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        검색결과 1,588

        281.
        2015.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Epidemic model for the serious game for prevention of infectious disease was developed based on SI(susceptible-infectious) model and social network model. Epidemic spread has been understood as phenomenon of not only medical care but also preventive administration. Thus, prediction and isolation of infectious population based on social and mathematical information is the key to decreases damage to communities. Built on analysis of two model, developed game model considered indivisual vulneraasbility and the depth of social relationships between nodes. Users of this game are expected to learn how to predict the diffusion of disease with practicing computation by playing game, and realize the importance of preventive effort to restrict social outbreak caused by fatal and acute viruses.
        4,000원
        282.
        2015.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Game items such as character's gear, potion, armor and weapons are necessary elements in enhancing user engagement and fun without regard to game genres. Due to the importance of game items regarding game level balance, game designers carefully set the values and prices for each item. Game items are used to control the consuming speed of game contents, so they affect significantly the whole level design of online games. However, most previous research about game items has mainly focused on the way how to deal with the price of the items and how to buy them. There is little research that has paid much attention to the values of game items. In order to fill this gap, this paper investigates how game designers can effectively set the value of game items based on the real economic values perspective. Results imply some of effective methods for game item values related to game level design. The results will provide a guidelines for the development of reasonable and effective level design.
        4,000원
        283.
        2015.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Introduce the score-recognition method. E.g The note, beat and other symbols for the play music. Usually, the score-recognition is using the template matching or statistical model. This paper suggest the new method that is using the template matching and feature of pixel pattern for computer games. Typically, the morphology of general music symbol are independent on the change of font. For instance the head and line of note, staccato, crescendo, decrescendo and so on. But some music symbol aren’t keep their morphology. For instance the beat of the note, chord and beam note. This paper applying the template matching at the general music symbol and applying the feature of pixel pattern analysis method at the some music symbol. So this paper can get great accuracy of score-recognition. This paper can recognize the Whole, Half, Quarter, Eighth and Sixteenth note and rest, Seminote, Staccato, Crescendo, Decrescendo, Key signature and Clef
        4,000원
        284.
        2015.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of the study is to explore the relationship between user satisfaction of mobile social network game and user preference of co-marketing brand with the game. We propose revised UTAUT model(i.e., mobile game effect model) and explore the influence of user habit with game in the model. Total 129 Korean mobile game users were surveyed. The data were analyzed using structural equation model(SEM). The result show that perceived usefulness and hedonic value influence user satisfaction for mobile social network game. Next, user satisfaction has a positive influence on users' brand preference placed on the game. We also identified the moderating effect of the habit on the relationship between user satisfaction and brand preference. This study provide a deeper understanding of Korean consumers' mobile game behavior and trend.
        4,000원
        285.
        2015.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In 3D games, the deferred rendering is an effective way in processing realistic visual effects using multiple render targets regardless of the scene complexity. In this paper, based on deferred rendering using multiple render targets, the 3D game visual effect techniques such as dynamic lights, specular, shadow, motion blur, and water shading are compared and analysed. The 3D game supporting deferred rendering is developed to evaluate various 3D rendering effects with variation of the size of the render target memory in terms of the rendering speed. The performance results show that the rendering speed of the 3D visual effect techniques with 4bytes render target memory is average 1.4 and 1.9 times better than those of 8bytes and 16bytes memories, respectively. Also, the shadow mapping with 2-pass plays the biggest role on the performance. Other techniques with 1-pass cause a negligible speed degradation.
        4,000원
        286.
        2015.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        이 논문은 비디오 게임을 전유한 예술 사례를 다룬 논문이다. 오늘날 비디오 게임 산업은 영화 산업과 비교될 만큼 성장해 있으며, 이에 게임을 학문적으로 연구하려는 시도도 이루어지고 있다. 하지만 동시에 비디오 게임을 비판하는 사람들도 있다. 특히 ‘비디오 게임에서 폭력과 전쟁을 미화하는 묘사는 어디까지 허용되어야 하는가?’의 문제는 격렬한 논쟁의 대상이다. 이런 상황에서 일부 예술가들은 전쟁을 묘사한 비디오 게임을 전유해 사회적 참여를 위한 전술적 매체로 바꾸려는 시도를 하였다. 이 논문은 이러한 작업을 펼친 예술가 와파 빌랄의 사례를 다룬다. 빌랄의 작업을 비평한 관련 담론은 이를 기존 비디오 게임의 관습적인 플레이 방식을 뒤집고, 전쟁을 미화하는 묘사를 비판하며, 현시대의 인간관계를 되돌아보도록 유도하는 장소를 형성하려 시도한 작업으로 해석하였다. 이 사례를 통해 비디오 게임을 전유한 전술적 매체 작업이 예술적 담론의 장으로 가치가 있음이 확인되었다.
        6,400원
        287.
        2015.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This paper examines the effects of a story-writing class and a digital story-game class for primary school students at an after-school English program. To compare the effectiveness of a story-game p(23 students) and a story-writing class (22 students), this study used preand post- English achievement tests. This study also administrated a survey on students’ attitude towards their learning, and interviewed students as well as teachers. The results showed the two classes improved the students’ English ability in terms of reading, listening, writing and vocabulary over the 16 weeks. However, there were big differences between listening skills and writing skills between the two classes. The students in the story-game class showed a big improvement in listening skills. The students in the story-writing class were highly motivated by writing English stories in a group. Based on the results of the two classes, this paper discusses the factors that lead to an effective class with English story-based language learning. By exploring these elements, this paper suggests the educational implications for those who want to develop and implement a digital story-based language learning program for primary school students.
        6,100원
        288.
        2015.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Go is an extremely complex strategic board game despite its simple rules. Recently computer Go based on MCTS plays at human-master level and also has defeated top professional players with handicap games in 19×19 Go. Before implementing computer Go, in this paper we show weakness of pure MC algorithm for playing robust Tic-Tac-Toe game and present alternative method to make up the weakness. Furthermore we show how UCB algorithm works for balancing exploration and exploitation in game tree and discuss the need of a hybrid algorithm combined with UCB and strategy based MCTS, for implementing an enhanced computer Go.
        4,000원
        289.
        2015.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        On the knowledge based society is demanding for competent subjects who can create new knowledge and apply it as well as possess self-directed learning abilities. Even when it comes to instructing underachievers, changes in the systematic education program is being required. Underachievers show difference in learning ability with other students as their grade level increases and this leads to a decline in understanding about what is learned during class. Accordingly, this results in the loss of the desire to learn and is causing underachievement to become more serious. In this paper, arithmetic section was selected amongst all the other sections in an elementary mathematics textbook. In order to minimize the learning deficit of underachievers, recomposition was made with contents and stages appropriate for the instruction of underachievers to develop a self-directed learning model and implement the Scratch game program. As a result of applying the program of this study on underachievers who are in third grade of elementary school, it was analyzed that their competence of arithmetic operation was enhanced and that it also increased their level of interest about learning.
        4,000원
        290.
        2015.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Typical games and dance in conjunction with research to express the character and the heart of digital content in it is very difficult relationship, looking for relationship problems also have difficulties. However, analysis of the history and the story of the character and skills, and to extract emotional elements, each with its own character is only through the collective images that melts in your character, and want to revive your character as a human being with a new emotional vocabulary. In other words, game content and prejudices that have a negative genre, thus free from adverse effects it caused, watching the game character as a human being it seeks sublimated into art of dance. This place inside cultural content to the artistic value of game genres, be re-evaluated when the digital element is considered highly likely to have a greater significance that can be converted into a new perspective to the analog element. The research method is a game of emotions LOL prototype model of James Russell (J. Rusell) to organize a theoretical basis mainly characterized by emotion and skill of the women champions background with LG Business Insight Weekly Focus 'emotional code of the digital crowd'It presents a new emotional models centered round. And to analyze the characteristics of the X-axis independent champion (Hero), crowd (Hero) analysis of the structure in the Y-axis line (善) and the plot, and presents an opinion on the scope and sensibility.
        4,300원
        291.
        2015.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this study was to examine the effects of adolescents’ game usage on game addiction and the mediation effects of withdrawal symptoms and loss of control. The subjects of the study was 6,499 elementary, middle and high school students included in the panel data from the survey conducted by The National Youth Policy Institute. For data analysis, SPSS WIN 21 and AMOS 21 programs were used to test the structural equation model by examining the relationships among game usage, withdrawal symptoms, loss of control, and game addiction. The results are as followings. First, adolescents’ average daily game playing hours and average daily game playing hours on holidays caused withdrawal symptoms and loss of control, increasing the possibility of game addiction. However, the relationship between the number of years of playing games and game addiction was not mediated by withdrawal symptoms and loss of control. This implies that playing computer games from young age does not necessarily lead to game addiction unless the students show withdrawal symptoms or lose control.
        4,000원
        292.
        2015.09 구독 인증기관 무료, 개인회원 유료
        2000년대 초반부터 온라인게임의 과금방식이 부분유료화로 정착됨에 따라, 새로운 수익모델로서 게임사업자가 이용자들에게 직접 유료 아이템을 판매하는 방식이 등장했다. 그리고 수익을 늘리기 위해 아이템을 확률형으로 제작하여 판매하는 방식을 고안하였다. 2010년을 전후로 발매된 모바일게임들도 동일한 방식을 채택하였다. 확률형 아이템은 구매하여 사용하기 전까지는 결과를 알 수 없고 우연에 따라 그 결과가 도출된다. 그 특성상 과소비⋅과몰입⋅사행성 요소를 배 제할 수 없다는 점에서 규제의 필요성이 인정된다. 이러한 지적에 따라 업계에서 자율규제를 시도하였으나 일부 업체들을 제외하고는 가시적 성과를 내지 못했고, 결국 2015년 3월 9일에 정우택 의원 포함 10인의 국회의원들이 게임산업법을 개정하여 확률형 아이템의 확률을 공개하도록 하는 안을 발의하였다. 그러나 개정안에는 ① 확률을 게임물내용정보에 편입시키는 문제, ② 적용대상의 불명확성 문제, ③ 부칙으로 인한 개정안의 실효성 문제가 있다. 본고는 업계의 자율규제안도 가시적 성과를 보이지 못했고, 규제의 실효성을 확보하고자 제출된 개정안도 법학적⋅법정책적 한계를 보인다는 점을 지적한다. 이에 대안이자 앞으로 추가적인 연구가 필요한 부분으로서 현행 게임물 등급분류제도를 통한 규제 및 새로운 법문언을 간략히 제시한다.
        6,300원
        293.
        2015.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Followed by the popularization of 3D TV, technical efforts to develop hologram TVs, known as real 3D displays, are being continuously made. However, the commercialization of hologram TV is taking a very long time due to the enormous difficulties in its appropriate technical realization. Nevertheless, several new services deploying the technology to produce hologram-like effect, instead of real hologram, have emerged. In this paper, as one such service, a game service with realistic holographic-like effect is proposed. This service utilizes head-tracked autostereoscopic technology with 360 degree panoramic video and can be delivered on IPTV. It will provide the possibility of employing the pseudo holographic technology as an immersive realistic game service in living room TV environments.
        4,000원
        294.
        2015.09 구독 인증기관 무료, 개인회원 유료
        게임산업은 문화콘텐츠산업의 핵심으로 불릴 정도로 수익성이 좋고 산업구조상 파급효과가 커 서 산업정책의 주된 진흥대상으로 간주되어 왔다. 이러한 게임산업은 경제성장에 이바지할 뿐만 아 니라, 문화증흥에 기여하여 문화국가 이념을 달성하는 데에 도움이 되며, 이용자의 행복추구권과 제작자의 표현의 자유를 증진시킨다. 그 결과 대 한민국은 2006년 세계 최초로 게임에 관한 독립 된 법률을 제정하여 게임산업을 진흥시키기 위해 노력해 왔다. 하지만 한국 게임산업의 미래를 장미빛으로 평 가하는 사람들은 많지 않다고 생각된다. 이는 역 설적으로 게임산업을 진흥시키기 위해 제정된 게 임산업진흥에 관한 법률과 그에 기초한 규제 때문 이라고 보인다. 현재 게임산업에 대한 규제가 혁 신을 저해하고 있다며 평가되는 지점은 크게 두 가지이다. 하나는 규제가 비대칭적이라는 점이고, 다른 하나는 규제가 비현실적으로 단행되고 있다 는 점이다. 이러한 문제의식은 어느 정도 공감대를 형성하 고 있는 것으로 보인다. 게임물관리위원회의 등급 분류 기능을 민간 자율로 이양하고 게임물관리위 원회는 사후관리와 연구업무에 집중하는 것이 바 람직하다는 데에 중론이 모아지고 있으며, 조만간 같은 방향으로 게임산업진흥에 관한 법률도 개정 될 것으로 보인다. 규제에 대한 법경제학 논의를 살핀다. 다음으로 오늘날 급변하는 게임산업의 현실에 비추어 현 행 규제방식이 적정했는지를 알아본다. 만일 현행 규제방식이 적정하지 않다면 논의 중인 개선방안 이 타당한지 검토한다. 이를 통해 규제를 혁신의 단초로 만들 수 있는 묘안을 모색한다.
        5,700원
        295.
        2015.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Digital games are conducted by the interaction between players and characters. Even if it’s same in the MOBA games, the characters in these games are not the ones which players can bring themselves in. But they do occur player’s semiotic process by controlling them. To prove this hypothesis, this study analyzes the correlation between MOBA game player and game character based on the player’s consumption behavior. The two MOBA games, League of Legends and Heroes of the Storm have been selected for the study, by the reason of semiotic difference between the characters. As focusing on the particular structures of MOBA games, this study can confirm the characteristic of this game genre.
        4,000원
        296.
        2015.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Remediation in game has two logics, transparent immediacy and hypermediacy. Transparent immediacy is a form of visual representation that wipes out the presence of the medium for users and makes them feel as though they are in the presence of the objects of representation. Although game has characteristics of both transparent immediacy and hypermediacy, it has particularly strong transparent immediacy, which allows users to become immersed in the game. The self that is formed in game remediates another self through immersion in immediacy and the awakening of hypermediacy. This study analyzes the characteristics of the remediation self based on the virtual self represented in immediacy and networked self represented in hypermediacy in game. The virtual self is characterized by the immersion and dissolution of Descartes’ ego, which are enabled by the provision of linear perspective and six degrees of freedom. The networked self is characterized by a desire for hypermediacy,which is fulfilled bythe interface windows and a high level of interactivity. This paper explores how game as a new digital medium redefines the self.
        4,000원
        297.
        2015.09 구독 인증기관 무료, 개인회원 유료
        오늘날 게임 산업의 발달과 함께 다양한 디지 털 콘텐츠가 생성되고 있다. 특히 우리나라에서는 지난 2000년 이후로 컴퓨터 네트워크 기반 시설 의 확충과 PC방의 등장, 속칭 ‘국민게임’이라고 일컬어지던 ‘스타크래프트’의 등장으로 관련 산업 이 급격하게 성장하였다. 그 이후 방송사업자는 게임물을 기반으로 기획한 ‘e-스포츠 경기 영상’ 을 제작하여 인기몰이를 하였다. 또한 인터넷 네 트워크를 이용한 동영상 전문 사이트(Youtube 등) 또는 개인 블로그 등 사설 플랫폼 사업이 활 성화되면서, 게임 이용자인 플레이어 개인들이 스 스로 게임물을 활용한 창작을 하기에 이르렀다. 그러나 게임 플레이어가 제작한 영상물에 대하 여는 그 저작물성에 대한 논의가 극도로 제한된 조건 하에서의 판단이거나 오래되었으며, 단지 원저작물인 게임물의 내용이 반영되었을 뿐이라 는 이유로 저작물성을 인정하지 않는다. 하지만 오늘날에 들어서 상황이 바뀌었음에도 불구하고, 관련 연구나 법원의 판례 또한 드물어 권리관계 가 명확하지 않은 실정이다. 따라서 본 논문에서 는 게임기반영상물의 저작물성과 게임물과의 권 리관계를 명확화하기 위한 목적으로 법적 상태를 논의하며 모델을 제시하고, 그 제작에 주도적 역 할을 한 게임 플레이어의 법적 지위를 살펴보고자 한다.
        6,600원
        298.
        2015.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        As a macroscopic research for the interaction of mobile game platform, I have analyzed the differentiation & characteristic of interaction for each platform. ‘Game & Watch’ was the first handheld game console released by Nintendo in 1980, the initial model was merely a combination of clock and game consoles to emphasize mobility. However, ‘Game&Watch:DonkeyKong’ which equipped with Yokoi Gunpei’s cross key provided an opportunity for the development of a full-fledged multi-screen gaming. ‘GameBoy’ was the beginning of a portable game machine in the modern sense. It has brought a lot of changes for the gameplay pattern using the contrast of color, smooth animation, as well as interchangeable cartridge system. Also, ‘NDS(Nintendo DS)’, which had several interaction system such as dual screen, voice input and touch input, had contributed to expanding the emergence of innovative game content and women game users. ‘PSP(Playstation Portable)’ by SONY in 2004 materialized 3D games using high performance and progressed to multimedia platform.
        4,000원
        299.
        2015.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This paper presents a Cocos2d-x-based mobile game using a twisted GFSR-PRNG (Generalized Feedback Shift Register - Pseudo-Random Number Generator), known as the Mersenne Twister, with a super astronomical cycle of 219937 - 1, and good virtual randomness in up to 623 dimensions, to deal with random factors for use on Android. Especially, if there are several rand() function calls at the same time, when a user plays the game, the dots do not fit. The Cocos2d-x-based mobile game shows the Mersenne Twister MT19937 is suitable and much faster than rand(). In addition, anyone who has a smart phone can easily install the game and play it. In this game, the player controls his or her own aircraft to destroy the enemy while avoiding obstacles. One key point of this game is that various effects are assigned to each image frame. Moreover, this game is special because it allows the player to produce something called small boss mobs and large boss mobs, providing various types of attached projectiles, upgrading to 10 stages in total and enemies that appear accordingly, and giving items that burst out laughing during the game.
        4,000원
        300.
        2015.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this study is to investigate the Correlation between BPM(Beat Per Minute) and song preferences of the rhythm game. This study was investigating the "hit chart" of the two rhythm game from KONAMI and analyzed by BPM section. In addition ran a survey about whether BPM effects the selection of the song and game play. The results of aforementioned researches showed that user's preferred songs in two KONAMI games were mostly over 160 BPM which is fast, and considerable number of songs in those games were faster than the songs in general popular culture. Also, 55% of survey participants said they take BPM into account when deciding the song they want to play and 80% said there is strong correlation between gameplay and BPM. To sum up, BPM effects the gameplay and song selection. Also, popular rhythm game songs have higher BPM than songs in general culture. In conclusion, BPM is something that must be considered when designing a rhythm game.
        4,000원