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        검색결과 2,575

        641.
        2014.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this study is to conduct basic research on development of game interface for the elderly by verifying the difference in user experience based on the type of interface. The methodology of playtest combining experimental research and survey was applied with subjects of elderly users consisting of 47 men and 48 women being ages 60 and up. The effects of user experience between natural user interface and the pad-type interface were compared and analyzed through repeated measure MANOVA in terms of emotional response, ease of use and flow. The NUI game showed higher emotional responses such as pleasure and dominance. On the other hand, there was no difference in arousal. The NUI game also presented higher ease of use in the process of game play and it also had higher autotelic experience, action-awareness merging, sense of control and ambiguous feedback experience. These results may contribute to the development of serious game and natural user interface for the elderly by empirically identifying the effects of user experience on NUI.
        4,200원
        642.
        2014.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study employed the eye-tracking method to investigate the nature of game players' visual attention on the game's GUI(graphic user interface) elements during game play. The genre of the game (shooting and driving games), the points of view of the game (1st person vs. 3rd person POV), and the game player's proficiency were taken into account to examine their effects on the game player's visual attention. A within-between subject experimental study was conducted (N=26). The results illustrate that the game genre was not a meaningful predictor for neither the frequency or the total duration of visual element per interface element. The point of view had a significant main effect on the game player's frequent change of their eye movement across different elements. The proficiency of game player's gaming skill significantly altered the game player's frequency and duration of visual attention. Proficient gamers were more efficient in distributing their visual attention across various elements of the GUI.
        4,000원
        643.
        2014.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The study about relationship with game use and mental health is being watched with keen interest. However, these isn't enough study on comparison within mass media just like television or SNS. In this study, we compared each media usage time and mental health factor on public. We selected game, television, radio, newspaper, book as mass media and depression, aggression, loneliness, self control, happiness, self efficacy, self esteem as mental health factor. As a result of the study, high game usage time group shows low self control, high aggression and little low self efficacy as compared with other media. And game, SNS and book show the relationship with depression, so there needs joint researches about that. We clear up the character and relationships with the game propensity analysis for the game development and studies of mental health.
        4,000원
        644.
        2014.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The Enforcement decree of the Action on the Promotion of Game Industry was amended in November 20, 2013 and Currently being implemented. One of the Important contents of this Act is about compliance items of game providers. And it is mainly on web-board games and betting regulatory issue. Specific details are as follows : No one can use more than 300,000 won per month for the web-board game which is similar to a real poker game or a real 'gostop' game. Betting limits at once may not exceed 30,000 won. And "Game Shutdown for adults". Especially, the various possibilities for interpretation of the Enforcement decree of the Action on the Promotion of Game Industry is to be implied because of using the ambiguous expression all over. Essentially these controversys stem from the difference of view about game and game industry. What is the difference between games and gambling? At least in Korea, it would be difficult indeed and at the same time it will be important question. In the following, it may be necessary that an analysis of relation with the interpretation of game-related legislation and the limits of delegated legislation, and the constitutional standards - the principle of apparentness (definitude), the principle banning excessive enforcement when restricting the basic rights of people.
        4,000원
        645.
        2014.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        STEAM (Science, Technology, Engineering, Arts, and Math) is to educate the people who take convergent thinking and divergent creativity. The current society is the knowledge network society. It requires these people. The alternative educational policy is focused on the learner centered based on learners' interests or concerns. The educational game is one of the best teaching and learning strategies. With taking notice of this point, this paper has studied about how amount the educational game was able to support the possibilities of STEAM support. Ten teachers who were evaluators for three educational games which were different genre's game evaluated them using a sheet for evaluating the possibilities of STEAM support using the educational game. Based on the results of this evaluation, we leaded 5 conclusions as follows: the educational game is able to support STEAM's goals, the step for presenting the situations, the step for the creative design, the step for taking an emotional experiences, and it has STEAM's elements in itself.
        4,000원
        646.
        2014.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        ADHD(Attention Deficit/Hyperactivity Disorder) is a common disorder of childhood, which exhibits symptoms of hyperactivity, impulse, having difficulty in concentrating, and being easily distracted. These symptoms lead many difficulties in childhood if left untreated, and last in adolescence and adulthood in some cases. This paper analyzes serious game technology based on BCI for ADHD treatment. BCI technology is implemented by acquiring EEG via device and sending commands into input-output device by signal processing. In order to apply serious games based on BCI, it requires building a database with relevant resources of analysis and study of ADHD infants and children behavioral patterns first. Based on it, it is suggested to design and develop serious games that are well balanced in fun elements and functional elements on the consideration of levels of difficulties.
        4,000원
        647.
        2014.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The international casino game industry has adopted G2S (game to systems) protocol for the future communication standards between slot machines and gaming hosts. G2S protocol uses the internet protocols and XML message format. Not simply G2S protocol replaces the SAS protocol currently in use but with many limitations, but provides diverse application and business chances to the casino industry. In this paper, we introduce the overview of technical features of G2S system, and describe our design and implementation experience of core G2S protocol engine for slot machine devices. The G2S engine provides key protocol stack of G2S (HTTP, XML, and SOAP) and runtime services, using open source softwares and custom classes. The protocol compatibility of the implemented G2S engine is confirmed against an openG2S host software contributed by IGT. Also the measured memory size and perfroamcne is compact enough for typical slot machine hardware specification.
        4,000원
        648.
        2014.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Play is the basics of cognitive, physical, and emotional development of infants, and especially pretend play is very important in the aspect that it enhances imagination and expression of infants by drawing making up free imaginative story and physical expressions. On the other hand, on the effect of structural reality of toys used in pretend play on pretend play of infants, it is predominant that as the structure of the toy becomes higher, the pretend play is promoted. When it is connected to the environmental aspect of play of infants, it can be inferred that infants may be easily immersed in imaginative world using the fact that they are placed in play environment that provides detailed symbols about certain subjects. Also, as a technique to provide such environment, chroma key that realizes virtual learning environment may be used. Chroma key, one of image composition technologies, can be an effective means of enhancing curiosity, immersion, and expression skills of play activities by providing infants with realistic spatial background. Furthermore, sense of space is an essential basic ability to understand, interpret, and evaluate surrounding world, and virtual reality may help infants overcome physical and economic constraints of the existing child education institutes and raise their sense of space in safe environment. In addition, in order to use the chroma key technology effectively, it’s necessary to make infants understand about the chroma key and specialize teaching methods along with appropriate education plan.
        4,000원
        649.
        2014.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This thesis is focusing on various image photographing techniques equipped in smartphones and their educational uses. Since most smartphones have large quantity of memory and various kinds of applications, taking videos has become possible. For example, they enable us to take pictures of people and scenery using shooting functions and it is possible to move the view horizontally and vertically by handling camera works. The videos taken by these functions are completed by the works of combining, correcting, condensing and building them. Unlike the past, there have been many changes in the course of teaching and learning process between instructors and students by the impact of smartphones. Among them, smartphones have become an essential element in performing cooperative learning. This research is constructed on the real cases of learners, highschool students although more students couldn’t participate in the performance due to their heavy curricular procedure. They planned to make up stories, could recognize the reality of film-making and learn interaction at the last stage of in completing the film, by using smartphones. Smartphones our contemporary men and women are using anytime, anywhere, have become an indispensible item from talking to making educational contents.
        4,000원
        650.
        2014.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study attempted to examine what changes of creative play characteristics occur when having education experience using multimedia in the field of early childhood education. In order to conduct the study, 15 infants at H day care center and 15 infants at S day care center, both located in Seoul, were selected as the subjects. The program processing was composed of extension activities using multimedia after listening to fairy tales using multimedia. For study instrument, the behavior test for creative play developed by Hwang Yoon Sae (2008) was used. This instrument consisted of total 5 subfactors: intrinsic motivation – imagination; sensitivity – curiosity; durability – immersion; various interests – challenge; and initiative – independence. For statistical analysis, SPSS 17.0 was used, and t-test was used for the statistic process. As a result of the experiment, it was concluded that the education experience using multimedia has positive effect on overall characteristics of creative behavior of infants; in detail, behavior characteristics of infants in the aspects of intrinsic motivation – imagination, sensitivity – curiosity, and durability – immersion were remarkably improved, whereas the characteristics in the aspects of interests – challenge and initiative-independence did not show any particular changes. In other words, the infants who receive a lot of multimedia materials have more creative thinking than those who do not receive a lot of multimedia materials, and this thinking ability is also reflected in play activities.
        4,000원
        651.
        2014.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This paper proposes the design and implementation of a system to provide a web-based ubiquitous 3D virtual reality education environment for secondary students to help experiment freely with safety by computer simulation in physics education. To realize this system, ThreeJS, one of the famous 3D graphics libraries based on javascript, has been used to support WebGL(Web Graphic Library). Hence the system became browser independent to give flexibility for most users. It is designed to make the mouse control change the position of the camera of the 3D graphics, so that the user can observe the virtual motion in various viewpoints. In contrast to the other local PC based education systems, this web-based system is much easier for distribution and management.
        4,000원
        652.
        2014.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        As a macroscopic research for the interface of MMORPG(Massive Multiplayer Online Role Playing Game) in Korea, I have analyzed the introduction background & mutual characteristic of each interface according to the development shifts of MMORPG. The MMORPG of Korea, in the mid-1990s, was started while taking a foreign MUD (Multi User Dungeon) games, which used 'Text Interface' based on the keyboard. When Information and communication infrastructure was expanded in earnest in the late 1990s, Computer games interface was rapidly changed to GUI(Graphic User Interface) based on 2D graphic from text-based UI. So, Games of this period used the 'Point & Click Interface' that uses the mouse only to move character and carry out combat. Since graphic technology was changed to 3D in the middle of 2000's, The interface of MMOGPG for three-dimensional representation was naturally changed to 'keyboard control Interface' which used both mouse and keyboard. Recently, 'Action Control Interface' that was hardly used to MMORPG was appeared due to progress of game programming technology. And 'Diversity of play pattern' & 'Non-targeting' are attributes of 'Action Control Interface', which is differentiated with other interfaces.
        4,000원
        653.
        2014.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this paper is to analyze Digital Diaspora phenomenon in Massive Multiplayer Online Role Playing Game. MMORPG is the online virtual world that users perform diverse nationalities and identities simultaneously. EVE Online (CCP Games, 2003) differs from the other MMORPGs since it has only one server which allows players to form continuous virtual communities in EVE Universe. Using Arjun Appadurai’s global imagination as the methodology, this paper questions about the identities of players as organically linked, transnational, and deterritorial. There are two notions of diaspora: Classic Diaspora and Post Human Diaspora. This paper argues that the Digital Diaspora of MMORPG shows the aspects of Post Human Diaspora. Therefore, MMORPG not only reflects the social realities but also suggests alternative realities. With Diasporic characteristics of the virtual space, players of EVE become transnational citizen who have hybrid identity that can embrace diversities.
        4,300원
        654.
        2014.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        본 논문은 2014년 3월 <한국컴퓨터게임논문지>(제27권, 제1호)에 실린 "디지털 영상매체와 게임 콘텐츠를 활용한 상호문화교육 교수-학습 프로그램 개발의 필요성에 대한 이론적 검토"의 후속 연구이다. 상호문화교육을 위해 디지털 영상매체 중의 하나인 영화를 활용하는 것은 단순히 교수-학습 방법의 다양화에 기여하는데 그치지 않는다. 대학생을 대상으로 하여 문화상대성을 이해시키고 다문화 (또는 상호문화) 감수성을 증진시키는 교육에 상업영화를 적용시키는 것은 독창적이고 통합적인 상호문화교육의 장을 열어줄 수 있을 것이다. 또한 이는 문자텍스트에 주로 의존했던 전통교육의 한계를 극복하는데 도움을 줄 것이다. 현재 한국사회는 이주노동자, 결혼이민자, 북한이탈주민, 유학생 등과 같은 이질적인 문화구성원들의 유입으로 인해 여러 사회적인 도전에 직면하고 있다. 본 논문은 독일과 프랑스의 상업영화를 이용한 대학생용 상호문화교육 교수-학습 프로그램의 개발과 활용이 다문화사회로 진입단계에 한국사회를 보다 조화로운 사회로 구성하는데 도움을 줄 수 있음을 보이고자 한다. 이런 교수-학습 프로그램은 학습자에게 즐거움을 줄 뿐만 아니라, 배우려는 인간의 본능을 동시에 충족시킬 수 있다.
        4,000원
        656.
        2014.05 구독 인증기관 무료, 개인회원 유료
        본 연구는 기존의 게임에 대한 전반적인 부정적 인식에서 벗어나 긍정적인 측면에서 스마트폰 게임을 살펴볼 필요성이 있다고 판단하여 심리적인 측면에서 스마트폰 게임 이용동기와 게임특성이 게임몰입에 미치는 영향을 살펴보았다. 주요 결과를 제시하면, 스마트폰 게임 이용동기는 현실도피, 기분전환, 즐거움, 몰입, 성취 등으로 나타났고, 이 중 현실도피를 제외한 기분전환, 즐거움, 몰입, 성취가 스마트폰 게임몰입에 유의미한 정적 영향을 주는 것으로 나타났다. 따라서 스마트폰 게임 이용자들이 기분전환, 즐거움, 몰입, 성취동기를 추구할수록 게임몰입도 높아지는 것으로 평가할 수 있다. 둘째, 스마트폰 게임특성 중 게임구성, 조작용이성을 제외하고 게임의 생동감은 게임몰입에 유의미한 정적 영향을 미치는 것으로 나타났다. 그러므로 스마트폰 이용자들이 게임을 통해 생동감을 높게 지각할수록 게임몰입이 높아지는 것으로 평가된다. 이상과 같은 결과를 통해 몰입 자체가 건전한 심리작용이고, 스트레스를 해소하거나 여가시간을 즐겁게 보내는데 일정 부분 기여함을 전제로 한다면, 스마트폰 게임 이용이 스트레스를 해소하고 여가시간을 보다 즐겁고 재미있게 보내는데 있어 긍정적으로 작용할 수 있을 것이다. 나아가 일정부분 여가문화 차원으로 활용할 수 있음을 시사한다.
        6,700원
        657.
        2014.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study analyzed the problem of internet game addiction of adolescents, which have recently been considered as serious social problem associated with internet environment, in the developmental perspective and relation with family function by using the "research on the actual condition of children and adolescents online games and family leisure 2009." The object of the study is students and parents from grade 7 to 9 of middle school nationwide. For the data analysis methods, frequency analysis and structural equation analysis were conducted by using SPSS 18.0 and AMOS 16.0. In the result of the study, parents' open type communication had negative effect on game addiction, and parents' problem type communication had positive effect; among the influences of parents' open type and problem type communications on game addictions, it was shown that family function (family cohesion and family adaptation) had negative mediated effect. These findings indicated that when family played its role properly, adolescents were able to escape from the game addiction, and such influence is very powerful. The result offers significant implications in the modern society where communication with parents is insufficient, emphasizing the need to better communication between family members.
        4,000원
        658.
        2014.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        When developing games run in different web browsers, people have connected outer Plug-in with games. With the appearance of HTML5, now it becomes more convenient to develop games using HTML5 and Javascript as Multimedia like audio, video, SVG and 2D/ 3D graphic operation using Canvas are possible. However, it’s not easy to directly convert mobile games from iOS, Android, Window mobile environment to HTML 5. This paper proposes we’d like to suggest the method which could convert games made from XNA, window mobile game developing environment to cross-platform games working in the web browser based on HTML5.
        4,000원
        659.
        2014.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        If Game Rating Board tries to interpret the paragraph 4 of Article 22 of Act on the Promotion of the Game Industry as the meaning that it can revoke it’s rating of a game when the rated game falls under the category of rating rejection owing to Ordinance’s revision after the rating, the interpretation could violate constitutionalism and protection of trust. According to the paragraph 2 and 4 of Article 22 of The Act, The Board may reject a rating application filed by an entity that has requested a rating without legitimate authority or that is using other illegal methods and shall, without delay, revoke its rating when it determines or discovers that a rated game falls under the category of rating rejection. Administrative court ruled that the interpretation of a law regarding revocation of a beneficial administrative disposition should be limited in the original meaning of the law; it is desirable that the Board’s the Interpretation Criteria of Ordinance relating to the revocation of a game rating could be reconsidered in the viewpoint of constitutionalism and protection of trust.
        4,000원
        660.
        2014.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In this paper, we proposed some direction to effective development of gamification. To achieve this purpose, we performed an extensive literature review. Based on game mechanics and game dynamics, we analyzed 145 cases for both domestic sites(15 cases) and international sites(130 cases) by keyword search methods. Results showed that the successful cases(n=32) applied more features of game mechanics and game dynamics in various ways. Through this, we tried to build up categorization of gamification, the major applications of gamification can be converged into five primary areas: public policy, medical welfare, education, environmental protection and corporation. Finally, we discussed about implications of using gamification for future direction.
        4,200원