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        검색결과 2,575

        761.
        2013.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        한국 드라마와 K-pop으로 형성된 한류는 동남아시아와 미주권역을 포함해 세계적인 파급력을 가지게 되었다. 이중 태국은 한류 콘텐츠인 드라마, 영화, K-pop, 게임 등에 대한 관심도가 가장 높은 국가로 나타났다. 한류에 의한 호감도 상승은 한국 제품에 대한 선호도와 구매력을 높이는데 도움이 될것이며, 더 나아가 한국산 농산품 소비에도 영향을 미칠 것으로 예상할 수 있다. 본 연구에서는 태국 소비자들에게 한국산 사과 구매 시 한류가 어느 정도 영향을 미치는지 실증적으로 규명하고자 하였으며, 연구방법으로는 선택형실험을 사용하였다. 사과수출연구 사업단과 (주)케이애플이 2011년 태국 방콕에서 진행한 한국사과 프로모션 행사장인 Central World 와 Childom 지점 두 곳에서 소비자 설문조사를 실시하였다. 분석에 사용가능한 유효 설문지는 186부였으며, 다항로짓모형을 통해 변수들의 파라미터들을 추정하였으며, 추정방법은 최우추정법을 사용하였다. 한류 선호도에 따른 한계효과 추정결과를 살펴보면 한국산일 경우 추정계수가 양(+)으로, 중국산, 미국산, 구입하지 않음의 경우에는 음(−)으로 나타난다. 이중 한국산과 구입하지 않음에 대해서는 1% 유의수준에서 통계적으로 유의하였다. 다시 말해, 태국 소비자들의 한류 선호도가 한 단위 증가할 때한국산 사과의 선택확률은 0.04097 증가할 것이며, 구입하지않음의 선택확률은 0.02486 감소할 것으로 분석된다. 소비자들의 한류 선호도가 상승함에 따라 한국산 사과의 선택확률이높아진다는 것에 주목할 필요가 있으며, 이를 바탕으로 ASEAN국가 중 한국산 사과 수출이 다소 미진한 태국의 수출전략수립에 유용한 기초정보를 제공할 수 있다. 태국의 경우 고온다습한 열대기후 지역에 속해 많은 종류의 과일이 생산되며, 품질도 높고 가격도 저렴한 편이다. 이러한 이유로 일반적인 태국인들의 경우 수입과일인 사과에 대해 잘 모르거나 생과로 먹는 것 이외의 다양한 섭식 방법이 익숙하지 않다. 따라서 한국사과의 지속적인 홍보가 필요하며, 이를 통해 현지 소비자들에게 한국사과에 대한 친근함과 호감을 상승시킬 필요가 있다. 본 연구에서 밝힌 것처럼, 태국 사과소비에 있어 한류효과가 존재한다는 것이 입증되었으므로 한류를 통한 홍보 마케팅도 소비자들의 이목을 끌 수 있는 중요한 수단이 될 수 있을 것이다. 첫째, 태국인들의 특성상 경품행사를 좋아하고 재미를추구하며, 가무와 이벤트를 즐기는 것으로 잘 알려져 있다. 따라서 이러한 국민적 성향과 접목시켜, 한국사과 홍보나 시식행사 때 다양한 한국 문화체험을 연계한 경품행사, 한국사과알리기 K-pop 경연대회 개최 등을 통해 소비자들의 호기심과관심을 자극할 수 있을 것이다. 둘째, 한국 전통문화를 반영하는 스토리를 기반으로 한국사과의 영상 홍보물을 제작하여 현지 소비자들에게 상영하는 방법을 구현함으로서 소비자들의기억에 각인될 수 있는 효과적 감성마케팅 전략도 시도해 볼수 있다. 셋째, K-FOOD와 같이 한국산 수출사과에 대한 통합 브랜드 네이밍 개발을 통해 한류 문화콘텐츠가 가진 경쟁력을 사과 산업의 경제적 가치 창출을 극대화하기 위한 방안으로 연계해 나가야 할 것이다. 마지막으로 태국시장 진입 초기에는 고소득 집단을 수요계층으로 판단하고 한국산 사과의고급화 이미지를 구축해 나간다면, 태국에서 한국사과의 점진적 시장점유율 확대도 기대해 볼 수 있을 것이다. 2013년 농림수산식품부 예산안을 살펴보면, 수출촉진을 위해 ‘글로벌 K-FOOD 프로젝트’ 사업을 추진할 예정이며, Kpop 등 한류를 활용한 수출확대 마케팅 지원을 위해 173억원이 책정되었다. 또한 한국농수산식품유통공사(aT)는 최근 태국 유력 유통기업과 업무협약을 체결하는 등 한국 농산품의적극적 홍보를 통해, 충성도 높은 바이어 및 안정적 수출 유통경로를 확보하기 위한 노력을 계속하고 있다. 이와 같이 정부와 관계기관에서도 농산물 수출확대를 위한 사업을 적극 추진하고 있으므로, 한류를 이용한 다양한 마케팅 전략을 효과적으로 실현한다면 향후 한국 농산물 수출 확대 및 해외시장개척을 위한 새로운 도약의 기회가 될 것으로 판단된다. 또한세계적인 문화코드로 성장하고 있는 한류에 대한 관심을 지속적으로 발전시키기 위해 한류를 이끌고 있는 다양한 문화콘텐츠에 대한 체계적이며, 종합적인 연구가 이루어져야 할 것이다.
        4,000원
        762.
        2013.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Virtual reality means artificial reality which can be realized through five senses. Observation can be possible as virtual reality leads to that human being are at tele-existence. In addition, human beings can have teleconferences and do cooperative work in the virtual reality environment. If we hear 3D sound in the space of virtual reality, we can almost realize such operations. 3D sound is essential to realize virtual reality. A variety of factors need to be considered such as intensity of sound delivered to ears, frequency spectrum, phase of sound and auditorial senses to implement 3D sound. In this paper, the information of the software can be transferred to the hardware, the hardware can be controlled, then 3D sound for teleconferences can be implemented in the virtual space, using Head Related Transfer Function (HRTF). Furthermore, it can also apply to 3D games.
        4,000원
        763.
        2013.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Although the history of the game of Go is more than 2,500 years, the theoretical studies of Go are still insufficient. In recent years a lot of studies using Artificial Intelligent (AI) have been conducted, but they do not provide the prominent theoretical reality. We applied traditional Principal Component Analysis (PCA) algorithm to the Go openings, which are the early stage in Go, to analyze them especially focused on the Go game records of the Korean top 10 professional Go players. We firstly analyzed the number of most significant eigenvectors capturing most of variance. Experimental result shows that among the 361 eigenvectors the eight most significant eigenvectors capture most of the variance (96.2%). We secondly used PCA classifier with Euclidean distance to recognize a pro player's opening to a class obtained from the training openings. Result shows that the best average recognition rate of 22% is so much lower than the recognition rates reported in face recognition research.
        4,000원
        764.
        2013.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The MORPG(Multiplayer Online Role Playing Game) is one of the popular online game genre that its game play is more addictive and it has longer playing time compared with casual-style online game. This property makes it possible for game company to derive stable revenue for a long time other than casual- style online game. So far, developing MORPG has been popular on PC platform and now it has been started on a smart phone platform due to advances of hardware technologies and MORPG gives a new game experience to smartphone users. In order to make a new MORPG on smart phone platform, we have to design various use scenarios that are characterizing users’ behavioral actions in the game. It is time-consuming but we could save the design time if we reference to those of MORPG on PC platform. The paper proposes systematic user play scenarios for MORPGs on PC platform by characterizing 「Dungeon & Fighter」 and 「League of Legends」 which are the most popular MORPGs on PC, these days. We present the whole user scenarios with flowcharts showing the characteristics of all possible users’ actions in the MORPGs. When we make a new MORPG based on a smart phone platform, our results will provide with an effective design guideline for its game design.
        4,800원
        765.
        2013.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The international and domestic revenue keep growing constantly, and nowadays the international casino game industry is getting upgraded utilizing IT technology. In contrast, due to many constraints and limitations, Korean IT society has not paid attention to the casino IT area. Slot machine is one of popular gaming systems in the casino. In this paper, we present our design and implementation of protocol analysis system for SAS 6.0 protocol. Slot machine accounting system (SAS) is an international standards protocol and provides auditing, management, and additional service for slot machines. Our protocol analysis system design experience provide in-depth understanding on slot machine and its accounting requirement than a simple conceptual introduction of protocol. Also, the key difficulties of SAS protocol implementation and performance requirement is examined. Our system successfully works in small portable embedded system and showed its benefits, showing benefits for debugging and reverse-engineer a real work problem with commercial system. The engine of the analysis software will be the base of real SMIB (slot machine interface board) system for commercial use.
        4,000원
        766.
        2013.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Recently, interest in gamification has been increasing. With the advent of the smartphone era, game design techniques are being used for smartphone applications, which have rapidly increased consumption, and their necessity and usefulness has become widely known. This paper introduce some definitions and category of gamification and suggest modified concept of gamification, Also this paper introduce representative examples in various fields. Lastly this paper identify the limitations of gamification through the analysis of various examples. Although we acknowledge the importance and effectiveness of gamification, it is more important to understand the advantages and limitation of it when we apply.
        4,000원
        767.
        2013.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        AR(Augmented Reality) techniques have been one of the most important areas in current mobile applications and games. This paper presents a novel mobile rendering method using environmental light sources. The location and intensity of the environmental light source is computed with Android mobile device, which is used for AR image rendering. The experimental results show that using the surrounding illumination enables us to generate more realistic rendering images with the shadows reflecting the environments.
        4,000원
        768.
        2013.04 KCI 등재 구독 인증기관 무료, 개인회원 유료
        교육은 항상 세간의 관심거리다. 대한민국 국민이라면 모두가 교육에 관한 한 각자 나름대로 일가견을 가지고 있다. 누구나 교육부장관이고 누구나 교육대통령일 만큼 교육은 모든 이의 관심을 불러일으킨다. 그동안 우리 교육에서 사교육과 공교육은 서로 대립각을 세워 왔다. 각자 스스로의 의지로 그렇게 했다기보다는 각각의 본질과는 무관하게 외부 영향에 의해 서로 대비되어졌다. 공교육과 사교육이 상호 보완제로서의 기능보다는 대체제의 관점으로 제로섬 게임에 매몰되어 왔던 것이다. 이러한 ‘교육 정글’ 속에서는 온전한 교육의 본질을 회복하고 추구하는데 한계가 있을 수밖에 없다. 학교폭력이나 집단따돌림, 청소년 자살과 인간성 상실 등 여러 교육 문제의 근원은 사교육에 있는 것이 아니다. 오히려 교육의 본질과 인간 존재에 대한 본원적인 질문을 배제한 채 기능적이고 도구적으로 시행되는 교육행위 자체에서 기인한다고 볼 수 있다. 이제는 사교육을 바라보는 시각을 새롭게 재정립할 필요가 있다. 이를 통해 사교육과 공교육이 각자의 특성을 살리면서 서로 공존(共存), 공생(共生), 공영(共榮)할 수 있도록 배움학적 상상력을 드러내는 것이 미래교육의 비전이며 추진 방향이다.
        5,100원
        769.
        2013.03 KCI 등재 구독 인증기관·개인회원 무료
        게임물 이용환경의 융합 및 글러벌 서비스에 따라 게임물의 자율등급분류제도 도입에 대한 본격적 논의가 예상된다. 자율등급분류는 시장의 필요에 따른 것이지만, 지금까지는 규제 우위의 정책에 따라 그 논의를 쉽게 진행하지 못한 면이 있다. 더욱이 게임은 IT기술의 발전에 따른 규제정책으로 인하여 합리성을 담보하지 못하였다. 본고는 플랫폼 환경의 변화에 따른 게임물 등급분류제도의 개선이라는 접점을 찾고자 하였다. 그 접점은 오픈마켓 자율등급분류제도이며, 최종적으로는 전면적인 자율등급분류제도라고 판단된다. 자율등급분류제도가 가장 합리적인 게임규제이며, 이를 위해서는 사후관리를 통한 등급분류에 대한 가치가 훼손되지 않도록 노력해야 할 것이다. 사후관리는 공적기구에서는 물론 자율등급분류기구에서도 엄격하게 진행될 필요가 있다. 다만, 엄격한 사후관리가 자율등급분류의 취지를 훼손하거나, 등급분류의 자율성을 침해하는 것은 바람직하지 않다고 본다. 이와 같이, 자율등급분류의 제도적 취지가 달성된다면 사업자는 게임물의 창작활성화를 도모하고, 이용자는 게임의 내용정보를 자세하게 확인할 수 있게 된다. 이로써 게임물이 갖는 표현의 자유를 확대를 통해 새로운 문화를 향유하게 될 것으로 기대된다.
        770.
        2013.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        There are several “game testing techniques” to find bugs in game software. But they can not support game developer to correct errors easily and effectively in game development process. And also they are doing process according to game developer’s scenario and intuition at game company in these days. Therefore, to solve the above problem in this paper, this dissertation suggests a efficient testing techniques to judge the suitable generation of the auto-generate game map according to the game user’s playing and verify them TFD (Test Flow Diagram).
        4,000원
        771.
        2013.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In recent years, with the successful growth and rapid overseas expansion of Korean games, 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 also violence. And every year the government is coming out with new regulations that are seriously affecting the whole game industry. Therefore, right now there is a need to introduce regulation to the game developers not as an object of condemnation or an object to be evaded. Regulation should be rethought and also measures should be taken to minimize it side effects. This study examines and tests the most recent regulations that were not suitable for games. And it shows the effectiveness and provides an alternative direction for game development.
        4,200원
        772.
        2013.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Users of smart-phone based social network game are rapidly increasing. However, there are few researches for smart-phone based social network game. In this paper, we analysed factors affecting the user satisfaction for smart-phone based social network games through empirical testing. As a result, convenience and social presence were found to have positive effects on the user satisfaction of social network game. This study provides practical suggestions for developers of social network game to invigorate the smart-phone based social network game market, such as improved additional investment for simple game interface, easy game rule, additional interactive services.
        4,000원
        773.
        2013.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Entry-level digital EEG instrument was launched at 2008 after that the digital EEG instrument was first introduced in the early 1990s. Because of cheaper EEG, many studies have been attempted using it. Among them, Special purpose serious games are getting heightened interest. Special purpose serious game is giving fun and meaningful knowledge simultaneously. This paper proposes acquiring EEG from EEG instrument, noise cancellation/separation of waves through FFT/analysis/concentrations calculation, HTML 5 game implementation/Client server design and sending of game result to user's browsers. Through this we suggests that the method in which performs efficient design and implementation of Network-based serious game using EEG. Future work includes that user can perform piano ensemble using network to draw user's fun and concentration. And experimental will be performed in piano school to prove that the students who have used our system before lesson shows great learning ability than the others.
        4,000원
        774.
        2013.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Because of advent of social network, not only many applications have been introduced but also many relationships have been made newly and rapidly. That one of the biggest factors of being made many relationships is plurality of social network game. Moreover the researches of EEG based game are increasing along with cheaper EEG (electroencephalogram) devices. Through Brain biofeedback training, peoples can gain concentration degrees and postpone Alzheimer's disease which have been became an object of public concern in aging society. In this paper, we proposed SNS-based game using EEG. Using BCI we can understand the degree of user's concentration and it will be used in SNS-based game. Our EEG-based SNS game will be used to postpone Alzheimer's disease and the thanks of nature of SNS, people can be leveraged to using the game to compete to others.
        4,000원
        775.
        2013.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Recently, the online and mobile game markets are enjoying a boom due to the wide use of the smartmedia, while the traditional video games have lost their popularities. While the use of the smartmedia based game increased, the game development companies participated directly in the circulation through the app market or the social platform. And, the competition of the related companies is expanded to the IT industry and SNS provider. As the success of the casual game led the development of online game industry, the social network game leads the development of mobile game industry along with the appearance of the smartmedia. In this paper, we analyze the key to success of the casual game represented by the Maple Story and Kart Rider and the social network game represented by the Anipang and Dragon Flight. From that, we drew the key to success that must have the succeeded game from the immersion view and we can provide some valuable strategies to the game company to succeed with the social network game.
        4,000원
        776.
        2013.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this study is to analyze the history of the game industry, which began in the early 1970s in Korea. In order to achieve these objectives, the data on the history of the Korean game were collected both at home and abroad. as well as step-by-step analysis was performed through historical research and interviews to several experts on the history of Korea's game industry. The results of research based on historical events, Korea's game industry was divided into 9 steps including the dawn of the gaming industry(190-1984) and the historical significance of each step are derived.
        4,000원
        777.
        2013.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study investigates if the user's motivation for different game platform affects their tendency for game addiction. Game platforms profoundly relate to characteristics of game contents and the way games are played. While much game market expansion is driven by technological advancement of game platforms such as video and audio, the effect game platforms have on the way game is played is largely overlooked. A survey was conducted to compare PCs, consols, smart phones and smart pads as major game platforms and how users have different motivations for playing those platforms which is expected to associate with the degree of their game addiction. Six motivations were extracted - mobility, contents characteristics, media characteristics, sociality, game interface, and economic profitability. Across the four game platforms, all motivations except for economic profitability were proven to be meaningful predictors of game addiction.
        4,000원
        778.
        2013.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Micro-transaction based payment model has been a key revenue model in social network game on mobile platform. The paper characterizes micro-transaction based payment models focusing on paid virtual game item, based on studies about micro-transaction based payment model on PC based social network games. The research will be contributed to building a systematized micro-transaction based payment model using paid virtual item for mobile social network game.
        4,300원
        779.
        2013.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This paper is designed to investigate that the sound environment enlarged tactile sense through the game media impacts positively on the human body, cognition, and emotions, focused on two cases: elementary students' music appreciation lessons and elderly patients' music therapy. Learners using smart-device-based rhythm action games showed a rise of learning flow, learning satisfaction and learning assessment, and also music game had a positive effect on the treatment of the depression and self-esteem for elderly patients in nursing hospital. These results are because smart devices based music game provides the users environments which artificially extend human senses, give tactile and visual stimuli as well as auditory, and encourage behavior of touching interface in rhythm. In conclusion, we examine that game creates sensus communis immersive environment which effectively contributes to learning of students and psychological treatment of elderly people.
        4,000원
        780.
        2013.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Today, social game is being one of the biggest growths on mobile and PC platform. This paper propose systematic user play scenarios for social games by characterizing 「FarmVille2」and 「AniPang」which are the most popular social games on PC and mobile, these days. We present the whole user scenarios with flowcharts showing the characteristics of all possible users’ actions in social game. When a game developer makes the game logic for a new social game, our results will provide with a design guideline for the game.
        4,500원