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        검색결과 1,588

        421.
        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
        422.
        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
        423.
        2013.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study proposes a 3D realistic moving picture project for video game content production. It is expected that applying 3D realistic moving picture to background moving picture project and/or content moving picture project in the existing video game contents will eventually increase the reality and pleasure of game. It is also expected that playing stereoscopic games will increase players’ commitment to the game and that participating high visual artistic works will decrease their psychological stress, yielding their mental tranquility and pleasure. By understanding principles and file formats of 3D realistic moving picture project, more frequent application of 3D realistic moving picture project will hopefully be made in various fields of games in the future.
        4,000원
        424.
        2013.06 구독 인증기관 무료, 개인회원 유료
        This study aims at helping the highschool physical education program by providing information on excellent physical education plans and activation of physical education by understanding the effects and limits of two different models. It proposes the possi
        4,300원
        425.
        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
        426.
        2013.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Creating avatar animations are tedious and time-consuming task since the desired avatar poses should be specified for each of a large number of keyframes. This paper proposes a fast and handy method to create game character animation contents using the motion data captured from the Kinect sensor. A Kinect sensor captures and saves the human motion. The Kinect sensor provides the motion information in a simple form of coordinates of joint positions. Using the captured motion data we determine the set of bone transforms that makes up the human skeletal animation data. The animation data is utilized to determine the position of all the bones at the current time in the animation. For experimental purpose we create a simple avatar character. We express the character model by the MD5 format, in which the mesh data and animation data are separated. A set of twenty joint positions reflect a snapshot of the character pose. The sets are used to evaluate the bone transform matrices and construct our skeletal animation scheme. We verified our method by appling the captured Kinect motion data to character animation. Our approach provides an easy method for creating avatar animations.
        4,000원
        427.
        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
        428.
        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
        429.
        2013.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In this rapidly changing modern society. children are suffering from many psychological issues from complex and various stresses. To address this issue. child-centered play psychotherapy has been emerged as a social interest and the importance is arises. This thesis is for introducing developed game contents for Child-centered play psychotherapy considering features of children in their developmental processes. with this, application of child-centered play psychotherapy as a medium and realization of game contents where children can play on touch screen are introduced to induce better remedial performance. Furthermore, it will guide a measure for application of child education.
        4,000원
        430.
        2013.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Since the advent of smart phones in 2007, the population of smart phone user has been increasing at stunning rate in Korea. In spite of many benefits such as full internet access, location based service, and easy installation of new applications, many social and medical researches have been reported the concern of overuse of smart phones, especially for teenagers on game and internet addiction. However, most of studies are based on the survey research, so often questioned to be limited number of sample and subjective, which can be overcome by evident-based study. The paper presents a pilot development of Google Android app that provides the 24-hour-measured application usage pattern of smart phone users. A requirement study performed with medical doctors and phycologists are discussed and the key technical and application issues are discussed and their solutions are presented. The system is designed to be extensible so that social network and additional service can be applied based on the user. The measured data is expected to be used for study the cause and treatment of game and internet addiction for teenagers and adults.
        4,000원
        431.
        2013.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Micro-transaction based payment model has been a key revenue model in social network game on mobile platform. The paper proposes micro-transaction based payment model based on 4P marketing strategy which have been widely used for merchandise marketing. The research will be contributed to building a systematized micro-transaction based payment model and marketing strategy for mobile social network game.
        4,300원
        432.
        2013.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        MMORPG Gameplay is based in a Law of Spatial Maintenance. There are 4 distance types - critical distance, flight/chase distance, interaction distance, and escort distance- according to the interaction object’s types and goals. These distance are related that the player appreciates and recognizes the game space. This study is significant in the sense that it is the cornerstone of finding in gameplay's essence.
        4,000원
        433.
        2013.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Housing system of MMORPG is value-gaining system introduced to maximize the accumulation of wealth and means of ownership that emerged in 2000 from the game named Ultima Online. Degree of application is determined by techincal elements and the skills of the player. MMORPG game is the one which accumulate the value, own and show-off. Players build house and inivite other players to show their influences, social standings and powers. Housing systems, but until now, there are several problems. Proper management such as protecting house or livestock raising is required while player leave the house for hunting or collecting resources. Like the real world's real estate, housing system require proper area to build the house and huge server to solve the process technically. In case of relocation, there could be several problems to resolute by applying theories of real estate and architecture. In this study, we proposed future housing system that complements a variety of problems of present housing system through customization of housing, the introduction of various applications and applying partner characters. Which will provide higher lever of entertainment while enjoying games. Future housing system should get out of existing uniform structure, develop with artistic value and eventually transform to higher and more diverse lever.
        4,000원
        434.
        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
        435.
        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
        436.
        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.
        437.
        2013.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        There are several “game testing techniques” to find bugs in game software. But they can not support game developer to correct errors easily and effectively in game development process. And also they are doing process according to game developer’s scenario and intuition at game company in these days. Therefore, to solve the above problem in this paper, this dissertation suggests a efficient testing techniques to judge the suitable generation of the auto-generate game map according to the game user’s playing and verify them TFD (Test Flow Diagram).
        4,000원
        438.
        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
        439.
        2013.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Users of smart-phone based social network game are rapidly increasing. However, there are few researches for smart-phone based social network game. In this paper, we analysed factors affecting the user satisfaction for smart-phone based social network games through empirical testing. As a result, convenience and social presence were found to have positive effects on the user satisfaction of social network game. This study provides practical suggestions for developers of social network game to invigorate the smart-phone based social network game market, such as improved additional investment for simple game interface, easy game rule, additional interactive services.
        4,000원
        440.
        2013.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Entry-level digital EEG instrument was launched at 2008 after that the digital EEG instrument was first introduced in the early 1990s. Because of cheaper EEG, many studies have been attempted using it. Among them, Special purpose serious games are getting heightened interest. Special purpose serious game is giving fun and meaningful knowledge simultaneously. This paper proposes acquiring EEG from EEG instrument, noise cancellation/separation of waves through FFT/analysis/concentrations calculation, HTML 5 game implementation/Client server design and sending of game result to user's browsers. Through this we suggests that the method in which performs efficient design and implementation of Network-based serious game using EEG. Future work includes that user can perform piano ensemble using network to draw user's fun and concentration. And experimental will be performed in piano school to prove that the students who have used our system before lesson shows great learning ability than the others.
        4,000원