• Title/Summary/Keyword: 게임접근성

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Video Software Dealers Association v. Arnold Schwarzenegger(2009) of the United States Court of Appeals, Ninth Circuit and its Implication to the Korean Game Law (폭력성 비디오게임에 대한 미국 연방순회항소법원판결이 한국게임법제도에 주는 시사점 : Video Software Dealers Association v. Arnold Schwarzenegger(2009))

  • Park, Min;Hwang, Seung-Heum
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.65-78
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    • 2010
  • In Video Software Dealers Association v. Arnold Schwarzenegger, the federal 9th Circuit Court decided that a California law imposing restrictions and a labeling requirement on the sale or rental of violent video games to minors (the "Act") violated rights guaranteed by the First and Fourteenth Amendments to the United States Constitution because: (1) the state introduced insufficient evidence to support a compelling interest that video games created psychological or neurological harm, (2) the Act was not the least-restrictive alternative to negate the harm, and (3) the lower, rational basis standard applicable to commercial speech did not apply to the Act's labeling requirements because the required label did not convey factual information. On the contrary, Korean Constitutional Court decided that "Harmful Medium to Youth" and "Preliminary Rate Classification" would be constitutional. However, under the least-restrictive method rule of the U. S. Court and Korean Court, overlap application of "Harmful Medium to Youth" and "Preliminary Rate Classification" could be a problem and it would be possible that stronger regulation among these would be found as unconstitutional.

Building protection system and Understanding information protection through simulation hacking (정보보호시스템 구축 및 모의해킹을 통한 정보보호이해)

  • Jung, Sang-Mi;Kim, Chang-Hyeon;Noh, Hyeon-Woo;Choi, Jin-Woo;Jung, Yu-Jin;Moon, Eui-Seong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.11a
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    • pp.211-213
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    • 2017
  • 최근 보안적 이슈에 따른 피해가 지속적으로 늘어남에 따라 사람들이 보안에 관심이 많아 지기 시작했다. 모의해킹 분야의 경우 기존에 문제 풀이 웹 사이트들이 존재하지만 회원 가입 단계로부터 입문자들이 시작하기에는 높은 진입장벽이 존재한다. 본 연구에서는 방 탈출 게임의 컨셉을 모의해킹에 적용하여 모의해킹 문제를 게임을 푸는 방식으로 접근하여 입문자들도 쉽게 모의해킹 분야를 시작할 수 있도록 하였다. 웹 서버는 오픈소스 웹 방화벽인 ModSecurity와 Spring Security로 서버보안을 강화하였다.

3D Virtual Space Agriculture Education Game on Mobile Environment (모바일 환경에서의 3D 가상공간 농업 시뮬레이션 게임)

  • Yoo, Hwan-Soo;Kim, Seong-whan
    • Proceedings of the Korea Information Processing Society Conference
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    • 2009.11a
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    • pp.909-910
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    • 2009
  • 본 논문은 모바일 단말 환경에서 3D 가상공간상에 접속하여 작물재배, 가축사육 등을 체험 할 수 있는 환경을 제공할 수 있도록 한다. 기존의 웹 형태를 통한 온라인 농작물재배/가축사육 시뮬레이션에서는 각종 자료와 정지화상(사진이미지)를 제공하고 있으며 사용자는 웹 접속을 통하여 학습 및 게임을 할 수 있다. 본 논문에서는 고정된 장소에서의 체험을 벗어나 이동환경인 모바일 단말에서도 3D 그래픽 기술을 통한 현실감있는 가상의 농장 환경을 제공하여, 작물재배에서부터 토지 환경까지 간단하고 직관적인 인터페이스로 쉽게 접근할 수 있는 시뮬레이션 환경을 제공하며, 농작물 재배가 실제 환경과 유사하도록 시뮬레이션 엔진을 구성하였다. 특히 Open GL 같은 범용 라이브러리가 탑재되지 못하는 저 사양의 모바일 단말을 위하여 3D 엔진을 자체적으로 구성하여 범용성을 도모하였다.

Augmented Reality-Based First Person View RC Car Racing Game (증강현실 기반의 FPV(First Person View) RC 카 레이싱 게임)

  • Park, Seong-Eun;Kim, Jin-Hyun;Kim, Hak-Kyum
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.11a
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    • pp.800-802
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    • 2022
  • 최근 성인들을 위한 '키덜트 장난감'의 관심도가 증가하고 있다. 그중 높은 매출을 보이는 RC 카와 VR 의 콘텐츠 부족 및 대중화 문제를 해결하면 시장규모를 성장시킬 수 있다고 판단한다. 본 논문은 차별화된 RC 카 레이싱 게임 개발을 목표로 한다. 스마트폰용 VR 기기를 착용해 영상을 보며 컨트롤러로 RC 카를 조종한다. 또한 실시간 객체 검출이 가능한 YOLOv5 를 활용해 표지판 인식 및 바운딩 박스, 표지판 라벨, 라벨 음성 출력 기능과 오픈 소스 기반 실시간 컴퓨터 비전인 OpenCV 기반 알고리즘을 활용하여 차선을 인식해 이를 기반으로 영상 처리를 거쳐 가상 차선 및 가상 트랙을 출력한다. 결론적으로 RC 카와 VR 로 구현하여 이를 통해 부족한 VR 컨텐츠를 추가하고 접근성을 강화한다.

The Study on the Game World Experience and Peer Interaction of Students with Disabilities in the Community : With Giorgi's Phenomenological Research Method (지역사회 장애학생의 게임세계 경험과 또래상호작용 탐구: Giorgi의 현상학적 연구방법을 활용하여)

  • Yoo, Doo-Han;Jeon, Byoung-Jin;Hong, Deok-Gi
    • The Journal of Korean society of community based occupational therapy
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    • v.2 no.2
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    • pp.1-13
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    • 2012
  • Objective : The purpose of this study was to understand the game world experience and peer interaction of students with disabilities in the community. Method : In this study, Giorgi's phenomenological method was used to understand the game world experience and peer interaction of two students with disabilities in the community. The data collection about the situation and the context of the subjects was conducted over three times of interviews, until no new data. Meaning units through the four steps for Giorgi's scientific phenomenology were analyzed in the context of the overall data. Result : Two students with disabilities in the community had to spend time at home with physical limitation and alienation, and their leisure activities was mainly using the computer and television. Restrictions of leisure activities wad the cause of difficulties of social accessibility, and they need the correct thinking and self-control in the use of the time. Due to the game for fun, they have no interact with peers. On the other hand, most of conversation about the game were with families. Conclusion : Students with disabilities had a physical and psychological difficulties were feeling pleasure through the game. They need the correct thinking and self-control in the use of the time, and need an alternative solution for a reckless game use.

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Affordance in Multimedia environment with emphasis on Mobile Games (멀티미디어 환경에서의 어포던스에 관한 연구 -모바일 게임을 중심으로-)

  • Kim, H.J.;You, Si-Cheon
    • Smart Media Journal
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    • v.1 no.1
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    • pp.72-79
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    • 2012
  • This paper deals with usability issue that is one of the important user interface issues in multimedia environment. The purpose of this study is to define the concept of affordance in multimedia environment, which is adapted from product design fields and to seek development plan of more efficient interface and assurance interaction with interface. As a result, it is useful that the concept of affordance in multimedia design is applied as a 'useful clue for performing task.' Furthermore, it is possible that the concept of affordance is used as one of the improving methods of usability for users in multimedia environment.

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Evaluation of Amendments to the Act on Promotion of e-Sports (Electronic Sports) (「이스포츠(전자스포츠) 진흥에 관한 법률」 개정안 평가 및 개선 방안 제언)

  • Rhee, Jin-Woo;Kim, Ho-Chul
    • Journal of Korea Game Society
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    • v.21 no.4
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    • pp.13-24
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    • 2021
  • Recently, amendments to the e-Sports Act have been proposed in the Korea National Assembly. To evaluate the amendments, this study provided five factors of the e-sports industry: the high accessibility, the instability of the game, the difficulty of professional e-sports players, the fierce competition, and the lack of government policy. Based on these factors, this study suggested improvement in which the e-Sports Act should proceed for professional e-sports players, e-sports teams, and e-sports establishments.

A Case Study on Design of Theme-based Integrated Learning by Using QR Code (QR코드를 활용한 주제중심 통합학습 설계 사례연구)

  • Park, Hyung-Sung
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.141-152
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    • 2013
  • This research aims at suggesting a case of designing theme-based integrated learning for usage smart media. New approach and direction for developing a gaming instructional design was suggested which can encourage learners to participate in. Quest-based learning, the learning environment design where learners conduct various learner-centered activities, plays an important role of reinforcing the motivation, promoting experiential and cooperative learning based on social interaction. The design using QR codes has been proved to be able to offer the learner-centered learning environment which includes social interaction strategy required for learners expanding their cognitive structure, motivation enhancing strategy encouraging their consistent participation in learning, complex problematic situation and scaffolding strategy emphasized by constructivism. And it is expected to contribute to promoting the design of theme-based integrated learning which is being demanded in the educational environment recently by combining systematic design process and strategies.

The Effect of Export on Firms' Profit in Contents Industry - In the Case of Visual and Game Contents Firms - (콘텐츠산업 수출이 기업 수익에 미치는 영향 - 영상 및 게임 콘텐츠 기업을 중심으로 -)

  • Oh, Choon-Ho;Cho, Yong-Rae;Kim, Won-Joon
    • The Journal of the Korea Contents Association
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    • v.9 no.6
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    • pp.153-164
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    • 2009
  • The export on visual and game industry has grown very rapidly and is expanding its role in economic growth. In contrast, researches on these firms' financial performances in strategic and policy point of view are difficult to be found regarding the export of cultural industry. In this study, we analysis the effects of firms export in cultural industry on their financial performances focusing on game and visual industry. We find that the recent activities of export in game industry have positive effect on firm's growth in game industry. However, we find that the export deteriorate the net profit. On the other hand, we find no significant results in the case of visual game industry. Our results suggest that we need more strategic approaches in exporting goods in contents industry.

A Study on the Design of Security Mechanisms for CCTV Control (CCTV 제어를 위한 보안 메커니즘 설계에 관한 연구)

  • Kim, Hyo-Name;Park, Jae-Kyung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.445-446
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    • 2020
  • 최근 사물인터넷의 발전에 따른 많은 기기들이 디지털화 되면서 네트워크의 새로운 주요 장비로 등장하고 있으며 이 중 CCTV의 경우 대부분 IP를 갖는 독립적인 네트워크 디바이스가 되고 있다. 하지만 이러한 CCTV의 네트워크 접근에 따른 해킹 가능성이 끊임없이 제공되면서 CCTV를 통한 내부망의 침투가 현실적으로 가능한 상황이다. 현재 대부분의 영상 화면이 암호화되어 운영되고는 있지만 CCTV를 통제하는 제어 데이터는 어떠한 보안조치도 이루어지지 않은 것이 현실이다. 이러한 점을 보완하기 위해 면에서 본 논문에서는 CCTV 통제를 위한 제어 데이터도 인증 및 암호화를 통해 일반적인 접근을 완전히 차단할 수 있는 방안을 제시하고 이를 통한 사물인터넷의 안정성을 검증하는 방안을 제안하고자 한다.

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