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        검색결과 2,619

        741.
        2013.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This paper proposes an educational smartphone applicaiton which usages augmented reality and GPS on a smartphone to lead a learner's experience, and which provides games on cultural properties to keep the learner's interests. The proposed educational app is based on Keller's ARCS model system. To acquire knowledge through experience by using a GPS on a smartphone, the learner solves problems on cultural properties located in which the learner stays and thus the learner can keep her/his interest and increase her attention. Also, using augmented reality gives encouragement and rewards to the learner, increases her confidence and satisfaction, and helps her/him continue learning.
        4,000원
        742.
        2013.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        목적: 본 연구는 한국과 캐나다 청소년기 근시안의 생활패턴을 비교, 분석하였다. 방법: 경기도 중·고등학교에 재학 중인 근시안 332명과 캐나다 Ontario 주 Toronto 시 중·고등학교 재학 중인 근시안 288명을 대상으로 굴절검사를 실시하였다. 굴절검사는 한국의 굴절검사 항목을 기준으로 하여 캐나다 굴절검사 항목 가운데 한국과 동일한 항목을 검사 결과로 선택하였다. 생활패턴에 관한 설문항목은 기존 선행연구에서 활용한 항목에 필요한 항목을 추가하였으며, 설문조사는 안경원을 방문한 학생들에게 직접 실시하였다. 결과: 평균 근시도는 한국 학생이 약 2.79D, 캐나다 학생이 약 2.89D로 캐나다 학생이 근시도가 약간 높았으나 통계학적으로는 유의한 차이가 없었다(p>0.05). 근거리 작업과 관련요인인 수업시간, 학원수업, 숙제시간, 게임시간은 캐나다 학생이 한국 학생보다 더 길었고, 게임시간(p=0.009)과 숙제시간(p=0.001)은 한국과 캐나다 간에 유의한 차이가 있었다. 독서거리와 컴퓨터 주시거리는 캐나다 학생이 한국 학생보다 짧으나 통계학적으로 유의한 차이는 없었다(p>0.05). TV 시청시간은 한국 학생이 더 길었고, TV 시청거리는 한국 학생이 더 짧았으며, TV 시청시간과 시청거리는 한국과 캐나다 간의 유의한 차이가 있었다(p0.05), 한국 학생은 학원수업 시간과 수업시간이 근시도와 통계학적으로 유의한 차이가 있었다(p
        4,300원
        743.
        2013.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Multi-view system is one of the auto-stereoscopic displays that allows users to watch 3D images without wearing special glasses. Generating contents for the multi-view display system is often accomplished using Depth-image-based rendering (DIBR) intermediate view generation. DIBR-based intermediate view generation method reconstructs a 3D scene with a color image and depth map information. Then, a virtual camera is put in various view positions to capture intermediate view images. In this research, we tried to improve the quality of the DIBR-based intermediate views by applying non-uniform quantization method for depth map information. This paper describes the intermediate view generation process using DIBR. Then, it discusses the evaluation of multi-view intermediate images generated using uniform and non-uniform depth quantization methods. Finally, the paper describes the future direction and how the muti-view systems can be utilized in computer games.
        4,000원
        744.
        2013.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        We present a Microsoft Kinect-based hand recognition algorithm for an interactive image clipping system, which is widely used for environments such as public facilities and security environments where personal capturing devices including mobile phones are not allowed. User-friendly interface and accurate image capturing function are required for an image clipping system. We build the system by combining Microsoft Kinect, HD webcam and projector. The Kinect and webcam are used to capture the motions of users' hand and project is to display the user-selected area from the capturing material. Hand recognition is composed of three steps: (i) the region occupied by users' hand is extracted from an image, (ii) the fingertips of the extracted hand region are analyzed using k-curvature algorithm, and (iii) the height of the fingertip is estimated using the depth image from Kinect. The height of the fingertip informs whether users' finger touched the surface of the target. The region captured by the fingertip is clipped from the image and stored as the target image. The excellence of our hand recognition algorithm is proved through a user test.
        4,000원
        745.
        2013.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of cooperation is to obtain mutual benefit. The basic process on cooperation is exchanging something that an individual cannot product. It means that cooperation can be decomposed into two processes: give and take. So, social network combined with give and take process becomes a complex system that represents cooperation. However, there was no method to measure cooperation numerically based on the complex system model before. Online messenger is an appropriate tool because it works on social network. With the number of messages sent or received on messenger, cooperative score is measurable in real time. To do it, the following three elements should be considered. First, cooperation means that both give and take need to be equally distributed among people in an organization. This measurement is available from entropy in information theory. However, without the amount of activity in give and take process, the equal distribution is not enough to present cooperative score. Last, the biased activity with a large amount of activity must be inhibited. Without the third element, only competition is led for selfish benefit. The example in the paper shows that cooperative score equation is proper to be applied if there are countable information in give and take process. With this cooperative scoring system, organizations could easily detect cooperativeness among teams and employee in real time.
        4,000원
        746.
        2013.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Computer graphics technique with which two dimensional black and white characters used to be displayed on a monitor in the early period, has now been developed to display three dimensional color images on a mobile terminal. In particular, owing to technique growth in graphics, non-photo realistic rendering technique has grown to express non-photo realistic images as well as realistic rendering. Non-photo realistic rendering technique grows to be motion graphic technique. With the growth of motion graphic technique, it can be possible to produce various expressions and effects. This study proposes a way of turning three dimensional images into two dimensional cartoon look. Two dimensional cartoon look, a type of pictorial expression appeals to emotions, and is in great demand at advertisement, mobile and cartoon. Thus, this study not only changes three dimensional images into two dimensional cartoon look, but also numerous images can be expressible in one page by applying PIP (Picture In Picture) technique, and expressions of cartoons are to be reproduced in turning pages automatically by applying ‘page turn’ technique. Accordingly, it is believed that this content production technique can be applicable in various fields including game, advertisement, cartoons, etc.
        4,000원
        747.
        2013.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This paper presents a new polyomino tiling algorithm for three-dimensional surface geometric model. We first apply surface subdivision to the input polygonal mesh or subdivision surface mesh. Then we construct a random Hamiltonian path to connect all subdivided input mesh. This path is used to build initial polyomino tiling on the original input mesh. Finally we apply random polyomino exchanging to the polyomino tiling to get more uniform occurrence of each polyomino types. Our method is applicable to construct three-dimensional puzzle and we show the results of proposed algorithm on three-dimensional mesh data.
        4,000원
        748.
        2013.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Data mining and game sounds classification prerequisite to find a compact but effective set of features in the overall problem-solving process. As a preprocessing step of data mining, feature selection has tuned to be very efficient in reducing its dimensionality and removing irrelevant data at hand. In this paper we cast a feature selection problem on rough set theory and a conditional entropy in information theory and present an empirical study on feature analysis for classical instrument classification. An new definition of a significance of each feature using rough set theory based on rough entropy is proposed. Our results suggest that further feature analysis research is necessary in order to optimize feature selection and achieve better results for the musical instrument sound classification problem through Weka’s classifiers. The results show that the performance of the best 17 selected features among 37 features has 3.601 compared to 2.332 in standard deviation and 94.667 compared to 96.935 in average with four classifiers.
        4,000원
        749.
        2013.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this paper is to analyze the singularity of visual encyclopedia applications which utilize digital images with gameness and storytelling as the center. Due to the popularization of smart devices, visual encyclopedia applications are actively used in education. In the case of the visual encyclopedia applications, while they inherit some features of paperback visual encyclopedia, they make use of interactive features of the smart media. After analyzing information reconstruct method of the visual encyclopedia applications which distinguish between applications and paperback, this paper extracts the characteristics of interactive storytelling. In this process, the analysis of this paper focuses on themes and play elements that have been extended by visual encyclopedia applications through the digital virtual theory which is Vilem Flusser suggested. Therefore, visual encyclopedia applications provide new educational experiences by providing the method of reproduction and configuration of information through the interactive participation of infant, which was limited to intertextual participation in existing paperback visual encyclopedias.
        4,000원
        750.
        2013.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        On July 30, 2012, Kakao Talk of Kakao Co., Ltd has pioneered a mobile platform SNG market for the first time in the country along with the launch of ‘Kakao Game Center’. While Kakao Talk has released a puzzle game called ‘Anipang’ at the time of launching the Kakao Game Center, it has recorded a DAU value exceeding 8 million at the most by dominating the domestic mobile game market for smart phones right after being released. However, a sudden decrease of DAU was shown starting September 4th which is not even two month after being released and the defection of DAU continues to occur. This is a condition which is different from the Facebook SNG which is a computer platform based SNG where the DAU is steadily maintained until now. This study attempts to analyze the cause of such conditions through the comparison between Facebook SNG and Kakao Talk SNG representing each of computer platform based SNG and mobile platform based SNG to present an important reference point for the game creators who are preparing for the participation of mobile platform based SNG industry in the future through this analysis.
        4,500원
        751.
        2013.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        One of the oldest board games in the world is the game of Go which is originated at least more than 2,500 years ago. In spite of its long history, the theoretical studies concerning to Go openings are still insufficient. We firstly used related-samples t-test using SPSS to the three countries' Go mean openings to find out their similarities and differences. Experimental result shows that there are no significant differences (p=.959) between Korean and Chinese mean openings, but meanwhile, there are just some slight similarities (p=.061) between Korean and Japanese mean openings. We secondly applied PCA and LDA classifiers with Euclidean distance to correctly classify a pro player's opening into his/her class obtained from the training openings. Result shows that the recognition rate (42.1%) of dependent LDA classifier is much better than that (27.9%) of PCA classifier; and also that dependent LDA classifier outperforms independent LDA classifier with the recognition rate of 35.0% .
        4,000원
        752.
        2013.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Education and Game are the main keyword for the future society. Many countries are taking notice of these to improve the competitive power of their countries. Educational Game is not Education for Game but Game for Education. By the way, there are many definitions for the Educational Game and many discourse about the relations between Education and Game. It is necessary and meaningful to discourse about setting of relations between Education and Game in this point of the time. Generally, some former studies are focused on functions of Education using Game but this study tried to back to the basic with discoursing about the definition of Education and Game itself. Finally, this study drove the definition of Pedagogical from discourses among Education, Game and Educational Game. Educational Games are going to be developed plenty but we get some problems for adjusting the balance between the goal for the Game and the goal for the Education or blending game elements for the fun with cognitive knowledges which are learned during game play. Pedagogical Game can give some suggestions to solve these kind of problems or to make you back to the basic discourse between Education and Game.
        4,000원
        753.
        2013.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        국가표준식품성분표의 국가 영양 모니터링, 국가식품정 책 및 규제에 중요한 역할을 하며, 사용자는 정부기관, 소비 자 단체, 식품 산업기관, 레스토랑, 무역단체, 소프트웨어 응 용 프로그램 관리자, 병원, 학계 등 다양하게 사용되어진다. 이러한 데이터베이스의 제공은 1970년부터 이루어졌으며, 국 제기구(FAO/INFOODS, International Network of Food Data Systems)로부터 극동아시아지역 식품영양성분 데이터시스템 (NEASIAFOODS, Northeast Asia Food Data Systems)의 대한민 국 대표기관으로 지정 받아 농촌진흥청에서 이루어지고 있 다. 1970년부터 5년 주기로 발간되어 2011년 제8개정판까지 출판된 국가표준식품성분표를 비롯하여 생리활성물질 규명 을 위한 기능성성분표와 소비자 맞춤형 식품성분표를 발간 하고 있다. 국가표준식품성분표는 누구나 이용할 수 있도록 농식품종 합정보시스템을 통해 공개되어 왔으며, 단순 정보의 검색 및 활용을 넘어서 이용자에 의해 특별한 목적으로 활용되고자 할 경우, “기술이전”이라는 절차를 통해 정보 제공되어 왔다. 정식으로 기술이전 절차를 통해 데이터가 활용된 것은 2006 년이 처음으로 영양교육자료 제작을 목적으로 실시되었으며, 이후 현재까지 73건이 실시되었다. 이를 바탕으로 체중감량 및 비만예방 등 영양관리 콘텐츠 개발을 위한 게임 또는 스마 트용 소프트웨어 개발 분야에도 활용되어지며, 국내 농식품 의 국내․외 유통 품질인증 자료로써 기능을 부여하여 농식 품 수출지원 및 상품화 지원이 가능하다. 농촌진흥청은 국가기관으로서 식품성분데이터의 효율적 인 관리를 통해 전문성 및 대내외 위상 제고와 함께 수요자 및 현장중심의 실시간 업무 지원시스템 구축으로 양질의 식 품성분 데이터베이스를 생산하고 서비스화하고자 한다. 또한 고객 맞춤형 영양정보 제공 및 다양한 식품성분표 활용 콘텐 츠 개발로 수요자 요구를 충족시킬 수 있도록 해야 할 것이다. 위의 내용으로 볼 때 국가식품성분표는 국가 및 개인, 업 체, 학계 등에서 중요하게 사용되어진다. 따라서 앞으로 여러 다양한 분야와 적극적인 협동을 통해 정확하고 우리나라 실 정에 맞는 국가식품성분표를 만들기 위해 더욱 노력해야 할 것이다.
        4,000원
        754.
        2013.12 구독 인증기관 무료, 개인회원 유료
        5,200원
        755.
        2013.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The article 18 of game review regulation has some problems related to mandate of upper law; it violates the limit of mandate of upper law and judicial power. The article 2 of Game industry promotion law defines the concept of ‘gambling behavior’. But the article 18 of game review regulation includes behaviors which are not included in the article 2 to regulate them. Court should have the power to interpret which is ‘gambling behavior’ or not; according to the article 18 of game review regulation, the game rating board has the power to interpret which is ‘gambling behavior’ or not. According to the revision of Game industry promotion law, rating rejection to the violation of Game industry promotion law is possible. Minor violation of law as to business regulation should not be considered as the reason of rating rejection. Therefore, The revision of game law has probability of violating Constitution principle such as proportion rule.
        4,000원
        756.
        2013.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        LIVE/DEAD® BacLight™ and alamarBlue® are fluorescent materials used for the enumeration of live and dead bacteria. LIVE/DEAD® BacLight™ is generally used for confocal microscopy applications to differentiate live from dead bacteria in a biofilm or planktonic state. AlamarBlue® has also been used widely to assay live and dead bacteria in a planktonic state. Whilst these materials are successfully utilized in experiments to discriminate live from dead bacteria for several species of bacteria, the application of these techniques to oral bacteria is limited to the use of LIVE/ DEAD® BacLight™ in biofilm studies. In our present study, we assessed whether these two methods could enumerate live and dead oral bacterial species in a planktonic state. We tested the reagents on Streptococcus mutans, Streptococcus sobrinus, Porphyromonas gingivalis, Aggregatibacter actinomycetemcomitans and Enterococcus faecalis and found that only LIVE/DEAD® BacLight™ could differentiate live from dead cells for all five of these oral strains. AlamarBlue® was not effective in this regard for P. gingivalis or A. actinomycetemcomitans. In addition, the differentiation of live and dead bacterial cells by alamarBlue® could not be performed for concentrations lower than 2 × 106 cells/ml. Our data thus indicate that LIVE/DEAD® BacLight™ is a more effective reagent for this analysis.
        4,000원
        757.
        2013.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study challenges constitutional problems of the identification regulation on online web-board Games, which is about to be reviewed by Ministry of Government Legislation. The regulation comprises imposition of duty for online web-board game publisher to identify every game user whenever the game user plays or accesses the online web-board game. The regulation is deemed to be unconstitutional because 1) it is not an effective mean to prevent online web-board game from being misused as gambling 2) it violates free speech right, right on personal information as well as privacy. As the Constitutional Court of Korea has already decided that internet real-name system, which imposed identification duty online bulletin board, is unconstitutional, any regulator or legislator should not use identification regulation without eliminating its unconstitutionality.
        4,000원
        758.
        2013.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Interpretation of the laws governing speculation in Korea has been discussed primarily based on the judiciary judgment over the concept of speculation where the courts and statutes have been consistent in applying the existence of “cash convertibility” as the criterion in determining the speculative nature of an activity. This has applied to the Korean gaming regulations in such a way that a game is to be prohibited if it meets this speculative condition but allowed otherwise. But amendments of the Game Industry Promotion Act’s enforcement ordinance in 2013 to prohibit “auto-play” etc., has brought out a new political problem in the government’s regulation against speculation in online poker games, as the new amendment was devised to prevent excess-use by the users of online poker games that do not meet the definition of speculation such as gambling, under the existing provisions. This study examines and tests the banning of “auto-play” that would not be suitable for Online games. And it shows the ineffectiveness and lots of side effects that game industries confront on many aspects.
        4,500원
        759.
        2013.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The matching system of online games is important factor that determines enjoy the game with others and defines the features of the online game itself. In this regard, Regulation to force the random matching of Web-based board game that has recently been made in Korea, have some problems in terms of both the development and use. First of all, regulation directly to the matching method, shall preclude the development of a creative matching system in social game environment . In addition, the antipathy of fun and discomfort of the game use is a concern in the position of the user. Games for direct regulation affecting the development and use as much considering it prudent approach is required.
        4,000원
        760.
        2013.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In general, a wagering is deemed a form of gambling when it has the element of betting on properties. Also, any game that leads to financial loss or gain based on its outcome is also interpreted as a form of gambling. However, what if there is no loss or gain of profit in property? In Korea, this kind of non gambling game is widely called Web Board Game. In recent years, Korea’s game industry has become the new engine for economic growth and positioned itself as the symbol of a successful cultural content. However, despite all this, the popular media has accused game as the cause of gambling. And every year the government is coming out with new regulations that woule be seriously affecting the whole game industry and game developer's life. The most recent regulations are coming from Amendments of Game Industry Promotion Act's Implementing Ordinance in the year of 2013. This study examines and tests the Problem of "webboard-game's daily limit regulation" which is known as the most difficult for developers to materialize from these 2013 years amendments of regulations. And it shows the effectiveness and provides an alternative direction for game development.
        4,000원