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        검색결과 1,588

        241.
        2016.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The mobile device users have been increasing significantly because of the development of social network system. Mobile educational serious games are occupying a large portion of the serious game market but there is a lack of the quality evaluation elements for providing useful quality evaluation information about educational serious game to user or developer. This study conducted prioritizing the quality elements of mobile educational serious game contents. Then, these elements are decomposed into sub-elements and resulted into a hierarchical model with three levels. To evaluate the priorities among elements, AHP(Analytic Hierarchy Process) is adopted. Additionally, if the evaluation element of this study would be applied into other game contents, it can provide the fundamental information for quality improvement of total mobile educational serious game contents.
        4,000원
        242.
        2016.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Environmental serious game was made for the purpose of environment education. Many environmental serious games exist on the game market. And each game has different topic. But every environmental serious game didn't educate alongside a game play. To educate in the serious game, offer indirect experience to user by UX. Before to design the game, I have analyzed the genre, UI, UX and game play of each environmental serious game such as Climate Challenge, National Grid Floe, Eco-Ego, Tree Planet. Also, I made game flow chart for check the balance game contents and education contents. Finally, I found a genre, UI, UX, game play appropriate to environmental serious game. This thesis designed the game through game flow chart and analysis of existing game. And add Live Map UX to game for indirect experience effect enhancement.
        4,200원
        243.
        2016.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The objective of this study was to compare the differences between males and females in the mediating effects of academic failure tolerance on the impact of self-efficacy on game addiction among adolescents. The results are summarized as follows. First, in both men and women, self-regulation, one of sub-variables of self-efficacy, had negative effects on game addiction. Second, in men, both emotion and behavior had negative effects on game addiction, while, in women, only behaviour did so. Third, among sub-variables of self-efficacy, in males, self-regulation and task difficulty had positive effects on academic failure tolerance, while, in women, self-regulation, confidence, and task difficulty did so. Fourth, testing the mediating role of academic failure tolerance in the effect of self-efficacy on game addiction showed that there was a partial mediating effect among males, while there was a perfect mediating effect among females. All this implies that there is a need to develop programs that help students maintain positive emotions and behaviors even after they have experienced academic failure, considering the importance of academic failure tolerance for students.
        4,000원
        244.
        2016.09 구독 인증기관 무료, 개인회원 유료
        현행법은 폭력성⋅선정성 등으로부터의 청소 년을 보호하고 사행적인 게임물의 유통을 통제하 고자, 국내에 유통되는 게임물에 대해 사전 등급 분류를 받도록 하고 있다. 하지만 게임 환경의 변 화로 IPTV, 가상현실기기 등 기존의 분류 유형에 속하지 않는 새로운 플랫폼이 등장하자 기존의 법 률 체계를 적용하기 어려워졌다. 이에 2016년 5 월 29일 개정되어 2017년 1월 1일 시행되는 「게 임산업진흥에 관한 법률」은 게임물 자체등급분류 제도를 시행하기로 정했다. 이에 본 연구는 게임 물 자체등급분류제가 안착하기 위해 필요한 사후 관리시스템을 설계하는 데 기여하고자, 관련법들 과 유사한 사례를 검토한다. 먼저 게임물 등급분류 제도의 운영 현황을 살 피고, 이번 개정법에 의해 어떤 변화가 생기는지 정리한다. 정리된 내용을 바탕으로 개정법상 사후 관리시스템이 겪을 것으로 예상되는 문제를 진단한다. 그리고 그 문제를 해결하기 위해 두 종류의 유사한 경우를 살핀다. 첫 번째로 해외에서 게임물 자체등급분류제가 운영되는 양상을 알아본다. 미국의 ERSB, 유럽의 PEGI, 일본의 CERO가 운영되는 상황을 참고하 여, 개정법상 사후관리시스템이 원활히 운영되는 데 도움이 될 사항들을 검토한다. 다음으로 이미 방송사가 자체적으로 등급분류한 바를 사후적으 로 관리하고 있던 방송통신심위원회의 경우를 본 다. 방송심의규정의 근거와 구성을 살핀 후, 이에 근거해 운영되는 사후관리시스템에 대한 학계의 비판과 대안을 검토한다. 그리고 그중 게임물 사 후관리시스템 운영에 참고할 사항들을 정리한다. 이상의 연구를 통해 게임물 자체등급분류제 시 행 시 겪을 문제를 진단하고 대안을 제기한다. 또 그 대안이 유효하게 실행되기 위해 필요한 후속 연구도 제시한다
        5,400원
        245.
        2016.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In most RPG games, gameplay tends to be monotonous due to fixed character skills. This paper proposes a RPG game implementation technique which allows players' skill customization for their own gameplay. Players are allowed to customize their preferred game skills at the beginning of gameplay. We also propose a technique to guarantee game balancing by prohibiting certain skills from dominating gameplay. We implemented the proposed skill customization method together with a simple RPG game testbed. We tested a variety of player-defined skills and confirmed the method provides good game balancing during gameplay. Due to the voluntary and impromptu skill customization, a wide variety of strategy is possible even at the single game stage, which reduces boredom at the repetitive gameplay.
        4,000원
        246.
        2016.09 구독 인증기관 무료, 개인회원 유료
        올해 7월, 미국 나이언틱사가 출시한 증강현실 (Augmented Reality, 이하 AR) 게임 ‘포켓몬 고’의 인기로 AR 기술을 접목한 게임에 대한 관 심도 폭증했다. 게임 유저가 AR 기기를 통해, 마 치 현실에 정말 살고 있는 듯이, 디지털 객체들을 시야에 구현하기 위한 과정에서, 현실 정보가 수집, 교환, 재가공 되는 모습을 실시간으로 체험하며 게임을 즐기는 것이 기존 VR 게임과 다른 점이다. 하지만 증강현실 게임과 관련된 법적 문제 분석 및 이에 대한 대비 규제책 마련은 현재로선 다소 부족한 편이다. AR 게임이 게임 콘텐츠의 지적재산권 외에, 기존의 가상 게임 구현 및 게임 유저의 플레이 과정에선 직접적으로 쓰이지 않았던 지리적 정보⋅게임 유저의 개인 정보와 같은, 이미 존재하는 현실의 데이터를 수집⋅가공⋅이용⋅배포하기 때문이다. AR 게임 관련, 이미 발생했거나 발생이 예상되는 문제들은 모두 유저들이 직접 현실에서 AR 게임의 기술과 게임 시스템을 구현하는 과정에서 문제가 발생한다. 이를 가상 공간에서 빚어진 문제로 볼지, 현실 공간에서 빚어진 문제로 다룰지에 대해 복잡한 논의가 대두될 수도 있다. 현재 가상 공간과 현실 공간을 규제하는데 우선적으로 적용하는 법리가 암묵적으로 고정 분류 되어있는 바, 앞으로는 기존의 게임 형태 혹은 공 간의 현실성을 초월해, 발생한 결과 자체의 현실적 구현 정도에 따라, 그에 맞는 법이나 규제를 적 용해야할 것으로 여겨진다. 그리고 이러한 복합적인 고려과정은 종국적으로는 규제 판단 및 적용 과정을 단순화시켜, 유저가 다양한 상황에도 직접 손쉽게 일괄적으로 사안을 해결할 수 있는 단순화된 보호 체계를 마련하는 경향이 대두되는데도 기여할 것으로 여겨진다.
        4,900원
        247.
        2016.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Paper-folding is an educational activity to enhance a creativity of children because a paper-folding game is to create various 2D or 3D shapes by folding a plane square paper with both hands. However, since previous paper-folding games provide folding designs as books, children may need a guidance of a teacher or may degrade interest. In addition, existing computer-based games have simple interfaces with one or two fingers and thus they are difficult to have direct influence on children's physical development and creativity enhancement. In this paper, we propose a computer-based paper-folding game which children fold a real paper with two hands and a computer with a camera gives various feedback. The proposed game is developed based on the CAI concept and contains elements of the Keller's ARCS theory.
        4,000원
        248.
        2016.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        All games support the meaningful play, and each mechanism producing meaning is various. In mobile role-playing game, automation of in-game action standardizes movements of avatars and diversify combat challenges. Thereby players reinforce their avatars and make various repertoires so as to cope with different contents. Players predict the result of their own actions based on short-term, juicy feedbacks. In conclusion, mobile role-playing game has 'strategy' as its action mode while the unit time required for meaningful play is highly reduced. This analysis is significant in the sense that it was the first step toward integrated change of game play experiences.
        4,000원
        249.
        2016.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        For the 3D game visual effects, the deferred rendering can only consider only the scene image resolution regardless of the scene complexity. Therefore, it is effective in processing realistic visual effects using many geometric buffers as multiple render targets. This paper uses the deferred rendering for the 3D game visual effects such as dynamic lights, specular, shadow, motion blur, and water shading. The 3D game supporting deferred rendering is developed to evaluate various 3D rendering effects with variation of the screen resolution in terms of the rendering speed and PSNR image quality. The performance results show that the rendering speed of the 3D visual effect techniques with 1280x960 resolution is average 56.0% better than that with 640x480 resolution. Also, the average PSNR is getting better as the screen resolution gets higher. The PSNR of the 3D visual effect techniques with 1152x864 resolution is average 30.9% better than that with 640x480 resolution.
        4,200원
        250.
        2016.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Legally item trading is prohibited, but in fact has been made. Transactions between individuals can be a problem with the reliability of the transaction. Game item sales between individuals than through the intermediary site is due to legal vulnerable. Game operators may prohibit item trading through the terms and conditions. Because the interrupt transaction item game stable operation. The point at which conflict gamers and game operators. Reliability of trading, is time to review the policy on such items secured transactions tax. The game operators to review the legal way to providing a system for mediating in the game.
        4,000원
        251.
        2016.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study attempts to analyze the characteristics of parent's perception types of online game and suggest personalized intervention strategies for improving parents' perception of online games. The data was collected through the online survey from 345 parents. First, the parent's perception types of online game were classified as 4 types through online game perception scale. Second, the characteristics of parent's perception types of online game were analyzed by integrating the results of this research and previous study. As a result, each type of perceptions has differences in the criteria of positive-negative perception of online games, the attitude and reaction to children’s gaming, game familarity, Internet literacy of parents and etc. Third, based on the characteristics of perception types of online game, we suggest intervention strategies for improving parents' perception of online games. This study holds its significance in suggesting the personalized intervention strategies based on the characteristics of perception types of online game.
        4,000원
        252.
        2016.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Since the invention of Oculus, consumers have experienced high level of immersion and the sense of reality at lower cost. It greatly increased virtual reality contents, and horror games are being loved as well. In this study, a brain-wave analysis was used to investigate the impact of hostile objects on the player's immersion, in a horror game where the sense of immersion is maximized using an Oculus Rift, a type of Head-Mounted Display(HMD) equipment. Paired t-test was conducted in order to verify if the difference of the immersion level between two games is meaningful. The result was that the difference of attention was statistically meaningful, whereas that of meditation was not. Also, experiments were performed to investigate the correlation between the moving speed of hostile objects and the player's immersion.
        4,000원
        253.
        2016.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        There are general surveys on factors related to Leadership. However, less is known about the relationships between Leadership, game using pattern, psychology factor. This study sought to clarify several of these relationships. Using data from a survey of 1800 adolescent game users in South Korea, we conducted a structure equation modeling to explore the association between psychological factor(Extraversion, Social Intelligence, Self Esteem, Self Control), game using pattern(Game Time, Online Community, Game Norm, Game Efficacy, Game Leadership) and demographic variables(Age and Gender). Results showed that Extraversion, Social Intelligence, Self Esteem, Self Control(psychological factor), Game Leadership(game using pattern) Use increase Leadership. while Game Time(psychological factor) decrease Leadership. And Game Time, Online Community, Game Norm, Game Efficacy(game using pattern), Social Intelligence(psychological factor) Use increase Game Leadership. The implications of these results are discussed.
        4,000원
        254.
        2016.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        South Korea has led the global online game markets successfully in the mobile game platform based social network service with commercialization and showed the potential of the mobile game market. Currently, Korea's game industry is accelerating the global expansion for the mobile game market based on online game technology and mobile infrastructure. However, recently as mobile games attract attention in the mobile business and digital entertainment markets, the competition grows so fast. Cooperation between game developers and publishers have important implications in mobile games as well as online games for competitiveness through selection and concentration. This study was designed to support decision making at the outsourcing for publisher and the development of mobile games with key success factor analysis. The key evaluation factors of the mobile game were extracted through the literature review and expert groups, and then the relative importance between each factor was derived to take advantage of the AHP, Multi-criteria decision method. Differences between the online game and mobile game were analysed in this evaluation process. Also we were able to verify this evaluation model by applying the released mobile game. As a result, accomplishment and gambling in the mobile game was found to be a key factor. Also differentiation factors from online game were social factor, scalability, reliability. Unlike the previous studies which have been focused on online games, this study offers the guideline of the decision making for the business success in the mobile game development and the sourcing, the most important steps in publishing business.
        4,000원
        255.
        2016.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In this study, we designed and implemented a protection application utilizing baby play mat. Proposed application can be configured contents to educate and play a crossword puzzle. While parents and children are away for a while, it is possible to observe play behavior of children and control contents with a smart-phone leveraging the Internet of Things(IoT) technology. The mat is designed to play the play-based education contents or the game for children(aged 0-3). The computing environment of the smart play mat was building by utilizing RFID, Arduino and sensors. This study is expected to be used in various places that require protection of children such as the child-care center, nursery and preschool.
        4,000원
        256.
        2016.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This paper analyzes the simulation operation flow of Bullet physics engine. Based on this analysis, four kinds of multi-rigid-body game characters are designed. This paper also profiles the performance metrics such as the CPU utilization, the memory usage, and the computation time by multi-rigid-body character simulations. For the CPU utilization, the Tongs Vehicle is the best and provides 45.1% less than the other character simulations. The computation times of the Four-leg robot and the Dragon are longer than those of the others. The memory usage of the Dragon simulation is the largest, which is average 1.32 times more than the others. Because all parts of Dragon are composed of triangular mesh models in 3DMax. The performance profiling with the criteria such as reducing the computation time and the computing resources, the complexities of the collision shapes, and the number of rigid bodies takes an important role in the design of the multi-rigid-body game characters.
        4,000원
        257.
        2016.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        As a macroscopic research for the economic system in MMORPG’s, I have analyzed the differentiation & characteristic of each economic system such as Picking Economy, Laissez-faire, Revised Capitalism, Neo-liberalism as well as Economic Democracy which is shown on online game. The picking economy of online game, like as Ultima Online, has the characteristic of co-work & co-distribution but the capitalist who has accumulated wealth appeared on Laissez-faire period. When the economic system of Laissez-faire has fell down, Revised Capitalism that includes the characteristics of government intervention has appeared. Finally, ArcheAge and MapleStory 2, which are represent for Neo-liberalism and economic democracy, are characterized by recovery of market functions & welfare.
        4,000원
        258.
        2016.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The 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
        259.
        2016.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        본 연구는 온라인 게임 이용으로 인해 변화된 청소년 교제문화에 대한 심층적 접근과 아울러 변형행태 를 파악하고자 인간의 주관적 측면을 평가 대상으로 삼는 Q방법론을 활용하였다. Q표본은 20개이며 P 표본은 30명이었다. 분석 결과 총 7개 유형이 도출되었는데 7개 유형 모두 게임을 통해 모임과 교제를 행하고 있음을 확인할 수 있었다. 그러나 온라인과 오프라인 만남을 구분하면서 만나는 2유형과 게임 공간 내에서도 진정한 친구를 만나고 교제할 수 있다고 보는 4유형간의 상호 대립적인 집단도 도출이 되었으며 교제행위는 하나, 공동체를 지향하지 않는 7유형도 도출되었다. 도출된 집단은 한국사회에서 온라인 게임문화가 확장된 이후 벌어진 청소년 교제문화의 변형 행태를 보여주는 것으로서 변화된 청소 년 교제문화에 대한 학술적 공백을 메움과 아울러 관련 정책 및 정량조사의 기초자료로 활용될 수 있을 것이다.
        5,500원
        260.
        2016.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Unity 3D is a 2D and 3D game engine that supports multiple platforms. Editors may develop 2D and 3D games that run on Windows, Mac, Android, iPhone and various web platforms. In this paper, we propose a shooting game designed and developed using the Unity 3D game engine. Shooter is a game genre to defeat the enemy by shooting a gun or missiles. Through factors such as a game system it is very simple, one momentary reflection ability or behavior is characterized by the pursuit of sex games. Also it analyzed for the game and the game system architecture for game development. I hope to help them through a variety of platforms based game design and development.
        4,000원