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        검색결과 2,575

        481.
        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
        482.
        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
        483.
        2016.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study attempts to analyze the characteristics of parent's perception types of online game and suggest personalized intervention strategies for improving parents' perception of online games. The data was collected through the online survey from 345 parents. First, the parent's perception types of online game were classified as 4 types through online game perception scale. Second, the characteristics of parent's perception types of online game were analyzed by integrating the results of this research and previous study. As a result, each type of perceptions has differences in the criteria of positive-negative perception of online games, the attitude and reaction to children’s gaming, game familarity, Internet literacy of parents and etc. Third, based on the characteristics of perception types of online game, we suggest intervention strategies for improving parents' perception of online games. This study holds its significance in suggesting the personalized intervention strategies based on the characteristics of perception types of online game.
        4,000원
        484.
        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
        485.
        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
        486.
        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
        487.
        2016.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In this study, we designed and implemented a protection application utilizing baby play mat. Proposed application can be configured contents to educate and play a crossword puzzle. While parents and children are away for a while, it is possible to observe play behavior of children and control contents with a smart-phone leveraging the Internet of Things(IoT) technology. The mat is designed to play the play-based education contents or the game for children(aged 0-3). The computing environment of the smart play mat was building by utilizing RFID, Arduino and sensors. This study is expected to be used in various places that require protection of children such as the child-care center, nursery and preschool.
        4,000원
        488.
        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
        489.
        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
        490.
        2016.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The education based on synesthesia has been used to be applied for several years. Especially, We focused on the Coloured-hearing Synesthesia for music education for children who have difficulty in practicing pitch by using the serious game based on Coloured-hearing theory. Also, smart platform is flexible for several sort of video games so we expect good accessibility for children. For proving the effectiveness for education by using this technology and theory, we design the serious game for music called “Bunny’s Cave” based on Coloured-hearing theory and conduct the usability test aimed at 3rd grade student in elementary school.
        4,000원
        491.
        2016.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        본 연구는 온라인 게임 이용으로 인해 변화된 청소년 교제문화에 대한 심층적 접근과 아울러 변형행태 를 파악하고자 인간의 주관적 측면을 평가 대상으로 삼는 Q방법론을 활용하였다. Q표본은 20개이며 P 표본은 30명이었다. 분석 결과 총 7개 유형이 도출되었는데 7개 유형 모두 게임을 통해 모임과 교제를 행하고 있음을 확인할 수 있었다. 그러나 온라인과 오프라인 만남을 구분하면서 만나는 2유형과 게임 공간 내에서도 진정한 친구를 만나고 교제할 수 있다고 보는 4유형간의 상호 대립적인 집단도 도출이 되었으며 교제행위는 하나, 공동체를 지향하지 않는 7유형도 도출되었다. 도출된 집단은 한국사회에서 온라인 게임문화가 확장된 이후 벌어진 청소년 교제문화의 변형 행태를 보여주는 것으로서 변화된 청소 년 교제문화에 대한 학술적 공백을 메움과 아울러 관련 정책 및 정량조사의 기초자료로 활용될 수 있을 것이다.
        5,500원
        492.
        2016.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The genetic algorithm (GA), one of the artificial intelligence (AI), is developed based on Darwin's theory of evolution, i.e., the mating of randomly selected objects. If more optimal solution is generated, then it is better to repeat the process of setting the optimum value. In this paper, the method of background music using the genetic algorithm is exploited when the computer game is executed each time. As a result, it has created several music that can be used in the actual game, and it could be confirmed that the other music that is created is different music when performed each time.
        4,000원
        493.
        2016.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In this paper, we propose a method to automatically generate a height map image that can be useful for creating 2.5D clip. To this end, we used a Viola - Jones algorithm that segments eyes, nose and mouth of the image and analyzed the characteristics of each to derive the height value that is used for producing a final height map . Finally, we can apply the height map to create photo-realistic images that can be easily reproduced for synthesizing 2.5D animation in Adobe. To verify the proposed method, we have carried out a user study between 2.5D movies clips which are proposed our automatic method and a manually generated method.
        4,000원
        494.
        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
        495.
        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
        496.
        2016.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Action recognition technology has many application fields including gaming, human-computer interaction, security, virtual reality, etc. The technology has recently advanced and simplified by the introduction of real time depth cameras. The most famous depth camera, Kinect, has shown its success in human action recognitions by supervised learning methods. However, those method require a large number of motion capture data as the ground truth of each skeleton points. This paper proposes a human skeleton extraction method without using reference data. The method extracts the minimum number of articulation points instead of full skeleton data. The articulation points are used as an real-time interface for 3D interaction games.
        4,000원
        497.
        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
        498.
        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
        499.
        2016.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        As mobile devices are becoming ubiquitous, more users encompassing different are groups are enjoying mobile games. There are two types of mobile games – games mandating a certain type of learning and games not requiring any sophisticated learning such as casual games. In this paper, we first define th the degree of learning and compare the acceptance of these two types of mobile games on two different ages groups, i.e., 2~30 age group and 40~50 age group. For this experiment, we recruited 20 users, 10 users per each group, and each participant responds to our survey after playing 15 games with different degrees of difficulty. Our survey results show that 1) both age groups are more engaged in popular games, 2) 20~50 age group is less engaged in brain-teasing games and social network games, 3) both age groups feel difficult as more learning is required, and 4) 20~30 age group quickly learns new games if those are similar to the games they played before.
        4,000원
        500.
        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