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        검색결과 1,588

        221.
        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
        222.
        2017.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Monte-Carlo Tree Search (MCTS) is a best-first search algorithm to evaluate states of the game tree in game playing, and has been successfully applied to various games, especially to the game of Go. Upper Confidence Bounds for Trees (UCT), which is a variant of MCTS, uses the UCB1 formula as selection policy, and balances exploitation and exploration of the states. Rapid Action-Value Estimation (RAVE), which is a All-Moves-As-First (AMAF) heuristic, treats all moves in a simulation as the first move, and therefore updates the statistics of all children of the root node. In this paper, we evaluate the performance of RAVE and UCT playing against each other in the game of Tic-Tac-Toe. The experimental results show that the first player RAVE is much inferior to the second player UCT (13.0±0.7%); on the other hand, the first player UCT is far superior to RAVE (99.9±0.1%).
        4,000원
        224.
        2017.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        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.
        4,000원
        225.
        2017.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        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.
        4,000원
        226.
        2017.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        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.
        4,000원
        227.
        2017.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Background: Many studies have reported positive results of the various mirror training and virtual reality games in improving dynamic standing balance and posture adjustment in chronic stroke patients. However, no systematic study has been conducted to compare the effects of virtual reality games and the mirror balance training. Objects: The purpose of this study was to compare the effectiveness of Wii balance games and Mirror Self- Balancing Exercises in improving proprioception of knee joint and standing balance of people with chronic stroke. Methods: Twenty patients with chronic stroke volunteered for this study. The subjects were randomly divided into a Wii balance games group and a Mirror Self-Balancing Exercises group with 10 patients in each group. Each training was performed for 30 mins a day for 4 days. In addition to the balance training, 30 mins neuro-developmental-treatment based routine physical therapy was given to both groups. Proprioception was measured using two continuous passive motion devices, and static balance was measured using a Wii balance board. Dynamic balance assessment tools included the Berg Balance Scale, Dynamic Gait Index, and Timed Up-and-Go test. Results: All measured variables before and after the experimental results showed a significant improvement in both groups (p<.05). Only the improvement of the affected knee proprioception appeared to be significantly greater in the Wii balance game group (p<.05). However, other variables did not differ between the groups (p>.05). Conclusion: The findings suggest that both Wii balance games and Mirror Self-Balancing Exercises may be helpful for improving the proprioception of knee joint and the balance of patients with chronic stroke.
        4,200원
        228.
        2017.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        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.
        4,000원
        229.
        2017.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        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.
        4,000원
        230.
        2016.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study shows the content production of mobile baseball games. In 2013, mobile games accounted for 23.9% of domestic games, and the global mobile game market is expected to grow to $30.3 billion by 2015. This study examines trends and characteristics of the mobile game industry. Also, this study intends to show mobile game rankings, reproduce the enthusiasm of professional baseball games through mobile games, participate in games to utilize leisure, and contribute to the mobile game industry. Currently, there is Magumagu of Netmarble as a mobile baseball game. By differentiating with mobile Magumagu, this study attempts to produce various and interesting short plays of AI, UI, and FSM from webtoon contents to engage in the realism of mobile baseball games, and to improve the productivity of the mobile game industry. Therefore, we intend to promote the game industry and activate game production contents.
        4,000원
        231.
        2016.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study shows the content production of mobile baseball games. In 2013, mobile games accounted for 23.9% of domestic games, and the global mobile game market is expected to grow to $30.3 billion by 2015. This study examines trends and characteristics of the mobile game industry. Also, this study intends to show mobile game rankings, reproduce the enthusiasm of professional baseball games through mobile games, participate in games to utilize leisure, and contribute to the mobile game industry. Currently, there is Magu magu of Netrnarble as a mobile baseball game. By differentiating with mobile Magu magu, this study attempts to produce various and interesting short plays of AI, UI, and FSM from webtoon contents to engage in the realism of mobile baseball games, and to improve the productivity of the mobile game industry. Therefore, we intend to promote the game industry and activate game production contents.
        4,000원
        232.
        2016.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this study is to design and develop integrated game system for experiential walking exercise. Existing walking exercise is performed outside, so it is influenced by external weather, temperature, time, place and other situation information. Therefore, it is necessary to have an experiential walking exercise game that can induce the recommended level of physical activity for the elderly who have a low interest in health care. The experiential exercise game requires a vision - based system to recognize motion and a smart mat that can recognize walking information. We also developed a walking exercise program to improve the sense of balance and cognitive ability of elderly people. There are 4 types of Walking Exercise Games: 5 levels for beginner, intermediate, and advanced difficulty levels.
        4,000원
        233.
        2016.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In this paper, we propose a method for replaying game streaming video using informations of input-key and object states. Up to the present, the played game contents have been just recorded and replayed for game streaming video recording function provided by the game company, this required a large volume of storage device. By the proposed method, it is more efficient for sharing the game informations between the users and game companies, and between the users and other users because it need much less storage device than the present method. And also the game user can handle the additional game informations.
        4,000원
        234.
        2016.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this paper is investigated immersions effected by automatic movement and movement using input device in virtual reality games. We compared immersions between two versions of FPS VR game by Unity3D Engine, through questionnaire survey. The first version is FPS VR game with automatic movement system and other version is VR game with manual control movement system. And we applied representation method which generally used in arcade shooting game to VR game. In a PC or console game, a player having a higher involvement level is more immersed. However, as a result of a comparison in the VR environment, the player is less influenced by the enthusiasm through head tracking even if the player does not move by the automatic moving system. An input device that is not suitable for the environment is a big obstacle to immersing in the game. That is, automatic movement system is also suitable for VR game system within the framework of immersion. This result can be applied to other games in various genres, also can be helpful to various directing in game.
        4,000원
        235.
        2016.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study explores whether the use of exergames increases users' physical and exercise effects (i.e., perceived health, physical satisfaction, and perceived exercise effect). This study further explores how the perceived physical and exercise effects influences users' future intention to use. Utilizing both online and offline surveys, the results indicated that frequency of using exergames increased users' perceived health, physical satisfaction, and perceived exercise effect. The results also indicated that perceived exercise effects had a positive effect on users' future intention to use. The implication for future study are discussed..
        4,000원
        236.
        2016.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In Lindsay Lohan v. Take􍾢Two Interactive Software, Inc., et al., the court held that the lawsuit failed because GTA V did not feature Lohan’s name, portrait, picture, or voice as required by New York Civil Rights Law Section 51. The court emphasized that, even if the GTA V characters were close approximations of Lohan, GTA V never featured the celebrities’ pictures, names, or acting talent in GTA V or in advertising materials for the game. The purpose of the study is to analyze legal solutions of this case and to study on considerations to be treated by game creators to protect the game business from a claim of infringement of right of publicity. To achieve the purpose, the study analyzed the Appellate Division of Supreme Court's decision by examining the legal points in the case. On the basis of the results of the analysis, the study found desirable principles to be applied to create game design effectively from right of publicity dispute.
        4,000원
        237.
        2016.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The market for Game is gradually expanding every year, but most of games are disappearing. For this Reason, User have chosen games based on external factors, and users have been not able to choose customized games for users. Thus, This study aim to provide customized game contents to users among 6 content (logic, space, word, nature, body, music) by making a immersion evaluation model using the Csikszentmihalyi’s theory of flow and Gardner's theory of multiple intelligence. First, it is assumed that the definition of immersion can be obtained as an arousal which is an axis of the emotion criterion. Then, after learning the arousal classification model based on the head micro-vibration as emotion signal, the immersion evaluation system is verified through the evaluation with the multi-intelligence theory. As a result, the user can be informed of what contents are most immersed in the content, and allow to choose the game suitable for himself.
        4,000원
        238.
        2016.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study analyzes various games played by Internet broadcasting jockey “Big Library” who professionally broadcasts video game playing. Due to the rapid developments of new media, the era that Internet BJs independently broadcast on their own channel has dawned and it has become popular. Among diverse genres, currently game has been the most popular in Internet broadcasting. Specifically, this study chooses “Big Library”, one of popular Internet game broadcasting Jockeys as a case study. Big Library has broadcasted video game playing on his own Afreeca TV channel, and he also uploaded those recorded videos on his YouTube channel. By visiting his YouTube channel, it examines 1) Genre 2) Nationality 3) Number of Episodes 4) Number of Hit (Popular Games) of games played by him. Throughout this study, it explores traits of games that Big Library has played, and further discusses the future of the new media industry in South Korea.
        4,300원
        239.
        2016.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The goal of this study is to analyze the importance of 11 basic attributes (fun, rules, goal, conflict, activity, decision making, spontaneity, artistry, system, network, fun, player). A questionnaire survey was conducted to compare the importance of each attribute to 25 industry experts. The importance of each attribute was calculated through a pair comparison process according to the AHP theory, and the validity of each attributions was verified by calculating the consistency ratio. As a result of the study, the highest score was shown with fun (34.2%), with system (10.4%), goal (10.3%), art (8.8%), voluntary (6.8%), player (6.6%), rule (6.2%), decision making (5.0%), conflict (4.3%), activity (3.9%) and networks (3.7%). Finally, to verify the importance of the game attributions, we conducted a questionnaire survey on the importance of two successful games and two failed games to 50 game players.
        4,000원
        240.
        2016.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        As IoT(Internet of Things) technology evolves and spreads, various applications for remote sensing and controlling have emerged. Among them, smart farm is an example of applying IoT technology to agriculture. It is a technology to enhance the competitiveness of agriculture by informing the process of production, distribution and consumption of various crops. In particular, micro smart farm which applies the automatic control technology of the production process to home gardening also appeared. In this paper, a method of developing a serious game system for cultivating that integrates reality and virtual by combining smart farm technology and game is proposed. By changing automatic control of smart farm to user control using game interface, user participation and immersion for cultivating can be induced.
        4,000원