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1 |
Competitive Advantage Elements in the Global Cloud Game Market
Rhee, Chang Seop;Rhee, Hyunjung;Kim, Sehwan;
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Korea Game Society
, v.20, no.5, pp.3-12,
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2 |
Implementation of Immersive Interactive Content Using Face Recognition Technology - (Exhibition of ReneMagritte) Focused on 'ARPhotoZone'
Lee, Eun-Jin;Sung, Jung-Hwan;
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Korea Game Society
, v.20, no.5, pp.13-20,
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3 |
Analysis of the educational effects of gamification social studies lesson in elementary school using game for education
Kim, Young-Hyun;
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Korea Game Society
, v.20, no.5, pp.21-30,
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4 |
The Influence of Additional Haptic Feedback on Interactivity and Body Ownership in Virtual Reality
Lee, Sanguk;Chung, Donghun;
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Korea Game Society
, v.20, no.5, pp.31-40,
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5 |
An Exploratory Study Examining Users' Psychological Responses to Screen Speed in Virtual Reality Exergame
Shin, Mincheol;Chung, Donghun;
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Korea Game Society
, v.20, no.5, pp.41-52,
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6 |
HD-Tree: High performance Lock-Free Nearest Neighbor Search KD-Tree
Lee, Sang-gi;Jung, NaiHoon;
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Korea Game Society
, v.20, no.5, pp.53-64,
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7 |
The study of cooperation and reciprocity mechanism in MMORPG games -focused on 'World of Warcraft: Classic'
Choi, Young-Woo;Ryu, Seoung-Ho;
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Korea Game Society
, v.20, no.5, pp.65-76,
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8 |
A Study on the Relative Importance of Game Character Personality Model: Focused on AHP methods
Nam, KiTeok;
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Korea Game Society
, v.20, no.5, pp.77-88,
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9 |
Concurrent Hash Table Optimized for NUMA System
Choi, JaeYong;Jung, NaiHoon;
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Korea Game Society
, v.20, no.5, pp.89-98,
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