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한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제26권 제1호 2013.03 pp.7-12
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4,000원
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.
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제26권 제1호 2013.03 pp.13-19
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4,000원
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.
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제26권 제1호 2013.03 pp.21-27
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4,000원
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.
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제26권 제1호 2013.03 pp.29-35
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4,000원
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.
제 3자 온라인 게임 사용자 커뮤니티에서 개발자 지식수용에 영향을 미치는 요인에 대한 탐색적 연구
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제26권 제1호 2013.03 pp.37-46
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4,000원
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.
소셜 게임에서의 유저 시나리오 특성화 : 「팜빌 2」와 「애니팡」을 중심으로
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제26권 제1호 2013.03 pp.47-59
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4,500원
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.
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제26권 제1호 2013.03 pp.61-67
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4,000원
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
리듬액션게임, 청각의 공감각적 응용 : 음악 게임 치료와 음악 감상 학습을 중심으로
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제26권 제1호 2013.03 pp.69-77
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4,000원
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.
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제26권 제1호 2013.03 pp.79-85
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4,000원
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.
모바일 소셜 게임에서 수익 창출을 위한 게임 요소 도출
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제26권 제1호 2013.03 pp.87-98
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4,300원
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.
게임 플랫폼에 따른 이용 동기가 게임 중독에 미치는 영향
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제26권 제1호 2013.03 pp.99-106
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4,000원
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.
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제26권 제1호 2013.03 pp.107-113
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4,000원
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.
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제26권 제1호 2013.03 pp.115-121
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4,000원
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.
집단지성 모델에 기반한 MMORPG 아이템 가격결정시스템 설계
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제26권 제1호 2013.03 pp.124-129
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4,000원
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.
Intelligent Embedded robot for Warehouse Inspection
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제26권 제1호 2013.03 pp.131-135
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4,000원
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.
초등학교 음악감상수업에서 학습매체에 따른 표현양상 비교
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제26권 제1호 2013.03 pp.137-146
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4,000원
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.
몰입 관점에서 캐주얼 게임과 소셜 네트워크 게임의 성공요인
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제26권 제1호 2013.03 pp.147-154
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4,000원
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.
사용자 커뮤니티 내용 분석을 통한 스마트폰 수용에 관한 연구
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제26권 제1호 2013.03 pp.155-161
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4,000원
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.
음악 콘텐츠의 맞춤형 서비스를 위한 사용자 감성 모델링 및 측정 방법
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제26권 제1호 2013.03 pp.163-171
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4,000원
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.
타일드 디스플레이를 위한 다중 입력 장치 사용자 인터랙션 시스템 개발
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제26권 제1호 2013.03 pp.173-182
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4,000원
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.
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제26권 제1호 2013.03 pp.183-188
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4,000원
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.
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제26권 제1호 2013.03 pp.189-195
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4,000원
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.
소셜네트워크 게임 사용자의 만족에 영향을 미치는 요인에 관한 연구
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제26권 제1호 2013.03 pp.198-204
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4,000원
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.
게임규제 적용의 곤란성과 대안적 개발 방안에 대한 연구
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제26권 제1호 2013.03 pp.205-215
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4,200원
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.
Dynamical Model for Gamification@Learning
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제26권 제1호 2013.03 pp.217-220
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4,000원
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’.
키넥트 깊이 정보와 DSLR을 이용한 고해상도 3D 객체 생성
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제26권 제1호 2013.03 pp.221-227
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4,000원
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.
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제26권 제1호 2013.03 pp.229-237
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4,000원
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).
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