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        검색결과 2,672

        521.
        2017.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Therapeutic serious game treats mental health problems such as depression, obsessive compulsive disorder, and behavioral disorder by allowing clients to manage and express feelings. These games are developed according to a primary principle of the cognitive behavior therapy that the mental health can be improved by training cognition and behavior with proper stimulation. For those who have difficulties in expressing emotions, stepwise treatment is offered to create a safe emotional environment which induces them to express themselves. The game environment provides affective feelings that encompass physical experiences. In addition, emotional distance is formed between the user and the game environment, and thus even those who have high psychological barriers feel free to express and release their feelings. Game users can experience self-exposure and awareness and gradually construct their self-images, expressing themselves in the virtual world in a continuous and repetitive fashion.
        4,000원
        522.
        2017.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Internet Addiction and Internet Gaming(Game) Addiction are two terms regularly used in our daily lives, however, their distinction is rather vague. Internet Gaming Addition refers to a psychological, emotional, and social state where one, due to increased tolerance and dependence to games and other reasons, loses control over and plays internet games excessively and compulsively, and any efforts to reduce or stop playing will be ensued by withdrawal symptoms. One means to better the problems caused by Gaming Addiction is development of a variety of Serious Games and related services. Whereas Internet games are played for entertainment, Serious Games utilize the entertainment function to further education and addition preventive measures objectives.
        4,000원
        523.
        2017.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this study was to investigate how the parent’s game addiction has an effect on children’s physical activity, physical self-conception was used by medium. Participants were 230 mothers with children between 5 and 7 years old. One-hundred eighty surveys, excluding those with omitted or odd answers, were analyzed. The data were analyzed with descriptive statistics, bivariate correlation analysis, path analysis using WEB-R 3.0(LAVAAN). The first, as the result indicated, parent’s game addiction affected the children’s physical activity directly. The second, parent’s game addiction affected the children’s physical self-conception. The third, children’s physical self-conception. affected the children’s physical activity. Therefore the effort to increase the children’s physical self-conception may contribute to developing children’s physical activity.
        4,000원
        524.
        2017.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Monte-Carlo Tree Search (MCTS) is a best-first search algorithm to evaluate states of the game tree in game playing, and has been successfully applied to various games, especially to the game of Go. Upper Confidence Bounds for Trees (UCT), which is a variant of MCTS, uses the UCB1 formula as selection policy, and balances exploitation and exploration of the states. Rapid Action-Value Estimation (RAVE), which is a All-Moves-As-First (AMAF) heuristic, treats all moves in a simulation as the first move, and therefore updates the statistics of all children of the root node. In this paper, we evaluate the performance of RAVE and UCT playing against each other in the game of Tic-Tac-Toe. The experimental results show that the first player RAVE is much inferior to the second player UCT (13.0±0.7%); on the other hand, the first player UCT is far superior to RAVE (99.9±0.1%).
        4,000원
        525.
        2017.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Most games induce their players to be immersed in and to be interested in those games by presenting a specific purpose. And, developers provide and recommend the form and method of game play as a process to achieve that goal, allowing players to naturally experience the aesthetics for which the games intended. However, unlike the intentions of these developers, players who actually play games often reject or reorganize the form of game play that is recommended to achieve the games’ primary purposes faster and easier. Based on the total of twelve weeks since December 2016 when the expansion pack of Heartstone, “Mean Streets of Gadgetzan”, was added, this study analyzed the game phenomenon in which players devises a new type of game play by reconstructing a given content in addition to the game experience desired by game developers in the process of adding a new content to an existing game. Through this, this study aims to present a new perspective on game research and actual development.
        4,000원
        526.
        2017.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study is aimed at providing an exploratory education plan that is of direct interest to the local community through community-based art education. In this study, the “Naver Map” was used as a learning tool. The main theories behind the composition of contents of this plan are based on information and communication technology (ICT) education. First, classes were conducted over four sessions for 38 junior high school students. Subsequently, these classes were supplemented by six sessions for 12 elementary school students from the fifth and sixth grades. Consequently, the use of the Naver Map in community art education was effective in terms of convenience, ease of operation, accuracy of visual data, motivation, and continuity. The learners recognized the concept of “place” in the local community, and by producing appropriate works of art, they understood the concept of “place” and realized “social participation” and “culture creation.”
        4,000원
        527.
        2017.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Storytelling in games is different from storytelling in other media in that it must interact with the user. The existing storytelling engine is not appropriate for interactive storytelling in games, so interactive storytelling engine is developed to supplement this shortcoming. However, the interactive storytelling engine uses methods that manages game events. Thus it is not appropriate for games with stories that are composed mainly of characters. This research examines the defects to propose improvement suggestions to apply the existing storytelling engine to games. This would be useful in developing stories that interact with the player in games.
        4,000원
        528.
        2017.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Recently, many computer-based programs for cognitive function training are being developed. However, they are not sufficient for voluntary training with interest and immersion since most of the programs developed so far have been developed for therapeutic purposes. In this paper, the contents were implemented by applying visual element based design which can provide interest and immersion for the elderly. It is important to note that this approach may be more effective in cognitive rehabilitation training. In the future study, it will be necessary to verify how much the visual design elements based on the elderly are effective for cognitive function rehabilitation.
        4,000원
        530.
        2017.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        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
        531.
        2017.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        For several years, keyboard and mouse have been used as the main interacting devices between users and computer games, but they are becoming outdated. Gesture-based human-computer interaction systems are becoming more popular owing to the emergence of virtual reality and augmented reality technologies. Therefore research on these systems has attracted a significant attention. The researches focus on designing the interactive interfaces between users and computers. Human-computer interaction is an important factor in computer games because it affects not only the experience of the users, but also the design of the entire game. In this research, we develop an particle filter-based face tracking method using color distributions as features, for the purpose of applying to gesture-based human-computer interaction systems for computer games. The experimental results proved the efficiency of particle filter and color features in face tracking, showing its potential in designing human-computer interactive games.
        4,000원
        532.
        2017.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This paper discusses how the encounter between the performance characteristics of a game and the media characteristics of media art convey the acceptance and perceptual experience of the spectacle aura based on the media installation work, which is in turn based on the game. The game is a one-time event. During this event, the game will give a true aura experience. A media installation that records a game performance has a media character because it works through the medium, but the aura is transformed into the form of other media through the process of remediation, rather than being collapsed by the change of media. In other words, as well as in a one-time experience, such as a game, the aura can also be experienced in repetition and duplication in media installation works. In conclusion remediated aura experience is discussed through the media installation work based on the game.
        4,000원
        533.
        2017.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Background: Many studies have reported positive results of the various mirror training and virtual reality games in improving dynamic standing balance and posture adjustment in chronic stroke patients. However, no systematic study has been conducted to compare the effects of virtual reality games and the mirror balance training. Objects: The purpose of this study was to compare the effectiveness of Wii balance games and Mirror Self- Balancing Exercises in improving proprioception of knee joint and standing balance of people with chronic stroke. Methods: Twenty patients with chronic stroke volunteered for this study. The subjects were randomly divided into a Wii balance games group and a Mirror Self-Balancing Exercises group with 10 patients in each group. Each training was performed for 30 mins a day for 4 days. In addition to the balance training, 30 mins neuro-developmental-treatment based routine physical therapy was given to both groups. Proprioception was measured using two continuous passive motion devices, and static balance was measured using a Wii balance board. Dynamic balance assessment tools included the Berg Balance Scale, Dynamic Gait Index, and Timed Up-and-Go test. Results: All measured variables before and after the experimental results showed a significant improvement in both groups (p<.05). Only the improvement of the affected knee proprioception appeared to be significantly greater in the Wii balance game group (p<.05). However, other variables did not differ between the groups (p>.05). Conclusion: The findings suggest that both Wii balance games and Mirror Self-Balancing Exercises may be helpful for improving the proprioception of knee joint and the balance of patients with chronic stroke.
        4,200원
        534.
        2017.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In commercial game engines, a method of constructing objects by combining components is often used. Components can be assembled and used at any time as needed. In this paper, the 3D game is developed by applying the component method, which is the object creation method widely used in the commercial game engine, in the DirectX 11 environment. There are four kinds of components used in the in-house 3D game. These are four components such as transform, mesh, script, and collider. The component generation method used in this paper shows very good operation efficiency in terms of reusability. This paper also applied tangent space normal mapping to static and dynamic objects and analyzed performance at various screen resolutions. Performance analysis showed that the average rendering speed was 64.6% higher on the low resolution screen than on the high resolution screen. And the rendering speed of model G with normal mapping to all objects among the 8 simulation models is improved by 19.2% compared with model B without normal mapping. The presence or absence of normal mapping has the greatest effect on rendering speed.
        4,000원
        535.
        2017.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In this paper, we analyze user's manipulation and reaction in an accelerometer-based game interface, as compared with a touch joystick-based game interface. To roll the ball, the user carefully grabs and adjusts the smartphone with both hands in the accelerometer-based game interface; while the user very quickly clicks the up, down, left, right, buttons in the touch joystick-based game interface, because it is already familiar to the user. The accelerometer-based game interface is relatively more immersive and interesting than the touch joystick-based game interface; because the user gets more desired results by elaborately operating the game with both hands rather than by clicking the buttons with the thumb.
        4,000원
        536.
        2017.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        We present a legorization framework that produces a LEGO model from a voxel model. Unlike other frameworks, we include bricks whose height is more than one layer. Furthermore, we devise a two-colored graph that represents the adjacency and stability information of a LEGO model. Our legorization is composed of tiling process on each layer, which is implemented using a heuristic search algorithm. We legorize five models including characters and buildings to prove the excellence of out framework
        4,000원
        537.
        2017.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This paper was to explore the effect of user characteristics of SNS on interpersonal problems of university students. This survey was conducted from March, 2016 to Apeil, 2016 and 315 responses from the survey were used for the analysis. The data was analyzed by descriptive statistics, t-test, ANOVA, Pearson correlation and Multiple Regression. As a main result, limited personal relationship on SNS and SNS utilization time were the significant predictors to interpersonal problems, but SNS access rate, relationships on SNS as well as in real life didn't have the effectiveness to interpersonal problems. In conclusion, to reduce interpersonal problems, limited personal relationship on SNS and SNS utilization time should be controled.
        4,000원
        538.
        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
        539.
        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
        540.
        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