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Research on Interactive Storytelling Method Using Artificial Intelligence and Physics Engine
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제33권 제3호 2020.09 pp.1-15
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4,800원
비선형적 접근이라는 디지털 특성을 가진 컴퓨터 게임은 초기부터 인터랙티브 스토리텔링을 구현하였으며 오늘날 높은 게임엔진 성능으로 유저는 최소한의 제어로 스토리를주도하면서 영화와 같은 리얼타임 스토리를 감상할 수 있는 인터렉티브 무비 장르가 등장하였다. 높아진 기대수준에 맞는 3D리소스 제작에는 많은 인력과 기간이 필요하며 유저의 요구를 예상하고 연출, 제작, 녹음하는 기존의 제작방식에서 보다 더 효과적인 방안이 필요하다. 이에 게임엔진 리소스 제작량을 줄이면서 다양한 상황의 인터랙션을 구현할 수 있는 방안으로 Advanced Sub-unit interaction 방식을 제안하였다. 이는 향상된 물리엔진과 딥러닝으로 강화한 인공지능을 적극적으로 적용하여 캐릭터의 움직임, 대화, 자연환경 효과 등을 게임엔진에서 리얼타임으로 만드는 생성방식이다. 텐서플로우와 같은무료 딥러닝 라이브러리가 활성화 되고 CNN, RNN 학습법과 함께 GAN학습법이 일반화됨에 따라 인공지능의 결과물은 원본과 구별할 수 없을 만큼의 퀄러티를 보여준다. 또한향상된 물리엔진을 적극적으로 적용하여 주변사물의 디테일한 움직임을 생성할 수 있다. 연구에서 고찰된 내용들은 현재도 구현되는 기술들로서 이를 도입한다면 3D 리소스를직접 제작하지 않고 리얼타임으로 생성할 수 있으며 상황설정과 대화로서 유저가 메인스토리의 흐름을 벗어나지 않고 자연스럽게 따라갈 수 있도록 유도할 수 있을 것이다.
Computer games with the digital characteristics of a non-linear approach have implemented interactive storytelling from the beginning, and today, with high game engine performance, users lead the story with minimal control, and there is an interactive movie genre that allows users to enjoy real-time stories such as movies. Appeared. It requires a lot of manpower and time to produce 3D resources that meet the increased expectations, and a more effective method than the existing production method of predicting, directing, producing, and recording users' needs is needed. Therefore, an advanced sub-unit interaction method was proposed as a way to realize interaction in various situations while reducing the amount of game engine resource production. This is a generation method that actively applies the improved physics engine and artificial intelligence reinforced by deep learning to make the character's movement, dialogue, and natural environment effects in real time in the game engine. As free deep learning libraries such as TensorFlow are activated and GAN learning methods along with CNN and RNN learning methods become generalized, the results of artificial intelligence show a quality that is indistinguishable from the original. In addition, by actively applying the improved physics engine, it is possible to create detailed movements of surrounding objects. The contents considered in the study are technologies that are still implemented, and if they are introduced, 3D resources can be created in real time without directly producing them, and the context setting and dialogue can induce users to naturally follow the flow of the main story. There will be.
Development of Serious Game for Stress Measurement
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제33권 제3호 2020.09 pp.16-27
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4,300원
Stress can provoke various symptoms in human. It can affect our thoughts, emotion, and behavior. In general, it is necessary but dangerous if we do not control the level. This study tried to develop a game to measure stress level of game-player and verify whether the score measured by the game correlates with stress level measured by self-reported surveys. A simple prototype of game to measure player’s stress level was developed based on Odd-one out experimental paradigm that allow to measure attentional engagement and disengagement in stress people. 50 students and 50 office-workers played the game to measure stress level and the data was analyzed with correlation analysis between stress score measured by the game and that measured by surveys (type-D and perceived stress scale). The results showed that there is significant correlation between two stress scores measured by computer game and the perceived stress scale but no correlation between the stress score measured by computer game and that measured by type-D. This indicate that the game developed based on attentional movement can measure in general stress level related to current concerns but not long-term temperature related to stress. Some limits and precautions of stress measurement with computer game such as reaction time or statistical assumption were discussed.
Arts Therapy based on Neuroscience for Youth Game Addiction
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제33권 제3호 2020.09 pp.28-36
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4,000원
최근의 심리학에서는 발달심리 , 신경과학 , 심리치료를 통합하고 뇌 과학으로부터 긍정심리학 과 건강증진적 접근이 시도되고 있다 . 컴퓨터 게임은 신속하고 즉각적으로 만족을 주기 때문에 청소년은 게임중독에 취약하다. 청소년기 뇌피질은 원초적 기능을 하는 부분은 발달하지만 판단이나 의사결정 같은 이성의 영역은 뒤늦게 변화한다. 뇌발달을 근거로 청소년의 게임중독을 상담하기 위해서 표현기법 놀이치료, 표현예술(미술, 음악 등)이 활용될 필요가 있다. 뇌는 전생애에 걸쳐 구조적 및 기능적으로 변화하는 기관이므로 뇌의 가소성을 근거한 예술치료가 효과적이 다.
This study suggested methods of intervention for juvenile game addiction based on literature studies on brain plasticity and addiction and application of arts therapy techniques. First, it provides repetitive experiences through art therapy. When the frequency of use of a specific synapse changes due to repeated experiences, the synapse adapts to the changed positive environment by changing and controlling its structure and function. Synaptic plasticity through repetitive experiences causes the mind to re-regulate the brain. Second, art therapy activities based on the youth's environment and experiences are applied. Art therapy changes the brain through the development of new neural networks. It incorporates the physical, emotional, and cognitive functions of adolescents by accepting the integrated nature of art and psychotherapy. Third, creative art therapy finds an activity that can effectively approach an individual's positive sensory experience and repeats it to control the overwhelmed emotion. There is an effect of activating self-healing through activities that repeat the experiences that give game addiction adolescents now-here (present) pleasure.
A Study on the Effectiveness of Serious Game through Brain Wave Analysis
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제33권 제3호 2020.09 pp.37-45
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4,000원
Serious games are games with certain functions, such as inducing sleep or preventing sleepiness. To prove the effectiveness of these serious games, the experiment was conducted by combining several pieces of music that help improve concentration in the game while playing simple computer games. Through the player's brainwave analysis, we studied the effects of serious games on human brain waves. In this paper, it was confirmed that the existing concentration effect can be obtained through the development of functional contents that combine music with game contents to improve concentration through games, and the technology to control human brain waves is considered worthy of continuous study.
A Study on the Method of Quantified Gaming Test Data Acquisition Using Brain Wave Analysis
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제33권 제3호 2020.09 pp.46-53
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4,000원
Game development costs a lot of money. Thus, in terms of cost-saving, game companies produce prototypes and undergo several tests and modifications during the development period. In this paper, we proposed a brainwave signal analysis system and linked it with the game to measure the player's emotion through brainwave analysis experiment and tried to solve these problems. The brainwave signal analysis system proposed in this paper is capable of various applications according to various development situations, such as the progress of the game, events, etc. in obtaining simple figures over time by linking games, and collecting the tester's responses according to development intentions, so there will have to be continuous additional research.
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