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        검색결과 2,575

        621.
        2014.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Play for mankind was evolved into the current era of digital media found in a monitor, so-called ‘game’. Along the current trend of broadly expanding the users of game, the collision is frequently occurred from the issues associated with balance between the proper and reverse function melted in a terminology, “game”. However from the perspective of writer, the existence of game, if it is in an inseparable relation with the mankind, should be fully accepted, rather than be blamed, therefore, our life should be settled down as a cultural trend in the age of “cultural prosperity”. The writer also realizes that game should be settled down as advanced cultural contents as high-edge, comprehensive cultural arts. Therefore, the writer strongly argues that the convergence of engineering and humanities imaginations should be achieved for the unity of knowledge in game industry. Humanistic element is required for the convergence of engineering and humanistic imaginations. In-depth consideration is highly required to find an approach how two afore-mentioned elements, that are totally different each other but in the neighborhood, are to be well-mixed and integrated for story-telling, which is the ultimate motivation for this study. Therefore as a result, a key to dilute the dysfunctional issues associated in game industry was the convergence of humanities; accordingly, this study was to seek a methodology what humanities can be integrated with the components of game, such as character, event and background.
        4,000원
        622.
        2014.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This paper presents a parallel kd-tree traversal algorithm based on the parallel binary radix tree construction scheme proposed by Tero Karras in 2012. In his paper, Tero Karras proposed parallel tree construction algorithm which can maximize the utilization of GPU threads, but implementation and analysis of kd-tree are not fully discussed. This paper aims to fill the gap for the specific kd-tree cases. As an application for the kd-tree traversal method proposed in this paper, the proposed method has been implemented with NVIDIA’s CUDA framework and tested on NVIDIA’s realtime raytracing library, OptiX. As a result, the proposed method can construct tree structures within the requirement for realtime process, but still needs specialized spatial caching data structure like the “primitive tree” for highly detailed meshes to handle spatial queries as fast as to visualize implicit surfaces under OptiX framework. However, the proposed method can be applied to dynamic collision detection and manage scene and object information for game applications thanks to its fast tree construction process. Also, realtime raytracing can be applied to game applications based on this study.
        4,000원
        623.
        2014.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Prevalence of children with developmental disabilities has increased the need for a variety of educational and therapeutic interventions for children in the study of the subject has increased according to the load. in this paper, the review of the developmental disability characteristics and teaching methods are based on this proposal of realistic experimental serious game contents using AAC(Augmentative and Alternative Communication) method because we make up for the conventional interventions and increase participation and motivation in learning. In this paper, we improve the area said to be the motivation and commitment to develop the content by using a realistic experience for users experiencing at present a pervasive developmental disorder of language development in the paper. In particular, we shows the effectiveness of the improved speech area through the use of this serious game content through real experiments with children with developmental disabilities.
        4,000원
        624.
        2014.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this study was to make the sea with rending of ocean by using the proper algorithm for an emotional online game. We used statistical model to make the sea in this study. In measuring the wave height, we used Fast Fourier Transformation (FFT) to calculate the sum of amplitude and phrase quickly with random numbers of the time. We eliminated the overlap functions of sine and cosines by using the repeatability of trigonometric function. We saved the values of trigonometric function in memory space. Therefore, we could deal with the repetitive calculations by memory access because the same values are repeated in the standard based on π within one cycle of 2π in sine and cosine functions. By changing the sampling size of Windows function, we calculated the mobility on each local area and we applied this mobility to this study according to hierarchical structure. In addition, we used the reflectivity differently by putting the value of k,r into the effect Fresnel reflection. The reason why we used this method was to make the sea look more realistic. In the aspect of the intensity of light of the sea, we did not calculate it and we applied KD- Tree data structure on the density of the values occurred at the time of the sea was created. The advantage of this method was to reduce search time effectively. In this Tree structure, index time  log  , search time and    log  time are spend, which is applied to the photon closed to  . In the case of KD-Tree, this is a very effective way in saving and recovering. One weakness was that we had to limit the effect of indirect illumination to express a wide sea. However, by using photon mapping, we solved this problem
        4,000원
        625.
        2014.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The flow channel is a game design aspect that has been widely used by experienced game designers. A psychologist named Mihaly Csikszentmihalyi found that a person's skill and the difficulty of a task would interact to result in different cognitive and emotional states. When a person’s skill and the difficulty of the task are roughly balanced, he or she enters the flow state. Otherwise, the person becomes bored or frustrated, and switches to another activity[3]. Unfortunately, for game designers, this is the point where the flow theory stops helping. While a designer strive to keep players in the flow channel for as long as possible, he or she has to figure out how to implement the flow channel in the game by oneself. Therefore, in this paper, we tried to bridge or narrow the gap between game flow and psychology theories. We showed how the whole game flow mechanics work and how several major psychological elements operate dynamically and interactively on the game play. The challenges and skills should be balanced and should work together to create game flow experiences. The contents described in the paper was used to teach university students in game design and media psychology courses. Quantitative and qualitative measures show that our media psychology education could be an effective way of teaching a creative design philosophy.
        4,000원
        626.
        2014.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The game of Go is an oriental strategic board game originated from China at least more than 2,500 years ago. The Monte-Carlo Tree Search (MCTS) algorithm in Go is a method that uses a large number of simulations to approximately estimate the winning rate of candidate moves by sampling the game. The two computer Go programs called Crazy Stone and Mogo defeated human Go professionals on the 9⨯9 board in 2006. Prior to our implementing MCTS into computer Go, we tried to find out the best move sequence in playing Tic-Tac-Toe game as a test bed. The experimental results revealed that the first player should play the center to ensure the highest winning rate, and the game result becomes a draw if two players do their best.
        4,000원
        627.
        2014.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In everyday network changing field, permanent service is being an issue. Network disconnection phenomenon is directed to financial damage to service providers. Some companies guarantee on network maintenance, but there is a permitted limit according to their company regulations. If customers overuse the limitation, extra pay will be placed. Moreover, network disconnection affects critical in some fields with using network. Permanent service becomes indispensable in stock, finance, online game, and other fields. Additionally, it should be possible to pre-detect and block abnormal traffic area, improve network infrastructure secureness and optimization, and reduce damage recovery cost. MCS(Multi Connection System) can provide permanent service even if a connection is cut because it provides multi-connection. It can also isolate the attacker when it detects DDoS attack, so it provides smooth service. Also, the benefit from this structure is that the real server can be hidden so the service can be provided continuously. It prevents damages from network cutting, reduces management cost, maintains the best performance, and increases convenient on management and maintenance. Stable and continuous service can be provided with managing network through MCS.
        4,000원
        628.
        2014.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Recently, the technology for smart phones has shown a quantum leap so the market share of mobile games is gradually increasing. User Interface(UI) is a crucial factor in the success of a mobile game. Thus, the mobile game UI evaluation is undoubtedly important. Currently, survey and heuristic evaluation methods are widely used in terms of evaluation. However, these methods have not been proven to show the user experiences. This study suggests a new method using ‘eye tracking’ technology which focuses on where on the mobile screen the user concentrates the most, where the user shows the most interest and how the user’s eyes move on the screen. Experiments have been conducted to verify the availability of eye tracking technology along with the differences between the traditional methods and the eye tracking method.
        4,000원
        629.
        2014.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Mobile games are different from the PC online games, because of the circumstance of playing, payment, and the immediacy. the frequency of use is higher than the PC online games, but the connecting time is much less. The accessibility to games is much easier. Th purchase behaviour is made on the spot. The game industries are focused on this unique market, studies the success factors and are developing numerous titles. However, there is quite a few researches for academic purpose. The mobile game market is rapidly changed and followed by the late fashions. More than one year, there is an uprising genre which has good sales history. 40% of top 50's of mobile game market on the spot are this specific genre called collectible card game. The genre has an history from the offline collectible card games like baseball player collections to Japanese style cartoon illustrated mobile collectible game. The purpose of this study was to define the mobile collectible card game genre and to examine the influence factors of purchase intention of mobile collectible card games. Factors are adopted from precedent studies and a pilot interview. Subjects of 175 members who has been experienced mobile collectible card games responded the 15 questionnaires designed for satisfaction, perceived usefulness, graphic design of cards and purchase intention. Through the regression analysis, the results of the survey can be summarized as follow. Satisfaction, perceived usefulness and graphic design of cards are found to have a positive influence on purchase intention.
        4,000원
        630.
        2014.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Female gamers are generally increasing all over the world. Accordingly, e-sports field also intensively focuses on female gamers. This paper focuses on the process of identity formation of female gamers shown in Korean e-sports leagues especially on online games. Online game is delivered to the public by e-sports broadcasting. E-sports broadcasting is spoken of a one-way speech, which only has the voice of male castor. This paper classified the way of speaking of female gamers into two types. One is broadcasting method and the other is broadcasting language. Then this paper compared the discourses shown in them to the cases of male gamers. In the case of male gamers, inherent elements of the game primarily took the major part of the discourse. However, in the case of female gamers, socially acceptable speech about women primarily took the major part of the discourse. As the result, in e-sports online broadcasting, the male gamers are viewed in terms of ‘player’ while female gamers are viewed in terms of ‘person’. Considering online games as having alternative values and possibilities as new media, the aspect of distortion or alienation of women in game culture is obviously problematic.
        4,000원
        631.
        2014.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Baduk, a classical game in the Orient, came to be recognized as a part of wholesome entertainment culture in modern society. Also, it has been used as an educational tool for the infant since some researches showed that Baduk is effective in cognitive development, emotional stability, and all-round education. Currently, a wide range of children participate in Baduk education at about 300 Baduk academies and around 1,600 after-school Baduk classes. However, the infant are difficult to learn Baduk because of difficult jargon and complicated technique embedded in Baduk. To respond to this challenge, this study aims to develop ‘educational Baduk play program’ which comprises elements of interest and fun as well as education.
        4,000원
        632.
        2014.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Stroke incidence is increasing accordance with the aging of the population. While stroke patients increases the survival rate due to the contemporary development of medicine, goes on increasing the chronic disease by muscle impairment called hemiplegia. Rehabilitation training of motor skills for hemiplegia patients comprises repetitive and passive contents. In this paper, we developed a movement recognition device using acceleration sensor to help the upper limb rehabilitation and functional game contents in order to reduce the boredom of rehabilitation. By this contents, we can be maximized effect of the exercise using rehabilitation training contents made by simple graphical resources and added fun. Later on, we will provide various contents that can use several platform interface and can be have a lot of fun exercise and spread the range of applications of functional game contents.
        4,000원
        633.
        2014.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Emotional ICT is the information and communication technologies using the emotion that users feel when using or not using different devices and services. As made evident in the current ICT industry’s tendency toward mass customization, consumers now want a product that perceives their emotions beforehand and fuses their emotions into the devices and services. In this paper, we suggest the monitering system of personalized emotion response according to image processing algorithms such as filtering(sharpening, blurring), shape transfer(warping) and stroke based rendering. To normalize personalized emotion by images, we used normal, pleasant, unpleasant, active and quiet image providing international affective picture system. We compare personalized emotional variation between original image and transferred image. This study can be used creating digital multimedia contents by personalized emotion and affective games according to user's emotion
        4,000원
        634.
        2014.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Recently, the field of emotional ICT which recognizes human's emotion is a rapidly growing interest. For example, various products applying emotion are being released and Softbank's robot, Pepper, is the one of those. This robot can recognize human's emotion through facial expressions and have conversations accordingly. By reading emotion through facial expressions, communication with humans become more natural. In addition, the emotional interface between machines and humans in various areas are applied to show a more intimate interface such as emotional application games that respond differently based on the emotion. In this paper, a system applying special effects on images based on recognition of six emotions from the facial expressions is proposed. A more friendly content can be produced by applying an appropriate emotional effect on the image loaded by the user with the user's facial expression. The result of this paper can be very appropriate to game scenarios and developing game program stages with the recognition of human emotion.
        4,000원
        635.
        2014.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study was to investigate the influence of parent attachment, perception and attitudes about family mealtime on the smart phone addiction in adolescents. Study variables were attachment to father, attachment to mother, and perception and attitudes about family mealtimes. Middle school student in Seoul and Kyounggi province participated and total 596 questionnaire were analysed. SPSS WIN 18.0 were used in data analysis. As study results, significant factors influence on smart phone addiction were attachment to father, perception and attitudes about family mealtimes, frequence of family mealtimes, gender, grade, and use of SNS. These variables explained adolescents' smart phone addiction for 28.9% and perception and attitudes about family mealtimes were the variable which show the highest explanation. Smart phone addiction was higher as lower an attachment to father, as lower perception and attitudes about family mealtimes, as lower the frequency of family mealtimes, female student, 3rd grade, and as more use of SNS. It is suggested to develop programs and strategies to increase attachment to father, frequency of family mealtime and perception and attitudes about family mealtimes.
        4,200원
        636.
        2014.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this paper is to remark phenomenon that concentrated the Goddess motif which provides initial narrative experience in MMORPG trailer and to analyze a aspect of representation and narrative function. The Goddess Motif which makes lacks triggers the participation of players. That is represented a active marginal person who saves defectively for players becoming hero, and a passive object who be allowed reward under seal. Although it is different form detail narrative aspects, the persona of the Goddess motif in a game trailers is the forceless Goddess. Because of the forceless Goddess, that is carry out an assignment that let players become heros. A Narrative function of the Goddess motif in MMORPGs as a meta-virtual being to interactive between a real world and a virtual world is to guide players to the border magic circle. Also, that is such a game macguffin which affect game daily life 'algorized' and a fictional being which consolidates algorism and narrative.
        4,000원
        637.
        2014.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Schizophrenia is one of the most chronic and severe mental disorders. It has hallucinations, delusions, disorganized thinking, a lack of emotion and a lack of motivation. Schizophrenia also causes significant social and work problems. In order to prevent worsening and recurrences of schizophrenia, and to induce continuous improvement of disease, symptom management and medication training are critical factors. A serious game which makes strong interest and immersion senses is a very useful learning tool for schizophrenia patients who show attention deficit, impassiveness, lack of spontaneity and lower motivation. This study uses card match games to improve the patient’s memory and concentration, and encourage procedural learning by associating the difficulty level of the game with the symptom rating scale of disorder. Also it promotes patients to express their feelings through game characters to alleviate their suffering from emotional dullness. It also helps patients to develop teamwork and build interactive skills by demanding cooperative missions for beating the game. Therefore this study is expected to contribute in improving the efficiency of schizophrenic patient education. We suggest to develop serious game design for schizophrenia patients' education.
        4,000원
        638.
        2014.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        As the users continuously play the mobile game, the mobile game service requires a method to manage their information such as their game play score and their own game items. For the purpose of responding to the user requests in real time, the proposed method reduces the size of the database by separating the information of inactive users from the main database. Considering the construction cost, the proposed method moves the information of the inactive users to the file instead of another secondary database system. In order to minimize the effect of the system environment such as CPU or memory, the proposed method depends on the response time to the user request rather than the last login time or the number of the user accounts. For the safety and consistency of the database, the proposed method utilizes a traditional RDBMS rather than NoSQL.
        4,000원
        639.
        2014.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In this paper, I tried to study the legislative history on the controversial issues in relation to the "web-board" game. The legislative procedural issues and the controversial regulations needs to be investigated in sequential analysis and review with the view of content validity and formal legitimacy. The second annexed list of the enforcement decree of the GAME INDUSTRY PROMOTION ACT is based on the article 28 (Matters to be Observed by Game Products related Business Operators) and its main fround is the item 8 "He/she shall observe matters prescribed by Presidential Decree as other matters necessary for maintaining business order." These provisions have many legal problems with the "Rule of Law" principle ("Vorbehalt des Gesetzes" in german), Overbreadth doctrine, Void for vagueness and the The Less Restrictive Alternative(LRA) doctrine etc. The regulation on the "web-board" game industry seems to be very severe and rigorous, because the balancing between the public interest and private one is not considered and corresponded well. It caused many harmful effects on the game industry, game business operator and its users. However, the purpose of legislation might not be achieved due to the weakness of the regulation so that the policy failure may bring about the loss of trust in the governmental regulation. The regulation on the game industry and ICT system needs to be authenticated as a measure to promote the business and rationalized to protect the game users.
        4,800원
        640.
        2014.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This article dealt with some legal issues mainly related to a Real Money Trading (RMT) in web-board games in Korea. For clarifying in detail, this paper showed lots of real case found in U.S. and China. These case studies was to reach a common principle, that is, “RMT is everywhere in the real world.” And then, this article tried to examine and evaluate whether a RMT in web-board games has an intrinsic characteristic of gambling in terms of the legal questions. In this part, this study leads to the conclusion that a RMT in web-board games does not meet the legal concept of “Chance” and “Prize.” Furthermore, it is not reasonable that providers of web-board games take legal responsibility for not only a RMT that is not controlled and caused by them but also quasi-gambling experience by the RMT. This analysis is supported by some cases ruled by Supreme Court in Korea. Nevertheless, a RMT in real world is still considered as illegality of providers of web-board games by the Korean government. And more, in recent, the government gets to apply more strict regulation to most kinds of game. This is not common and proper regulatory system in national service areas as well as the WTO and/or FTA systems.
        4,200원