• 제목/요약/키워드: Functional Game

검색결과 134건 처리시간 0.027초

미래 유망 직업 관점에서 게임에 나타난 직업의 표현 양상 연구 (Study on Expression Pattern of Jobs in Game from Perspective of Prospective Jobs in Future)

  • 조광희;김정이
    • 문화기술의 융합
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    • 제9권6호
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    • pp.181-186
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    • 2023
  • 본 연구에서는 청소년들의 4차 산업혁명의 인식 부족과 게임에 나타난 직업의 표현 양상 부족을 주장하고 게임을 통한 미래 유망 직업 직업교육을 제안한다. 다양한 선행연구들을 통해 4차 산업혁명에 따른 직업의 변화 청소년들의 직업교육 실태와 한계, 온라인게임의 교육적 효과 등을 검토하고 미래 유망 직업 관점에서 게임에 나타난 직업의 표현 양상 연구를 진행한 결과, 현재 모바일 시뮬레이션 게임 주인공 속 나타난 직업은 200개의 게임 중 45개에 불과했다. 미래 유망 직업의 직무를 살린 온라인게임의 양상과 청소년들의 희망 직업 순위 속 미래 유망 직업을 분석한 결과 미래 유망 직업은 '콘텐츠 크리에이터', '드론 전문가', '소프트웨어 개발자'가 표현되었다. 게임 주인공만의 직업을 조사했다는 한계를 지녔음에도, 현재 게임이 미래 유망 직업에 대한 직업교육의 기능적 측면을 충분히 포괄하고 있지 못함을 지적하고, 미래 유망 직업 반영의 필요성을 제시했다는 의의가 있다.

지적장애아동의 기능성 게임 참여에 따른 행동변화 및 운동수행능력 (Behavior and Motor Skill of Children with Intellectual Disabilities Participating Functional Games)

  • 강선영
    • 융합보안논문지
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    • 제15권4호
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    • pp.149-154
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    • 2015
  • 본 연구는 지적장애아동들이 가상현실을 기반으로 한 기능성 게임에 참여하는 과정에서 행동 및 운동수행능력에 어떠한 변화가 보이는지 분석하는데 그 목적이 있다. 본 연구는 지적장애아동 5명을 대상으로 주 2회, 16주간 프로그램을 진행하였다. 그 결과 가상현실을 기반으로 한 기능성 게임에 참여한 지적장애아동은 주의집중, 안정된 움직임, 자신감있는 동작 등과 같은 행동의 변화를 보였으며, 운동수행능력의 경우 하위영역 - 정적 협응, 손동작 협응, 일반동작 협응, 운동속도, 동시적 자발동작, 단일 동작 수행능력- 모두에서 긍정적 변화를 나타냈다. 이와 같은 연구 결과를 바탕으로 가상현실을 기반으로 한 기능성 게임을 체계적이고 규칙적으로 적용하게 되면 지적장애인의 행동변화와 운동수행능력에 긍정적 효과를 가져올 수 있을 것이다.

인터넷 게임 과다사용자와 탈신체화 : 기능적 뇌자기공명영상을 이용한신경 상관물 (Internet Game Overuser and Disembodiment : Neural Correlates as Revealed by Functional Magnetic Resonance Imaging)

  • 오종현;손정우;김지은;신용욱
    • 생물정신의학
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    • 제21권2호
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    • pp.57-64
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    • 2014
  • Objectives The purpose of this study was to investigate the difference of brain activity between internet game overusers in adulthood and normal adults in a state of disembodiment. Methods The fMRI images were taken while the internet game overuser group (n = 14) and the control group (n = 15) were asked to perform the task composed of ball-throwing animations. The task reflected on either self-agency about ball-throwing or location of a ball. And each block was shown with either different (changing viewpoint) or same animations (fixed viewpoint). The disembodiment-related condition was the interaction between agency task and changing viewpoint. Results 1) In within-group analyses, the control group exhibited higher brain activation in the left precentral gyrus, the left inferior frontal gyrus, and the left insula. And the overuser group exhibited higher activation in the right cuneus, the left posterior middle occipital gyrus, and the left parahippocampal gyrus. 2) In between-group analyses, the control group exhibited higher activation in the right posterior superior temporal gyrus. And the overuser group exhibited higher activation in the left cuneus, and the left posterior middle occipital area. Conclusions These results show that the disembodiment-related brain activation of internet game overusers in adulthood is different from that of normal adults.

AR을 활용한 드론 교육 훈련 게임 콘텐츠 설계 (A Study on the Game Contents Design of Drone Educational Training Using AR)

  • 최창민;정형원
    • 한국엔터테인먼트산업학회논문지
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    • 제15권4호
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    • pp.383-390
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    • 2021
  • 최근 드론 산업은 다양한 분야에 활용될 가능성이 제시되면서 급속히 확장되고 있다. 드론 시장 규모가 성장함에 따라 드론 관련 자격증에 관한 관심도 증가하는 추세이다. 하지만 현재 드론 관련 자격제도 및 교육체계가 미흡한 실정이다. 이에 본 연구에서는 드론 교육 훈련의 현실적인 어려움을 해결하고자 관련 기술 연구를 통해 드론 교육의 필요성과 기능성 게임의 특징, AR을 활용한 교육 훈련 효과성을 분석하였다. 이후 AR을 활용한 드론 교육 훈련 게임 콘텐츠를 드론 국가 자격과정 실기시험을 기반으로 연습모드와 시험모드로 구분하고 교육과정이 끝날 때마다 결과화면이 나타나도록 하여 플레이어가 수준별 학습과 스스로 결과에 대해 평가를 할 수 있도록 설계하였다. 또한, 인식률 및 응답속도 대응을 위한 하이브리드 처리 시스템과 네트워크 및 AR 운용 시스템을 구축하였으며, 설계 내용을 토대로 AR을 활용한 드론 교육 훈련 게임 콘텐츠를 구현하였다. 본 논문에서 제시한 AR을 활용한 게임 콘텐츠를 드론 교육 훈련에 활용하는 것으로 환경적인 어려움이 보다 완화되고 플레이의 몰입감을 향상시켜 좀 더 효과적인 드론 교육 훈련을 경험할 수 있을 것으로 기대한다.

Analysis of the Design Elements for the Children's Picture Books Based on VR

  • Lu, Kai;Cho, Dong Min
    • 한국멀티미디어학회논문지
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    • 제24권7호
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    • pp.953-965
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    • 2021
  • The research of combining virtual reality technology with the design elements of children's picture book education is a relatively new topic in virtual reality technology in recent years. Based on the combination of picture book design elements with virtual reality technology and the development of a children's picture book teaching game, this article analyzes the effectiveness of the application of virtual reality technology in children's teaching, and explores the usability of picture book design elements in teaching [1]. Through literature research methods, practical research methods and investigation research methods, this paper lucubrates the application of virtual reality technology in the design elements of children's picture book education so as to provide adequate theoretical and practical support for the research theme. The spatial positioning, vision, sound, and functional requirements of children's picture book games play a leading role in teaching. Practical statistics have proved that it is easier to promote children's mastery of teaching knowledge in a virtual environment. Moreover, use VR's game management function and setting function to solve the boringness of traditional education methods and the limitations of the teaching environment. The feasibility of game operation provides a virtual teaching platform system for children's education, and the teaching effect is remarkable.

강건성을 고려한 연성설계의 최적화 방법 (Optimization Method for a Coupled Design, Considering Robustness)

  • 강동헌;송병철;박영철;이권희
    • 한국기계가공학회지
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    • 제7권2호
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    • pp.8-15
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    • 2008
  • Current trend of design technologies shows engineers to objectify or automate the given decision-making process. The numerical optimization is an example of such technologies. However, in numerical optimization, the uncertainties are uncontrollable to efficiently objectify or automate the process. To better manage these uncertainties, Taguchi method, reliability-based optimization and robust optimization are being used. Based on the independence axiom of axiomatic design theory that illustrates the relationship between desired specifications and design parameters, the designs can be classified into three types: uncoupled, decoupled and coupled. To best approach the target performance with the maximum robustness is one of the main functional requirements of a mechanical system. Most engineering designs are pertaining to either coupled or decoupled ones, but these designs cannot currently accomplish a real robustness thus a trade-off between performance and robustness has to be made. In this research, the game theory will be applied to optimize the trade-off.

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연성 시스템의 강건설계 방법 (Robust Design Methodology of a Coupled System)

  • 이권희;박경진;주원식
    • 대한기계학회:학술대회논문집
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    • 대한기계학회 2003년도 추계학술대회
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    • pp.1763-1768
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    • 2003
  • Current trend of design technologies shows engineers to objectify or automate the given decision-making process. The numerical optimization is an example of such technologies. However, in numerical optimization, the uncertainties are uncontrollable to efficiently objectify or automate the process. To better manage these uncertainties, Taguchi method, reliability-based optimization and robust optimization are being used. Based on the independence axiom of axiomatic design theory that illustrates the relationship between desired specifications and design parameters, the designs can be classified into three types: uncoupled, decoupled and coupled. To best approach the target performance with the maximum robustness is one of the main functional requirements of a mechanical system. Most engineering designs are pertaining to either coupled or decoupled ones, but these designs cannot currently accomplish a real robustness thus a trade-off between performance and robustness has to be made. In this research, the game theory will be applied to optimize the trade-off.

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한국노인의 체질량지수, 주관적 건강상태와 기능성게임 요구도의 상관성 조사 (Correlates of Body Mass Index, Perceived Health Status, and the Needs of Functional Games for the Elderly in Korea)

  • 임경춘
    • Journal of Korean Biological Nursing Science
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    • 제17권1호
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    • pp.60-70
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    • 2015
  • Purpose: The purpose of this study was to explore the correlates of body mass index (BMI), perceived health status (PHS), and the needs of functional games for the elderly in Korea. Methods: This is a descriptive study with convenience sampling. The data were collected from 363 older adults in S city who completed questionnaires asking about their BMI, PHS, needs for functional games, and general characteristics. Using the SPSS 20.0 program, data were analyzed. Results: The mean age was 65.4(${\pm}4.75$), ranging between 60-83 years old. Among the 363 subjects, 75.2% who were male, 55.9% chose "functional games are necessary," and 25.3% selected "functional games are absolutely necessary" for the elderly. There were statistically significant correlations between current PHS and comparing health to others (r=.827, p<.001), depression (r=-.330, p<.001), age (r=-.113, p=.032), respectively. In addition, there was a statistically significant correlation between comparing health to others and depression (r=-.292, p<.001). Conclusion: The study findings show that older adults have distinct needs and interests for functional games. Thus, we need to develop senior functional games to help make older adults more active with greater enjoyment to gain more health benefits. Interdisciplinary team approaches would work well for developing functional games in Korean considering the preferences of older people are similar.

대학생 인터넷게임 중독 집단의 의사소통유형 및 문제해결능력 (Communication Pattern and Problem-solving Ability of the Internet Game Addicts in College Students)

  • 이만제
    • 한국콘텐츠학회논문지
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    • 제9권11호
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    • pp.108-119
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    • 2009
  • 본 연구는 인터넷 게임 중독수준에 따라 대학생의 의사소통유형 및 문제해결능력에 어떠한 차이가 있는가를 밝혀내기 위해 진행되었다. 이를 위해 경상도, 전라도, 서울지역 대학생 295명을 연구대상으로 삼았다. 일원변량분석을 통해 분석한 결과 첫째, 대학생의 인터넷게임 중독 수준에 따라 의사소통유형에 차이가 있는 것으로 나타났다. 구체적으로 인터넷게임에 중독되어 있는 대학생들이 중독되지 않은 대학생에 비해 일치형의 기능적 의사소통은 적게 사용하는 반면 비난형, 회유형, 산만형의 역기능적 의사소통을 많이 사용하는 것으로 나타났다. 둘째, 대학생의 인터넷 게임 중독 수준에 따라 문제해결능력에 차이가 있는 것으로 나타났다. 즉 인터넷게임에 중독된 대학생들은 문제가 발생했을 때 합리적 문제해결 스타일은 적게 사용하는 반면 부정적 문제지향, 충동-부주의적, 회피적 스타일을 더 많이 사용하여 해결하는 것으로 나타났다.

Effects of Game Based Weight-Bearing Training on Lower Extremity Muscle Activation and Balance in Stroke Patients

  • Yang, Dae-jung;Park, Seung-Kyu;Kang, Jeong-Il;Kim, Je-Ho;Jeong, Dae-Keun;Choi, Jong-Uk
    • The Journal of Korean Physical Therapy
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    • 제27권4호
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    • pp.264-269
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    • 2015
  • Purpose: The objective of this study was to determine the effects of game based weight-bearing training (GBWBT) on lower extremity muscle activation and balance in stroke patients. Methods: Thirty subjects were randomly divided into two groups: experimental group I (n=15) and control group II (n=15). Each group was provided intervention under two conditions, as follows: in the Game based weight-bearing training (group I), 30 minutes per day, five times per week, with physical therapy for 30 minutes, and in the functional weight-bearing training (group II), 30 minutes per day, five times per week, with physical therapy for 30 minutes The training program was conducted for a period of eight weeks. Subjects were measured on lower extremity muscle (rectus femoris, biceps femoris, tibialis anterior, gastrocnemius) by electromyography and balance by Biorescue. ANCOVA was performed for comparison of lower extremity muscle activation and balance between different intervention methods. All patients were evaluated at baseline and at the end of the treatment protocol. Statistical significance was tested between the patients before and after treatment by t-test. Results: Significant difference in lower extremity muscle activation was observed in experimental group I compared with control group II (p<0.05). Significant difference in balance was observed in experimental group I compared with control group II (p<0.001). Conclusion: Findings of this study suggest that game based weight-bearing training may have a beneficial effect on improvement of lower extremity muscle activation and balance in stroke patients.