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        검색결과 2,575

        441.
        2017.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study developed a smartphone addiction prevention program for adolescents based on narrative therapy. Its purpose was to examine the effectiveness of the narrative therapy program, and the way adolescents change from the application of the narrative therapy counseling technique. The study was conducted over a total of 90minute 8sessions, and it consisted of 11 participants separated into a test group and a control group. To verify the effectiveness of the program, pretest and posttests were performed on the two groups. The results of the study were as follows. The test group showed a significant change in tolerance, in the disturbance of adaptive functions, and in withdrawal on the smartphone addiction proneness scale. Thus, narrative therapy enabled positive changes in adolescents
        4,500원
        442.
        2017.02 구독 인증기관 무료, 개인회원 유료
        경제ㆍ금융 관련 강의에 주식모의투자와 같은 실험적 게임기법에 대한 관심이 증가되고 있으며, 국내 여러 증권사에서는 주식 및 선물옵션 모의투자가 성행하고 있다. 그러나 이에 대한 금융교육 효과나 개인투자자의 의사결정에 미치는 효과 등에 대한 연구는 미흡한 수준이다. 본 연구에서는 먼저 실제 주식투자에 앞서 시행하는 모의투자 게임의 유효성과 금융교 육 효과에 대해 분석하였다. 또한 이러한 모의투자의 유효성 요인은 금융교육에 어떤 영향을 미치는지 그 결정요인에 대해 분석하였다. 궁극적으로는 주식모의투자의 효과를 분석하기 위해 개인의 리스크 선호도를 종속변수로, 주식모의투자의 유효성 요인 및 금융교육 효과 요인을 설명변수로 회귀분석을 실시하였다. 그 결과 주식모의투자의 유효성 요인으로서 투자의 기본지식 습득, 전문적 투자기법의 인식과 더불어 금융교육 효과 요인 중경제관심도가 리스크 선호도에 영향을 미치는 결정요인으로 밝혀졌다. 이는 곧 개인의 리스크 선호도는 리스크 프로파일을 결정하는 주요인으로서 주식모의투자 과정을 통해서 변화될 수 있음을 의미한다. 결론적으로 경제ㆍ금융교육에 있어서 전통적 강의기법보다는 주식모의투자와 같은 실험적 게임기법을 활용한 강의가 효과적인 측면이 있으나, 개인의 리스크 선호도를 변화시킬 수 있어서 이에 대한 주의 또한 요망된다 하겠다.
        6,300원
        443.
        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 Magumagu of Netmarble as a mobile baseball game. By differentiating with mobile Magumagu, 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
        444.
        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
        445.
        2016.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this study is to design and develop integrated game system for experiential walking exercise. Existing walking exercise is performed outside, so it is influenced by external weather, temperature, time, place and other situation information. Therefore, it is necessary to have an experiential walking exercise game that can induce the recommended level of physical activity for the elderly who have a low interest in health care. The experiential exercise game requires a vision - based system to recognize motion and a smart mat that can recognize walking information. We also developed a walking exercise program to improve the sense of balance and cognitive ability of elderly people. There are 4 types of Walking Exercise Games: 5 levels for beginner, intermediate, and advanced difficulty levels.
        4,000원
        446.
        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
        447.
        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
        448.
        2016.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study explores whether the use of exergames increases users' physical and exercise effects (i.e., perceived health, physical satisfaction, and perceived exercise effect). This study further explores how the perceived physical and exercise effects influences users' future intention to use. Utilizing both online and offline surveys, the results indicated that frequency of using exergames increased users' perceived health, physical satisfaction, and perceived exercise effect. The results also indicated that perceived exercise effects had a positive effect on users' future intention to use. The implication for future study are discussed..
        4,000원
        449.
        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
        450.
        2016.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The market for Game is gradually expanding every year, but most of games are disappearing. For this Reason, User have chosen games based on external factors, and users have been not able to choose customized games for users. Thus, This study aim to provide customized game contents to users among 6 content (logic, space, word, nature, body, music) by making a immersion evaluation model using the Csikszentmihalyi’s theory of flow and Gardner's theory of multiple intelligence. First, it is assumed that the definition of immersion can be obtained as an arousal which is an axis of the emotion criterion. Then, after learning the arousal classification model based on the head micro-vibration as emotion signal, the immersion evaluation system is verified through the evaluation with the multi-intelligence theory. As a result, the user can be informed of what contents are most immersed in the content, and allow to choose the game suitable for himself.
        4,000원
        451.
        2016.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study analyzes various games played by Internet broadcasting jockey “Big Library” who professionally broadcasts video game playing. Due to the rapid developments of new media, the era that Internet BJs independently broadcast on their own channel has dawned and it has become popular. Among diverse genres, currently game has been the most popular in Internet broadcasting. Specifically, this study chooses “Big Library”, one of popular Internet game broadcasting Jockeys as a case study. Big Library has broadcasted video game playing on his own Afreeca TV channel, and he also uploaded those recorded videos on his YouTube channel. By visiting his YouTube channel, it examines 1) Genre 2) Nationality 3) Number of Episodes 4) Number of Hit (Popular Games) of games played by him. Throughout this study, it explores traits of games that Big Library has played, and further discusses the future of the new media industry in South Korea.
        4,300원
        452.
        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
        453.
        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
        454.
        2016.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The mobile device users have been increasing significantly because of the development of social network system. Mobile educational serious games are occupying a large portion of the serious game market but there is a lack of the quality evaluation elements for providing useful quality evaluation information about educational serious game to user or developer. This study conducted prioritizing the quality elements of mobile educational serious game contents. Then, these elements are decomposed into sub-elements and resulted into a hierarchical model with three levels. To evaluate the priorities among elements, AHP(Analytic Hierarchy Process) is adopted. Additionally, if the evaluation element of this study would be applied into other game contents, it can provide the fundamental information for quality improvement of total mobile educational serious game contents.
        4,000원
        455.
        2016.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Environmental serious game was made for the purpose of environment education. Many environmental serious games exist on the game market. And each game has different topic. But every environmental serious game didn't educate alongside a game play. To educate in the serious game, offer indirect experience to user by UX. Before to design the game, I have analyzed the genre, UI, UX and game play of each environmental serious game such as Climate Challenge, National Grid Floe, Eco-Ego, Tree Planet. Also, I made game flow chart for check the balance game contents and education contents. Finally, I found a genre, UI, UX, game play appropriate to environmental serious game. This thesis designed the game through game flow chart and analysis of existing game. And add Live Map UX to game for indirect experience effect enhancement.
        4,200원
        456.
        2016.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        인간과 기계의 융합을 의미하는 포스트휴머니즘 시대에 이르러 인간은 점점 기계와 일체화 되어 가고 있다. 그리하여 인간과 기계의 흥미진진한 세기의 대결 도 세계 곳곳에서 벌어지고 있다. 이 와중에 최근에 벌어진 한국의 한 바둑 명인과 영 국 인공지능 알파고의 게임은 인간과 기계의 공존을 확인하는 계기가 되었다. 그렇다 면 알파고와 예이츠가 무슨 상관이냐? 그것은 알파고가 인간의 지식을 축적한 인간의 아바타이기 때문이고, 인간의 기억과 기계의 기억은 코드화되어 있다는 점에서 다를 게 없고, 인간과 기계는 모두 저장된 기억을 활용하여 행동한다는 점에서 유사하다. 그 러니까 칼 융의 ‘집단무의식’에 상존하는 원형이나, 라캉이 말하는 ‘타자의 언술’이 인 간을 작동시키므로 기계를 작동시키는 인공지능인 알파고에 해당되는 셈이다.
        4,500원
        457.
        2016.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study was intended to develop parent education program in multicultural family to prevent their children's internet addiction. Particularly, this study aim to provide a ground plan of parent education to improve multicultural parents' guidance to their children internet using and to prevent internet addiction of them. The results show that the goals of the education are comprehension of parental role and enhancement of maternal efficacy to their children's internet using. The teaching-learning methods are focused activities from experiences and participations and instructional medias are videos, pictures, printed matters, play and music materials, computers, and so on. The effects of the education are evaluated the ranges of achievements of the goals through parents' changes from the education.
        4,000원
        458.
        2016.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this paper is to identify the MOBA storytelling based on the concept of persuasive technology. Most of online games use spoken or written language to make the player's belief in fictional game universe. Unlike early online games such as MMORPGs, MOBA games use the character voice-over for persuasion. This paper sets up three hypotheses that are related to the process of persuasion. First, character quotes can show the character's affiliation information as regional keyword. Second, taunt quotes can show the information about relationship between game characters. Third, all types of character quotes can reflect the updated contents of game. This paper chooses the League of Legends as the example of MOBA games, and analyze the quotes in the game. As a result, three hypotheses are true.
        4,000원
        459.
        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
        460.
        2016.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Tour application have a lot of information to offer. Because smart phones’ screen is small, it is necessary to efficiently organize user interface(UI). To have a quantity analysis on human's' attention affected by layout position in tour application UI design, an experiment was proposed and then the data analysis was done. Thirty subjects took part in our experiment and 20 tour application layout images divided into four area of interest (AOI) were taken as the stimulus randomly. Data was recorded by the Tobi Pro X2-30 eye tracker system. The heat maps and gaze plot results were analyzed. And then One-way ANOVA (analysis of variance) statistical method was applied to finding out the significant difference in factor levels. Results show that the active area and eye movements tracking roads within statistic meaning. Moreover, ANOVA (F = 24.28, p = 2.21267e􎂡15 < 0.01) shows that the different positions have significance difference effect on subjects' attention and mean of AOI (4) is a significant difference from other three area. And then the influence degree of AOI (4) (F = 13.90, p = 0.098 > 0.05) is weaker than other regions through the simple test. In conclusion, the tour applications should be considered the layout position effects on improving the attraction for corresponding users.
        4,000원