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스마트폰 중독 연구와 치료를 위한 사용량 측정 및 지속 관리 시스템
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제1호 2014.04 pp.1-8
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4,000원
For the recent 5-6 years, the ratio of smart phone users in South Korea has increased to over 65% of cellularsubscribers and half of all population. While smartphones have given enormous convenience to our lives,pathological use of smartphones has brought a new mental health concern among the community. Therefore,huge interest sheds on the studies on the cause analysis and treatment of smartphone addiction. However, thetraditional clinic approach based survey and interview has serious drawbacks of its subjectivity and inability ofcontinual monitoring and treatment. In this paper, SAMS (smartphone addiction management system) ispresented, which monitors the application usage pattern, provides statistical analysis, and policy-based usageintervention. A trail test is performed for checking he reliability and efficacy of SAMS in smartphone addictionresearch, and some analysis on the collected data are done: daily use count, not daily use time, has stronginfluence on smartphone addiction: CC=0.62 and CC =0.00 for the correlation coefficients of counts and timeswith total survey score, and p = 0.047 and p = 0.507 for t-test analysis of contrast group.
디지털 영상매체와 게임 콘텐츠를 활용한 상호문화교육 교수-학습 프로그램 개발의 필요성에 대한 이론적 검토
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제1호 2014.04 pp.9-17
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4,000원
This paper is an advanced work for the follow-up study 'Development of Teaching and Learning Programs ofIntercultural Education in Universities Utilizing German and French Commercial Movies'. Before developingteaching and learning programs of intercultural education for undergraduates utilizing movies as one of the mosttypical digital image media in modern times, we try to review theoretical the utilizability of digital image mediaand game contents as very efficient tools of intercultural teaching and learning program. The breakthrough of digital information and communication technology, and the digital revolution leading toa paradigm shift in the history of mankind make the 21th century be called 'knowledge and information age'. Theintegrated and interactive communication way based on the development of digital technology has a great effecton recognition way, recognition pattern and recognition process of contemporary people. In addition, it is alsochanging human recognition per se. First of all, digital image media have caused not only the remarkable changeof social and cultural environment, but also a revolutionary change of educational field. The digital image mediaare thought of as one of the most efficient communication media which can satisfy optical desires of humankindand realize multilateral and sympathetic interchanges utilizing other sense organs. Therefore, the digital imagemedia are anticipated to be a very efficient tool of teaching and learning program. Through this theoretical review we try to emphasize the needs for the development of teaching and learningprogram of intercultural education utilizing digital image media and game contents.
MapReduce 기술을 이용한 게임 로그 데이터 분석 기법
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제1호 2014.04 pp.19-25
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4,000원
Attempts to hack online game servers and abusing problems in online games have been issues in gameindustry. Mobile games are famous these days thanks to the widespread of smart devices. Unfortunately, mobilegames have very short life cycle. Therefore, analysis of game log data becomes more important to overcome thehacking and abusing problems in online games and extend their life cycles in mobile games. In this paper, wepropose a new game log data analysis technique based on the MapReduce methodology. MapReduce is a widelyused programming model for analyzing and processing Big data. Instead of processing each analysis queryseparately, the proposed technique processes multiple analysis queries together in a batch by a single, optimizedMapReduce job. As a result, the number of queries processed per unit time increases significantly. Experimentresults show that the proposed technique improves the performance significantly compared to a naive method.
실외 게임용 증강현실 서비스를 위한 실시간 지역 정보 매칭
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제1호 2014.04 pp.27-34
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4,000원
Location based service and AR(Augmented Reality) techniques have been one of the most important areas incurrent computer games and mobile application. This paper presents GPU(Graphics Process Unit) based imagerecognition system for outdoor games and mobile application. In learning stage, we extract features from inputimage sequence and convert them into meta information in database. User captures then a query image that issent to GPU based server system. The proposed system build a descriptor codebook using BRISK and SURFdescriptors, and employs codebook with re-ranking information based on homography.
융합형게임 콘텐츠의 생태계 계층별 요소 및 영향력 분석
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제1호 2014.04 pp.35-41
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4,000원
As ICT advances, industries related to digital technology are disrupting the boundaries of corporationsand increasingly interested in the industrial ecosystem. The electronic game industry is also continuouslygrowing through convergence among various technologies, content genres and platforms. Accordingly,this study analyzed the hierarchical elements of hybrid game contents from the viewpoint of the ecosystemas well as the importance and influence their components have upon each level. To understand theimportance and influence of the components of the ecosystem from the viewpoint of the value chain ofhybrid game contents, an Expert Delphi Survey was conducted employing 18 experts from the gameindustry, academia and R&D institutions. The results of the Expert Delphi Survey were compiled, a hybridgame ecosystem defined for each layer, and a communication system diagram created depicting therelationship between the ecosystem and value chain of the hybrid game contents. Based on the analysis, toinvigorate hybrid game contents, a direction for policies was presented for each hierarchy from both themicro and macro perspectives.
여성게이머의 특성에 관한 연구 - 20대 여성을 중심으로
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제1호 2014.04 pp.43-54
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4,300원
Recently, because of the development for online and mobile technology, the participation of femalegamer has increased steadily. However, despite games for female are emerged and female gamer areincreased, studying for considering the difference between gender is very rare. Therefore, the purpose ofthis study is to identify characteristics related to female's game play. And it is contribute to establisheffective strategy for attracting female gamer. Based on the literatures about involvement for the game, this study also investigates characteristicswhich influence the involvement of game. The results can be summarized as follow. First, the characteristics of operational ease is not affecting involvement of game to both male andfemale gamers. Second, the game's characters and graphics, customized characteristic, scenarios, and social interactionare influenced the involvement of game to both male and female gamers. Third, while in female gamers, the game's characters and graphics customizing, social interaction areinfluenced to involvement in order, in male gamers, social interaction, characters and graphic, customizingare affected to involvement.
모바일 단말기에서 2D 게임 스프라이트 애니메이션 데이터 압축을 위한 유사 비손실 부호화 기법
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제1호 2014.04 pp.55-62
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4,000원
A new near loss-less compression method for 2D game sprite animation image is presented to reducethe amount of the game contents resources. The sprite animation data in 2D mobile game occupies a largepart of the resource, and in particular the sprite animation data by using a lossless compression techniquecan cause a relatively very significant increase of data amount as the higher complexity of the animation. The new near-lossless method, which is an adaptive compression technique by considering the alpha valuefor transparency and the variance of color values of block, is proposed in order to obtain greatercompression efficiency without los of quality. By using experiments, we show that the proposed methodcompared to the PNG compression technique is good for compression efficiency, and in particular theeffect is very high in complex and dynamic 2D sprite animation.
Development of ICT Utilization Ability Measuring Instrument for Day Care Center Teachers
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제1호 2014.04 pp.63-70
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4,000원
The purpose of this study is to develop an objective instrument to measure ICT utilization ability of day carecenter teachers and verify its validity and goodness of fit. With the developed scale, the survey was conductedwith 297 day care center teachers. As a result, the reliability of all questions was over .6, and the constructvalidity of the instrument consisting of 20 questions in 4 factors was verified in exploratory factor analysis. As aresult of performing confirmatory factor analysis, it was found that GFI=.949, AGFI=.898, and RMR=.029,indicating that the goodness of fit index is sufficient to be used as a measuring model. The scales of ICTutilization ability are composed of 4 factors: Factor 1 is called editing, Factor 2 is program application, Factor 3is installation and maintenance, and Factor 4 is named communication. With these factors, the measuring devicefor ICT utilization ability of day care center teachers, which is composed of a total of 20 questions, is confirmed.
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제1호 2014.04 pp.71-77
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4,000원
We present a non-photorealistic rendering technique to create focus-directed stylization using RGBD videodata. Our method consists of three parts, line drawing, image abstraction, and focus point tracking. In the firstpart, our approach tries to extract more lines from depth as well as RGB color information. For the second part,we develop an adaptive trilateral filter method to produce detail preserving stylized images that show clear depthcue. For line drawing and image abstraction, a focus-directed framework is designed to produce a DOF-likeeffect based on a focus point which is selected by a user. Finally, we move the focus point coherentlyframe-to-frame for coherent video stylization.
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제1호 2014.04 pp.79-88
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4,000원
The ability of being able communicate in English is one of the core abilities to be reared for the students whohave to live in the modern society. English is one of the important languages of today. In order to learn suchEnglish, the most basic words and idioms need to be learned first. According to the previous studies, In theelementary school, students tend to lose their interest and affection about English as they move up the grades. However, In recent, 62% of th elementary school students have a smart phone and the main function used by58% among them is games. Due to these reasons, Interrest in learning smartphone game has been increasing. thisstudy intends to design and implementation the educative games for the learning of English idioms on smartphone so that the students can get interest and fun. The English idioms educating game which shall be produced in this study not only is easy and fun to beplayed by the learner but also made it possible for the English idioms learning not to be boring by adding fun andgiving motivations through competitions among the learners by making each obtainments of alphabets of eachEnglish idioms into points. In order to induce the repetitive learning of the learners, the lesson menu was used toallow the English idiom repetition lesson. Also, the acceleration sensor of the smart phone was utilized toproduce this game so that the game is played fluidly and conveniently.
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제1호 2014.04 pp.89-94
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4,000원
The camera embedded wall climbing robot in this paper combines the suction and aerodynamic attraction toachieve good balance between strong adhesion force and high mobility and adopts embedded image processingtechnique to detect targets on the warehouse inspection. Experimental results showed that the robot can moveupward on the wall at the speed of 2.9m/min and carry 5kg payload in addition to 2.5kg self-weight, whichrecord the highest payload capacity among climbing robots of similar size. With two 11.1V lithium-polymerbattery, the robot can operate continuously for half hours. A wireless camera system, zigbee protocol module andseveral sensors was adopted for detecting target objects and dangerous situation on the wall and for sendingalarm signals to remote sensor node or manager.
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제1호 2014.04 pp.95-101
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4,000원
Developing computer games is a highly specialized process. Adding stereoscopic 3D features to a game canbe time consuming an may lead to a whole new production pipeline. While there products like TRIDEF enablestereoscopic 3D gaming on the user side, many leading game manufacturer consider engines with integratedstereoscopic 3D support like the CRYENGINE or the use of a "ready to use" library for adding stereo 3Dsupport to their game. The french company TRIOVIZ has put a new a stereo 3D software development kit on themarket, witch works on multiple platforms and can easily be integrated on top of existing game structures. Thisarticle addresses what impact the stereo 3D engine has on the game building process. Since stereoscopic 3Dcomputer games will be played on different devices of different sizes with various viewing distances, this articlealso shows which parameters need to be adapted to provide a comfortable stereoscopic viewing experience forthe player.
3D 프린팅을 활용한 보드게임 현황 분석과 서비스 모델 연구
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제1호 2014.04 pp.103-109
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4,000원
Popular 3D printers as a new industrial revolution attract public attention. 3D printing will radicallyconvergence many of the business models that companies take for granted today. And recently they were tryingto convergence with the game industry. In this respect, this study is designed to figure out the current situationsof board game and to suggest its convergence service model. To achieve this, this paper is to analyse board gamecases of domestic and foreign relate to 3D printing. Finally, we suggest new service model to make on-off linecontents of board game industry using 3D printing.
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제1호 2014.04 pp.111-118
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4,000원
This study proposed game background content production according to game genre characteristics. Above all, this study classified game background characteristics according to game genre for gamebackground production. Game background intuitively displays a whole game and interfaces with gameplayers. Game background is the player’s space significantly important because it gives interest andimmersion of the game to the player. This study analyzed Dungeon background content production foronline game PRG genre. For production of Dungeon game background contents, it is necessary toconsider periodic, cultural, historical, artificial, virtual, environmental elements including periodicbackgrounds and fantasy elements as background environment set elements. And it is necessary tocollect related materials, establish content images, and actualize them. After completing establishmentand actualization, it is necessary to finish background work by producing 3D contents based on theoriginal picture. This study produced 2D Dungeon background contents with Photoshop and 3D withMAX, resulting in satisfactory production. From the results of analyzing Dungeon game backgroundcontents, it was found that most of content production was conducted under dark and fantasy toneswith the sense of medieval weights. For future studies, it is needed to research content production withregard to various genre backgrounds and for high quality background content production.
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제1호 2014.04 pp.119-124
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4,000원
This study focuses on clarifying orality on game as a medium. The media has progressed through acomplicated process where the inter-relationship between media has been occurred. The orality, the oldestform of medium, has been a 'residuary medium' and the spoken word has been transformed in spite of theadvent of new media. This study attempts to discuss the characteristics of 'game' as a medium through theconcepts of Walter Ong's primary orality, literacy, and the secondary orality. The characteristics of 'game' as a medium based on the multimedia, interactive existence, and theuser-generated narrative, and these characteristics of 'game' could be illuminated through the Ong's orality. This study makes an effort to explore the modes of the presence of the orality through the psychodynamicapproach of media. The difference of mentality appeared by the medium, because background andcharacteristics of the medium itself could control the size and characteristics of the human experience.
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제1호 2014.04 pp.125-132
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4,000원
Recently the creative education is being discoursed actively for the primary and the secondary school inKorea. It makes students get the creativity and the alternative knowledge which is merged in the newsolution for solving some problems that they can meet in their life. On the other hand, Game BasedLearning (G-Learning) has been approved it's educational effects not only in Korea but also all over theworld. This study tried to consider G-Learning as educational methods for improving the creativity. To putit concretely, the purpose of this study is inquiry useful strategies for designing the G-Learningconsidering factors for the creativity. There are many scholars who has been researching about thecreativity factors such as Guilford, Torrance, Anderson or Clark and so on. This study inquired somestrategies into the G-Learning considering creativity factors by Guilford and Torrance who had researchedcreativity factors for the primary and the secondary school students. For the game design theory, this studyexamined Whitton's one because he had reported one of the most comprehensive game design strategies. Finally, this study inquired game design strategies based on merging the creativity factors by Guilfordwith the game design strategies by Whitton. It suggests useful strategies for the game designer who arewilling to develop some games for improving students' creativity directly or creativity strategies asnecessary factors for the G-Learning.
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제1호 2014.04 pp.133-139
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4,000원
QR code has been widely used for Augmented Reality games as well as for many commercial applications. However, its usage was limited because it is difficult to enable tangible interactions through which users maychange 3D models or animations. Markers, by blocking designated regions, may be recognized as differentpatterns allowing for tangible user interactions. Unlike markers, it is difficult to alter QR code patterns becauseQR code contains error correction patterns. In most cases, altered patterns cannot be recognized. Our goal was toenable QR code based interactions for Augmented Reality games. By performing research and experiments, wediscovered a mechanism for altering QR code to change the text string that the QR code represents. In this paper,we introduced a QR code alteration prototype that is based on composition of partial QR codes by usingtransparent film overlays. We endowed tangible interaction capability to QR code for Augmented Reality games.
게이미피케이션 사례분석을 통한 효과적 개발방향 연구 - 게임 메커닉과 다이내믹 개념을 중심으로
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제1호 2014.04 pp.141-151
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4,200원
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 145cases for both domestic sites(15 cases) and international sites(130 cases) by keyword search methods. Resultsshowed that the successful cases(n=32) applied more features of game mechanics and game dynamics in variousways. Through this, we tried to build up categorization of gamification, the major applications of gamificationcan be converged into five primary areas: public policy, medical welfare, education, environmental protectionand corporation. Finally, we discussed about implications of using gamification for future direction.
다중 사용자 입력 처리 알고리즘과 프로토콜 설계 및 구현
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제1호 2014.04 pp.153-159
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4,000원
In this paper, we propose an efficient real-time multi-user input processing algorithm and protocol forsupporting a number of different types of user input from various input devices. The main objective of thismulti-user input processing algorithm and protocol is to support multiple users to interact simultaneously withthe interactive digital content using a variety of user input devices. This protocol is composed of two parts: theinput terminal and the server. The input terminals are connected to input devices and the 1:1 value obtained bythe selection, calibration, integration, analysis and then transmission to the server to be used for the user input tothe contents. The server processes multi-user input information and applies the input processing algorithm toidentify the user and then pass input information to the desired application. This paper presents the design andimplementation of the multi-user input processing algorithm and protocol. It also describes how to build andexecute a multi-user interactive Unity3D application based on this algorithm.
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제1호 2014.04 pp.161-170
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4,000원
If Game Rating Board tries to interpret the paragraph 4 of Article 22 of Act on the Promotion of the GameIndustry as the meaning that it can revoke it’s rating of a game when the rated game falls under the category ofrating rejection owing to Ordinance’s revision after the rating, the interpretation could violate constitutionalismand protection of trust. According to the paragraph 2 and 4 of Article 22 of The Act, The Board may reject a rating application filedby an entity that has requested a rating without legitimate authority or that is using other illegal methods andshall, without delay, revoke its rating when it determines or discovers that a rated game falls under the categoryof rating rejection. Administrative court ruled that the interpretation of a law regarding revocation of a beneficialadministrative disposition should be limited in the original meaning of the law; it is desirable that the Board’s theInterpretation Criteria of Ordinance relating to the revocation of a game rating could be reconsidered in theviewpoint of constitutionalism and protection of trust.
프레임워크 기반 모바일게임의 HTML5 변환 기법에 대한 연구
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제1호 2014.04 pp.171-179
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4,000원
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 andJavascript 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 toHTML 5. This paper proposes we’d like to suggest the method which could convert games made from XNA, windowmobile game developing environment to cross-platform games working in the web browser based on HTML5.
부모-자녀 의사소통의 유형이 청소년 인터넷 게임중독에 미치는 영향 - 가족기능의 매개 효과를 중심으로 -
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제1호 2014.04 pp.181-188
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4,000원
This study analyzed the problem of internet game addiction of adolescents, which have recently beenconsidered as serious social problem associated with internet environment, in the developmental perspective andrelation with family function by using the "research on the actual condition of children and adolescents onlinegames and family leisure 2009." The object of the study is students and parents from grade 7 to 9 of middleschool nationwide. For the data analysis methods, frequency analysis and structural equation analysis wereconducted by using SPSS 18.0 and AMOS 16.0. In the result of the study, parents' open type communicationhad negative effect on game addiction, and parents' problem type communication had positive effect; among theinfluences of parents' open type and problem type communications on game addictions, it was shown that familyfunction (family cohesion and family adaptation) had negative mediated effect. These findings indicated thatwhen family played its role properly, adolescents were able to escape from the game addiction, and suchinfluence is very powerful. The result offers significant implications in the modern society where communicationwith parents is insufficient, emphasizing the need to better communication between family members.
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