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        검색결과 926

        141.
        2017.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        이 연구는 뉴로 마케팅의 여러 연구 기법들 중 시선추적 기술(Eye-tracking)을 이용하여 농구 경기 장면 중 남성의 동공이 전체 데이터의 3시그마 범위를 벗어난 상위 0.135 % 비율로 동공이 확장 되었을 때의 시선 관찰 및 관심도를 측정하였다. 특히 동공 크기 확장과 관련해서 시선추적 기술의 데이터 중 어느 정도의 범위일 때의 크기가 유의미하다고 밝히기는 힘들기 때문에 이 연구에서는 전체 데이터 중 상위 3시그마 범위를 동공이 확장되어지는 범위로 설정하였다. 실험에 사용된 장면은 농구 경기 중 한 상황으로 설정하였으며, 총 7,200개의 데이터 중 유효율 90 %가 넘는 유효데이터가 산출되었고 이를 통해 34명의 데이터 중 유효데이터에 해당하지 않아 사용할 수 없는 데이터를 제외한 29명의 데이터를 사용하였다. 동공의 크기를 구하기 위해 동공의 너비(Pupil Width)와 높이(Pupil Height) 값을 [동공의 크기 = 동공의 너비/2 × 동공의 높이/2 × π] 공식에 대입하였다. 분석한 결과 농구경기장 내 마케팅으로 활용되기 위해 사용된 광고판들은 크게 영향력을 끼치지 않았다. 관중으로서의 피험자들의 동공의 크기가 커졌을 때, 경기장내에 광고판 보다는 선수들 혹은 주변 배경에 주시빈도가 높았다. 이 연구를 통하여 무분별하게 광고판을 사용하기보다는 뉴로마케 팅을 이용하여 경기장내 마케팅 및 광고판 효용성을 높이는 방안의 필요성이 요구된다.
        4,000원
        142.
        2017.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In commercial game engines, a method of constructing objects by combining components is often used. Components can be assembled and used at any time as needed. In this paper, the 3D game is developed by applying the component method, which is the object creation method widely used in the commercial game engine, in the DirectX 11 environment. There are four kinds of components used in the in-house 3D game. These are four components such as transform, mesh, script, and collider. The component generation method used in this paper shows very good operation efficiency in terms of reusability. This paper also applied tangent space normal mapping to static and dynamic objects and analyzed performance at various screen resolutions. Performance analysis showed that the average rendering speed was 64.6% higher on the low resolution screen than on the high resolution screen. And the rendering speed of model G with normal mapping to all objects among the 8 simulation models is improved by 19.2% compared with model B without normal mapping. The presence or absence of normal mapping has the greatest effect on rendering speed.
        4,000원
        143.
        2017.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In this paper, we analyze user's manipulation and reaction in an accelerometer-based game interface, as compared with a touch joystick-based game interface. To roll the ball, the user carefully grabs and adjusts the smartphone with both hands in the accelerometer-based game interface; while the user very quickly clicks the up, down, left, right, buttons in the touch joystick-based game interface, because it is already familiar to the user. The accelerometer-based game interface is relatively more immersive and interesting than the touch joystick-based game interface; because the user gets more desired results by elaborately operating the game with both hands rather than by clicking the buttons with the thumb.
        4,000원
        144.
        2016.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The technique of VR and AR utilizing HMD and peripherals was due to launch the products in which the research developers predicting the market magnification satisfy the request of the users in 2016. In the suddenly change game market, because of reflecting global technique and standardization trend, the white paper on Korean games and ICT standardization roadmap published for the development of Korea game industry are important in the decision procedure of the prediction of the game industry and game marketing and technology development and standardization support policy related to the game. In this paper, I analyze the present condition of Korean game industry through published white paper on Korean games and ICT standardization roadmap since 2012 by the year 2016 and suggested the competitiveness strengthening measure of Korean game industry required for the pathfinding of the global game market.
        4,600원
        145.
        2016.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The current study investigated the mediating effect of positive internet game expectancy on the relationship between behavioral activation system and internet game addiction to confirm whether the acquired preparedness model which has been verified in substance addiction field could be applied to internet game addiction field, then tested wether the effect is moderated by game refusal self-efficacy. 349 gamers aged 13 above participated this study. The results showed that the behavioral activation system boosted the positive game expectancy and then increased the risk of internet game addiction, but the effect was buffered by game refusal self-efficacy. Focused on the results, therapeutic suggestions about current study were discussed.
        4,000원
        146.
        2016.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study shows the content production of mobile baseball games. In 2013, mobile games accounted for 23.9% of domestic games, and the global mobile game market is expected to grow to $30.3 billion by 2015. This study examines trends and characteristics of the mobile game industry. Also, this study intends to show mobile game rankings, reproduce the enthusiasm of professional baseball games through mobile games, participate in games to utilize leisure, and contribute to the mobile game industry. Currently, there is Magu magu of Netrnarble as a mobile baseball game. By differentiating with mobile Magu magu, this study attempts to produce various and interesting short plays of AI, UI, and FSM from webtoon contents to engage in the realism of mobile baseball games, and to improve the productivity of the mobile game industry. Therefore, we intend to promote the game industry and activate game production contents.
        4,000원
        147.
        2016.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In this paper, we propose a method for replaying game streaming video using informations of input-key and object states. Up to the present, the played game contents have been just recorded and replayed for game streaming video recording function provided by the game company, this required a large volume of storage device. By the proposed method, it is more efficient for sharing the game informations between the users and game companies, and between the users and other users because it need much less storage device than the present method. And also the game user can handle the additional game informations.
        4,000원
        148.
        2016.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this paper is investigated immersions effected by automatic movement and movement using input device in virtual reality games. We compared immersions between two versions of FPS VR game by Unity3D Engine, through questionnaire survey. The first version is FPS VR game with automatic movement system and other version is VR game with manual control movement system. And we applied representation method which generally used in arcade shooting game to VR game. In a PC or console game, a player having a higher involvement level is more immersed. However, as a result of a comparison in the VR environment, the player is less influenced by the enthusiasm through head tracking even if the player does not move by the automatic moving system. An input device that is not suitable for the environment is a big obstacle to immersing in the game. That is, automatic movement system is also suitable for VR game system within the framework of immersion. This result can be applied to other games in various genres, also can be helpful to various directing in game.
        4,000원
        149.
        2016.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In Lindsay Lohan v. Take􍾢Two Interactive Software, Inc., et al., the court held that the lawsuit failed because GTA V did not feature Lohan’s name, portrait, picture, or voice as required by New York Civil Rights Law Section 51. The court emphasized that, even if the GTA V characters were close approximations of Lohan, GTA V never featured the celebrities’ pictures, names, or acting talent in GTA V or in advertising materials for the game. The purpose of the study is to analyze legal solutions of this case and to study on considerations to be treated by game creators to protect the game business from a claim of infringement of right of publicity. To achieve the purpose, the study analyzed the Appellate Division of Supreme Court's decision by examining the legal points in the case. On the basis of the results of the analysis, the study found desirable principles to be applied to create game design effectively from right of publicity dispute.
        4,000원
        150.
        2016.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The goal of this study is to analyze the importance of 11 basic attributes (fun, rules, goal, conflict, activity, decision making, spontaneity, artistry, system, network, fun, player). A questionnaire survey was conducted to compare the importance of each attribute to 25 industry experts. The importance of each attribute was calculated through a pair comparison process according to the AHP theory, and the validity of each attributions was verified by calculating the consistency ratio. As a result of the study, the highest score was shown with fun (34.2%), with system (10.4%), goal (10.3%), art (8.8%), voluntary (6.8%), player (6.6%), rule (6.2%), decision making (5.0%), conflict (4.3%), activity (3.9%) and networks (3.7%). Finally, to verify the importance of the game attributions, we conducted a questionnaire survey on the importance of two successful games and two failed games to 50 game players.
        4,000원
        151.
        2016.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        As IoT(Internet of Things) technology evolves and spreads, various applications for remote sensing and controlling have emerged. Among them, smart farm is an example of applying IoT technology to agriculture. It is a technology to enhance the competitiveness of agriculture by informing the process of production, distribution and consumption of various crops. In particular, micro smart farm which applies the automatic control technology of the production process to home gardening also appeared. In this paper, a method of developing a serious game system for cultivating that integrates reality and virtual by combining smart farm technology and game is proposed. By changing automatic control of smart farm to user control using game interface, user participation and immersion for cultivating can be induced.
        4,000원
        152.
        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
        153.
        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
        154.
        2016.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The proliferation of the Internet and related technologies has led to a new form of distribution channels, namely online retailers. The conventional offline and the new online retailers have different transaction costs perceived by the consumers in the following perspectives: the accessibility to the product information, the traffic cost and the opportunity cost for the time to visit the store, the delivery time and the possibility of ‘touch and feel’ to test the quality of the product. In particular, the online retailers have lower distribution cost structure in that they do not have physical stores, which results in lower selling price. Thus they continuously offer price competition against offline retailers using the lower selling cost as competitive weapon. Moreover the emergence of the social commerce is likely to intensify the competition between the online and offline retailers. To survive in this fierce competition, the offline retailers are trying to defend their business interests by sticking to offline transaction in anticipation of increased customer loyalty, customer’s preference for ‘touch and feel’ style shopping, and others. Despite of these efforts, customers who touch and feel a product in an offline store but purchase the product through an online retailer are increasing. To protect such customers, recently, some of the offline retailers began to provide the mobile discount service (MDS) which enables the offline customers to purchase a product at a discounted price through the mobile applications. In business competitions, the price discount strategy is usually considered to secure more market share at the cost of lower profit. In this study, however, we analyze the effect of MDS as a weapon for securing more profit. To do this, we set up a game model between the online and offline retailers which incorporates the effect of the MDS. By numerically analyzing the Nash equilibrium of the game, some managerial implications for using the MDS for more profit are discussed.
        4,000원
        157.
        2016.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this study was to investigate the environmental factors that affect the computer literacy of childcare teachers. A survey was conducted to get information about teachers' ICT utilization ability and their physical and educational condition. Binary logistic regression analysis was performed using SPSS 17.0 program on the data of 293 teachers who work in childcare centers in capital area, and the following results were obtained. First, computer-related physical environment and computer training did not affect the teachers' computer literacy. Second, taking computer course had effects on the basic skills, word-processing ability, internet communication ability and computer program utilization. Third, the number of hours of using computers affected the ability to install and maintain computers. Fourth, the purchase of computer-related books and magazines and the number of computer programs they use had an effect on their computer program utilization. These results have significance in that they imply what is needed for improving childcare teachers' computer literacy in terms of institutional support.
        4,000원
        158.
        2016.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Recent studies have shown that during the playing of violent online games, it is not increased aggression but rather alleviation in aggression that is critical in determining whether playing gaming has positive outcomes on the venting of aggression. Drawing from the aggression catharsis perspective and gaming research, we extend this line of investigation by exploring whether gaming results in a decrease in aggression, across a wide variety of games. Using data from a survey of 771 online game users in Korea, we examined the associations among Therapeutic Catharsis Seeking, Game Self-Efficacy, Big Five Personality Traits, Game genre (violent or nonviolent), Daily online gaming time, and Demographic variables. Results showed that therapeutic catharsis seeking and game self-efficacy decreased user aggression. Neuroticism negatively affected aggression while agreeableness enhanced the degree of aggression regardless of game genre. These findings have important implications for the use of gaming as a mood management tool.
        4,000원
        159.
        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
        160.
        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