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        검색결과 190

        21.
        2016.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Unity 3D is a 2D and 3D game engine that supports multiple platforms. Editors may develop 2D and 3D games that run on Windows, Mac, Android, iPhone and various web platforms. In this paper, we propose a shooting game designed and developed using the Unity 3D game engine. Shooter is a game genre to defeat the enemy by shooting a gun or missiles. Through factors such as a game system it is very simple, one momentary reflection ability or behavior is characterized by the pursuit of sex games. Also it analyzed for the game and the game system architecture for game development. I hope to help them through a variety of platforms based game design and development.
        4,000원
        22.
        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
        23.
        2015.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Kegel exercise is commonly prescribed to improve the urination and evacuation capabilities of a patient. Assistive devices developed for Kegel exercise are found limited in terms of clinical effectiveness and motivation. The present study is intended to develop a serious game to support active and sustainable Kegel exercise for patients. A four-step process (benchmarking, analysis of patent and technology, ideation of hardware and software, and implementation) is applied in the present study to development of a Kegel serious game. The proposed serious game for active Kegel exercise needs to be validated in urology clinics.
        4,000원
        24.
        2015.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Historical Experience Program is a certain type of a field trip for elementary and middle school students, which includes visiting a historical place and having various outdoor activities related to the historical events that actually happend in the area. Usually the students make a group to participate, but the education is only done with the printed handouts and the guidance teacher's verbal explanation. In this research, we would like to make use of both location-based system and gamification theories to advance the educational form. Each students will be given smart devices to perform the tasks that are conducted by gamifying the historical information and materials. Location-based system will be guiding them to find the missions and clues around the area. The guidance teacher will be also using a smart device to figure out each student's location and how well they are performing. We've also run the actual field test, and found out that it was a very effective method for Historical Experience Programs. Students were very motivated by cooperting and competing with other students on gamified educational material, and had been very ammused by having outdoor activities using location-based system, and it lead to a significantly effective education.
        4,600원
        25.
        2015.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This paper introduces good game design elements to consider for educational game. A suggested theory is applied on case study of educational history game development which was conducted by collaboration of game and education research experts. In the beginning of study, we seek for good game elements from the nature of play. We define and reorganize indigenous characteristic of play into two categories, Ludus and Paidia. Ludus is more oriented toward complex rule base game, and Paidia goes toward play attributes. We design and develop educational game based on suggested core design elements. At last, we observe how suggested good game design elements influences our educational game, addressing how to apply our design theory to the educational game development process.
        4,000원
        26.
        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
        27.
        2014.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Prevalence of children with developmental disabilities has increased the need for a variety of educational and therapeutic interventions for children in the study of the subject has increased according to the load. in this paper, the review of the developmental disability characteristics and teaching methods are based on this proposal of realistic experimental serious game contents using AAC(Augmentative and Alternative Communication) method because we make up for the conventional interventions and increase participation and motivation in learning. In this paper, we improve the area said to be the motivation and commitment to develop the content by using a realistic experience for users experiencing at present a pervasive developmental disorder of language development in the paper. In particular, we shows the effectiveness of the improved speech area through the use of this serious game content through real experiments with children with developmental disabilities.
        4,000원
        28.
        2014.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In this paper, we proposed some direction to effective development of gamification. To achieve this purpose, we performed an extensive literature review. Based on game mechanics and game dynamics, we analyzed 145 cases for both domestic sites(15 cases) and international sites(130 cases) by keyword search methods. Results showed that the successful cases(n=32) applied more features of game mechanics and game dynamics in various ways. Through this, we tried to build up categorization of gamification, the major applications of gamification can be converged into five primary areas: public policy, medical welfare, education, environmental protection and corporation. Finally, we discussed about implications of using gamification for future direction.
        4,200원
        29.
        2014.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This paper is an advanced work for the follow-up study 'Development of Teaching and Learning Programs of Intercultural Education in Universities Utilizing German and French Commercial Movies'. Before developing teaching and learning programs of intercultural education for undergraduates utilizing movies as one of the most typical digital image media in modern times, we try to review theoretical the utilizability of digital image media and game contents as very efficient tools of intercultural teaching and learning program. The breakthrough of digital information and communication technology, and the digital revolution leading to a paradigm shift in the history of mankind make the 21th century be called 'knowledge and information age'. The integrated and interactive communication way based on the development of digital technology has a great effect on recognition way, recognition pattern and recognition process of contemporary people. In addition, it is also changing human recognition per se. First of all, digital image media have caused not only the remarkable change of social and cultural environment, but also a revolutionary change of educational field. The digital image media are thought of as one of the most efficient communication media which can satisfy optical desires of humankind and realize multilateral and sympathetic interchanges utilizing other sense organs. Therefore, the digital image media are anticipated to be a very efficient tool of teaching and learning program. Through this theoretical review we try to emphasize the needs for the development of teaching and learning program of intercultural education utilizing digital image media and game contents.
        4,000원
        30.
        2013.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This paper empirically studies R&D investment and firm value in game companies. Found the following results First, the empirical results show that negative relation between R&D investment absolute scale and firm value. On the other hand, an increase in R&D intensity has simultaneously positive relations with firm value. On an existing research, we can conjecture that game companies should increase its R&D intensity rather than R&D investment absolute. Couldn´t find significant results when it comes to long term performance of R&D. In light of these, can be inferred that R&D investments affect more short term than long term firm value in game industry.
        4,000원
        31.
        2013.12 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
        32.
        2013.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This paper empirically studies R&D investment and firm value in game companies. Found the following results First, the empirical results show that negative relation between R&D investment absolute scale and firm value. On the other hand, an increase in R&D intensity has simultaneously positive relations with firm value. On an existing research, we can conjecture that game companies should increase its R&D intensity rather than R&D investment absolute. Couldn´t find significant results when it comes to long term performance of R&D. In light of these, can be inferred that R&D investments affect more short term than long term firm value in game industry.
        4,000원
        33.
        2013.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        We present a palm recognition system that can be used for developing an interactive amusement including game contents. The first step of our system is to capture palm photographs using web camera and to extract hand region using YCbCr color transformation and the active contour model. In the second, we build a template that formulates the conditions for recognizing palm lines. We apply Hough transform to the hand region to extract line information and match the extracted lines with the template to recognize palm lines. We further build a series of fortunetelling stories that match the shape and organization of palm lines to complete the amusement system based on palm recognition.
        4,000원
        34.
        2013.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study is to develop a mathematical analysis model to grasp the behaviors of cartels. Cartels are formed tacitly and cause tremendous damage to consumers in modern society which is composed of advanced industry structure. The government authorities have instituted the leniency programs to respond cartels. However, cartels will continue unless there are legal sanctions against cartels based on an accurate analysis of leniency programs. The proposed cartel equilibrium analysis model is a mathematical behavior model which is based on the existing methods and the prison’s dilemma of game theory. Therefore, the model has a form of pay off matrix of two players. We use a iterated polymatrix approximation (IPA) method to deduct a Nash equilibrium point. The model is validated by an empirical analysis as well.
        4,000원
        35.
        2013.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This paper proposes an educational smartphone applicaiton which usages augmented reality and GPS on a smartphone to lead a learner's experience, and which provides games on cultural properties to keep the learner's interests. The proposed educational app is based on Keller's ARCS model system. To acquire knowledge through experience by using a GPS on a smartphone, the learner solves problems on cultural properties located in which the learner stays and thus the learner can keep her/his interest and increase her attention. Also, using augmented reality gives encouragement and rewards to the learner, increases her confidence and satisfaction, and helps her/him continue learning.
        4,000원
        36.
        2013.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The matching system of online games is important factor that determines enjoy the game with others and defines the features of the online game itself. In this regard, Regulation to force the random matching of Web-based board game that has recently been made in Korea, have some problems in terms of both the development and use. First of all, regulation directly to the matching method, shall preclude the development of a creative matching system in social game environment . In addition, the antipathy of fun and discomfort of the game use is a concern in the position of the user. Games for direct regulation affecting the development and use as much considering it prudent approach is required.
        4,000원
        37.
        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
        38.
        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
        39.
        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
        40.
        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
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