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        검색결과 2,575

        781.
        2013.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this study is to derive factors affecting online game developers’ knowledge adoption in third-party online game user communities(OGUCs) and suggest a research model for the future empirical study. To accomplish this goal, we conduct an exploratory case study grounded on one of famous OGUCs operated by the third party company. Based on the heuristic systematic model(HSM) and interviews with three experienced online game developers, we identified three poster-related heuristic factors(reputation, experience, and participation level), three posting-related heuristic factors(the number of views, the number of comments, and the number of recommendations), and three posting-related systematic factors(knowledge quality, degree of disconfirmation, and degree of referencing) that influence developers’ knowledge adoption. We further developed measures for these influencing factors and suggested a research model with five propositions for the future empirical study. We conclude with discussing theoretical and practical implications, along with future research of the study.
        4,000원
        782.
        2013.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this study is revealing how ‘GAME ADDCTION’ becomes a discourse. With this study we can find that ‘GAME ADDICTION’ is tool for restricting ‘ABNORMAL’. In conclusion , ‘GAME ADDICTION’ was born in Korea at 1990, and become a discourse with ‘STARCRAFT sensation’ and ‘PCbang’. Social organizations used game addiction discourse from 1999 to 2004. And psychiatry started ruling game addiction discourse from 2005. Now psychiatry is using game addiction to expand their power into home. These processes resembles Foucault,M.’s “LES ANORMAUX”. And many things prove that psychiatry acts just like what that did at Foucault’s 19c. We have to aware what is going on in Korea about game addiction and need to study on psychiatry’s actions.
        4,000원
        783.
        2013.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this study was to express a system with real-time modeling and rending of skies and clouds for an emotional online game. Especially, it was suggested that the method was processed with modeling data by the real time through evaluation of the character’s emotions. The colors of skies and clouds were happened to emotion-based automatic generation, which was intended to a way of game players. Generating the clouds was used with the random course system and the density of clouds was made with indexing values of generating time. From the applying light in-scattering effects to the volume photon mapping technique, it was preset using the index value, which was generated with the efficient processing performance. Consequently, it was improved the performance about storing and searching, the fastest rendering processing efficiency, and generating on pictures of high quality in very fast time by using the KD-tree.
        4,000원
        784.
        2013.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Digital game players experience to be a hero through the game play. Players make the virtual persona using a 2D or 3D graphic image, the avatar and they play heroic actions. Whatever their type, heroes are selfless people who perform extraordinary acts. Through the heroic play gives healing themselves and they conquer the social pressures surrounding the issue in reality. Actually it is derived from myth, literature, and film. But the heroic play in digital game evolves anti-heroic and non-heroic play. This is a phenomena that has only been observed with game players. So this study is exemplifying these aspects with a specific example and interpreting special kind of game play. This new evolution model of game play holds a strong meaning for game culture.
        4,000원
        785.
        2013.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        We generated a high resolution 3D object using a commercial DSLR camera and the low depth information of Kinect. High resolution depth map was obtained through camera calibration between the DSLR and Kinect sensor. 3D mesh model was created by the high resolution depth information and mapped with RGB color value. The experimental result showed that it is possible to create high resolution 3D object from the depth camera. This paper is expected to be applied to reality game graphic.
        4,000원
        786.
        2013.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This paper proposes a dynamical model for the gamification@learning and presents its simulation. Based on the theories of Game Design Features (GDF - cool features, fancy graphics, challenging puzzles, and an intriguing setting and story), Key Characteristics of a Learning Game (KCLG - Challenge, Curiosity, Fantasy and Control), a theory of educational environment design model (ARCS - attention, relevance, confidence and satisfaction), and the theoretical background of Gamification labeled as the MDA (Mechanics, dynamics, and aesthetics) framework, four primary factors such as curiosity, challenge, fantasy and control have been originated. By using these four primary factors, the dynamical model for Gamification was developed. In this paper an example for the model is considered and simulated. The example and simulation make the values and characteristics of the four primary factors meaningful. I posit that this dynamical model for the gamification can strengthen the ‘theoretical foundation’ of gamification as well as spread the idea of ‘the pure and right function of game’.
        3,000원
        787.
        2013.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        A scalable large high-resolution tiled display supports a number of users from any point and distance to view and use contents on the display. However, user interaction with the tiled display is not well supported by traditional mouse and keyboard due to the screen size and resolution. While many user interaction techniques for tiled displays have been investigated, no single user interface standard is existed yet. In this paper, we describe a design and implementation of the multiple input device user interaction system for a scalable distributed tiled display system. This interaction system presents the generalization and interaction mechanism of input information to handle various input devices to enable users to simultaneously interact with tiled display applications. This system aims at supporting more complex user interactions via several different types of input devices.
        4,000원
        788.
        2013.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In recent years, research has been tried in various ways to incorporate sensitivity (emotion, feeling) in music content service. At home and abroad in a number of commercial music services, concept of user sensitivity has been incorporated in order to make their users feel more friendly and comfortable. However, the number of emotion words applied to those services was too small to express the varied and complex emotions user wants. In addition, the number of emotional contents was not sufficient. In this paper, we proposed the music sensitivity model and evaluation method, as a key component of customized service which provides personalized content search and social recommendation features. The proposed model provides a number of emotional words, built based on a musical vocabulary freely expressed on the Web, and intuitive classification of emotional words including mood (human feeling), emotion (content feeling), situation, and property categories. The proposed evaluation method provides an intuitive user interface for users to easily express their sensitivity, what they feels after listening music contents. The experiment was performed on 20 subjects, tested for lexical classification and sensitivity evaluation tasks, and the results showed the proposed method are meaningfully close to user intuition.
        4,000원
        789.
        2013.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        We have surveyed users’ practical requirements for the acceptance of smartphones. We also have analyzed users’ reviews from Galaxy S3 and iPhone 4/4S communities based on Technical Acceptance Model, a theoretical approach on the acceptance of media. From the view of perceived usefulness, the most frequent review category is about appearance of device followed by application and user interface in order, both from Galaxy and iPhone communities. Perceived ease of use puts appearance the first, UI the second and application the last for Galaxy. IPhones have UI, appearance and application in order.Both communities show strong positive responses about attitude toward using and behavioral intention to use. Cross analysis presents differences in the category of perceived usefulness and perceived ease of use but no difference in the category of attitude toward using and behavioral intention to use. We have collected and analyzed users’ interests by practical keywords. The study results can be used in the field of smartphones game, design and so on.
        4,000원
        790.
        2013.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study is for analysis in words and pictures of students who are educated about music appreciation with smart devices. 109 male and female students at G-elementary school in Gyeonggi-do has been tested. There are two classes. One is Game Class these students has played music game, and the other is Listening Class these students has just listened the music. The words and pictures of two class students after their own class are compared. The students of Game Class has expressed creatively. In case of the pictures about “Symphonie No. 9 ‘Z nového svĕta’ Op. 95”, most students of Listening Class draw only sharks because of the music used at CF of the shark model ice-cream, but most students of Game Class draw a lot of types: battles, musical instruments, landscapes, etc… As a result, creative expression is expected to the students who are educated with smart devices in regular school classes.
        4,000원
        791.
        2013.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The camera embedded wall climbing robot in this paper combines the suction and aerodynamic attraction to achieve good balance between strong adhesion force and high mobility and adopts embedded image processing technique to detect targets on the warehouse inspection. Experimental results showed that the robot can move upward on the wall at the speed of 2.9m/min and carry 5kg payload in addition to 2.5kg self-weight, which record the highest payload capacity among climbing robots of similar size. With two 11.1V lithium-polymer battery, the robot can operate continuously for half hours. A wireless camera system, zigbee protocol module and several sensors was adopted for detecting target objects and dangerous situation on the warehouse wall and for sending alarm signals to remote sensor node or manager.
        4,000원
        792.
        2013.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Recently, since the development of internet and online space, people experience new communication space and games different from traditional ones. People share their experiment of games and item in the online space with internet. This paper proposes the design of the MMORPG item’s pricing decision system. First, the on-going “chatting” in the game chatting system is collected by chatting API. This collected chatting is the information including terms of game item. Then, extracted terms of game item are classified on the basis of collective intelligence model and generate a table of weight. At last, this system can recommend suitable MMORPG item to users with the obtained weight table storing as ontology.
        4,000원
        793.
        2013.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The robot in this paper combines the suction and aerodynamic attraction to achieve good balance between strong adhesion force and high mobility. Experimental results showed that the robot can move upward on the wall at the speed of 2.9m/min and carry 5kg payload in addition to 2.5kg self-weight, which record the highest payload capacity among climbing robots of similar size. With two 11.1V lithium-polymer battery, the robot can operate continuously for half hours. A wireless camera system, zigbee protocol module and several sensors was adopted for detecting dangerous situation on the wall and for sending alarm signals to remote sensor node or controller based on the color normalization and image segmentation technique.
        4,000원
        794.
        2013.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In the current Internet environment, a lot of multimedia information is used; such as text, sound, image, and video. Among those information video is the most valuable and meaningful data. Therefore, the key frames of a video are very important role to recognize the whole sequence contents. In this paper, we propose a new key frame extraction scheme using chi-square and color histogram. The proposed key frame extraction scheme showed the better results compared to the previous studies. The proposed scheme results will be applied to the many computer game programs for the fast scene detection and the recognition of the game contents.
        4,000원
        795.
        2013.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        By collaboration in a distributed environment, the recent corporate activity is becoming geographically dispersed product development takes place is increasing. For distributed collaboration systems from such a fast and high-quality product development, product information and development process of integration and efficient management is required. Paper to pursue the design and development of cloud-based project management system project management efficiency through the game, and ICT companies. Maximize the efficiency of the efficiency of the project participants in order to develop the required menu
        4,000원
        796.
        2013.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In this paper, discontinuities and change due to the weather being the problem existing small vessels in the message transfer using satellite data dropouts and distortion phenomenon, and restore optimal data compression and communications technologies, safe reconnection, MD5 passwords, and applied technologydesign efficient marine cloud messaging system to develop. Environmentally conscious ship worker industrial vessels that are optimized for touch-panel based embedded industrial cloud server and client systems developed by H / W and S / W development proposes. It aims to be the IT solutions ship domestic sector cooperation with the development of technology through case.
        4,000원
        797.
        2013.03 구독 인증기관 무료, 개인회원 유료
        다중 이용자 온라인 롤플레잉 게임에서 일부 이용자들은 짧은 시간 안에 경험치 누적을 통한 레벨업을 통해 최고의 스킬과 아이템을 획득하기 위하여 자동사냥 프로그램을 활용한다. 자동사냥 프로그램은 게임물 관련사업자에게 경제적 손실을 주게 되므로 게임 개발업자는 게임 사용 약정에 이와같은 자동사냥 프로그램 금지 약정을 규정하고 있고 이러한 약정을 위반하여 자동사냥 프로그램을 사용하여 게임을 플레이하는 것이 저작권을 침해하는지 여부가 문제가 된다. 이와 관련하여 최근에 연방항소법원은 MDY 판결에서 사용약정에 위반하여 자동사냥 프로그램을 사용하는 것은 저작권 침해가 되지 않는다고 판시하였고 우리나라 해석론상으로도 자동사냥 프로그램은 저작권과 관련되어 있지 않으므로 그와 같은 약정위반이 저작권 침해를 구성한다고 볼 수 없다. 하지만 자동사냥 프로그램을 사용함으로써 게임의 진행이 제작자의 의도와 다르게 전개되고 RAM에서 게임프로그램상 변개가 일어나게 되므로 이는 저작인접권인 동일 성유지권을 침해한다고 해석된다. 자동사냥 프로그램 제공업체도 개발업자에 대하여 방조책임, 제3자에 의한 계약침해 책임 등의 불법행위법상 손해배상책임을 부담하고, 게임산업진흥에 관한 법률위반 및 영업방해 등의 형사책임도 부담한다.
        4,200원
        798.
        2012.12 구독 인증기관 무료, 개인회원 유료
        ◉ 목적 : 본 연구는 가상현실 프로그램이 운동성 저하아동의 운동성, 주의집중력에 미치는 효과를 알아보기 위한 것이다. ◉ 연구방법 : BOTMP II(Bruininks-Oserstsky Test of Motor Proficiency II)와 활동성평정척도(Werry-Weiss-Perter’s Activity Rating Scale ;WWPARS ;이하 WWP) 검사를 통하여 운동성의 결함, 주의집중력 결함을 가진 2명의 아동을 대상으로 부모의 동의를 얻어 5주 동안 A아동 6회, B아동 8회에 걸친 가상현실 프로그램을 실시하였다. 아동마다 연구자 2명씩 개입하여 약 50분씩(Wii-fit, Wii-sports resort) 실시하였고, 초기 평가 후 각 6, 8회에 걸친 연구를 진행하여, 마지막 차에 최종평가를 실시하였다. 최종평가는 BOTMP II, 활동성평정척도(WWP)를 사용하였다. ◉ 결과 : 각 아동마다 BOTMP II, 활동성평정척도(WWP) 평가결과 A 아동은 BOTMP II, 활성평정척도(WWP) 모두 긍정적 효과가 있었다. A아동은 BOTMP II 결과 총점 63점에서 71점으로 증가하여 운동성이 향상되었고, 활동성평정척도(WWP) 검사결과 총점 11점에서 6점으로 감소하여 집중력이 향상되었다. B아동은 BOTMP II 결과 총점 52점에서 55점으로 증가하여 운동성이 향상되었고, 활성평정척도(WWP) 검사결과 총점 16점에서 19점으로 점수가 증가하여 집중력이 향상되지 못했다. ◉ 결론 : 가상현실 프로그램이 운동성과 주의집중력에 문제를 가진 아동에게 적용되었을 때 운동성을 향상시키고, 주의집중력에도 영향을 미치는 것으로 나타났다. 이러한 결과를 기초로 대상자들의 수를 늘리고 장기간에 걸쳐 아동의 변화를 확인할 수 있는 가상현실 프로그램 연구가 지속적으로 필요하다고 사료된다.
        4,500원
        799.
        2012.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        게임콘텐츠는 다양한 개발·제작자·퍼블리셔·유통·소비 및 이용에 이르는 가치사슬을 가지고 있는 분야이다. 이러한 가치사슬 안에는 게임콘텐츠 생태계를 구성하는 다양한 개체의 구성 요소들이 포함되어 있고 이들 간의 조화로운 상생 관계의 모색이 중요한 이슈가 되고 있다. 본 연구에서는 생태계와 인문사회과학의 분야에서 연구되어 온 생태계 모델을 통해 게임콘텐츠 생태계를 구성하고 있는 개체 요소와 각 개체들 간의 상호 작용 및 전체 게임 콘텐츠 생태계의 발전 방향을 FGI 분석을 통해 제시하였다. 본 구조 분석에서는 게임을 구성하는 생태계를 관련기술과 연계하여 분석하고 각 생태계 구성요소별 경쟁력 및 시사점을 도출하였다. 이를 통해 국내외 게임 콘텐츠 산업 경쟁력 강화를 위해 연구개발, 인력양성, 기반구축 및 제도개선 측면에서 정책방향을 제시함으로써 미래 게임 콘텐츠 산업의 경쟁력 강화를 통한 게임 산업 활성화를 위해서 정부, 학계, 산업계 등의 연구기관이 추진해야 할 정책을 수립하는 데 있어 방향을 제시하였다.
        4,000원
        800.
        2012.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        본 논문은 위치정보를 이용한 공간 게임에서 상대방의 위치와 위험도(power)를 기준으로 상대 게이머를 피해가기 위한 알고리즘을 제안한다. 제안 기법은 공간 게임에서 스카이라인을 이용하여 상대 게이머의 위치와 위험도를 파악함으로써 가장 가까우면서 위험한 게이머를 식별한다. 이는 공간 게임에서 승리하기 위해 필수적인 요소이다. 기존 기법은 공간객체와의 거리만을 대상으로 하여 가까운 게이머를 판단하였으나 제안 기법은 다중속성인 거리와 위험도를 동시에 파악함으로써 공간 게임의 승패에 영향을 미친다. 제안기법의 시뮬레이션에서는 거리를 기준으로 한 게임 객체와 스카이라인으로 탐색한 게임 객체들의 평균위험도를 측정하였다. 결과에서 제안기법인 SSG(Skyline query for Spatial Game)가 더 낮은 평균위험도의 객체들을 탐색하였다.
        4,000원