간행물

한국컴퓨터게임학회 논문지 KCI 등재 Journal of The Korean Society for Computer Game

권호리스트/논문검색
이 간행물 논문 검색

권호

제26권 제1호 (2013년 3월) 27

21.
2013.03 구독 인증기관 무료, 개인회원 유료
Because of advent of social network, not only many applications have been introduced but also many relationships have been made newly and rapidly. That one of the biggest factors of being made many relationships is plurality of social network game. Moreover the researches of EEG based game are increasing along with cheaper EEG (electroencephalogram) devices. Through Brain biofeedback training, peoples can gain concentration degrees and postpone Alzheimer's disease which have been became an object of public concern in aging society. In this paper, we proposed SNS-based game using EEG. Using BCI we can understand the degree of user's concentration and it will be used in SNS-based game. Our EEG-based SNS game will be used to postpone Alzheimer's disease and the thanks of nature of SNS, people can be leveraged to using the game to compete to others.
4,000원
22.
2013.03 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
23.
2013.03 구독 인증기관 무료, 개인회원 유료
Users of smart-phone based social network game are rapidly increasing. However, there are few researches for smart-phone based social network game. In this paper, we analysed factors affecting the user satisfaction for smart-phone based social network games through empirical testing. As a result, convenience and social presence were found to have positive effects on the user satisfaction of 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
24.
2013.03 구독 인증기관 무료, 개인회원 유료
In recent years, with the successful growth and rapid overseas expansion of Korean games, Korea’s game industry has become the new engine for economic growth and positioned itself as the symbol of a successful cultural content. However, despite all this, the popular media has accused game as the cause of gambling and also violence. And every year the government is coming out with new regulations that are seriously affecting the whole game industry. Therefore, right now there is a need to introduce regulation to the game developers not as an object of condemnation or an object to be evaded. Regulation should be rethought and also measures should be taken to minimize it side effects. This study examines and tests the most recent regulations that were not suitable for games. And it shows the effectiveness and provides an alternative direction for game development.
4,200원
25.
2013.03 구독 인증기관 무료, 개인회원 유료
This paper proposes a dynamical model for the gamification@learning and presents its simulation. Based on the theories of Game Design Features (GDF - cool features, fancy graphics, challenging puzzles, and an intriguing setting and story), Key Characteristics of a Learning Game (KCLG - Challenge, Curiosity, Fantasy and Control), a theory of educational environment design model (ARCS - attention, relevance, confidence and satisfaction), and the theoretical background of Gamification labeled as the MDA (Mechanics, dynamics, and aesthetics) framework, four primary factors such as curiosity, challenge, fantasy and control have been originated. By using these four primary factors, the dynamical model for Gamification was developed. In this paper an example for the model is considered and simulated. The example and simulation make the values and characteristics of the four primary factors meaningful. I posit that this dynamical model for the gamification can strengthen the ‘theoretical foundation’ of gamification as well as spread the idea of ‘the pure and right function of game’.
3,000원
26.
2013.03 구독 인증기관 무료, 개인회원 유료
We generated a high resolution 3D object using a commercial DSLR camera and the low depth information of Kinect. High resolution depth map was obtained through camera calibration between the DSLR and Kinect sensor. 3D mesh model was created by the high resolution depth information and mapped with RGB color value. The experimental result showed that it is possible to create high resolution 3D object from the depth camera. This paper is expected to be applied to reality game graphic.
4,000원
27.
2013.03 구독 인증기관 무료, 개인회원 유료
There are several “game testing techniques” to find bugs in game software. But they can not support game developer to correct errors easily and effectively in game development process. And also they are doing process according to game developer’s scenario and intuition at game company in these days. Therefore, to solve the above problem in this paper, this dissertation suggests a efficient testing techniques to judge the suitable generation of the auto-generate game map according to the game user’s playing and verify them TFD (Test Flow Diagram).
4,000원
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