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        검색결과 30

        2.
        2021.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        캐주얼게임은 게임의 난이도나 규칙이 어려운 하드코어 게임에 비해 상대적으로 규칙이 쉽고 간단한 게임을 말한다. 캐주얼 게임은 게임의 특성상 짧은 여유시간에 즐기는 킬링 타임용 플레이에 더 적합하며, 단순한 규칙을 바탕으로 다양한 사용자층이 쉽게 즐길 수 있는 장점을 가진 콘텐츠이다. 2016년 이후글로벌 게임 산업의 비중에 있어서도 모바일 게임 시장 규모가 다른 플랫폼을 넘어섰으며, 캐주얼 게임의 장점과 특징이 모바일 게임 시장의 성장과 확대에 큰 영향을 미쳤다. 캐주얼 게임은 간단하고 사용자가 게임을 이해하기 쉬운 구성을 가지고 있으며, 순차적인 난이도 구성을 통해 사용자에게 지속적인 도전의식을 부여하여 안정적인 과금 설계 및 수익 모델 구축이 가능하다. 최근 중ž소 개발사들의 신규 게임 서비스 이후 생존이 점차 어려워지고 있으며, 이는 게임의 서비스 이후 체계적이고 효율적인 운영 솔루션 구축의 부재로 인한 결과로 유추가 가능하다. 본 연구에서는 모바일 게임의 글로벌 서비스를 위해 게임 사용자의 요구사항에 빠르게 대처하며, 개발 비용을 절감하고 업무의 효율성을 증가시킬 수 있도록 운영 툴을 설계하고 구현한다.
        4,000원
        3.
        2021.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        본 연구는 한국의 대학에 재학하고 있는 한국인 여대생과 중국인 여대생을 대상으로 캐주얼 셔츠 소재의 주관적인 감각과 선호도의 차이를 파악하고자 수행되었다. 춘추용 캐주얼 셔츠의 소재로 시판되는 소재 중에서 섬유조성이 상이한 7가지 종류의 흰색 셔츠 직물을 선정하였다. 캐주얼 셔츠 소재에 대한 주관적 감각 및 촉감 선호도의 평가자는 한국인 여대생과 중국인 여대생으로 40명이었다. 참가자들은 7종 소재를 관찰하고 나서 주관적인 감각과 촉감 선호도에 대한 평가를 설문지를 사용하여 작성하였다. 캐주얼 셔츠 소재의 주관적 감각을 요인분석한 결과, 평활감, 경량감, 유연감, 신축감의 4개 요인으로 분류되었다. 주관적 감각 요인은 소재의 섬유조성별 국적에 따라 부분적으로 유의한 차이를 보였다. 한국인 여대생은 중국인 여대생 보다 면 100% 소재를 더 가볍다고 평가하였고, 폴리에스터 50%/모달 50% 소재와 P100 소재를 더 신축성이 있다고 평가하였으나, 중국인 여대생은 폴리에스터 50%/면 45%/스판덱스 5% 소재를 더 가볍다고 평가하였다. 캐주얼 셔츠 소재의 섬유조성별 촉감 선호도는 국적에 따라 유의한 차이를 보였다. 한국인 여대생은 중국인 여대생에 비해 면 80%/폴리에스터 20% 소재, 폴리에스터 50%/면 45%/스판덱스 5% 소재, 아마 100% 소재를 더 선호하였다. 한편, 캐주얼 셔츠 소재의 주관적 감각 요인이 촉감 선호도에 미치는 영향은 국적에 따른 차이를 보였다. 한국 여대생의 경우, 평활감과 유연감이 캐주얼 셔츠 소재의 촉감 선호도에 긍정 적 영향을 미치는 반면, 중국인 여대생은 평활감, 유연감, 신축감이 촉감 선호도에 긍정적 영향을 미치는 것을 알 수 있었다. 이처럼 캐주얼 셔츠 소재에 대한 주관적 감각 및 촉감 선호도는 한국인 여대생과 중국인 여대생간의 차이를 보였다. 따라서 여대생을 대상으로 캐주얼 셔츠 소재 기획시 이러한 감성의 차이를 반영하는 것이 필요하다.
        4,000원
        4.
        2018.07 구독 인증기관·개인회원 무료
        Casual mobile games (CMG) is one of the three types of game genres with the highest market share in turnover. This type of games can be distinguished from hardcore games in that their play sessions are usually shorter, the rules are simpler and required commitments are less (Engl & Nacke, 2013). Some of the most popular games with these features are, for example, Angry Birds, Candy Crush Saga, and Hearthstone. The retention rate of players is one of the subjects that sparks most interest to the industry since many players abandon the games only a few hours after downloading them. Companies are very interested in knowing what factors influence a player's decision to continue playing and recommending a game to other players, because it is the loyal players who could potentially pay for upgrades, make in-app purchases or attract indirect revenue through advertising (Hsu & Lin, 2016). Although previous research has extensively studied the antecedents of the continuance intention to use online games on PC and video game consoles, few works have tried to understand the factors that drive loyalty in mobile games (MG) (Hamari, Keronen, & Alha, 2015; Shaikh & Karjaluoto, 2015). MG differ from those developed for PCs and game consoles not only because of hardware limitations but also due to software limitations (Kuittinen, Jultima, Niemelä, & Paavilainen, 2007). The technical characteristics of a game influence perceived value (Choe & Schumacher, 2015) and, consequently, loyalty (Chang, 2013, Su, Chiang, Lee, & Chang, 2016). This study examines the antecedents of loyalty towards CMG from the perspectives of perceived value (i.e. hedonic and utilitarian values) (Babin, Darden, & Griffin, 1994; Chang, 2013; Chang et al., 2014; Davis, Lang, & Gautam, 2013). In addition, it explores the moderating effect of intensity of playing, because intensity can mitigate the impact of satisfaction on loyalty (Lu & Wang, 2008). Based on the literature review a research model was proposed and evaluated using survey data of 372 respondents with structural equation modelling (SEM) approach. The results reveal that hedonic value (i.e. perceived enjoyment and perceived attractiveness) and, to a lesser extent, utilitarian value (i.e. effort expectancy and perceived usefulness) are crucial to the player’s loyalty towards a mobile game. Intensity of playing weakens the relationship between perceived usefulness, perceived enjoyment and loyalty intention. Based on the findings, this research has important theoretical and practical implications in understanding the motivations of players to remain loyal to a mobile game and how these motivations vary depending on the intensity of playing.
        5.
        2016.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Sportswear transforms itself into a new fashion item to satisfy desires for beauty in addition to having functionality and movability for sports activities. Sportswear is not in fashion just temporarily but comes in various forms along with sociocultural phenomenon that put emphasis on well-being and leisure. This research aims to study the needs of the bikers who ride bicycles or cycles has become a popular outdoor activity, and give suggestions for high functional sports design that can satisfy the needs of the highly demanding taste of athletes. To understand the design development direction and design preference, practical consumer needs were derived through a survey analysis on bike wear purchasing satisfaction and actual wearing state by bike riders. For consumer needs analysis, focus group interview, in-depth interview and questionnaire method were used. Based on analysis of those researches, athleisure bike wears appropriate for urban sports activities were categorized into sports, life, fitness and leisure 4 styles for athleisure bike wear design development. It is believed that this study will contribute to in the category expansion of sports wear market and satisfy the consumer demands for functional and specialized casual bike wears as well as fashion factors optimized to life style of modern people.
        4,800원
        6.
        2015.05 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study intends to analyze the fit of directly-imported American casual pants for Korean female college students in terms of appearance and comfortableness. The authors carried out a wearing test with sample pants from 3 brands (DKNY: A, Gap: B, Pol C) that had the most market share and that were mostly preferred by Korean female college students. Results showed that pants A had insufficient ease in the crotch, as the depth of the crotch was short. The hip girth received a low assessment in terms of appearance. Moreover, the hem widths were wide while the pants length was long. Pants B were expected to be most appropriate for Korean women’s bodies, as they had the longest crotch depth among the three brands. However, the pants appeared to pull downward due to the narrow thigh and the knee girth and hem width. Moreover, the crotch girth and hip girth received a poor appearance assessment. Pants C were rated as satisfactory for their thigh girth, knee girth, and hem width. However, the crotch was uncomfortable, as it had a short crotch depth. The hip girth received a low appearance assessment. This study suggests that a pattern adjustment is required for directly-imported American pants to provide a better fit for the bodies of Korean women. The crotch depths should be approximately 17.5 cm. The hem widths should be approximately 20 cm. We also suggest a leg length of 75 cm, a waist girth of 86 cm, and a hip girth of 97 cm.
        4,000원
        7.
        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
        8.
        2014.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        본 연구에서는 2013년도에 강원도의 옥수수 재배지들을 조사하고, 밑둥썩음병에 걸린 옥수수로부터 Fusarium균을 분리하였다. 분리한 병원균은 translation elongation factor 1 alpha(EF-1 alpha) 유전자 분석과 형태학적 조사를 통해 확인하였으며, F. subglutinans가 밑둥썩음병의 주요 원인균임을 확인하였다. F. subglutinans KWFS-1의 화학적 방제를 위해, 6개의 살균제와 하나의 살충제를 선발하여 항균효과를 검정하였다. 추천농도로 약제를 사용하였을 때, tebuconazole, difenoconazole, fluquinconazole이 각각 균사생장을 무처리구에 비해 64%, 60%, 55% 억제하는 것으로 나타났다. 반면 에 hymexazol, azoxystrobin, clothianidin, benomyl은 각각 20%, 37%, 35%, 23%를 억제하는 효과를 보였다. 포자생장 억제에서 benomyl, tebuconazole, difenoconazole, fluquinconazole은 포자생장을 완전히 억제하였지만 hymexazol, azoxystrobin, clothianidin이 첨가된 배지에서는 포자생장으로 나타난 균총이 각각 1.1 mm, 2.1 mm, 4.1 mm의 직경크기를 보여 농약별 포자생장 억제효과가 상이함을 보였다.
        4,000원
        9.
        2013.10 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This paper studied why middle-aged group is using active wear as casual wear. First, we can think of 'comfort', 'ideal body shape', 'trend', 'functionality', 'economy' for the reasons. We categorized the incentives as 'comfort/functionality pursuits', 'trend/economy pursuits', and 'ideal body shape pursuits'. Studies showed that statistically significant number of men pursue comfort and functionality, and statically significant number of women pursue trend and economy. Second, this study shows that the number of consumers who use the active wear in daily lives is greater than that of those who use it only for outdoor activities. The difference was statistically significant in T-shirts and pants. The most frequent usage was in social activities, and the next frequent usage was in cultural activities. The reason is that currently, middle-aged consumers are actively participating in social gatherings than any other activities. Especially, considering that the men wear active wear more than the women do, development of the product as men's casual wear that is compatible with other apparels will be necessary. We expect this study will be used as the preliminary data for a marketing strategy targeting the middle-ages.
        4,800원
        10.
        2013.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Recently, the online and mobile game markets are enjoying a boom due to the wide use of the smartmedia, while the traditional video games have lost their popularities. While the use of the smartmedia based game increased, the game development companies participated directly in the circulation through the app market or the social platform. And, the competition of the related companies is expanded to the IT industry and SNS provider. As the success of the casual game led the development of online game industry, the social network game leads the development of mobile game industry along with the appearance of the smartmedia. In this paper, we analyze the key to success of the casual game represented by the Maple Story and Kart Rider and the social network game represented by the Anipang and Dragon Flight. From that, we drew the key to success that must have the succeeded game from the immersion view and we can provide some valuable strategies to the game company to succeed with the social network game.
        4,000원
        11.
        2012.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        소셜네트워크의 대중화를 통해 다면시장의 중요성이 부각되고 있다. 특히 다면시장에서 제공하는 플랫폼을 이용하여 제작되고 있는 캐주얼 게임들은 매우 중요한 서비스이자 비즈니스 모델로 자리 잡아가고 있다. 현재 다면시장 플랫폼에서 제공되고 있는 대부분의 캐주얼 게임들은 플래시 기반으로 제작되어 서비스되고 있다. 하지만 요즘 많은 관심을 받고 있는 HTML5 기술을 다면시장 플랫폼에 활용할 수 있다면 현재 서비스되고 있는 캐주얼 게임의 효율성에 많은 도움이 될 수 있을 것이다. 따라서 본 논문에서는 현재 플래시 기반으로 제작된 대부분의 캐주얼 게임들을 HTML5 기술을 통하여 접근했을 때 어떠한 효율성을 얻을 수 있는지를 연구해 보고자 한다. 특히 플래시 기술들과 HTML5 기술을 각 접근분야에서 비교하여 살펴보았다.
        4,000원
        12.
        2010.08 KCI 등재 구독 인증기관 무료, 개인회원 유료
        People have more expectations for arts and design and accordingly, various artworks were combined with fashion to meet the consumer needs. As people live a decent life, the development of leisure activities and industry has a much effect on apparel. With this phenomenon, a free and active casual look is making progress centering around the practical apparel, pursuing diversified efficiency irrespective of a season and considering sensibility not formality. In this study, paintings of Henri Matisse were analyzed in every respect and were applied in apparel design with diverse color arrangement and a motif originating in the phenomenon of modern fashion design which leads to the integration of arts and design. Painting image and color of Henri Matisse were used. Sportive casual and cultural casual was used in design as well. Originality of its color in the paintings which were used an a motif is coming from Gauguin and Gogh. Henri had influenced to the next generation with pursuit of violent color. The following conclusions were drawn from this study. First, the color of Henri Matisse's paintings has a strong contrast effect. It combines notable violent color with a simple yet decorative motif. Therefore color from Matisse's paintings suit for apparel of marked individuality with its free color arrangement. Second, free and active image in Henri Matisse's paintings is easy to express efficiency and popularity. It accords with the feature of casual wear. Third, through adding a flowing curved line in Henri Matisse's paintings to materials and applying various colors putting into a curved line image to a rib section, a decorative effect which goes with the whole shape is obtained. This study presents possibility of emergence of unique design using free color arrangement and motif from the image of paintings and aims development of modern fashion design in accordance with modern fashion giving importance to the difference and sensibility by integration of modern garments and artworks.
        4,600원
        13.
        2009.10 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study was conducted to provide basic data and insight into behaviors that result in increased continuous sales and competitiveness. This was done by examining the effect of personal involvement on customer satisfaction and trust, the effect of customer satisfaction on switching cost and loyalty, the effect of trust on switching cost and loyalty and by analyzing the indirect effect of trust and loyalty to personal involvement on switching cost and loyalty of the patrons of casual dining restaurants. In order to achieve the goals of the study, a hypothesis and structural equation were proposed based on preceding research and the proposed model was analyzed using LISREL 8.30 to prove the hypothesis and better understand the interactions between the cause and effect. The results were as follows: Six proposed hypothesis were chosen and the indirect effect was verified. In other words, customers' personal involvement was shown to have an effect on trust and devotion and satisfaction influenced switching cost and loyalty. Trust had an effect on switching cost and loyalty and by analyzing the indirect effect the customers' personal involvement was shown to affect the switching cost and loyalty through satisfaction and trust. The result of this analysis provides clues to better understand the eating-out behavior of customers and proves that personal involvement, satisfaction, trust, switching cost and loyalty are directly and indirectly related.
        4,000원
        14.
        2009.08 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Withsuffering financial crisis in 1997, Korea's fashion market has grown in the direction that satisfies the reasonable price and diverse consumer's sensitivity and needs. The aim of this study is to examine whether the cutting portion in the waist line is surely necessary for designing the jacket pattern in men's wear, by closely examining the effects of the cutting portion in the waist line on the external appearance and functionality given designing the jacket pattern in men's wear for the standard body type in 20s. The results of the study are as follows. As a result of evaluating the external appearance, when having evaluated by dividing into 14 items such as the whole surface, the side, and the back side, the experimental clothing, which wasn't cut the waist line, obtained the highest mark in 13 items and, the significant difference was indicated in 10 items except 4 items. As a result of evaluating performance, the experimental clothing, which wasn't cut the waist line, obtained the highest mark in 13 items among 25 items in the total. Next, the cutting portion in the waist line obtained the highest mark in 10 items for the experimental clothing with opening in 1.0cm. The next was indicated to be in order of the experimental clothing with 1.5cm and the experimental clothing with 0.5cm. Given seeing the above result, the cutting portion in the waist line given designing the jacket pattern for the standard body type in 20s could be known that the experimental clothing with the most excellent mark in the evaluation of performance was all the experimental clothing with 0.0cm whose waist line wasn't cut.
        4,000원
        15.
        2008.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        국내 게임 시장의 규모는 영화시장과 음악시장을 통합한 것보다 2배 이상으로 성장으로 하고 있고, 전체 엔터테이먼트 산업의 주도권을 갖고 있는 산업으로 발전하고 있다. 그러나 기업에서 게임 산업에 대한 이해부족으로 인해 게임을 개발하고, 관리하는 기술이나 능력은 게임 산업의 변화에 못 미치고 있을게 사실이다. 또한 온라인 게임인 경우는 개발과정과 설계과정이 매우 복잡하고 어려운 과정이 많기 때문에 이로 인해서 많은 시행착오가 있는 것이 오늘날의 현실이며, 특히 이러한 국내실정에서 캐주얼 게임 개발에 대한 정립이 그 어느 때보다도 절실히 필요하다. 따라서 본 논문은 온라인 캐주얼 게임에 적합한 게임 디자인을 연구하는데 그 목적이 있다. 그 연구를 위해서 2005년 12월 부터 개발하기 시작한 "스트로커"란(온라인 캐주얼 리듬액션) 게임을 기반으로 사례 분석하여 실제 상용게임개발에 사용되는 게임디자인 과정의 소개와 캐주얼 게임에 적합한 게임디자인 문서를 제안한다.
        4,000원
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