In this paper, we analyze user's manipulation and reaction in an accelerometer-based game interface, as compared with a touch joystick-based game interface. To roll the ball, the user carefully grabs and adjusts the smartphone with both hands in the accelerometer-based game interface; while the user very quickly clicks the up, down, left, right, buttons in the touch joystick-based game interface, because it is already familiar to the user. The accelerometer-based game interface is relatively more immersive and interesting than the touch joystick-based game interface; because the user gets more desired results by elaborately operating the game with both hands rather than by clicking the buttons with the thumb.
This study developed a smartphone addiction prevention program for adolescents based on narrative therapy. Its purpose was to examine the effectiveness of the narrative therapy program, and the way adolescents change from the application of the narrative therapy counseling technique. The study was conducted over a total of 90minute 8sessions, and it consisted of 11 participants separated into a test group and a control group. To verify the effectiveness of the program, pretest and posttests were performed on the two groups. The results of the study were as follows. The test group showed a significant change in tolerance, in the disturbance of adaptive functions, and in withdrawal on the smartphone addiction proneness scale. Thus, narrative therapy enabled positive changes in adolescents
In commercial game engines, a method of constructing objects by combining components is often used. Components can be assembled and used at any time as needed. In this paper, the 3D game is developed by applying the component method, which is the object creation method widely used in the commercial game engine, in the DirectX 11 environment. There are four kinds of components used in the in-house 3D game. These are four components such as transform, mesh, script, and collider. The component generation method used in this paper shows very good operation efficiency in terms of reusability. This paper also applied tangent space normal mapping to static and dynamic objects and analyzed performance at various screen resolutions. Performance analysis showed that the average rendering speed was 64.6% higher on the low resolution screen than on the high resolution screen. And the rendering speed of model G with normal mapping to all objects among the 8 simulation models is improved by 19.2% compared with model B without normal mapping. The presence or absence of normal mapping has the greatest effect on rendering speed.
This paper discusses how the encounter between the performance characteristics of a game and the media characteristics of media art convey the acceptance and perceptual experience of the spectacle aura based on the media installation work, which is in turn based on the game. The game is a one-time event. During this event, the game will give a true aura experience. A media installation that records a game performance has a media character because it works through the medium, but the aura is transformed into the form of other media through the process of remediation, rather than being collapsed by the change of media. In other words, as well as in a one-time experience, such as a game, the aura can also be experienced in repetition and duplication in media installation works. In conclusion remediated aura experience is discussed through the media installation work based on the game.
This paper was to explore the effect of user characteristics of SNS on interpersonal problems of university students. This survey was conducted from March, 2016 to Apeil, 2016 and 315 responses from the survey were used for the analysis. The data was analyzed by descriptive statistics, t-test, ANOVA, Pearson correlation and Multiple Regression. As a main result, limited personal relationship on SNS and SNS utilization time were the significant predictors to interpersonal problems, but SNS access rate, relationships on SNS as well as in real life didn't have the effectiveness to interpersonal problems. In conclusion, to reduce interpersonal problems, limited personal relationship on SNS and SNS utilization time should be controled.
We present a legorization framework that produces a LEGO model from a voxel model. Unlike other frameworks, we include bricks whose height is more than one layer. Furthermore, we devise a two-colored graph that represents the adjacency and stability information of a LEGO model. Our legorization is composed of tiling process on each layer, which is implemented using a heuristic search algorithm. We legorize five models including characters and buildings to prove the excellence of out framework
For several years, keyboard and mouse have been used as the main interacting devices between users and computer games, but they are becoming outdated. Gesture-based human-computer interaction systems are becoming more popular owing to the emergence of virtual reality and augmented reality technologies. Therefore research on these systems has attracted a significant attention. The researches focus on designing the interactive interfaces between users and computers. Human-computer interaction is an important factor in computer games because it affects not only the experience of the users, but also the design of the entire game. In this research, we develop an particle filter-based face tracking method using color distributions as features, for the purpose of applying to gesture-based human-computer interaction systems for computer games. The experimental results proved the efficiency of particle filter and color features in face tracking, showing its potential in designing human-computer interactive games.
Education based on synesthesia has been used to be applied for several years. Especially, We focused on the Coloured-hearing Synesthesia for music education for children who have difficulty in practicing pitch by using the serious game based on Coloured-hearing theory. Also, smart platform is flexible for several sort of video games so we expect good accessibility for children. For proving the effectiveness for education by using this technology and theory, we design the serious game for music called “Bunny’s Cave” based on Coloured-hearing theory and conduct the usability test aimed at 3rd grade student in elementary school.