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        검색결과 2,575

        581.
        2015.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Recently, a lot of smart devices such as smart phones have been spread. The research on smart education based on the devices are being actively investigated. A typical example of them is EPub3.0 proposed by the IDPF. Even if the educational content has supported multimedia such as image, video, text to speech and etc, it does not support a 3D virtual content yet. So a virtual reality-based education has not been achieved. In this paper, we propose an educational content system in which a virtual education simulation is possible through smart devices. To do it, the proposed system consists of an authoring tool creating 3D virtual educational content, and a viewer visualizing the content. The experimental results showed possibility of virtual experience education.
        4,000원
        582.
        2015.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study attempts to introduce and develop nature experience program utilizing the instructional mixed reality and examines its effects on creativity and young children in order to overcome the limitations that can be found when young children explore and observe nature. In addition, the purpose of this study is to investigate the change aspects of creativity and nature-friendly ability of young children when experiencing nature with the further activities using the instructional mixed reality. To verify the effect of the instructional mixed reality developed through this process, this study selected 30 young children who are 5 years old in H child care center located in Seoul. As a research tool, creative test of characteristics for children (K-CTC) produced and standardized by Chung Kyung-won (2003) was used to test creativity. As data analysis methods, SPSS 17.0, T-test, MANOVA test, and repeated measure ANOVA were conducted.
        4,000원
        583.
        2015.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Since the conventional methods of physical therapy may decrease the motivation of a patient for rehabilitation due to repetitive, monotonous movement, a new physical therapy system inducing a motivation from the patient is needed. The present study is intended to develop a physical therapy serious game for enhancement of dynamic balance control. The balance control therapy game was developed by the following steps: (1) survey of existing balance control therapy systems, (2) analysis of balance control literature, (3) ideation and architecture planning of the balance control therapy game, and (4) implementation of the balance control therapy game. The proposed physical therapy serious game can provide better usability, satisfaction, clinical effectiveness for balance control than the conventional methods.
        4,000원
        584.
        2015.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In recent, modern people has been suffering from their hair loss. According to the definition, hair loss refers to the status in which hairs on certain regions are lost, due to multiple causes albeit they are supposed to be present under normal conditions. Compared to the normal hair growth cycle, numbers of hair loss outnumber the newly growing hairs and there is excessive amount of hairs in the resting phase, thereby resulting the reduction of total numbers of hairs. In the present study therefore, we designed and developed the scalp management system to pursue more efficient management of hair loss. In the suggested system, scalp types were classified as follow: Plain Scalp, Dry Scalp, Oily Scalp, Compound Scalp, Sensitive Scalp, Seborrhea Scalp, Pressure alopecia Scalp, Tinea capitis Scalp, Aging Scalp, Inflame Scalp, Psoriasis Scalp, Steroid side effect Scalp, alopecia scalp and so on. It was designed that each individual can perform the scalp imaging analysis using the system so that relevant experts review diagnosis history of existing databases and diagnose various statuses of scalps. Utilizing the system herein, we are looking forward to improving competitiveness of relevant industries.
        4,000원
        585.
        2015.05 구독 인증기관·개인회원 무료
        목적: 동측성 반맹시환자의 시재활치료로서 많이 활용되는 프리즘 처방 후 나타나는 복시현상 을 완화하고자 시분할방식(time division system)을 응용하여 그 효과를 검증해보고 한계를 살 펴보고자 한다. 방법: 안과적으로 이상이 없는 총 22명의 대학생을 대상으로 반맹시 시뮬레이션을 동측성 우 측반맹을 만들었다. 우측 절반이 보이지 않는 피검자는 프리즘을 사용하여 한글과 컴퓨터의 응 용 프로그램 중 산성비 게임을 하면서 화면 바닥으로 떨어지는 단어의 총 개수 19개 중 몇 개 를 봤는지 셌다. 프리즘의 양은 사람의 PD에 따라 각각 다른 다르게 처방이 되었으나 모든 피 검자의 시야 이동 각은 14도가 유지되게 하였다. 시분할방식 장비로는 스포츠옵토메트리에 사 용하는 안경(MJ Japan Design, 2MJ03SE-1622)을 사용하였으며 안경의 한쪽 렌즈가 닫혀있 는 시간을 0.66초, 열려있는 시간을 0.34초로 설정하여 안경 착용 전과 후로 나누어 바닥에 떨어진 단어의 개수를 비교했다. 결과: 시분할장치를 사용하기 전 22명의 피검자가 보고한 단어의 개수는 17.9±4.9개, 사용 후 에는 15.2±4.2개였다. 전공자 5명을 제외한 비전공자 17명을 대상으로 한 장치 사용 전 평균 값은 17±4.6개, 사용 후에는 14.8±4.5개였으며 전공자의 경우 사용 전 20.9±5.4개, 사용 후 16.6±3개로 전체적으로 증가함을 나타냈다. 결론: 프리즘을 통해 14도 이동되어 움직이는 단어는 색수차로 인해 인식을 어렵게 한다. 그러 나 반복된 연습, 즉 반맹시에서의 시재활치료에 관한 이해와 함께 시분할장치를 사용하여 일정 시간 이상의 훈련을 한다면 움직이는 사물의 지각력이 증가할 것으로 사료된다.
        586.
        2015.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In this study, a digilog program is suggested for the integration of analog and digital media. As analog sensibility is giving way to digital, analog is now being regarded as old and outdated, and various emotional advantages of analog are being disregarded. A program constituting eight lessons was conducted for third-grade students through Chochungdo. In this program, analog expressions were interpreted in a digital environment and the students experienced game characteristics in artistic media. The educational effects were as follows. First, an expanded audio-visual effect was displayed, using Flash on a 2D plane, based on analog emotional expression. Second, students experienced game characteristics through interaction using the MaKey MaKey program, and an immersive digital environment within a media device.
        4,000원
        587.
        2015.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The location-based game(LBG) is a major game which is using temporal-spatial model as a game space like a real world in mobile environment. A gamer have to fight with game-enemies who have low level power for their victory. Then conventional researches have studied finding lower level game objects using skyline query in spatial game. However, since the researches which are using traditional skyline (TS) just query in one quadrant, the surrounding objects of a gamer can not be queried. This paper proposed a safe-route search scheme that a gamer searches the surrounding objects and safe-routes to level up in his/her power using Global Skyline query. In simulation, we evaluate two safe-route that a game object’s game-level and distance from gamer. The result shows that a gamer has high game-level after game-level-oriented evaluation. That is, the proposed scheme could be an advanced scheme to level up a gamer’s power in location-based game.
        4,000원
        588.
        2015.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Benjamin introduced the concept of the “aura”and discussed its absence in film and photography. Benjamin posited that the loss of aura changes artistic values. This brought about a paradigm shift in the entire mode of existence of humanity. After Benjamin, various opinions followed regarding the concept of aura, namely, aura collapse, aura transformation, aura-media, and returned aura. This study discusses the idea of the “aura”in games as a digital medium. From the three characteristics of games,i.e., presence, interactivity, and multi-sensory interface, it is evident that digital aura exists in games in the form of immersion. Analogue aura has lapsed because of technical shortcomings, but digital aura makes perfect simulacra that create a hyper-real world. The qualities of immersion, interactivity, and a multi-sensory interface provide a world of illusion, and provide the visual, auditory, and tactile experience of aura without any space between the user and the object.
        4,000원
        589.
        2015.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In cloud and game servers, SSDs are used as cache on large capacity disk-based storage. In that configuration, the SSD can be exploited as write-back or write-through cache. Though the write-back cache can improve write performance significantly, data can be lost when the SSD fails. On the contrary, performance improvement is limited in the write-through cache though it has high reliability. By the way, reliability can be improved by applying RAID technique to SSD cache while exploiting write-back for better performance. In this paper, we analyse the reliability and the performance of hybrid storage using SSD cache over disk-based primary storage. In particular, we mathematically analyse reliability and also measure performance of real storage systems with various SSD cache configurations.
        4,000원
        590.
        2015.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Recently, the computer software has become an increasingly important share in the overall industry and many countries have been adapted an early SW education as their mandatory curriculum in school for children. Most of the prior SW education curriculums had been focused on how to learn a programming language to make a SW in a computer, but current SW education goal has been moved onto training the computational thinking to solve various problems with the computer, effectively. The paper exploits a game design activity as a good and fun tool to training such computational thinking for children. The proposed game design activity consists of a series of systematic curriculums to design a creative game in offline for the children who do not have any prior-knowledge of game. Participants first understand game elements such game title, synopsis, rules, game-play, which are indispensable to make a game. Then they try to understand what the fun is in the game and discuss with how to make such fun in the game. Finally, they have proposed a creative game design which is motivated by playing board-style games and iPad-games. With our assessment of the proposed activity, our game activity derives let the participants to computational thinking while creating the synopsis and game rules to define the game. It also revealed increased interest and understanding of computer software. We expect that the proposed game design activity could be an alternative to train computational thinking and a more holistic program to have increased interest and understanding of computer software for children.
        4,300원
        591.
        2015.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The popularity of online games highlights the need for research approaches that can increase our scientific understanding of online game play experience. This paper proposes a model for examining and evaluating the ways by which factors of game motivate players and shape psychological processes. Previously, Nick Yee has done one of the most extensive and influential empirical research on motivations for play in online games. His research provides the foundation to understand what motivates people to play games and how we can improve our designs based on those findings. His factor analysis revealed ten motivational sub-components that grouped into three overarching components of achievement, social, and immersion. However, there are a handful of empirical results that were unique and did not clearly fit into Yee's motivational components, such as "making a difference", "the search for self", "the search for youth", and "the nurturance motivation", as Yee acknowledged in his paper. Therefore we developed a motivational theory of "reality integration" to encompass the cases that could not be explained by Yee's theory. While his theory was implicity focused on "escapism" (escape from reality), we found that dual and integrated perspectives of "reality integration" and "escapism" of online games are very important in understanding players' behavior and improving game design. The future goal of this research is to develop a motivational design framework for educational games or serious games.
        4,000원
        592.
        2015.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The N-Screen contents is a kind of emerging technologies to make a new user-experience by integrating multiple devices like smart TVs, personal computers, and smartphones. In the paper, we characterize game design issues of N-Screen based game with smart TV and smartphone and describe the game design issues of 「Beaver Rising」as its case study.「Beaver Rising」is the N-Screen game which developed by our team ans its' game play is similar with a classic game, called「Snake」but it can be played on a smart TV screen while players can control their own beaver characters with their smartphones. We first give a survey of N-Screen games to characterize their properties in the paper. Then, we describe the game play, game design architecture, and user experience of the game,「Beaver Rising」as its case study. Finally, we propose three new properties to make an effective N-screen game with a smart TV and smartphons. The paper will contribute to provide am effective game design guideline when we make a N-screen based game with a smart TV and smartphones.
        4,000원
        593.
        2015.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The aim of this study is to verify the effects of user experiences such as present, flow and arousal between game play under 3D virtual environment(VE) and general video game play. For this purpose, Oculus Rift play test experimental treatment methodology was adapted for analysis. As a result, for the present hypothesis between the VE game and general video game, cognitive and present hypotheses were all adopted except for emotional presence, and there was no difference in arousal effect. And, VE game had significant differences in emotional presence, flow concentration effect, flow merging action & awareness and arousal effect compared with general video game. As the study verified that VE game had higher effect in presence effect, sense of realism and user experience of players than general video games through experimental studies, it contributes to elaborate 3D virtual environment game interface design and user experience study.
        4,000원
        594.
        2015.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        For increase the game speed, game systems apply a multi-threading. The popularization of multi-core system accelerates multi-threading also. Multi-threading brings high performance, but this is not ease to apply the game logic. Because many multi-core system share the memory, if two or more threads access the same memory region, they can be conflicted. Multi-threading uses Lock method to prevent the conflict, but Lock method reduces the performance. For increase the performance, programmer can use Lock-Free method. In this case, we found strange phenomenon that Lock-Free queue operates incorrectly, and this phenomenon has been accelerated by number of threads. In this study, we analyzed the input output of the Lock-Free Queue in multi-core system.
        4,000원
        595.
        2015.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The game intended for treatment directly is not yet much in domestic and even though it is used for child psychotherapy, the direct game therapy has not been used yet. But the possibility of the game therapy is likely to increase in the future due to emerging the field of virtual reality therapy, recreational therapy. In this study it is proposed the rhythm game using the balance ball connected the wired/wireless PC, it is the reason why the functional game may help the upper limb rehabilitation if you are using it continuously without a place, time, and cost constraints.
        4,000원
        596.
        2015.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Recently, education game contents with advanced mobile and Web technology have been widely researched. However, considering of interaction involved for children, it is necessary user friendly interfaces and interesting interactions. In addition, it is important to design to encourage the user’s learning motivation as a way to the effect of educational game contents. Therefore, in this study, we designed and implemented the educational game contents system using inter-working between KINECT camera, PC, and android platform based humanoid robot. The designed system consisted of KINECT system for capturing hand gestures, game contents system for playing games, and android humanoid robot system for interacting with users. This system can lead to interests and willingness of users through handy interaction such as hand gestures and interesting quiz game contents. To improve effectiveness and userability, we plant to advance designed educational game contents system that can be operated on a smart TV system including a built-in camera as a further study.
        4,000원
        597.
        2015.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Recently, the game industry is rapidly growing with the distribution of high-speed internet network. With the growth of game business, the game developers and distributors are making efforts to find more various game materials that lead to success. Therefore, the game developers began to apply successful novels or movies for games and, as a result, they were able to get high added values with the minimum investment costs. In this study, the Game contents is reviewed based on Suzanne Collins's trilogy 'The Hunger Games' published in 2008. If 'The Hunger Games', the novel of thrilling adventures and suspense harmonized with philosophy, is reprocessed as game contents considering media environment, the values of the novel will be more diversified and newly enjoyed by people. As the research method, the actantial model of Greimas and the five conflict types of Linda Seger were used for a case study and the Game contents of the novel. The study using the novels as source materials was conducted to be helpful for game development and its possibility was suggested through the study result.
        4,200원
        598.
        2015.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        When a game was developed, it is impossible to predict the success of the game. Most game developers made a game play test stage in game development process. It is important factor that gamer have good emotion playing the game. There are many ways of gamer's emotion test such questionnaire suvey, EEG test and etc.. but their tests are hard to quantify the results. Gamer's emotion are evolveing according to playing the game. Gamer's emotions are one of important criteria that is used for choosing a game by gamers. Nevertheless, the emotion detection is not considered for play test, because of the difficulty. The emotions of each gamers are different because of their own skills, experiences, preferences, etc. In recent years, the emotion detection technology is evolved, but it is not enough to guarantee the accuracy. In this paper, we propose a hybrid emotion classification system by EEG(Electroencephalogram) test, questionnaire suvey and eyetracking.
        4,000원
        599.
        2015.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Recently, a lot of smart devices such as smart phones have been spread. The research on smart education based on the devices are being actively investigated. A typical example of them is EPub3.0 proposed by the IDPF. Even if the educational content has supported multimedia such as image, video, text to speech and etc, it does not support a 3D virtual content yet. So a virtual reality-based education has not been achieved. In this paper, we propose an educational content system in which a virtual education simulation is possible through smart devices. To do it, the proposed system consists of an authoring tool creating 3D virtual educational content, and a viewer visualizing the content. The experimental results showed possibility of virtual experience education.
        4,000원
        600.
        2015.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The personality of individuals are different form each other and they have a different feature. So when they playing games, it would be common for them to choose the character that mach for their personality. When MMORPG game compares to the other genre of games, it has many characters and users can choose the character that fits their personality to playing a game. However, some MMORPG game was not doing well in the game markets because the form of common MMORPG have no differentiation with each others. In this research, will use the egogram to drew the character element of individuals and with that output use the AHP to show you the result of important analysis about the character element of individuals’s favor game characters. This research can use as base of developing a new games or updating a new contents, regulating balance between the characters.
        4,000원