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        검색결과 4

        1.
        2015.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The popularity of online games highlights the need for research approaches that can increase our scientific understanding of online game play experience. This paper proposes a model for examining and evaluating the ways by which factors of game motivate players and shape psychological processes. Previously, Nick Yee has done one of the most extensive and influential empirical research on motivations for play in online games. His research provides the foundation to understand what motivates people to play games and how we can improve our designs based on those findings. His factor analysis revealed ten motivational sub-components that grouped into three overarching components of achievement, social, and immersion. However, there are a handful of empirical results that were unique and did not clearly fit into Yee's motivational components, such as "making a difference", "the search for self", "the search for youth", and "the nurturance motivation", as Yee acknowledged in his paper. Therefore we developed a motivational theory of "reality integration" to encompass the cases that could not be explained by Yee's theory. While his theory was implicity focused on "escapism" (escape from reality), we found that dual and integrated perspectives of "reality integration" and "escapism" of online games are very important in understanding players' behavior and improving game design. The future goal of this research is to develop a motivational design framework for educational games or serious games.
        4,000원
        2.
        2014.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The flow channel is a game design aspect that has been widely used by experienced game designers. A psychologist named Mihaly Csikszentmihalyi found that a person's skill and the difficulty of a task would interact to result in different cognitive and emotional states. When a person’s skill and the difficulty of the task are roughly balanced, he or she enters the flow state. Otherwise, the person becomes bored or frustrated, and switches to another activity[3]. Unfortunately, for game designers, this is the point where the flow theory stops helping. While a designer strive to keep players in the flow channel for as long as possible, he or she has to figure out how to implement the flow channel in the game by oneself. Therefore, in this paper, we tried to bridge or narrow the gap between game flow and psychology theories. We showed how the whole game flow mechanics work and how several major psychological elements operate dynamically and interactively on the game play. The challenges and skills should be balanced and should work together to create game flow experiences. The contents described in the paper was used to teach university students in game design and media psychology courses. Quantitative and qualitative measures show that our media psychology education could be an effective way of teaching a creative design philosophy.
        4,000원
        3.
        2002.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        물체가 수중에 입수할 때, 원래의 운동에너지는 물체와 그 주위의 물에 부가질량 형태로 분배된다. 이러한 에너지 혹은 운동량의 전달에 기인하여 물체는 유체동력학적 충격력과 가속도를 받는다. 이러한 충격거동은 수중운동체의 공중 발사에 중요한 고려 요인이 된다. 본 논문에서는 구명정 모델을 바탕으로 원통형 물체의 입수에 대한 충격거동을 해석하는 근사기법을 제안하였다. 충격력은 von Karman의 운동량 이론으로 계산하고, 운동, 특히 가속도는 유체동력학적 힘의 평형에 의하여 유도된 운동방정식의 수치 적분으로 계산하였다. 제안된 방법은 입수충격을 받는 물체의 초기설계나 운동 해석을 위한 단순하면서도 효과적인 방안이 될 수 있을 것으로 기대된다.
        4,000원
        4.
        1997.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        대부분의 동적계는 기진력 및 계 인자들에 있어서 다양한 불확정 특성올 갖고 있다. 본 연구에서는 기진력의 불 확정성과 계 인자들의 불확정성을 모두 갖는 선형 동적계에 대한 웅답해석 과정을 제안하였다. 확률특성올 갖는 계 인자와 웅답은 섭동법에 의해 모델링되였으며, 웅답해석은 불규칙 진동 이론에 의하여 정식화 되었다 또한 제안된 웅답 모텔에 의해 계산되기 어려운 웅답의 평균에 대한 해석은 확률유한요소법을 사용하였다. 적용 예로서 정상 백색잡음 기진력을 받으며 불확정 질량과 스프링 상수를 갖는 1 자유도
        4,000원