검색결과

검색조건
좁혀보기
검색필터
결과 내 재검색

간행물

    분야

      발행연도

      -

        검색결과 926

        261.
        2013.12 구독 인증기관 무료, 개인회원 유료
        이 연구는 부산지역 대학생들의 롯데 자이언츠 프로야구 관람의도 결정요인을 규명하고자 했다. 구체적으로 선행연구에 근거하여 구조적 환경 변인으로서 지역정체성 , 프로야구 중계방송 시청빈도 , 그리고 팀(롯데 자이언츠) 동일시 , 스폰서 그룹에 대한 태도 변인, 인간의 사회문화적 행위예측에 유용성을 보이는 계획행동이론 변인을 통해 프로야구 관람의도 결정요인을 포괄적으로 규명하고자 했다. 연구결과 첫째, 지역 정체성 변인을 구성하는 인지적 통합도와 적극적 관여도는 모 두 프로야구 관람의도에 정적인 영향을 미쳤다. 둘째, 프로야구 중계방송 시청정도 역 시 프로야구 관람의도에 정적인 영향을 미쳤다. 셋째, 롯데 자이언츠 팀 동일시의 경 우 행동적 동일시만 프로야구 관람의도에 정적인 영향을 미쳤다 . 넷째, 롯데 자이언츠 스폰서 그룹에 대한 태도는 프로야구 관람의도에 기여하지 못했다. 다섯째, 계획행동 이론 변인 중 태도와 주관적 규범은 프로야구 관람의도에 정적인 영향을 미쳤으나 , 인 지된 행위통제의 설명력은 도출되지 않았다.
        6,300원
        262.
        2013.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The article 18 of game review regulation has some problems related to mandate of upper law; it violates the limit of mandate of upper law and judicial power. The article 2 of Game industry promotion law defines the concept of ‘gambling behavior’. But the article 18 of game review regulation includes behaviors which are not included in the article 2 to regulate them. Court should have the power to interpret which is ‘gambling behavior’ or not; according to the article 18 of game review regulation, the game rating board has the power to interpret which is ‘gambling behavior’ or not. According to the revision of Game industry promotion law, rating rejection to the violation of Game industry promotion law is possible. Minor violation of law as to business regulation should not be considered as the reason of rating rejection. Therefore, The revision of game law has probability of violating Constitution principle such as proportion rule.
        4,000원
        263.
        2013.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        LIVE/DEAD® BacLight™ and alamarBlue® are fluorescent materials used for the enumeration of live and dead bacteria. LIVE/DEAD® BacLight™ is generally used for confocal microscopy applications to differentiate live from dead bacteria in a biofilm or planktonic state. AlamarBlue® has also been used widely to assay live and dead bacteria in a planktonic state. Whilst these materials are successfully utilized in experiments to discriminate live from dead bacteria for several species of bacteria, the application of these techniques to oral bacteria is limited to the use of LIVE/ DEAD® BacLight™ in biofilm studies. In our present study, we assessed whether these two methods could enumerate live and dead oral bacterial species in a planktonic state. We tested the reagents on Streptococcus mutans, Streptococcus sobrinus, Porphyromonas gingivalis, Aggregatibacter actinomycetemcomitans and Enterococcus faecalis and found that only LIVE/DEAD® BacLight™ could differentiate live from dead cells for all five of these oral strains. AlamarBlue® was not effective in this regard for P. gingivalis or A. actinomycetemcomitans. In addition, the differentiation of live and dead bacterial cells by alamarBlue® could not be performed for concentrations lower than 2 × 106 cells/ml. Our data thus indicate that LIVE/DEAD® BacLight™ is a more effective reagent for this analysis.
        4,000원
        264.
        2013.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Interpretation of the laws governing speculation in Korea has been discussed primarily based on the judiciary judgment over the concept of speculation where the courts and statutes have been consistent in applying the existence of “cash convertibility” as the criterion in determining the speculative nature of an activity. This has applied to the Korean gaming regulations in such a way that a game is to be prohibited if it meets this speculative condition but allowed otherwise. But amendments of the Game Industry Promotion Act’s enforcement ordinance in 2013 to prohibit “auto-play” etc., has brought out a new political problem in the government’s regulation against speculation in online poker games, as the new amendment was devised to prevent excess-use by the users of online poker games that do not meet the definition of speculation such as gambling, under the existing provisions. This study examines and tests the banning of “auto-play” that would not be suitable for Online games. And it shows the ineffectiveness and lots of side effects that game industries confront on many aspects.
        4,500원
        265.
        2013.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In general, a wagering is deemed a form of gambling when it has the element of betting on properties. Also, any game that leads to financial loss or gain based on its outcome is also interpreted as a form of gambling. However, what if there is no loss or gain of profit in property? In Korea, this kind of non gambling game is widely called Web Board Game. In recent years, Korea’s game industry has become the new engine for economic growth and positioned itself as the symbol of a successful cultural content. However, despite all this, the popular media has accused game as the cause of gambling. And every year the government is coming out with new regulations that woule be seriously affecting the whole game industry and game developer's life. The most recent regulations are coming from Amendments of Game Industry Promotion Act's Implementing Ordinance in the year of 2013. This study examines and tests the Problem of "webboard-game's daily limit regulation" which is known as the most difficult for developers to materialize from these 2013 years amendments of regulations. And it shows the effectiveness and provides an alternative direction for game development.
        4,000원
        266.
        2013.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In recent years, the government is trying to regulate the web board games - poker, gostop etc. with the amendment of the executive order regarding the game law. The main regulation of this order is to regulate the maximum amount of betting the game as a ten thousand won per game and a hundred thousand won a day. if these are not obeyed, the gamer and game company will be punished. Therefore, these regulations need to be reviewed in terms of legal issues with a strict examination. However the regulation on the limits of betting in a game seems not to be justified with the constitutional standards - the principle of apparentness (definitude), the principle banning excessive enforcement when restricting the basic rights of people - in this case, the general human rights and liberties to act of gamers and the freedom of profession and speech of game operators(company). It is also questioned that it might infringe the essense of the legal institution of game and rights, and cause the paradox of excessive regulation.
        4,000원
        267.
        2013.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        We advocate the principles of the Constitution and is a nation of culture. As a result, all the people have the right to enjoy culture has been granted freely and equally. This is in the form of cultural autonomy that would guarantee. To deny this, to deny the constitutional values th at have no difference. In the game, however, at least two of these values is being denied is self-evident. Then look at the game time does the two became popularly? Regulatory policies on these questions about the game and the reason that it will view. The origin of game regulations that will, among other things, Game Rating Classification. But never the meaning of the classification system is not negative. In other words, Game software for the hearing to proceed in the process of classification for a substantial review of the Game software through a variety of information, and the information provided to users of this role is because available at the time of classification issued by account per social security number and billing information is available about the limit. Payment limit based on the game that you can find in the law in the sense that beyond the limits of delegated legislation, including criticism that is raised. Game software is also limited by the other cultural industries, cultural content related laws do not exist in the culture of regulation by the government thinks is good example. Culture of our country which professes national constitutional principles Game software for the typical culture in value can be regulated for the payment limit will be discussed.
        4,000원
        268.
        2013.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This paper is aimed at designing learning contents by applying augmented reality, as a plan to improve learning effect of learners who will study cultural properties. Learning cultural assets does not contain educational media which is able to be used for current learning. Even if is has the media, they are not fitting for the current educational situation, and most of them are simple. Insufficiency of educational media will make learners, who are interested in cultural properties and who are about to freshly learn cultural properties, far away from their desires to lean. Learning cultural properties is appropriate for a learning type to apply augmented reality. Accordingly, the author is aiming at developing educational media by applying augmented reality to learning cultural assets. In order to apply augmented reality, this paper examines concept of augmented reality and its application cases, accelerated learning factors and efficiency through the relevant pre-studies and development cases of educational application, and methods by which augmented reality is used for learning media. Based on these studies, this paper applied a learning theory stated in the pre-study, and designed learning contents by using augmented reality producing library. By means of the augmented reality based cultural properties learning contents, this paper plans to help learners who will study cultural properties and the relevant education, and to be a reference for designing learning contents applying augmented reality in the future.
        4,000원
        269.
        2013.09 KCI 등재 구독 인증기관·개인회원 무료
        문화부는 웹보드게임 규제 개선안을 담은 시행령 개정안을 발표하여 고시하였다. 그러나 영업질서 규제 조항을 근거로 하는 시행령 개정안도 죄형법정주의 또는 과잉금지의 원칙 위반 가능성이 높다. 즉, 시행령 개정안 역시 사행성방지라는 목적에만 매몰되어 이용자 및 사업자의 권리침해에 대하여 고려하지 않고 등급분류제도 이외의 요소인 영업질서 조항으로 규제하여 게임물의 표현을 제약하고 있다는 점을 미루어 볼 때 문제점이 있다. 이를 심의규정상 등급분류제도의 기준으로 편입한다면 헌법에서 금지하는 사실상 검열에 해당할 것이다. 향후 시행령 개정여부는 규개위와 법제처의 심사가 관건이 될 것이며 게임물의 내용규제에 대한 원칙과 절차를 잠탈하고 있는지 여부, 이용자 권리 제한 우려 등이 주요 쟁점이 될 것으로 예상된다. 그러나 등급분류제도 이외의 요소로 게임의 의사표현을 규제하는 문화부의 사행화방지 대책은 게임사행성 문제의 근본원인을 잘못 파악한 것이며 오히려 타국의 유사서비스만 이득을 보게 하여 국내 웹보드게임산업을 크게 위축시키는 결과를 가져올 것이다. 사행적인 목적으로 이용되는 불법게임콘텐츠물에 대한 사전심의 및 규제는 필요하나 합헌적인 방식으로 이루어져야 하고, 게임사행성 문제 해결방향은 게임 외부에서의 게임머니 환전 문제에 초점이 맞추어지는 것이 바람직하다.
        270.
        2013.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Most users lose their interests when game users interactively play with characters to feel unfriend and unrealistic. In this thesis, we present a scene management memory model for autonomous game characters, which manages the recognized information by visual attention. The scene management memory of autonomous game character is comprised of visual memory. Scene management memory stores the recognized information at the physical structure embodied by Quadgraph structure. Game characters take adaptive actions for the situation by utilizing the stored information in the memory system. To use the capacity of memory effectively, we devise the algorithm of quick visual attention, well suited to game environment. We have implemented our memory system for the experiment to confirm its feasibility and availability. As a result of the experiment, we positively verify that autonomous game character perceives the static and dynamic object of 3D game world by visual attention mechanism with about 2 times improvement of time complexity.
        4,000원
        271.
        2013.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        It is not too much to say that the mobile game market has made a shared growth, together with the domestic smartphone distribution rate(31 million units). At present, the distribution of the smartphone has a lot of influences on the smartphone game market, in which the number of game users having a preference for an easy, simple game, and competing with actual personal acquaintances is ever increasing. This study, in an effort to look into what influence the game sound has on game scores consequent on user's characteristic among the smartphone game components, compared the game results through in-depth interviews with a game sound developer and a user group, and the sound/non-sound experiences in the course of playing games. As a result of conducting this research, it was found that age and game experience showed a significant difference on game results. On the basis of this research result, this study intends to suggest the direction of smartphone game production development that could meet both a game supplier and a user's demand.
        4,000원
        272.
        2013.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Requirements for contents service providing a sense of realism based on high quality and high resolution have increased since HD (High definition) and 3D technologies have emerged. Recently, high frame rate (HFR) and multi-channel audio-based contents with 4K resolution have been produced since UHDTV which can display 4 times as many pixels as Full HD on a screen has been released. Also high performance graphic rendering technology using high resolution large display, high-speed transmission technology etc have been continuously researched to improve gamers' level of satisfaction providing greater immersion in game field. The necessity to implement UHDTV game based on high resolution large display has been raised to provide greater immersion and presence. Therefore, the research examines changes in display environment to implement high quality games using UHDTV.
        4,000원
        273.
        2013.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The computation of saliency from an image and a video is an interesting challenge in image processing and computer vision. Context-aware saliency, which addresses the saliency based on the geometric structure of an image, is known as one of the most powerful schemes for computing saliency. An obstacle of the context-aware scheme is the heavy computation load. We reduce the computational load in a great scale by applying the dart throwing algorithm, which is a widely used stochastic noise generation scheme in computer graphics society.
        4,000원
        274.
        2013.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        On the ultra-high speed broadband internet network transferring the massive multi-media data, the rapid restoration is very important. The online game industry is also fast growing with supporting of the real-time online network game. The online traffic on the internet network is steadily increasing. The optical based broadband convergence network provides these kinds of services. It is a form of multilayer network which loads the IP traffic on the lower optical DWDM. The failure of the link and node on this kind of network causes the significant loss of data. To solve this kind of problem, the new approach over the conventional one is necessary. It turned out to be its failure recovery thirty-five percent faster
        4,500원
        275.
        2013.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Along with development of medical science, stroke is showing an increasing trend of occurrence due to improvement in living standards and increase in aged population. In particular, about 56% of all stroke patients are suffering from hemiplegia, which bring difficulty in everyday activities. There are various means of rehabilitation for such hemiplegic stroke patients, but such methods cannot be carried out alone but must be accompanied by therapists. Patients must visit treatment facilities to receive treatment. Accordingly, under the consideration that treatment and rehabilitation of stroke can be assisted using functional game as an auxiliary means to continued counseling and treatment by physician without limitation on location, time, and cost, the purpose of this study is to propose a rehabilitation rhythm game based on motions using appropriate platforms such as PC and smart phones.
        4,000원
        276.
        2013.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In this paper, we propose the escape game Loony considering natural interaction. For user's immersion, the proposed game is designed similar to the real world such as a security card key, its card reader, coin, and a vending machine. In order for the user to easily understand the situation in the virtual environment, the proposed game provides enough information in game user interface. For easy operation, the proposed game reacts based on simple input method: mouse and just few keys on keyboard. For the purpose of verifying the effects of the interaction between the proposed game and the user, we compare the proposed game with two previous escape games based on the observational evaluation and the questionnaire evaluation. The evaluation results show that the proposed game is better than the previous games on the operation feeling and the situational awareness of the users.
        4,000원
        277.
        2013.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        To assess effectiveness in serious games is the principal means for the purpose of developing the game and criteria for assessing quality of the game. Until now, serious games assessment has been implemented mainly through surveys that measured from the outside of the game using in-depth interviews, or sensor-based psycho-physiological observation. However, these methods have limitations that do not properly reflect on the gaming experience that is characterized by the coevolution through player participation activities. Therefore, we propose a model to assess the effectiveness of serious games systematically through evaluating the functionality based on the player's feedback.
        4,000원
        278.
        2013.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In this paper, we present a new method for interactive movie that can be automated running without any coordinator. The presented method can also be automated and same effect as an experimental short film. Movie content is developed using interaction with motion recognition system and plots that require attention for more intensively and interest. In addition to a simple questions was conducted before and after watching contents for determine the effects of movie content and reaction of viewers. Through the interactive movie content has been investigated.
        4,000원
        279.
        2013.03 KCI 등재 구독 인증기관·개인회원 무료
        게임물 이용환경의 융합 및 글러벌 서비스에 따라 게임물의 자율등급분류제도 도입에 대한 본격적 논의가 예상된다. 자율등급분류는 시장의 필요에 따른 것이지만, 지금까지는 규제 우위의 정책에 따라 그 논의를 쉽게 진행하지 못한 면이 있다. 더욱이 게임은 IT기술의 발전에 따른 규제정책으로 인하여 합리성을 담보하지 못하였다. 본고는 플랫폼 환경의 변화에 따른 게임물 등급분류제도의 개선이라는 접점을 찾고자 하였다. 그 접점은 오픈마켓 자율등급분류제도이며, 최종적으로는 전면적인 자율등급분류제도라고 판단된다. 자율등급분류제도가 가장 합리적인 게임규제이며, 이를 위해서는 사후관리를 통한 등급분류에 대한 가치가 훼손되지 않도록 노력해야 할 것이다. 사후관리는 공적기구에서는 물론 자율등급분류기구에서도 엄격하게 진행될 필요가 있다. 다만, 엄격한 사후관리가 자율등급분류의 취지를 훼손하거나, 등급분류의 자율성을 침해하는 것은 바람직하지 않다고 본다. 이와 같이, 자율등급분류의 제도적 취지가 달성된다면 사업자는 게임물의 창작활성화를 도모하고, 이용자는 게임의 내용정보를 자세하게 확인할 수 있게 된다. 이로써 게임물이 갖는 표현의 자유를 확대를 통해 새로운 문화를 향유하게 될 것으로 기대된다.
        280.
        2013.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In recent years, with the successful growth and rapid overseas expansion of Korean games, Korea’s game industry has become the new engine for economic growth and positioned itself as the symbol of a successful cultural content. However, despite all this, the popular media has accused game as the cause of gambling and also violence. And every year the government is coming out with new regulations that are seriously affecting the whole game industry. Therefore, right now there is a need to introduce regulation to the game developers not as an object of condemnation or an object to be evaded. Regulation should be rethought and also measures should be taken to minimize it side effects. This study examines and tests the most recent regulations that were not suitable for games. And it shows the effectiveness and provides an alternative direction for game development.
        4,200원