간행물

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

권호리스트/논문검색
이 간행물 논문 검색

권호

제33권 제3호 (2020년 9월) 5

1.
2020.09 구독 인증기관 무료, 개인회원 유료
Computer games with the digital characteristics of a non-linear approach have implemented interactive storytelling from the beginning, and today, with high game engine performance, users lead the story with minimal control, and there is an interactive movie genre that allows users to enjoy real-time stories such as movies. Appeared. It requires a lot of manpower and time to produce 3D resources that meet the increased expectations, and a more effective method than the existing production method of predicting, directing, producing, and recording users' needs is needed. Therefore, an advanced sub-unit interaction method was proposed as a way to realize interaction in various situations while reducing the amount of game engine resource production. This is a generation method that actively applies the improved physics engine and artificial intelligence reinforced by deep learning to make the character's movement, dialogue, and natural environment effects in real time in the game engine. As free deep learning libraries such as TensorFlow are activated and GAN learning methods along with CNN and RNN learning methods become generalized, the results of artificial intelligence show a quality that is indistinguishable from the original. In addition, by actively applying the improved physics engine, it is possible to create detailed movements of surrounding objects. The contents considered in the study are technologies that are still implemented, and if they are introduced, 3D resources can be created in real time without directly producing them, and the context setting and dialogue can induce users to naturally follow the flow of the main story. There will be.
4,800원
2.
2020.09 구독 인증기관 무료, 개인회원 유료
Stress can provoke various symptoms in human. It can affect our thoughts, emotion, and behavior. In general, it is necessary but dangerous if we do not control the level. This study tried to develop a game to measure stress level of game-player and verify whether the score measured by the game correlates with stress level measured by self-reported surveys. A simple prototype of game to measure player’s stress level was developed based on Odd-one out experimental paradigm that allow to measure attentional engagement and disengagement in stress people. 50 students and 50 office-workers played the game to measure stress level and the data was analyzed with correlation analysis between stress score measured by the game and that measured by surveys (type-D and perceived stress scale). The results showed that there is significant correlation between two stress scores measured by computer game and the perceived stress scale but no correlation between the stress score measured by computer game and that measured by type-D. This indicate that the game developed based on attentional movement can measure in general stress level related to current concerns but not long-term temperature related to stress. Some limits and precautions of stress measurement with computer game such as reaction time or statistical assumption were discussed.
4,300원
3.
2020.09 구독 인증기관 무료, 개인회원 유료
This study suggested methods of intervention for juvenile game addiction based on literature studies on brain plasticity and addiction and application of arts therapy techniques. First, it provides repetitive experiences through art therapy. When the frequency of use of a specific synapse changes due to repeated experiences, the synapse adapts to the changed positive environment by changing and controlling its structure and function. Synaptic plasticity through repetitive experiences causes the mind to re-regulate the brain. Second, art therapy activities based on the youth's environment and experiences are applied. Art therapy changes the brain through the development of new neural networks. It incorporates the physical, emotional, and cognitive functions of adolescents by accepting the integrated nature of art and psychotherapy. Third, creative art therapy finds an activity that can effectively approach an individual's positive sensory experience and repeats it to control the overwhelmed emotion. There is an effect of activating self-healing through activities that repeat the experiences that give game addiction adolescents now-here (present) pleasure.
4,000원
4.
2020.09 구독 인증기관 무료, 개인회원 유료
Serious games are games with certain functions, such as inducing sleep or preventing sleepiness. To prove the effectiveness of these serious games, the experiment was conducted by combining several pieces of music that help improve concentration in the game while playing simple computer games. Through the player's brainwave analysis, we studied the effects of serious games on human brain waves. In this paper, it was confirmed that the existing concentration effect can be obtained through the development of functional contents that combine music with game contents to improve concentration through games, and the technology to control human brain waves is considered worthy of continuous study.
4,000원
5.
2020.09 구독 인증기관 무료, 개인회원 유료
Game development costs a lot of money. Thus, in terms of cost-saving, game companies produce prototypes and undergo several tests and modifications during the development period. In this paper, we proposed a brainwave signal analysis system and linked it with the game to measure the player's emotion through brainwave analysis experiment and tried to solve these problems. The brainwave signal analysis system proposed in this paper is capable of various applications according to various development situations, such as the progress of the game, events, etc. in obtaining simple figures over time by linking games, and collecting the tester's responses according to development intentions, so there will have to be continuous additional research.
4,000원