• Title/Summary/Keyword: 게임방

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VR Theme Park Regulatory Improvement Plan (VR 테마파크 규제개선방안)

  • Song, Seung-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.12
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    • pp.1653-1658
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    • 2018
  • This study aims to analyze the cases of VR space to improve the regulations. The space is divided according to the multi-use business act when the VR simulator and the VR game are simultaneously installed in a single space. It is necessary to amend the rules of the Tourism Promotion Act so that it can operate at a certain area of the youth game room subject to the Game Industry Law. Amendments that do not compartmentalize a space partition in the Multi-use Business Act should be carried out simultaneously. This is safer alternative by collective management rather than by the safety applied within a limited space by eliminating the compartment by industry. This is a legal amendment that allows VR simulator and VR game to be operated in the same space even in small sized amusement facilities such as other amusement facilities. This regulatory improvement plan is expected to help the activation of small sized VR theme parks.

A study on Unreal 4 Effective Lighting (언리얼4의 효과적인 라이팅 세팅에 관한 연구)

  • Bang, Kyung-Un;Bang, Jung-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.01a
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    • pp.159-162
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    • 2018
  • 본 논문에서는 언리얼 엔진4에서 제공하는 강력한 라이팅 세팅들에 대해서 분석하고, 월드 라이트 매스의 옵션, 라이트매스 임포턴스 볼륨, 리플렉션 캡쳐 등을 사용해 효과적으로 사실적인 라이팅을 얻어내는 방법에 대하여 연구하였다. 월드 라이트 매스의 옵션들은 월드 전역의 간접광, 간접 그림자 등에 영향을 미치며, 라이트매스 임포턴스 볼륨, 리플렉션 캡처를 통해 라이팅의 중요도와 세밀한 반사를 정의함으로서 베이크 타임을 현저하게 감소시키고 사실적인 결과를 얻는데 연구 목적이 있다. 전역적인 라이팅 세팅이 세밀하고 사실적인 라이팅을 얻어내는데에 얼마나 효과적인지를 게임 구현을 통해 보여주었다.

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A Study on Vulnerability of Cyber Electronic Warfare and Analysis of Countermeasures for swarm flight of the NBC Reconnaissance Drones (화생방 정찰 드론의 군집비행 시 사이버전자전 취약점 및 대응방안 분석)

  • Kim, Jee-won;Park, Sang-jun;Lee, Kwang-ho;Jung, Chan-gi
    • Convergence Security Journal
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    • v.18 no.2
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    • pp.133-139
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    • 2018
  • The 5 Game changer means the concepts of the army's operation against the enemy's asymmetric threats so that minimize damage to the public and leads to victory in war in the shortest time. A study of network architecture of Dronebot operation is a key study to carry out integrated operation with integrated C4I system by organically linking several drones battle groups through ICT. The NBC reconnaissance drones can be used instead of vehicles and humans to detect NBC materials and share situations quickly. However, there is still a lack of research on the swarm flight of the NBC reconnaissance drones and the weaknesses of cyber electronic warfare. In this study, we present weaknesses and countermeasures of CBRNs in swarm flight operations and provide a basis for future research.

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COMPUTER GAME PLAYING PATTERNS AND PSYCHOPATHOLOGY IN SCHOOL-AGE CHILDREN (학령기 아동의 컴퓨터게임 이용 양상과 정신병리)

  • Lim Seoung-Hu;Jeong Seoung-Shim;Park Jeone-Hwan;Kim Ji-Hae;Hong Sung-Do
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.17 no.1
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    • pp.19-26
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    • 2006
  • Objectives : The object of this study was to examine computer game playing patterns and psychopathologies related to computer game addiction in school-age children. Methods : The subjects were 533 elementary school students (4th to 6th grade) in Kangdonggu, Seoul. We evaluated computer playing patterns of all subjects using computer game playing pattern questionnaire, and determined the risk group of computer game addiction by internet game addiction scale score. We evaluated subscale score of K-CBCL from parents of all subjects, and conducted correlation analysis and logistic regression analysis between computer game addiction and subscale score of K-CBCL. Results : In 488 responders, 10.2% of started playing computer game in preschool age, and 67.2% started at low grade of elementary school. The mean frequency of computer game play per week was 3.66 days. Mean time spent playing computer games per day was 1.89 hours. 'Simply for fun' was the most common reason far playing computer games (40.8%). Male subjects showed statistically significant differences in age of starting computer game, frequency of computer game play per week, reasons for playing computer game and computer game addiction scale scores. There were significant correlations between computer game addiction scale scores and academic performance, somatic complaints, attention problems, and internalizing problems in K-CBCL. But In logistic regression analysis, only attention problems among K-CBCL subscales showed significant predictability to computer game addiction. Conclusion : Upper grade elementary school students experienced computer game playing at the very early age, and spend much time in playing computer games. There were significant correlation and predictability between computer game addiction and attention problems.

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Effects of Science Lessons with Educational Game Content on the Science-related Attitudes of Elementary Students: Focusing on Games for Learning the Domains of Motion and Energy (교육용 게임 콘텐츠를 활용한 과학 학습이 초등학생들의 과학 관련 태도에 미치는 영향 - 운동과 에너지 영역을 학습할 수 있는 게임을 중심으로 -)

  • Kim, Hyunguk
    • Journal of Korean Elementary Science Education
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    • v.42 no.4
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    • pp.481-496
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    • 2023
  • This study aimed to evaluate the effects of utilizing educational game content for science learning on science-related attitudes. The content was applied to 24 students in an after-school science club at an elementary school in Gyeongsangbuk-do Province followed by a pre and posttest analysis using the Attitude About the Relevance of Science Test and the Creative Personality Test. This study used Tino's Journey, which was developed by the Korea Creative Content Agency and is currently distributed for free through the Ministry of Education to develop nine lessons that include scientific scenarios and concepts presented in the game. The results demonstrated that science lessons utilizing educational game content significantly influenced the science-related attitudes of the students. Among the subdomains, enjoyment of science lessons increased the most followed by the attitude toward scientific inquiry, social meaning of science, and hobby of science. However, the commonness of scientists, acceptance of scientific attitudes, and career in science did not reveal significant differences. This study classified the students into two groups (i.e., high and low, n=12 each) using the Creative Personality Test in advance. This study performed covariate analysis with the score for pre-science-related attitude as the covariate. Result revealed that the scores for science-related attitude significantly differed between the high and low groups. Specifically, the increase in the scores of the low group was larger than that of the high group. Lastly, the study presented implications for the utilization of educational game content in science learning.

The study on daily activities after school of the specialized high school students who have a sense of learned helplessness (특성화고 학습된 무기력 학생들의 방과 후 일상 활동 연구)

  • Jeon, Me-Ae;Lim, Se-Yung
    • 대한공업교육학회지
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    • v.37 no.2
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    • pp.77-98
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    • 2012
  • The purpose of this study is to investigate what kind of activities by specialized highschool students who have a sense of learned helplessness do after school, and then to inquire if there would be any of differences between their school activities and after school activities. The students in J specialized highschool for vocational education, located in D city participated in the program of improving learning motivation for students with learned helplessness. We selected 15 out of them as the subjects who were judged to be suitable for this study through 'Convenience sampling'. The research methods of this study is qualitative research methods by observation and in-depth interviews. The results are as in the following. First, daily activities after school of the specialized highschool students with learned helplessness can be divided into 3 groups; leisure activities, learning activities, and sustenance activities. Most of the students spend a lot of time doing leisure activities such as playing with a computer, watching TV, doing something with their friend, and killing time. Secondly, the character of daily activities after school of the specialized high school students with learned helplessness is different from that of the students' school activities connected with their daily activities after school. Based on the results we need to consider the character of the students' daily activities after school so as to help the students with learned helplessness, especially in specialized school.

Development of Distance Education Programs Utilizing Diffy Game for the Math Gifted Students in Elementary School (디피(Diffy) 게임을 활용한 원격교육용 초등수학영재 프로그램 개발)

  • Lee, Youn Young;Song, Sang Hun
    • School Mathematics
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    • v.15 no.1
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    • pp.121-136
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    • 2013
  • The purpose of study was to develop distance education programs that combine the characteristics of the programs for the math gifted students. To this end, the first is to establish the standards for the development of distance programs for the math gifted students. The second is to develop the distance education programs for the elementary school math gifted students according to the program procedure models for distance education. The third is to apply the programs developed to actual distance education field and analyze the results to verify the validity of the programs. This program can increase high-level mathematical thinking power even though it is the distance education, not the face-to-face education. Second, this program make contributions to active mathematical communication through newsgroup or reflective journals. Third, the use of Diffy Game facilitates the selection of in-depth contents, which will in turn enable the development of intensive programs.

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Perceptions of social presence and aggressive behavior in cyberspace (사이버 공간에서 사회적 실재감의 지각과 공격행동)

  • Jae-Hwi Kim ;Yeon-Jung Kim
    • Korean Journal of Culture and Social Issue
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    • v.10 no.3
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    • pp.83-101
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    • 2004
  • This study investigated the effects of social presence as means of self-awareness and interpersonal-awareness on the cyber-aggressive behavior. The cyber-aggressive behavior (flaming and direct aggression use of character) should be differ from existence of social presence and type of social presence of internet users. To test hypothesis, an experiment was executed a field study on cyberspace, an on-line game, "fortress 2 blue forever". I made a chat-room in the game site to conduct an experiment to 107 person who entered the chat-room and blinded ignorance of this situation made by researchers. As the subjects enter the chat-room, he chats with 3 researchers who were waiting before he gets in. The social presence was operated with 3 phases by the contents of the chat (①control group; nothing, ②experimental group 1; reaction about other people ③experimental group 2; reaction about other people + self-exposure by an exchange information of their home region). The studies show that, subjects of the control group behaved more aggressively than other subjects of the experimental groups(both flaming and direct aggression use of character). Meantime, I compared experimental group 1 with experimental group 2 to investigate difference between the type of social presence. As the result, subjects of the experimental group 1 behaved more aggressively than experimental group 2 (only flaming, there's no difference in direct aggression use of character).

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Implementation of Noraebang System by using VOD Sever and Java Video Player (VOD 서버와 자바 비디오 플레이어를 이용한 노래방 시스템 구현)

  • 문보석;김인수;최인욱;박성순
    • Proceedings of the Korea Multimedia Society Conference
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    • 2000.11a
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    • pp.345-348
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    • 2000
  • 요즘 PC를 이용한 여러 가지 사업 아이템들이 상품화되어 쏠아져 나오고 있다. 대표적으로 PC방을 비롯해 가정에서도 고속 인터넷이 가능해지면서 게임뿐만이 아니라 전반적인 생활 자체가 컴퓨터를 통해 이루어져 가고 있다고 해도 과언이 아니다. 흔히 볼 수 있는 노래방 또한 그 예외가 된 수 없다. 현재 노래방에서의 한계점은 신곡이 추가될 때마다 대부분 팁 자체를 교환하거나 추가해줘야 하고 TV 브라운관에 보이는 영상 또한 비디오를 통해 따로 상영해 주어야 한다. 본 논문에서는 PC로 클라이언트-서버 모델을 이용해 노래방 시스템을 구성하여 기존 노래방 시스템의 단점을 극복하고 나아가서 여러 가지 부가 서비스를 지원해 줄 수 있는 인터넷 노래방 시스템의 구현에 대해서 기술한다.

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A study on how to process microphone input value in environment with ambient noise (주변 잡음이 있는 환경에서 마이크 입력 값을 얻고 가공하는 방법에 대한 연구)

  • Kim, Chang-Hyun;Bang, Jung-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.01a
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    • pp.189-190
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    • 2018
  • 휴대폰에는 기본적으로 마이크가 탑재되어있다. 이것을 어플리케이션에 활용한다면 다양한 콘텐츠를 만들어 낼 수 있고 그러한 콘텐츠가 가진 가능성은 무궁무진 할 것이다. 게임 엔진을 사용하면, 제공되는 마이크 입력 클래스를 사용하여 마이크 입력 값을 가공할 수 있는데, 주변 잡음을 구분하지 하고 소리 입력 값을 받아들이는 문제가 발생한다. 본 논문에서는 기기에 탑재되어 있는 마이크에 접근, 각종 마이크가 출력하는 값을 얻어와 그 값을 가공하는 것을 분석하고, 주변 잡음을 구분하지 않고 받아들이는 문제를 해결하기 위하여 미리 주변 잡음을 체크하고 그 이상의 소리만 입력받도록 하는 방법에 대하여 연구하였다.

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