1 |
Jung, Jaeheon, "VR-gaming Makes a Real School Design", Korea Institute of Educational Facilities, vol. 25, no. 2, pp. 17-21, 2018. http://www.dbpia.co.kr/journal/articleDetail?nodeId=NODE07409606
|
2 |
Young-Kwang Kim, Yeo-Song Yoon, Tea-Gyeoung Oh, Yeung-Hwan HwangBo, Jeong-Hee Hwang, "Real-time VR Strategy Chess Game using Motion Recognition", Journal of Digital Contents Society, vol. 18, no. 1, pp. 1-7, 2017. https://www.dbpia.co.kr/journal/articleDetail?nodeId=NODE07154657
DOI
|
3 |
Geun-Su Jung, Jung-Won Bang, "A study on how to reduce Cybersickness in Virtual Reality Game Development", The Korean Society Of Computer And Information, vol.26, no. 1, pp. 155-158, 2018. https://www.dbpia.co.kr/journal/articleDetail?nodeId=NODE07303207
|
4 |
Min-Young Wui, Ji Young Na, Young Il Park, "A study on the Elements of Interest for VR Game Users Using Text Mining and Text Network Analysis - Focused on STEAM User Review Data -" Focused on STEAM User Review Data -. Journal of Korea Game Society, vol. 18, no. 6, pp. 69-82, 2018. http://dx.doi.org/10.7583/JKGS.2018.18.6.69
|
5 |
Soomin Shin, Dayoung Lee, Yongsoon Choi, "A Study on applicable UI Design of Rhythm Game in Virtual Reality Devices using Gazed based Input Processing and Virtual Line - Using Gear VR", The HCI Society of Korea, pp. 714-717, 2017. https://www.dbpia.co.kr/journal/articleDetail?nodeId=NODE07122447
|
6 |
TTA, "ICT Standardization Strategy Map", 2019. https://www.tta.or.kr/data/reporthosulist_view.jsp?kind_num=5&hosu=2019
|
7 |
Heo, Youngji, Ko, Jaeyoun, "A Study on Selection Attribute of the Bottled Water on the Premium Market through Conjoint Analysis", The Korea Academic Society Of Tourism And Leisure, vol. 26, no. 6, pp. 389-404, 2012. http://www.dbpia.co.kr/journal/articleDetail?nodeId=NODE01948534
|
8 |
Hwang, Jimin "Conjoint Analysis on a Study of Factors Affecting on Musical Audience's Purchase Intention - Focused on Active Seniors -", Dankook University, 2017. http://www.riss.kr/link?id=T14477787
|
9 |
Lee, Ji-Hun, Jung, Heon-Soo, "A Study on the New-Product Development Strategy for the Game Market using Conjoint Analysis", Korea Game Society, vol. 3, no. 1, pp. 37-48, 2003. https://www.dbpia.co.kr/journal/articleDetail?nodeId=NODE07437275
|
10 |
Hyung-Jun Jang, Kwang-Ho Kim, "Study on the Influence of VR Characteristics on User Satisfaction and Intention to Use Continuously - Focusing on VR Presence, User Characteristics, and VR Sickness", The Korea Contents Society, vol. 18, no. 5, pp. 420-431, 2018. https://doi.org/10.5392/JKCA.2018.18.05.420
|
11 |
MSIT, "Science and Technology &ICT Policies and Technology Trends", vol. 46, 2015. https://msit.go.kr/web/msipContents/contentsView.do?cateId=mssw65&artId=1263039
|
12 |
Young-Ran Cha, "VR Contents Strategy for Advertising and PR Industries : Focused on In-depth Interviews", The Korea Contents Association, vol. 19, no. 09, pp. 107-119, 2017. https://doi.org/10.5392/JKCA.2017.17.09.107
|
13 |
Superdata Research, "State of the XR market", 2019. https://www.superdataresearch.com/market-data/virtual-reality-industry-report/
|
14 |
C. Foster, C. Wheelock, Research Report: Virtual Reality for Consumer Markets, Tractica, 2015. https://www.tractica.com/research/virtual-reality-for-consumer-markets
|
15 |
Si Jung Kim, Kichol Lee and Yeonjeong Park, "Balancing Fun and Learning through a User Interface: A Case Study of Wii Game," KSII Transactions on Internet and Information Systems, vol. 13, no. 7, pp. 3638-3653, 2019. https://doi.org/10.3837/tiis.2019.07.017
DOI
|
16 |
IITP, "VR industry research of Korea", 2016. https://www.itfind.or.kr
|
17 |
McLuhan, "Understanding media: The extension of man", New York: New American Library, 1964. https://www.worldcat.org/title/understanding-media-the-extensions-of-man/oclc/305387
|
18 |
Seungkee Baek, Hosun Rhim, Myungsub Park, "A Study on Product Positioning based on Conjoint Analysis in a Competitive Market", The Korean Operations Research and Management Science Society, vol. 31, no. 3, pp. 107-125, 2006. https://www.dbpia.co.kr/journal/articleDetail?nodeId=NODE00757155
|
19 |
Joseph F. Hair, Bill Black, Barry Babin, Rolph E. Anderson, Ronald L. Tatham, "Multivariate Data Analysis (6th ed.)", New Jersey: Prentice-Hall, 2006. http://www.mypearsonstore.com/bookstore/multivariate-data-analysis-0130329290
|
20 |
Young Eun Song, Soo Bum Lee, "Research on Market Segmentation of the Organic Agricultural Products through Conjoint Analysis", Korean Hospitality and Tourism Academe, vol. 18, no. 1, pp. 257-274, 2009. http://www.dbpia.co.kr/journal/articleDetail?nodeId=NODE02484218
|
21 |
Dukki Hong, Hyuck-Joo Kwon, Cheong Ghil Kim and Woo-Chan Park, "Real-time 3D Audio Downmixing System based on Sound Rendering for the Immersive Sound of Mobile Virtual Reality Applications," KSII Transactions on Internet and Information Systems, vol. 12, no. 12, pp. 5936-5954, 2018. https://doi.org/10.3837/tiis.2018.12.018
DOI
|
22 |
IDC, "Worldwide Augmented and Virtual Reality Hardware Forecast, 2017-2021", 2017. https://www.marketresearch.com/IDC-v2477/Worldwide-Augmented-Virtual-Reality-Hardware-11261024/
|
23 |
CCS Insight, "Virtual Reality Device Market Declines in 2018 But Outlook Remains Positive", 2018. https://www.ccsinsight.com/press/company-news/3726-virtual-reality-device-market-declines-in-2018-but-outlook-remains-positive/
|
24 |
Jong-Chang Ahn, Sung-Phil Cho and Soon-Ki Jeong, "Virtual Reality to Help Relieve Travel Anxiety," KSII Transactions on Internet and Information Systems, vol. 7, no. 6, pp. 1433-1448, 2013. https://doi.org/10.3837/tiis.2013.06.005
DOI
|