검색결과

검색조건
좁혀보기
검색필터
결과 내 재검색

간행물

    분야

      발행연도

      -

        검색결과 926

        161.
        2016.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Since the invention of Oculus, consumers have experienced high level of immersion and the sense of reality at lower cost. It greatly increased virtual reality contents, and horror games are being loved as well. In this study, a brain-wave analysis was used to investigate the impact of hostile objects on the player's immersion, in a horror game where the sense of immersion is maximized using an Oculus Rift, a type of Head-Mounted Display(HMD) equipment. Paired t-test was conducted in order to verify if the difference of the immersion level between two games is meaningful. The result was that the difference of attention was statistically meaningful, whereas that of meditation was not. Also, experiments were performed to investigate the correlation between the moving speed of hostile objects and the player's immersion.
        4,000원
        162.
        2016.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        There are general surveys on factors related to Leadership. However, less is known about the relationships between Leadership, game using pattern, psychology factor. This study sought to clarify several of these relationships. Using data from a survey of 1800 adolescent game users in South Korea, we conducted a structure equation modeling to explore the association between psychological factor(Extraversion, Social Intelligence, Self Esteem, Self Control), game using pattern(Game Time, Online Community, Game Norm, Game Efficacy, Game Leadership) and demographic variables(Age and Gender). Results showed that Extraversion, Social Intelligence, Self Esteem, Self Control(psychological factor), Game Leadership(game using pattern) Use increase Leadership. while Game Time(psychological factor) decrease Leadership. And Game Time, Online Community, Game Norm, Game Efficacy(game using pattern), Social Intelligence(psychological factor) Use increase Game Leadership. The implications of these results are discussed.
        4,000원
        163.
        2016.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        South Korea has led the global online game markets successfully in the mobile game platform based social network service with commercialization and showed the potential of the mobile game market. Currently, Korea's game industry is accelerating the global expansion for the mobile game market based on online game technology and mobile infrastructure. However, recently as mobile games attract attention in the mobile business and digital entertainment markets, the competition grows so fast. Cooperation between game developers and publishers have important implications in mobile games as well as online games for competitiveness through selection and concentration. This study was designed to support decision making at the outsourcing for publisher and the development of mobile games with key success factor analysis. The key evaluation factors of the mobile game were extracted through the literature review and expert groups, and then the relative importance between each factor was derived to take advantage of the AHP, Multi-criteria decision method. Differences between the online game and mobile game were analysed in this evaluation process. Also we were able to verify this evaluation model by applying the released mobile game. As a result, accomplishment and gambling in the mobile game was found to be a key factor. Also differentiation factors from online game were social factor, scalability, reliability. Unlike the previous studies which have been focused on online games, this study offers the guideline of the decision making for the business success in the mobile game development and the sourcing, the most important steps in publishing business.
        4,000원
        164.
        2016.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This paper analyzes the simulation operation flow of Bullet physics engine. Based on this analysis, four kinds of multi-rigid-body game characters are designed. This paper also profiles the performance metrics such as the CPU utilization, the memory usage, and the computation time by multi-rigid-body character simulations. For the CPU utilization, the Tongs Vehicle is the best and provides 45.1% less than the other character simulations. The computation times of the Four-leg robot and the Dragon are longer than those of the others. The memory usage of the Dragon simulation is the largest, which is average 1.32 times more than the others. Because all parts of Dragon are composed of triangular mesh models in 3DMax. The performance profiling with the criteria such as reducing the computation time and the computing resources, the complexities of the collision shapes, and the number of rigid bodies takes an important role in the design of the multi-rigid-body game characters.
        4,000원
        165.
        2016.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        As a macroscopic research for the economic system in MMORPG’s, I have analyzed the differentiation & characteristic of each economic system such as Picking Economy, Laissez-faire, Revised Capitalism, Neo-liberalism as well as Economic Democracy which is shown on online game. The picking economy of online game, like as Ultima Online, has the characteristic of co-work & co-distribution but the capitalist who has accumulated wealth appeared on Laissez-faire period. When the economic system of Laissez-faire has fell down, Revised Capitalism that includes the characteristics of government intervention has appeared. Finally, ArcheAge and MapleStory 2, which are represent for Neo-liberalism and economic democracy, are characterized by recovery of market functions & welfare.
        4,000원
        166.
        2016.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The emotional education content is that can be utilized in educational field, not only simple learning but also emotional part. Nowadays, a variety of technologies and devices are increasing, there is a tendency that they has been used a lot in educational field. The game has a cultural impact and value added more than a movie.We implemented a game-type educational content , that can educate the emotion of School children and also impart the storytelling. We measured the emotions in real time and train the concentration and composure to children. Emotional education content can be used in various categories even psychology. In particular, modern society, there are many mental instability children. Our content is an interactive education that very suitable for elementary school students. And it will suggest the direction of the treatment content.
        4,000원
        167.
        2016.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        It is important matter to develop game that game designs should consider improving game development, especially work schedules. We hardly ever see the game design documents, because almost all game development is privileged information, not to be shared with the general public. So many developers put a lot of work in. If the time is saved by modularization of game design documents. This paper focuses on discussion of the game planning method through making modularization of design documents. In order to achieve this purpose, first, find out the consist of games. Second, extract common game design elements and considerations. It can help for game developers who start game planning or design for the first time, also it can be reduced time needed for design documents.
        4,000원
        168.
        2016.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This paper empirically studies foreign investor investment decision-making factors of game industry. First of all, I couldn´t find many significant results relation to business performance. In terms of safety, The negative(-) relationship could be found between current ration, debt ration and foreign ownership. The growth(growth rate of sales, net profit growth rate) showed positive(+) relationship with foreign ownership. In terms of profitability, Between ROE, ROA and foreign ownership also showed positive(+) relationship . Finally, the R&D investments and weight of export are positive(+) related to foreign ownership. In this results, I can conjecture about foreign investor focus on Safety , Growth , Profitability. especially, can be inferred that R&D and weight of export factors attract foreign investors.
        4,000원
        169.
        2016.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The digital game is a space to form a new culture community to modern people. They build a social activity through the virtual space and function as a social tool in the more aggressive dimension than existing media. Therefore, apprehending various social phenomena appearing on the digital game is as important assignment as the society study of the real world. Therefore, this paper will analyze the leadership type of the leader characters who lead the group among various social phenomena appearing on the digital game. Particularly, the researcher tried to focus on the multi-ending of Star Craft which contributed to activating the domestic game culture to apprehend the features and aspects through the type of leader characters and the goal & duty of that group.
        4,000원
        170.
        2016.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study conducted to solve misunderstanding in adolescent’ morality growth through finding relations between morality, psychological factors and game using time. Loneliness, Self-esteem, Self-control and Leadership were chosen for effective psychological factors on morality and game using time was chosen an independent variable, too. As a result of the first study, four psychological factors show obvious effect on morality, but game using time doesn’t show any effect. As a result of the second study, game using time shows regulation effect on the relation between loneliness and morality. This means game using is a positive way to supplement the lack of morality by relationship problems.
        4,000원
        171.
        2016.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Go is an extremely complex strategic board game despite its simple rules and is the great challenging classic game for AI due to its enormous search space. The computer program AlphaGo finally defeated Fan Hui, the European Go champion, without handicaps on a full-sized 19 ×19 board in October 2015. Monte-Carlo Tree Search (MCTS) is a widely-used algorithm for game-tree search in game playing. MCTS based on statistical sampling is a best-first tree search technique to evaluate states; UCT which is a variant of MCTS uses the UCB1 formula as selection policy. In this paper, we evaluate the performance of MCTS and UCT playing against each other in the game of Tic-Tac-Toe. The experimental results show that the first player UCT is slightly superior to the second player MCTS (54.3±1.0%), the first player is always advantageous to the second player regardless of the MCTS and UCT players, and the result of each game should be a tie if both players do their best in Tic-Tac-Toe.
        4,000원
        172.
        2015.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        ACE (ADAPTIVE Communication Environment) is a flexible and portable, allowing high-performance applications in a network game developers will increase further, the error is an open source network that can help easier and faster, while reducing development. Server architecture of the network game, PtoP server architecture, a single server architecture, multi-server architecture, server architecture, symmetric, asymmetric and divided into server architecture. Haebomyeon analyze the framework of ACE OS abstraction layer, Wrapper facade layer, the framework layer, is composed of a network layer. Each layer of the lower layer to re-use the class to abstract more general than their function. This means that any given task with the ACE generally be implemented in various ways according to the development or design requirements. Paper, we try to apply a network game developers ACE through an open source network analysis.
        4,000원
        173.
        2015.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study has investigated on the obstacles to the production of social network games. It also tried to find their production tools in order to remove existing obstacles, which will guide to design and create new production tools. The new production tool is designed to make it easy for Terrain, UI, and Object tools to be used for essential functions, game linkage, and testing. The detailed explanation about the structure design and functions of the new production tool is also written and added for better understanding. To test its functions, texture of the animation application was printed on top of the production tool. The test result showed stable processing speed. I also made a 􋺵Farming􋺶 trial-game to test how easily social network games can be developed. As a result, more stable framework, which could not be made without production tools, was able to be designed and even the time spent on developing it became shortened.
        4,000원
        174.
        2015.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this study was to examine the difference of middle school students’ game-oriented life according to their game usage patterns. The subjects of the study was 1,861 school students included in the panel data from the survey conducted by The National Youth Policy Institute. For data analysis, SPSS WIN 21 program was used to conduct one-way ANOVA. The result shows that the frequency of game play, the number of hours they play game on weekdays and weekends and the time span of game play were related to the game-oriented life. However, this tendency was not applied to those who don't play game at all. This suggests it could be more desirable to regulate students to play game for an appropriate amount of time rather than prevent them from playing games at all, when it comes to the matter of the potential problem according to playing games.
        4,000원
        175.
        2015.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        There are general surveys on factors related to Life Satisfaction. However, less is known about the relationships between Life Satisfaction, personality, Social Capital, and Adaptive Game Use. This study sought to clarify several of these relationships. Using data from a survey of 981 game users in South Korea, we conducted a regression analysis to explore the association between psychological variables(Personality), social variables(Bonding Social Capital and Bridge Social Capital), Media Using Pattern(Adaptive Game Use) and demographic variables(Age and Gender). Results showed that Openness·Conscientiousness(Personality), Bonding(Social Capital), and Adaptive Game Use increase Life Satisfaction while Neuroticism·Agreeable(Personality) decrease Life Satisfaction. The implications of these results are discussed.
        4,000원
        176.
        2015.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Although various studies have dealt with gambling games so far, studies on the motives of the teenager’s gambling games are still very weak. Youths experiencing gambling games have various problems like psychiatric problems like learning problem and anxiety and depression, problem in their family and problems like increase of lie, etc. To establish a prediction and a measure of this problem fundamentally, the study on why the youth joins in these gambling games is needed. The factorial experiment and reliability analysis was done in order to investigate the validity of the questionnaire and reliability. This study also use Pearson Correlation Model and Linear Regression Analysis. Consequently, external factors such as school adaptation and parental monitoring can have a greater impact than internal factors in the motives of the teenager’s gambling games. This study will contribute to prevent youth from accessing the Internet gambling games and to solute the problem from it.
        4,300원
        177.
        2015.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        As a macroscopic research for the interaction of TV Console game platform, I have analyzed the differentiation & characteristic of interaction for each platform. “Odyssey” developed by Ralph Henry Baer in Magnavox was the first console which has the propaedeutic user interaction. Development of graphical technology and the release of the Nintendo Famicom which equipped with Yokoi Gunpei cross key & horizontal Pad had provided an opportunity for the development of user interaction methods like as sound & 2D. Also, multimedia function of Sony PlayStation and Nintendo 64 had brought the era of 3D games and multiplay. Finally, Motion technology triggered by Wii had progressed to the gesture recognition interface throughout the Playstation MOVE of SONY & Xbox 360 Kinect of Microsoft.
        4,000원
        178.
        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
        179.
        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
        180.
        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