2026 (23)
2025 (65)
2024 (62)
2023 (51)
2022 (32)
2021 (45)
2020 (33)
2019 (49)
2018 (64)
2017 (57)
2016 (61)
2015 (84)
2014 (91)
2013 (102)
2012 (88)
2011 (86)
2010 (97)
2009 (90)
2008 (90)
2007 (31)
2006 (20)
2005 (22)
2004 (22)
2003 (22)
2002 (14)
무한대의 사용자 경험을 도출하는 오픈시나리오 온라인 공포게임 구현 및 평가
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제4호 2014.12 pp.1-9
※ 기관로그인 시 무료 이용이 가능합니다.
4,000원
Traditional horror games have a limited number of scenarios. Their scenario can be predicted by performing repetitive game playing, so that can drop the fear of the game or lead to boredom. In this paper, we develop an online horror game with unpredictable results using the open-type scenario. It is also demonstrated that the open scenario game can give the user an infinity of experience. First, the real-world physical game prototype is produced, and then using this prototype the role balance experiments complements the game proposal. Finally the real online horror game is made by this proposal. The game play scenario results are analyzed through 30 times game playing, and the boredom and fear are measured. As a experimental results, 93.3% different scenarios are derived. It is also confirmed that the fear is not dropped or boredom is not caused.
Bullet 물리엔진에서 대규모 강체 충돌 처리 성능 프로파일링
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제4호 2014.12 pp.11-19
※ 기관로그인 시 무료 이용이 가능합니다.
4,000원
In large scale game battle scenes or the virtual reality environment, the scale of the collision handling has been getting bigger and the importance of it has been gradually increasing. In order to compare the collision handling algorithms, this paper develops six different benchmark based on the Bullet physics engine. By massive rigid body collision simulations, the number of collision pairs, the CPU utilization, the memory usage, and the computation time are profiled. For the CPU utilization, the Simple algorithm is the best and provides 19.3% less compared to the other algorithms. In terms of the computation time, the Dbvt algorithm is the best and provides 8.85 times speedup than the worst Simple algorithm. The memory usage of the 32bitAxisSweep3 algorithm is the largest and is average 2.57 times more than the other algorithms. The optimal collision handling algorithm can be selected through performance profiling by considering the criteria such as the minimum computation time, the limited computing resources, the collision shapes and the number of rigid bodies.
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제4호 2014.12 pp.21-30
※ 기관로그인 시 무료 이용이 가능합니다.
4,000원
Operant conditioning has been acknowledged as a powerful force in game design. There have been many arguments that reinforcement is a too powerful tool of operant conditioning that they compromise the will of the player. Even though Skinner wrote a book of “The behavior of organisms: an experimental analysis”in 1938, operant conditioning is still a misunderstood concept especially in the game design domain. Operant conditioning exists whether or not designers are aware of it. Many people seem to assume that there are no operant conditioning in a game unless they are explicitly added in the game design. Any pattern in how that reward is provided is an operational conditioning of the sort described by behavioral psychology. There has been little research on how to properly make use of the operant conditioning to analyze and enhance game play experience. When designers make efforts to implement a system to reinforce game players’particular behavior, they have to figure out how to implement operant conditioning by themselves. This often results in mis-uses of operant conditioning or too much uses of reinforcement in game design. Therefore, in this paper, we presents an operant conditioning analysis guideline that can be used to make game designs better. We showed how the operant conditioning could reinforce the game play and improve game designs using the guideline. The future goal of this research is to reveal reinforcement mechanism and to use it for educational or serious game design.
컴퓨터 게임의 이용 패턴과 정서지능에 따른 게임 과몰입 분석
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제4호 2014.12 pp.31-37
※ 기관로그인 시 무료 이용이 가능합니다.
4,000원
The motivation of game playing today become more and more complex and various according to change of social desire and demand whereas the traditional functions of game or play are relatively simple such as fun, leisure, learning. Such motivations of playing game related to modern society is possible to be associated with game over-engagement that is gradually increased. The present study investigated the influence of user's motivation of computer game and emotional intelligence on game over-engagement. The results showed that game over-engagement is positively related to escapism, challenge/satisfaction, and stress solution in game motivation and the ability of employing emotion in emotional intelligence. In addition, people with high emotional intelligence in emotional perception, expression and empathy have a tendency of using game for interpersonal relation. We discussed more about the relation among game over-engagement, user's motivation of game and emotional intelligence.
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제4호 2014.12 pp.39-49
※ 기관로그인 시 무료 이용이 가능합니다.
4,200원
This article investigated the analysis of relationships between the psychological mindedness and smartphone․game addiction of youth. This study tried to point out the problems associated with the smartphone․game use of youth, and to suggest alternatives that can alleviate them. Furthermore, psychological mindedness of the youth using a smartphone․game and the relationship between smartphone․gamee addiction and sex were examined. To this end, the study conducted a survey related to psychological mindedness and smartphone․game addiction, whose subjects are 250 people of male and female youth. The consequences are as follows. First, there was no significant difference in the analysis of gender, grade level, and age groups according to smartphone․game use. Second, analysis of usage time between age groups, total hours used per day, and average use rate a month according to the level of smartphone․game was conducted. Only smartphone․game usage time per day indicated the meaningful results. Third, the analysis of the differences between sub-factors of psychological mindedness of the youth by gender and grade indicated a significant difference except for a factor of behavior understanding. Finally, analysis of the relationship between psychological mindedness and smartphone․game addiction represented that behavior understanding among sub-factors influenced smartphone․game addiction.
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제4호 2014.12 pp.51-57
※ 기관로그인 시 무료 이용이 가능합니다.
4,000원
Whereas casino industry has nowadays been enjoying its system and service evolution due to ICT (information and communications technology), it has begun to suffer competition with various new on-line gambling entertainments. The promotion system has been one of important customer attraction strategy but needed a lot of labor and experience of employees. In this paper, we present an 'smart promotion system' which automates end-to-end player tracking and promotion systems though Internet technology, smart internet enabled devices, and customizable promotion algorithms. Smart promotion systems can also provide selected promotions to VIP customer and further customer activity analysis for sophisticate promotion policy design. At present. the system is installed and about to be in service in a Korean casino site. The paper describes the user requirement, system design, and protocol designs.
청소년의 공격성 및 우울과 게임이용간의 관계에서 통제의 매개모형 검증
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제4호 2014.12 pp.59-67
※ 기관로그인 시 무료 이용이 가능합니다.
4,000원
This study was to investigate whether the Control(self-control and parent monitoring) mediates the relationship between aggression /depression and internet game use of adolescents. Research participants were 2259 middle school students(male 1140, female 1119) from the first and second data sets in Korea Child and Youth Panel Survey(KCYPS). Correlation analysis and structural equation analysis were conducted by using SPSS 18.0 and AMOS 18.0. We developed three models, in which study model was partial mediation model and two alternative models were complete mediation models. The results were that all models were statistically suitable, but partial mediation model had more suitable fit index. This result implies that Control may buffer the negative effects from aggression/depression on the game use. Based on the findings of the present study, we have some suggestions for beneficial game use of adolescents, and find that game becomes pervasive leisure activity for adolescents.
직관적인 손동작을 고려한 립모션 기반 게임 인터페이스의 개발 및 평가
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제4호 2014.12 pp.69-75
※ 기관로그인 시 무료 이용이 가능합니다.
4,000원
In this paper, we propose a leap motion-based game interface considering intuitive hand gestures. For reality, the proposed leap motion-based game interface offers a user to control the game object by hand in real time. For easy usability, the proposed leap motion-based game interface utilizes the hand gestures, similar to the intuitive real-world hand gestures. As compared with the conventional mouse -based game interface, the proposed leap motion-based game interface serves a new interaction between the user and the game. Experimental results show that the users felt fun and satisfied with a curiosity about the new game interface.
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제4호 2014.12 pp.77-84
※ 기관로그인 시 무료 이용이 가능합니다.
4,000원
In this paper, Trampoline battle game which uses multiple ultrasonic sensors is introduced. Trampoline is used as the input interface and the ultrasonic sensor measures the player’s movement. Player uses his whole body to play the game and feels the physical reality. Applying method of ultrasonic sensor is described and the winning land game is introduced. 6 mini-games are used as the sub- menu of the winning land game. Mini-game can be played individually in the training mode. Sensor data measuring the player’s movement while not only jumping up, but also jumping down is selectively utilized to enhance the accuracy of input.
3D HMD의 멀미증상 완화를 위한 조작방법에 관한 연구
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제4호 2014.12 pp.85-91
※ 기관로그인 시 무료 이용이 가능합니다.
4,000원
In this paper, we propose a way to move the avatar using head tracking when wearing a 3D HMD and move the avatar in the virtual space. 3D HMD offers high sense of field and sense of reality in virtual reality space. However while using 3D HMD, many people complain of simulation sickness, so simulation sickness is counted as a obstacle factor to supply 3D HMD. Therefore this paper discusses method to manipulate avatar in virtual environment in a way to reduce simulation sickness by wearing 3D HMD. Specifically as head tracking function using gyroscope sensor, method to manipulate avatar in a way to alleviate sickness when moving avatar in virtual space is proposed.
A Study on the Improvement of adolescent on Online Games Overflow
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제4호 2014.12 pp.93-99
※ 기관로그인 시 무료 이용이 가능합니다.
4,000원
Online Gaming Disorder causes serious pathological problems such as depression, social isolation, impulse control disorder, and drug abuse. Smart phone overflow is almost the same as Online Gaming Disorder in that smart phone addicts use smart phones so often and so long that they cannot restrain themselves, devastating their everyday life and studies. Preventive education on the part of home as well as school is important, as well. Internet addiction, however, has so many diversifying causes, and may devastate the life of teenagers, who are at the starting point to establish their own values and personality. The Internet is so inseparably intertwined in our society that you cannot just simply ignore it. On the contrary, the Internet may turn into a useful and convenient tool, instead of destroying teenage addicts and society as a whole. In order to make this scenario come true, all walks of society should play a role and guide our adolescents to get positive and healthy interests, away from the pathological Internet use. That way, the damage on the society as well as adolescent addicts themselves may be minimized and adolescents will be able to solidify desirable values and have healthy dreams about their future.
MMORPG 진영 간 전투의 스토리텔링 연구 - <블레이드 앤 소울>을 중심으로
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제4호 2014.12 pp.101-110
※ 기관로그인 시 무료 이용이 가능합니다.
4,000원
The purpose of the study is to find out the differences between back story and user generated storytelling in realm vs. realm combats of MMORPG on the assumption that MMORPG's user experience design still follows the early stage of game system. MMORPG's play type has been developed from Player versus Environment(PvE) game play into Player versus Player(PvP) game play. Finally, the Player versus Player game play is converted into Realm versus Realm(RvR) game play, which is the player of the game is divided into plural preset realms for combat. Nonetheless, the current game systems of MMORPG designed user experiences and back stories based on the early stage of MMORPG. Consequently, the player could only perform fixed, divided role in game play like the player of early stage of MMORPG does. Nevertheless, the player of Realm versus Realm game play becomes 'Socialized Killer', who could perform diverse roles in integrated way based on highly skilled social skills. The Socialized Killer type of players create various kinds of user generated stories and experience unexpectable fun in game play. MMORPG is a society that can expand human experiences by great variety of social experience. The combats in realm versus realm game play make individual play experience to social experience that many player can participate. Furthermore, the combats in realm versus realm game play could make society of the virtual game world into the society of the real world.
게임 하드웨어 플랫폼의 선호도에 따른 게임 디자인종류와 게임 미디어 선호도에 대한 연구 : PC 플랫폼 중심으로
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제4호 2014.12 pp.111-121
※ 기관로그인 시 무료 이용이 가능합니다.
4,200원
While Comparing the development direction between the gaming platform and the game soft7ware, we can find the figure out that growing selection of game media devices and expansion of game design factors. Our objective is proofing the relationships about these predictions based on the data analysis. In the process, we procure base sources while searching data on the other journals, define the game design factors we use. And then, collect user data to measure the user satisfaction about these factors by using the survey method. And finally, get the effective relationships from these user data about the game design factors and game media factors according to the gaming platform. As a result, this research maybe useful for grading game design factors going about gaming platform. And the user or developer can refer it as a essential guideline to enter the game market effectively.
노인의 정서적 안정감 증진을 위한 디지털 스토리텔링 기반의 융합콘텐츠 디자인 연구 - 산수화의 와유사상에 근거하여 -
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제4호 2014.12 pp.123-129
※ 기관로그인 시 무료 이용이 가능합니다.
4,000원
This study focused on the realization of psychology mechanism, which included the idea of Yayou (observation of landscapes lying down) by the technique of the storytelling. This research aims to propose the implications for the emotional stability for senior citizens with convergence contents design. The idea of Yayou(observation of landscapes lying down) is a viewing method of lying down and looking at the landscape instead of physically walking in the mountains, which will be effective to make the audience pleasant. With the digital storytelling I propose ways of using the technique of storytelling under the circumstances of 3D for the effective sightseeing the landscape. The digital storytelling in this research are composed with three elements, which are dynamic, multiple, and interactive types.
모바일 게임 <회색도시1>의 필름에 나타난 인터랙션 내러티브 구조 연구
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제4호 2014.12 pp.131-141
※ 기관로그인 시 무료 이용이 가능합니다.
4,200원
Mobile game <The City of Mist1> provided interaction movie using touch interface as named 'film'. This study pays attention to interaction narrative structure of the film, how to accept linear narrative of movie in interactive mobile game. So it researches about how narrative structure of mystery genre is expressed in this game through bulging tree structure of Glassner's interactive storytelling. And then analyzed three nodes to choose action, give a information how to play using mobile interface, and make a scene. So it researches how the linear visual narrative is adopted to interaction narrative. This study has a meaning about interactive storytelling of mobile game and also an expression way of the game like a movie.
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제4호 2014.12 pp.143-152
※ 기관로그인 시 무료 이용이 가능합니다.
4,000원
This study aimed to examine the effect of acoustic factor recognized as subsidiary means in the game environment. For this purpose, the study selected test subjects of 80 students in Gangwon-do with 40 male and 40 female students respectively, and let them play the game treated with realism sound effect and non-realism sound effect. After the treatment, negative emotional effects such as state-anger, hostility, hated and fear were measured. As a result, realism sound effect had stronger negative emotion such as anger, hostility and anxiety than non-realism sound effect. While realism sound effect had significant differences in hate, anxiety and fear as for the measurement of effect by gender, non-realism sound effect had all negative emotion. The results imply acoustic sense of presence does not have special effect on emotional reaction by gender. This study verified the effect of acoustic sense of presence on the emotion of gamers by experiment study, which has been undermined in the study of game reality.
건강 격차의 인본적 권리 실현을 위한 기능성 게임에 관한 연구
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제4호 2014.12 pp.153-165
※ 기관로그인 시 무료 이용이 가능합니다.
4,500원
This paper aims to provide an applications of serious games as alternatives approach for human rights in public health and medical service sectors and to suggest a direction for the future research. To achieve this purpose, we first summarize the literature on serious games in regard to the potential positive impacts, especially with respect to health and medicine education, health risk prevention, and behavioral intervention etc. Search terms identified numerous papers reporting empirical evidence about the impacts of serious games. Second, we emphasize the importance of theories of serious games that make them promising to be used for health-related purposes. Thus, we propose an health behavior or promotion theories(HBM, TTM, PAPM)and social psychological theories(SCT, SCT, SEM, TPB, SDT) for the needs of the specific serious games and the respective application domain, by integrating various disciplines, such as psychology, sociology, and anthropology etc. Finally, we present the core process of serious games and explain their functionalities which illustrates the process starting from the beginning of strategy planning ending up with development stage and potential health benefit. This study offers further understanding of health improvement and provides in public health and medical service sectors with an opportunity to take action, by suggesting the core process implications and governments needed to be considered to solve health and medicine inequality.
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제4호 2014.12 pp.167-173
※ 기관로그인 시 무료 이용이 가능합니다.
4,000원
There are growing understanding and interest of AR(Augmented Reality) technologies with development and popularization of smart phones. Most AR shooting games use the sensor information of the smart phones only. Although images captured by a camera are used as backgrounds in these games, game contents do not interact with the images or real world space. Advanced outdoor AR games require interactions with the user's geographic location and camera-captured images. Therefore, for interaction with various contents, outdoor AR games need information on the user’s location and the surrounding environment. However, GPS estimates contain large errors (sometimes larger than 50 meters) in urban environments because high buildings block or reflect GPS signals: geometric layout of GPS satellites is restricted. Uncertainty range provided by GPS receivers are also impractical because they do not consider these reflections and the geometric layout of GPS satellites. In this paper, we developed a system that provides practical user’s location range in urban environments. We re-calculated the location error boundary using the satellite information obtained by the GPS receiver. Calculated error boundary was used to find the location-based information. This study is beneficial for reducing practical user’s location range in urban environment for outdoor AR games.
객체조작 빈도를 높인 상호작용 증강 게임의 개발 및 평가
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제4호 2014.12 pp.175-181
※ 기관로그인 시 무료 이용이 가능합니다.
4,000원
In this paper, we propose an escape game enhancing interaction between a user and game objects. Considering that the user can play fun with many interactive game objects, the proposed game allows the user to manipulate most of game objects in the game regardless of the game quest. In order for the user to easily manipulate the game object, the proposed game utilizes simple operation keys, and show the available game objects in the top part of the main screen. For fun and immersion in the game, the proposed game provides interactions similar to the reality.
아동의 동화 창작을 위한 에듀테인먼트 저작 환경에 대한 연구
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제4호 2014.12 pp.183-191
※ 기관로그인 시 무료 이용이 가능합니다.
4,000원
In this paper, we present an authoring tool to create a fairy-tale from a piece of paper. We reviewed fairy-tale authoring tools for children operating in the web or smart devices and examined the previous researches on story authoring tools or the way of supporting user's story creation. After we designed a paper for a child to paint characters and background environments and select two out of six story events, we have developed a smart device application. In this application, the paper in which characters and background were painted by a child is recognized first through the camera on smart device, and then a fairy-tale animation based on the child's painting and selection is provided. This authoring tool with digital device can be used as an assistant means to motivate children for analog educational activities like painting a picture by their own hands on an actual paper.
시각적 오류 문제를 경감하는 Oculus Rift 기반 3D 입체 게임 구현
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제4호 2014.12 pp.193-201
※ 기관로그인 시 무료 이용이 가능합니다.
4,000원
In this paper, we define four problems that cause visual artifacts when implementing a stereoscopic 3D game using Oculus Rift which supports head tracking, and then we provide its solutions. For the first problem that the center point of the camera deviates when the headset rotates over a certain angle (180 degree), the game character body was rotated further by the offset that exceeds a certain angle. The problem of the disharmony of color images was also solved by limiting the color tones of the color palette. Plus the response time problem of the head tracking was solved by applying the ease-in- out Bezier curve animation to camera movement. Finally the visual artifacts problem in 2D user interface (UI) was solved by placing 3D UI outside the Oculus Rift camera. Therefore, this paper provides the Oculus Rift based immersive stereoscopic 3D game development methodology.
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제4호 2014.12 pp.203-209
※ 기관로그인 시 무료 이용이 가능합니다.
4,000원
This paper presents non-photorealistic rendering methods of hedcut-style effects by using reaction-diffusion model. Reaction-diffusion model is a mathematical model proposed by Turing to describe the biological formation of natural patterns but we adapted this model as a tonal depiction method of stipples and curve patterns. According to the input image brightness, this model generates stipple patterns of black or white dots for near-black or near-white image area while it produces curve patterns for middle gray image area. Our method uses simple pre-processing step to compensate brightness and contrast of input image. We compare previous method and hand-made hedcut artwork with our results. Our works can be applied in game application and stylized rendering area.
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제4호 2014.12 pp.211-219
※ 기관로그인 시 무료 이용이 가능합니다.
4,000원
In this paper, we propose a user customizable dynamic level design analyzing the user log data. In order to make the game more interesting, the proposed method considers the user preference by dynamically rearranging the game level. Since each user has his own preferred level, the proposed method focuses on each user’s log data. Because the user can change the preferred level during playing the game, the proposed method analyzes the user log data in real time. The user questionnaire results show that the proposed dynamic level design method more often provides the user preferred level, and makes the game more interesting, as compared with the static level design method.
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제4호 2014.12 pp.221-227
※ 기관로그인 시 무료 이용이 가능합니다.
4,000원
Game Industry which is started from "Pong" in 1972 , has grown rapidly and the emergence of gaming companies including Atari, Nintendo, Sony, Microsoft al. has led to big innovation in the gaming industry. With these changes, Many scholars and game developers continued attempts to study the definition and nature of the game. This study was to analyze the attributions from the definition which was based on the game studies in 1980s-2000s including the definition of Laws in Korea. As a result of these analysis, Seven elements - Rule, Goal, Conflict, Activity, Decision-Making, Voluntary, System- was derived from the studies in 1980s-1990s. and also, four elements - Network, Fun, Player, Art - were additionally derived from Korean game studies in 2000s. Therefore, It has been found that the changes of game attributions is progressing according to the evolution of new game platform.
게임 이용자의 사회적 자본과 자기 효능감이 게임 과몰입에 미치는 영향에 관한 연구
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제4호 2014.12 pp.229-236
※ 기관로그인 시 무료 이용이 가능합니다.
4,000원
Research into gaming addiction has steadily increased over the last decade, although relatively little research has examined the relationship between gaming addiction and social capital in addition self-efficacy. This study examined the relationship between a number of underlying factors(social capital, self-efficacy, depression, users perception toward gaming, daily gaming time, and demographic variables) and gaming addiction. Following previous research, we are divided in two factors for our main study: 1) Social capital -Bonding social capital vs. Bridging social capital 2) Self-efficacy- Game self-efficacy vs. Life self-efficacy in the gaming addiction context. Data were collected over a 2 weeks period using an online sample of 789 participants range from 16 to 59 years old, and consist of 395 males and 394 females. The results of a correlation and regression analysis did demonstrate our expectation. Bonding social capital negatively influences gaming addiction while bridging social capital positively influences gaming addiction. Furthermore, there was a significant and strong influence of game and life self-efficacy on gaming addiction. The significance of these findings for understanding the link between gaming addiction and underlying factors is discussed.
모션 센서를 이용한 호환성 있는 캐릭터 애니메이션 개발
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제27권 제4호 2014.12 pp.237-246
※ 기관로그인 시 무료 이용이 가능합니다.
4,000원
Recently, motion sensors are increasingly used in order to generate natural motion of a human character. Some 3D tools provide with the function of generating character animation using captured data by motion sensors. However, the animation results by the tools are dependent on the tools, which means that the same tools must be used when displaying the animation again. In other words, the animation data cannot be used in other applications. In addition, the animation generated is usually not displayed as 3D on the Web. This paper describes the modeling and animation method of a 3D character whose animation data obtained by a motion sensor. The data can be exchangeably used between different applications. It is based on ISO/IEC international standard H-Anim using a motion sensor such as Microsoft Kinect. It also includes the implementation of the animation using a motion sensor, and describes how to map joint hierarchy between H-Anim character and motion capture data.
0개의 논문이 장바구니에 담겼습니다.
선택하신 파일을 압축중입니다.
잠시만 기다려 주십시오.