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        검색결과 1,588

        321.
        2015.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The current study examined whether and how players’ aggression is affected by playing games focused on Intrapersonal level of player. In contrast to most existing studies, our study asks about crucial underlying factors among the general game population and thereby investigates mental health belief, interdependent and independent self-construal, game-efficacy, loneliness, depression, gender and age. Results show that mental health belief is particularly important to the players because their aggressive tendencies are greatly diminished. Independent self-construal and game efficacy reduced the levels of players’ aggression. Interestingly, both depression and loneliness decreased the levels of players’ aggression. Results and implications are discussed.
        4,000원
        322.
        2015.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In this paper, we present a serious game that can prevent elderly people from brain illness using natural finger interaction and Fumanet exercise. As population of elderly people has continually grown in our society, brain illness like dementia can be naturally observed, which makes treatment cost up rapidly. Hence, we propose Leap-Motion based serious game for elderly people, which uses natural finger motions to interact with game contents. In our approach, we enhance finger motion recognition rate by adding auxiliary conditions that is superior to ordinary Leap-Motion APIs. Finally, we have also carried out user study and quantitative analysis to verify our methods.
        4,000원
        323.
        2015.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        According to Johan Huizinga (1949), as a Homo Ludens, man developed play (game) element in our culture during evolution. Roger Caillois (1961) categorized play into four groups: Agon (competition), Alea (probability), Mimicry(roleplaying), and Ilinx (altered perception). Current video/computer games are comprised of one or more of them combined. As these sociologists of game assert, game is one of the most basic and fundamental elements of our culture. However, some gamers become highly immersed in playing games, even to the degree of addiction. In 2013, National Assembly of Korea proposed a bill that would help alcoholics, drug addicts, gambling addicts and video game addicts. This caused huge social debates among experts and lay people. While some experts say that gaming addiction is not a truly existing phenomenon, some people say that we need law to regulate gaming in order to help prevent the addicts. These issues have become a problem of technological governance. This article analyzes 80 researches or so that may help us to learn about the problems and answers of the internet addiction, gaming addiction, and internet game (online game) addiction, or computer games for the youth in general. In order to maintain a well performed technological governance, first we need to know the characteristics of the issue. The author hopes that this article may be a ground study to start the scholastic discussion about the gaming governance in Korea.
        6,300원
        324.
        2015.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        How to measure and evaluate the performance of managing a store? Although it is important for a retailer to execute good management in a store, there are few efficient measurement tools and methods for In-store management. Also few people are trying to deal with variety of goods (number of categories), depth of a catagory (number of stock-keeping units within a category), and stock level (the number of individual items of a particular SKU) in a store. To solve the problem, this paper suggests the Customer-Retailer Collaboration (CRC) model that utilizes Gamification. By embedding gaming elements, the store management activities can be viewed as more game-like processes. Customers find some problems they encountered in the store and send the related signals via mobile APP, and the relevant store personnel copes with the signals. As the return for their collaboration, they both will obtain points and badge. This paper designs the CRC model and shows the flow of the model briefly.
        4,000원
        325.
        2015.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Although motivation and fun are important for effective speech therapy, the conventional speech therapy is often conducted by using a textbook which can be boring to the speech-handicapped. The present study is to develop a speech therapy serious game for rehabilitation of the handicapped with articulation and fluency in speech. A speech therapy game was developed in the present study through the following four-step approach: (1) benchmarking analysis of 8 speech therapy systems, (2) analysis of 22 parents, (3) development of the framework of the speech therapy game and ideas for speech therapy game contents, and (4) implementation of the speech therapy serious game system using C# and the game engine Unity. The speech therapy serous game developed in the study can be of help for rehabilitation of articulation and fluency for the speech-handicapped.
        4,000원
        326.
        2015.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In this study, a digilog program is suggested for the integration of analog and digital media. As analog sensibility is giving way to digital, analog is now being regarded as old and outdated, and various emotional advantages of analog are being disregarded. A program constituting eight lessons was conducted for third-grade students through Chochungdo. In this program, analog expressions were interpreted in a digital environment and the students experienced game characteristics in artistic media. The educational effects were as follows. First, an expanded audio-visual effect was displayed, using Flash on a 2D plane, based on analog emotional expression. Second, students experienced game characteristics through interaction using the MaKey MaKey program, and an immersive digital environment within a media device.
        4,000원
        327.
        2015.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The location-based game(LBG) is a major game which is using temporal-spatial model as a game space like a real world in mobile environment. A gamer have to fight with game-enemies who have low level power for their victory. Then conventional researches have studied finding lower level game objects using skyline query in spatial game. However, since the researches which are using traditional skyline (TS) just query in one quadrant, the surrounding objects of a gamer can not be queried. This paper proposed a safe-route search scheme that a gamer searches the surrounding objects and safe-routes to level up in his/her power using Global Skyline query. In simulation, we evaluate two safe-route that a game object’s game-level and distance from gamer. The result shows that a gamer has high game-level after game-level-oriented evaluation. That is, the proposed scheme could be an advanced scheme to level up a gamer’s power in location-based game.
        4,000원
        328.
        2015.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Benjamin introduced the concept of the “aura”and discussed its absence in film and photography. Benjamin posited that the loss of aura changes artistic values. This brought about a paradigm shift in the entire mode of existence of humanity. After Benjamin, various opinions followed regarding the concept of aura, namely, aura collapse, aura transformation, aura-media, and returned aura. This study discusses the idea of the “aura”in games as a digital medium. From the three characteristics of games,i.e., presence, interactivity, and multi-sensory interface, it is evident that digital aura exists in games in the form of immersion. Analogue aura has lapsed because of technical shortcomings, but digital aura makes perfect simulacra that create a hyper-real world. The qualities of immersion, interactivity, and a multi-sensory interface provide a world of illusion, and provide the visual, auditory, and tactile experience of aura without any space between the user and the object.
        4,000원
        329.
        2015.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In cloud and game servers, SSDs are used as cache on large capacity disk-based storage. In that configuration, the SSD can be exploited as write-back or write-through cache. Though the write-back cache can improve write performance significantly, data can be lost when the SSD fails. On the contrary, performance improvement is limited in the write-through cache though it has high reliability. By the way, reliability can be improved by applying RAID technique to SSD cache while exploiting write-back for better performance. In this paper, we analyse the reliability and the performance of hybrid storage using SSD cache over disk-based primary storage. In particular, we mathematically analyse reliability and also measure performance of real storage systems with various SSD cache configurations.
        4,000원
        330.
        2015.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Recently, the computer software has become an increasingly important share in the overall industry and many countries have been adapted an early SW education as their mandatory curriculum in school for children. Most of the prior SW education curriculums had been focused on how to learn a programming language to make a SW in a computer, but current SW education goal has been moved onto training the computational thinking to solve various problems with the computer, effectively. The paper exploits a game design activity as a good and fun tool to training such computational thinking for children. The proposed game design activity consists of a series of systematic curriculums to design a creative game in offline for the children who do not have any prior-knowledge of game. Participants first understand game elements such game title, synopsis, rules, game-play, which are indispensable to make a game. Then they try to understand what the fun is in the game and discuss with how to make such fun in the game. Finally, they have proposed a creative game design which is motivated by playing board-style games and iPad-games. With our assessment of the proposed activity, our game activity derives let the participants to computational thinking while creating the synopsis and game rules to define the game. It also revealed increased interest and understanding of computer software. We expect that the proposed game design activity could be an alternative to train computational thinking and a more holistic program to have increased interest and understanding of computer software for children.
        4,300원
        331.
        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
        332.
        2015.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The N-Screen contents is a kind of emerging technologies to make a new user-experience by integrating multiple devices like smart TVs, personal computers, and smartphones. In the paper, we characterize game design issues of N-Screen based game with smart TV and smartphone and describe the game design issues of 「Beaver Rising」as its case study.「Beaver Rising」is the N-Screen game which developed by our team ans its' game play is similar with a classic game, called「Snake」but it can be played on a smart TV screen while players can control their own beaver characters with their smartphones. We first give a survey of N-Screen games to characterize their properties in the paper. Then, we describe the game play, game design architecture, and user experience of the game,「Beaver Rising」as its case study. Finally, we propose three new properties to make an effective N-screen game with a smart TV and smartphons. The paper will contribute to provide am effective game design guideline when we make a N-screen based game with a smart TV and smartphones.
        4,000원
        333.
        2015.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The aim of this study is to verify the effects of user experiences such as present, flow and arousal between game play under 3D virtual environment(VE) and general video game play. For this purpose, Oculus Rift play test experimental treatment methodology was adapted for analysis. As a result, for the present hypothesis between the VE game and general video game, cognitive and present hypotheses were all adopted except for emotional presence, and there was no difference in arousal effect. And, VE game had significant differences in emotional presence, flow concentration effect, flow merging action & awareness and arousal effect compared with general video game. As the study verified that VE game had higher effect in presence effect, sense of realism and user experience of players than general video games through experimental studies, it contributes to elaborate 3D virtual environment game interface design and user experience study.
        4,000원
        334.
        2015.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        For increase the game speed, game systems apply a multi-threading. The popularization of multi-core system accelerates multi-threading also. Multi-threading brings high performance, but this is not ease to apply the game logic. Because many multi-core system share the memory, if two or more threads access the same memory region, they can be conflicted. Multi-threading uses Lock method to prevent the conflict, but Lock method reduces the performance. For increase the performance, programmer can use Lock-Free method. In this case, we found strange phenomenon that Lock-Free queue operates incorrectly, and this phenomenon has been accelerated by number of threads. In this study, we analyzed the input output of the Lock-Free Queue in multi-core system.
        4,000원
        335.
        2015.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The game intended for treatment directly is not yet much in domestic and even though it is used for child psychotherapy, the direct game therapy has not been used yet. But the possibility of the game therapy is likely to increase in the future due to emerging the field of virtual reality therapy, recreational therapy. In this study it is proposed the rhythm game using the balance ball connected the wired/wireless PC, it is the reason why the functional game may help the upper limb rehabilitation if you are using it continuously without a place, time, and cost constraints.
        4,000원
        336.
        2015.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Recently, education game contents with advanced mobile and Web technology have been widely researched. However, considering of interaction involved for children, it is necessary user friendly interfaces and interesting interactions. In addition, it is important to design to encourage the user’s learning motivation as a way to the effect of educational game contents. Therefore, in this study, we designed and implemented the educational game contents system using inter-working between KINECT camera, PC, and android platform based humanoid robot. The designed system consisted of KINECT system for capturing hand gestures, game contents system for playing games, and android humanoid robot system for interacting with users. This system can lead to interests and willingness of users through handy interaction such as hand gestures and interesting quiz game contents. To improve effectiveness and userability, we plant to advance designed educational game contents system that can be operated on a smart TV system including a built-in camera as a further study.
        4,000원
        337.
        2015.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Recently, the game industry is rapidly growing with the distribution of high-speed internet network. With the growth of game business, the game developers and distributors are making efforts to find more various game materials that lead to success. Therefore, the game developers began to apply successful novels or movies for games and, as a result, they were able to get high added values with the minimum investment costs. In this study, the Game contents is reviewed based on Suzanne Collins's trilogy 'The Hunger Games' published in 2008. If 'The Hunger Games', the novel of thrilling adventures and suspense harmonized with philosophy, is reprocessed as game contents considering media environment, the values of the novel will be more diversified and newly enjoyed by people. As the research method, the actantial model of Greimas and the five conflict types of Linda Seger were used for a case study and the Game contents of the novel. The study using the novels as source materials was conducted to be helpful for game development and its possibility was suggested through the study result.
        4,200원
        338.
        2014.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this study was to investigate the effects of vocabulary learning activity types via smart-phones on vocabulary learning and the attitude of Korean college students. The participants were 56 college students, who were divided into 4 groups: a competitive and self-paced group (Group 1), a competitive and controlled-paced group (Group 2), an individual and self-paced group (Group 3), and an individual and controlled-paced group (Group 4). Vocabulary tests were administered before and after the experiment. The analyses of the post-test results showed that Group 3 had improved most and Group 1 earned the second highest score, indicating that competition can make a positive effect on vocabulary learning via smart-phone applications. The results also revealed that there was no statistically significant difference in the post-test scores between self-paced and controlled-paced groups. In addition, vocabulary learning via smart-phone applications improved the participants’ attitudes toward vocabulary learning.
        6,100원
        339.
        2014.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study proposed the development of creatures for making game characters. A creature is a living being and it comprehends everything including the real world, the universe, and virtual worlds. Creatures are characterized by creation and transformation, and they complete game characters. Completed character creatures can be used in games, animations, movies, comics, smart phone games, etc. There are various materials of creatures including plants, birds, mammals, and humans, and these materials can be expressed as game creatures and used in making game characters. In this study, creatures were developed in the forms of bird, mammal, and human. Combined with game background, game characters generated from such creatures produce game contents that are usable in various areas. This study suggests developing more diverse creatures to be utilized in areas where game contents are required.
        4,000원
        340.
        2014.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study presents the popularization phenomena of casual games in Korean society by analyzing them in terms of 'nostalgia' and 'communication'. Casual games refer games that can be played in steps with least amount of knowledge such as 'Ani-Pang', 'Everyone's Marble' , 'Dragon's Flight' and etc. The games are published through SNS(Social Network Service), and they are also popular to 40 middle-aged class in Korea nowadays. However, these popular games are retro games that utilized original games' elements and characteristics such as 'Bejeweled' and 'Xevious' which was popular in the 80-90s. The reason why common players in 40s play retro games in SNS is to possess happiness formed with nostalgia imagery by public. In addition, the retro games allow people's communication by incorporated into social network as a member through game playing. As a result, popularization of casual games through SNS focused on common players in 40s is related to nostalgia. And the characteristics of nostalgia can be seen not only as a pleasure realization of desire but also as a tendency that shows desire of community recovery and acquisition of identity within the community.
        4,000원