test was used in order to compare differences between prior to after the intervention, along with an independent-test in order to compare prior to and after-intervention differences between the two groups. Results: After the craniocervical training with a body-driven cognitive game, the experimental group showed significant differences in flexion, extension, and lateral flexion on the affected side, and rotation on the affected side in the active angle reproduction test. The experimental group indicated significant differences in sway length both with eyes-open and with eyesclosed in the static stability test and in limits of stability test and TUG test. The control group to which NDT was applied had significant differences in flexion in the active angle reproduction test and in limits of stability test and TUG test. Conclusion: The above results mean that craniocervical training using a body-driven cognitive game positively influences stroke patient’s cervical movement control ability and as a result their balance and functional mobility.
        4,000원
        2.
        2020.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        본 연구의 목적은 게임 과몰입 학생의 스트레스와 우울이 공격성에 미치는 영향과 자아탄력성의 매개효과를 연구하는 것이다. 이를 위하여 경기도 소재 중학교에 재학 중인 게임 과몰입 학생 50명을 대상으로 연구를 진행한 결과는 다음과 같다. 첫째, 공격 성에서는 언어적공격성이 가장 높았고, 분노, 신체적 공격, 적의성의 순으로 나타났고, 스트레스에서는 가정생활 스트레스가 가장 높았으며, 학교생활 스트레스, 자신문제 스트레스, 환경문제 스트레스, 대인관계 스트레스의 순으로 나타났다. 우울, 자아탄력성은 보통 수준인 것으로 나타났다. 둘째, 공격성, 스트레스, 우울 간에는 정의 상관관계 를 보이고 있었고, 공격성, 스트레스, 우울은 자아탄력성과 부의 상관관계를 보이는 것 으로 나타났다. 셋째, 스트레스와 우울은 공격성에 정의 영향을 미치고 있었고, 스트레스와 우울은 자아탄력성에 부의 영향을 미치고 있었다. 자아탄력성은 공격성에 부의 영향을 미치고 있었다. 넷째, 스트레스, 우울과 공격성의 관계에서 자아탄력성은 매개 효과를 보이고 있었다. 게임 과몰입 학생의 공격성을 감소시키기 위해서는 스트레스와 우울을 감소시킬 수 있는 방안이 마련되어야 하며, 자아탄력성을 향상시킬 수 있는 정책이 마련되어야 할 것이다.
        4,500원
        3.
        2020.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        최근 중국을 비롯하여 전세계적으로 모바일 게임의 사용자 수와 시장 규모는 지속적으로 확대되고 있다. 성공적인 모바일 게임 특성은 무엇이며 어떤 요소가 사용자에게 영향을 미치는지를 살펴보기 위해 현재 세계 최대 규모의 게임 시장인 중국 모바일 게임의 대표적 특성을 분석하고 이용자가 게임의 선택과 지속적인 이용에 영향을 미치는 중용한 원인을 찾아봤다. 특히, 게임 방송의 영향력을 감안하여 오피니언 리더로서의 게임 BJ 가 사람들의 게임 선택과 지속적인 이용에 어떠한 영향을 미치는지도 함께 살펴보았다. 기술수용모델(TAM, Technology Acceptance Model)에 기반하여 모바일 게임의 특성과 오피니언 리더에 대한 인식의 외적 변수가 게이머 인식(지각된 유용성, 지각된 용이성, 지각된 오락성)에 미치는 영향을 통해 모바일 게임에 대한 태도와 지속적인 이용 의도를 예측하는 모델을 구축하고, 이를 검증하기 위하여 346 명의 게이머를 대상으로 설문 조사를 실시하였다. 분석 결과, 모바일 특성, 특시 상호작용성과 비용 저렴성, 시공간 편의성이 모바일 게임 이용자의 인식에 큰 영향을 미치는 것으로 나타났으며, 오피니언 리더에 대한 인식이 지각된 오락성에 긍정적인 효과를 보였다. 지각된 오락성과 지각된 유용성은 모바일 게임 태도에 유의한 효과를 보였으며, 게임 태도는 지속적 이용 의도를 유의하게 예측하는 결과를 나타냈다.
        4,000원
        4.
        2019.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Background: Visual and somatosensory integration processing is needed to reduce pusher behavior (PB) and improve postural control in hemiplegic patients with acute stroke. Objects: This study aimed to investigate the effects of game-based postural vertical training (GPVT) on PB, postural control, and activity daily living (ADL) in acute stroke patients. Methods: Fourteen participants with acute stroke (<2 months post-stroke) who had PB according to the Burke lateropulsion scale (BLS) (score>2) were randomly divided into the GPVT group (n1=7) and conventional postural vertical training (CPVT) group (n2=7). The GPVT group performed game-based postural vertical training using a whole-body tilt apparatus. while the CPVT group performed conventional postural vertical training to reduce PB (30 minutes/session, 2 times/day, 5 days/week for 3 consecutive weeks). The BLS was evaluated to assess the severity of PB. And each subject’s postural control ability and ADL level were assessed using the postural assessment scale for stroke (PASS), balance posture ratio (BPR), and Korean-modified Barthel index (K-MBI). Outcomes were measured preand post-intervention. Results: Comparison of the pre- and post-intervention assessment results showed that both interventions led to the following significant changes: decreased severity of PB scores and increased PASS, BPR, and K-MBI scores (p<.05). In particular, statistical analysis between the two groups, the BLS score was significantly decreased in the GPVT group (p<.05). And PASS, BPR, and K-MBI scores were significantly improved in the GPVT group than in the CPVT group (p<.01, respectively). Conclusion: This study demonstrated that GPVT lessened PB severity and improved postural control ability and ADL levels in acute stroke patients.
        4,000원
        5.
        2019.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        본 연구는 A4용지 규격의 종이 도안에 플랫포머 게임의 콘텐츠를 작성하고, 작성된 게임 콘텐츠를 모바일 기기의 카메라를 통해 인식하여 디지털로 변환하여 게임을 즐길 수 있는 시스템을 구현하였다. 종이도안을 활용한 게임 콘텐츠는 실제 종이에 필기구를 이용하여 직접 게임 오브젝트를 그려 넣는 방식을 사용한다. 오브젝트 디자인의 편의성을 높이기 위하여 핵심 게임 오브젝트의 패턴화하였고 의미가 있는 패턴들을 조합하여 새로운 조합 패턴의 생성할 수 있도록 하였다. 또한 한 장의 종이 위에 그릴 수 있는 게임 화면의 크기가 제한적인 점을 보완하기 위하여, 제작한 게임 화면을 조합하여 게임의 여러 스테이지를 구성할 수 있는 기능을 추가하였다. 종이 도안에 그려지는 게임의 오브젝트 이외의 게임 구성 요소들은 시스템 내부에서 추가할 수 있도록 하여 자유도 높은 콘텐츠 창작 제공하고 있다. 종이 도안을 통해 반복적으로 게임 콘텐츠를 제작하고 이를 디지털로 변환하는 과정을 보완하기 위하여 시스템 내부에서도 게임 콘텐츠를 제작하고 수정하는 것이 가능하도록 하였다. 본 연구에서 제안하는 서비스모델은 아동에게 다소 어려울 수 있는 게임창작 과정을 언플러그드 활동과 연동하여 손쉽게 디지털 게임 콘텐츠 창작의 경험을 제공하는 것이다. 이를 통해 아동을 대상으로 한 전통적인 방식의 언플러그드 활동을 디지털 활동과 연동하여 창작 활동에 대한 동기를 부여하고, 디지털 시대에 발맞춘 소프트웨어 리터러시를 함양할 수 있을 것이다.
        4,500원
        6.
        2019.04 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The present study investigated fashion Instagram marketing, applying the concept of gamification. It set out to examine the following specific issues: 1) perceptions of flow, pleasures, dimensions of game dynamics (challenge, competition, achievement, reward, relationships among participants, and relationships between brands and consumers), and consumer responses based on frequency and involvement in exercise; 2) the effects of game dynamics dimensions on flow and pleasure; and 3) the effects of flow and pleasure on consumer responses. An online survey was used to gather data and the study analyzed a total of 200 responses. The results of the study were as follows. Perception differences were found only in relation to exercise involvement. Competition, relationships among participants, and relationships between brands and customers positively predicted flow. Among the dimensions of game dynamics, challenge, competition, reward, relationships among participants, and relationships between brands and consumers positively influenced pleasure. In addition, the study also found that pleasure and flow had positive effects on intention to participate and brand loyalty. Meanwhile, only pleasure predicted word-of-mouth. These findings suggest that fashion brands implementing Instagram as a marketing channel should seek to stimulate pleasure and fun to provoke positive consumer responses. Furthermore, the findings of the study provide practical and useful insights for fashion brands implementing Instagram marketing.
        4,800원
        7.
        2018.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        우리나라 청소년들은 입시 위주의 교육과 과도한 교육열로 학업스트레스를 겪고 있으며 이는 심리‧정서에 부정적인 영향을 미치고 적응상의 문제를 일으킨다. 본 연구는 중학생의 학업스트레스 감소를 위해 게임놀이를 이용한 학업스트레스 감소 프로 그램을 개발하고 그 효과성을 검증하였다. 이를 위해, 첫 단계에서는 학업스트레스 감소와 관련된 선행연구를 고찰하여 구성요소와 내용을 추출하여 게임놀이를 이용한 학업스트레스 감소 프로그램을 개발하였다. 게임놀이를 이용한 학업스트레스 감소 프로그램은 총 12회기로 개 발되었으며, 구성요소는 자기효능감, 자기표현, 사회적지지로 구성되었다. 두 번째 단계에서는 개발된 프로그램의 효과성을 검증하기 위해 중학생 42명을 대상으로 학업스트레스 척도를 사전검사와 사후검사 도구로 사용하였다. 연구 결과는 다음과 같다. 게임놀이를 이용한 학업스트레스 감소 프로그램 실시를 통해 실험집단의 학업스트레스의 학사적 요소 중 성적, 시험, 공부 스트레스가 줄었다. 또한 참여자들은 사회적지지, 자기효능감, 자기인식 및 표현 등에서 긍정적인 반응이 있었고 참여자들의 학업 및 학교생활에 대한 주관적인 만족도가 높아진 것을 알 수 있었다. 이와 같은 결과를 바탕으로 연구의 한계 및 향후 연구 방향을 제시하였다.
        5,700원
        8.
        2018.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        본 논문에서는 게임 배경 영상에 대해서 섬세한 일러스트레이션부터 거친 스케치까지 다양한 연필 드로잉 효과를 구현하는 방법을 제안한다. 이 방법은 컨볼루션 알고리즘에 기반한 방법으로 노이즈의 형태를 다양화 시켜서 발생시킴으로써 다양한 연필 효과를 추구한다. 기존의 방법에서 발생하는 노이즈는 영상의 톤을 반영 하는 픽셀 크기의 입자였다. 본 논문에서는 이러한 픽셀 크기의 노이즈의 형태와 분포를 확장해서 다양한 길 이와 두께 및 방향을 갖는 사각형 형태의 노이즈를 사용하는 방법을 고안한다. 그리고 영상 분할 알고리즘을 적용해서 영상의 정보를 추가적으로 활용함으로써 결과 영상의 시각적 완성도를 향상시킨다. 이러한 방법의 장점은 물체, 인물, 장면 등과 같은 다양한 게임 배경 영상에 적용되어 생성된 결과 영상의 우수성을 통해서 입증된다.
        4,000원
        9.
        2017.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study examined how adolescents’ loneliness, aggression, self-control, and morality affect game over-indulgence. In this paper, morality can be understood as combination of altruism and social responsibility, in terms of prosocial perspective. A survey was conducted and total 1,781 responses were selected for analysis. Results showed that loneliness, aggression, self-control, and morality were significantly correlated with game over-indulgence. More specifically, high level of loneliness and aggression increased game over-indulgence. However, high level of self-control and morality diminished game over-indulgence. High level of morality enables students to cultivate interpersonal skills and facilitate positive social relations, which as a result, prevent problematic game use.
        4,000원
        10.
        2017.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this study is to investigate the effect of the level of realism of the game character provided in the smoking simulation game on user experience, such as psychological stress, psychological resistance, immersion, and awakening of the smoking behavior. The results showed that psychological stress, psychological resistance, arousal/awakening, and immersion were higher with higher levels of self-existence, and that psychological effects were associated with the levels of self-existence. It is expected that it will change the perception of smoking.
        4,000원
        11.
        2017.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this study was to investigate how the parent’s game addiction has an effect on children’s physical activity, physical self-conception was used by medium. Participants were 230 mothers with children between 5 and 7 years old. One-hundred eighty surveys, excluding those with omitted or odd answers, were analyzed. The data were analyzed with descriptive statistics, bivariate correlation analysis, path analysis using WEB-R 3.0(LAVAAN). The first, as the result indicated, parent’s game addiction affected the children’s physical activity directly. The second, parent’s game addiction affected the children’s physical self-conception. The third, children’s physical self-conception. affected the children’s physical activity. Therefore the effort to increase the children’s physical self-conception may contribute to developing children’s physical activity.
        4,000원
        12.
        2016.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The current study investigated the mediating effect of positive internet game expectancy on the relationship between behavioral activation system and internet game addiction to confirm whether the acquired preparedness model which has been verified in substance addiction field could be applied to internet game addiction field, then tested wether the effect is moderated by game refusal self-efficacy. 349 gamers aged 13 above participated this study. The results showed that the behavioral activation system boosted the positive game expectancy and then increased the risk of internet game addiction, but the effect was buffered by game refusal self-efficacy. Focused on the results, therapeutic suggestions about current study were discussed.
        4,000원
        13.
        2015.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this study was to examine the effects of adolescents’ game usage on game addiction and the mediation effects of withdrawal symptoms and loss of control. The subjects of the study was 6,499 elementary, middle and high school students included in the panel data from the survey conducted by The National Youth Policy Institute. For data analysis, SPSS WIN 21 and AMOS 21 programs were used to test the structural equation model by examining the relationships among game usage, withdrawal symptoms, loss of control, and game addiction. The results are as followings. First, adolescents’ average daily game playing hours and average daily game playing hours on holidays caused withdrawal symptoms and loss of control, increasing the possibility of game addiction. However, the relationship between the number of years of playing games and game addiction was not mediated by withdrawal symptoms and loss of control. This implies that playing computer games from young age does not necessarily lead to game addiction unless the students show withdrawal symptoms or lose control.
        4,000원
        14.
        2015.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study aimed to analyze how game interaction affects user experience and smoking attitudes of smoking simulation game. To verify differences in smoking attitudes and user experience such as arousal, flow, spatial presence, social presence, and empathy in game interaction and simple watching, a playtest experiment was performed among 100 male smokers. The smoking simulation used for the experiment was the ‘Smoking Sims’ developed by the group of researchers from ‘Hallym University Health Communication Center’. As a result, in eliciting negative attitude toward smoking, which is a functional effect of the smoking game along with the flow, spatial presence, and social presence, active gaming behavior appeared to be more effective than the passive watching behavior. Such result has shown that game media has better communication effect than usual visual media as a tool for anti-smoking campaign.
        4,000원
        15.
        2015.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This research examined the effects of learning on driving simulation game in virtual reality environment. We tested the difference of presence and learning effects such as learning persistence and learning transfer between general monitor and 3D virtual reality device, Oculus Rift by playtesting experiment. One hundred drivers with a license participated in the experiment of two modes of gaming environment. As a result, the user’s presence was found to be significantly higher in VR than general monitor game. As functional effects of the driving serious game, learning persistence and transfer of learning showed significant differences between two modes. This study validates the effects of virtual reality on learning, as an aspect of serious game function. The results contributes to theoretical and practical application of virtual reality in interactive serious games in the future.
        4,000원
        16.
        2014.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this study was to investigate the effects of vocabulary learning activity types via smart-phones on vocabulary learning and the attitude of Korean college students. The participants were 56 college students, who were divided into 4 groups: a competitive and self-paced group (Group 1), a competitive and controlled-paced group (Group 2), an individual and self-paced group (Group 3), and an individual and controlled-paced group (Group 4). Vocabulary tests were administered before and after the experiment. The analyses of the post-test results showed that Group 3 had improved most and Group 1 earned the second highest score, indicating that competition can make a positive effect on vocabulary learning via smart-phone applications. The results also revealed that there was no statistically significant difference in the post-test scores between self-paced and controlled-paced groups. In addition, vocabulary learning via smart-phone applications improved the participants’ attitudes toward vocabulary learning.
        6,100원
        17.
        2014.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this study lies in figuring out the factors of how soldiers' digital games experiences make influence on combat power improvement of the military.. For this study, based on the technology acceptance model, we have analyzed how causation is formed between self-efficacy and the collective-efficacy, perceived usefulness, perceived ease of use and the behavior intention. As a result of validating structure equation modeling targeting the sample of 101 soldiers, self-efficacy on digital game has a significant impact on perceived usefulness, perceived ease of use and the behavior intention. This result implies that soldiers’ digital game experiences have compelling relations on improving combat power of individual, which is a component of the military combat power, and the members of the organization. This study’s result offers an insight for implementing and utilizing small unit war game cyber combat system, which is based on digital games related to improving the military combat power in the future
        4,200원
        18.
        2014.07 구독 인증기관·개인회원 무료
        The online game market has rapidly increased worldwide, especially in China. In 2012, the world game market equaled 111.7 billion. Many game companies compete by launching new online games in various genres. In 2010, Activision Blizzard reported that the World of Warcraft (WOW) is the world’s most popular online game. Chinese gamers constitute more than half of WOW’s 10 million users. Korea is the second largest gaming market. Thus many foreign game companies target Korea and China, in competition with domestic game companies. The purposes are 1) to understand the role of country of origin and /or brand image in game consumer behavior, 2) to find out the difference of game evaluation between game users in China and Korea, and 3) to draw strategic implication game marketers. Consumers expect products from advanced countries to provide superior performance, so they often look to country of origin in evaluating products. Recently, consumers have looked to brand image as another key element in product evaluation. In this research, we study whether gamers evaluate games on the basis of country of origin and/or brand image. In this paper, we add to the gaming research and suggest that the online game market has three dimensions. First, online games are products. Second, online games are service. Last, online games are entertainment. Data collection resulted in 355 usable responses from online game (LOL) users in Korea(166) and China(189). We conduct factor analysis and reliability analysis to check reliability and validity. Country of Origin is the key element for product evaluation of utilitarian goods but it doesn’t have significant effect on product evaluation of hedonic products which mainly provide sensual pleasure, fantasy, and fun to customers such as luxury goods or online game (Dhar & Wertenbroch, 2000).
        19.
        2014.07 구독 인증기관·개인회원 무료
        In an online environment, hedonic value such as flow is manifested when consumers continuously engage in playing online games even if it incurs extra cost: financial, physical, and psychological. Consumers also have a loyalty to their games, and they enjoy playing them. They often purchase repeatedly games they are involved in. The framework of existing online game models does not fully explain flow and telepresence to loyalty and the purchase intention of game decision-making behavior. For this reason, we examined the relationships among telepresence to flow, flow to loyalty, and loyalty to purchase intentions. Study 1, which is a behavioral analysis by SEM (Structural Equation Modeling), examines how “flow and telepresence” influence loyalty and purchase intention in an online game behavior. The introduction of hedonic perspectives as flow and telepresence produced an important extension of the online game model. The conceivable factors which may explain this type of consumer behavior are the hedonic or experiential aspect of consumer behavior. We have three hypotheses. All hypotheses are supported at 0.1% significance level. Study 1 focused on the relationships of the constructs of the online game. We also measured the state of flow while game users are playing online games by EEG (Electroencephalogram). In a neural analysis, we found that the state of flow and neural correlates exist. By this, the flow variable reflects the real mental “state of flow.” Study2, which is a neural analysis, examines flow construct in the FPS game Call of Duty: Modern Warfare 2 by using Electroencephalogram (EEG). How much flow do the subjects experience while playing this online game? The purpose of this research is to select the epochs of EEG data when the subjects reported flow, correlate those with flow variables, and compare the EEG activity. The final goal is to select the flow variables which showed the highest correlation to AEP (Auditory Evoked Potential) Suppression value. We analyzed 8 AEPs to correlate flow. We found out that Alpha_RF is casually decided with the mean of flow which has six variables. Mean of Flow correlated to Alpha_RF -.419 significantly (5%). As subjects feel Flow, Alpha_RF is suppressed. This study focuses on the subjective flow experience and AEP suppression. We found out that the state of flow and neural correlates exist. By our analysis, the flow variable reflects the real mental “state of flow.” Therefore, when game companies develop their games, they should take into account how much flow people feel while they are playing the games. In addition, the state of flow should be used not only in developing and designing games but also in sports, entertainment, etc.
        20.
        2013.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In this paper, we present a technique for applying artistic effects to videos based on a pencil rendering technique. First of all, we propose a vectorized line generation method as a primary technique for solving temporal coherence problem which appears when applying some artistic effects to video. In addition, we propose progressive pencil rendering technique which controls detailed range of drawings from rough sketch to detailed drawing for video. Also, regarding that a real color pencil has a limited set of colors, we suggest limited color pencil rendering method. Furthermore we analyze hand drawing pencil drawings, compare them with rendering results and complement some weakness. A series of our works has a meaning of not only technological but also aesthetical consideration for pencil drawings.
        4,000원
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