• 제목/요약/키워드: SHORT GAME

검색결과 133건 처리시간 0.026초

Research on the Short-term Memory Effects on VR Tour Games

  • Sui, Qiao;Cho, Dong-Min
    • 한국멀티미디어학회논문지
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    • 제24권7호
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    • pp.922-932
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    • 2021
  • This thesis mainly studies the impact of short-term memory in VR tour games on users. The thesis is based on VR tour games and short-term memory, using the literature research method, the practical research method, and the investigation method. First, the author designs and makes VR tour games on the Beijing-Hangzhou Grand Canal, and then conducts a questionnaire survey and designs a control experiment. The experiment explores the differences of the short-term memory level of individuals between the normal environment and the VR tour game environment. It verifies whether the influential hypothesis proposed by the research is correct. Research conclusions show that: VR tour games have an impact on short-term memory. Compared with the normal environment, the subjects have better performance in the VR tour game mode and can maintain a high short-term memory level for a longer time. Its conclusions should promote the cultural propaganda of scenic spots and provide theoretical support for tourists' short-term memory of scenic spots culture.

3D게임 애니메이션 제작 파이프라인 및 적용 사례 제안 (3D game animation production pipeline and application instance proposal)

  • 한동훈;유석호;이동열;최태준;이흥우
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2007년도 추계 종합학술대회 논문집
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    • pp.644-646
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    • 2007
  • 온라인게임 산업은 많은 성장과 발전을 이루어 왔다. 게임업체들의 고통 중의 하나로 온라인의 특성에 따라 짧아지는 게임제작 파이프라인과, 빠른 제작 스케줄에 적합하며 쉽게 게임 제작 시 응용 적용이 가능한 다양한 3D게임캐릭터 애니메이션의 형태별, 동작별, 종류별로 분류된 애니메이션 모델 기준연구를 필요로 하고 있다. 본 연구에서는 실 사례 중심으로 게임에 이용된 디지털 기반 게임 캐릭터의 요소별 모델 분류 설정을 연구 분석하여 3D게임캐릭터 애니메이션 제작에 필요한 기초자료를 도출 한 후 디지털 모션캡처시스템을 활용하여 실시간으로 다양한 캐릭터 애니메이션의 실사 움직임 제어연구를 진행하여 게임산업 및 디지털 콘텐츠 산업에 효율성이 높고 짧은 시간에 적용 가능한 캐릭터애니메이션 제작 과정 및 제작 파이프라인 도출해보고자 한다.

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고등학생의 수면 부족, 비만, 스크린 타임 사이의 관련성 연구 (Relationships between Short Sleep, Obesity, and Screen Time in High School Students)

  • 하영미;박현주
    • Journal of Korean Biological Nursing Science
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    • 제16권2호
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    • pp.80-89
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    • 2014
  • Purpose: The purpose of this study was to investigate relationships between short sleep, obesity, and screen time. Methods: Data were obtained from a survey using a sample of 1,166 academic, and 597 vocational high school students. A structured questionnaire was used to assess demographics, hours spent in sleep, TV viewing, internet usage, and game playing. Obesity was determined using the body mass index. Descriptive statistics, Cochran Mantel Haenszel Chi-square test, and multiple logistic regression with dummy variables were performed. Results: Short sleep (<8 hours/day) was significantly related to obesity, not in academic school students, but in vocational school students. Academic high school students who had enough sleep (${\geq}8$ hours/day), had more time spent on TV viewing, internet usage, and game playing. Similar results were found in vocational high school students except for internet use. Interestingly, students with better school performance spent significantly less time in TV viewing, internet usage, and game playing, and therefore had a lower risk of obesity in academic school students. Conclusion: There is a significant relationship between short sleep and obesity that was found only in vocational high school students. The relationship between short sleep and screen time was not significant in Korean high school students.

디지털미디어시대 보드게임의 성공요인 분석 - <모두의 마블 for Kakao> 사례 분석 - (Main Factors of Success in Board Games of Digital Media Age Case Analysis of <모두의 마블 for Kakao> -)

  • 윤성혜;오현주
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2017년도 제56차 하계학술대회논문집 25권2호
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    • pp.85-88
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    • 2017
  • In this paper, I analyze the success factors of the mobile game "Marble for Kakao", and propose the factors that should be emphasized when converting the board game to digital. has converted to digital game using board game widely known in Korea. At this time, it differs from the existing , reducing the time required to play the game once, allowing the user to concentrate for a short period of time by giving a visual expression, and to repeatedly play the game several times. It also allows users to experience a variety of maps and character enhancement systems so that they can continue to be interested. Thus, Marble for Kakao has optimized the digital environment, not digitally portraying existing board games.

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전통복식을 응용한 게임 캐릭터 의상 디자인 개발: 테일즈런너의 '흥부와 놀부1' 게임을 중심으로 (Using Traditional Costumes in the Design of Game Character Clothing for 'Heungbu and Nolbu 1' Series of On-line Game Tales Runner)

  • 조두나;김은정
    • Human Ecology Research
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    • 제52권4호
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    • pp.347-354
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    • 2014
  • 'Heongbu and Nolbu 1' is a series of the on-line game 'Tales Runner.' It is based on a traditional Korean fairy tale. However, the game characters in Heongbu and Nolbu 1 wear casual clothes even though the game is set in the Joseon Dynasty. Therefore, this paper presents proposed game characters clothes based on traditional Korean costumes from the Joseon Dynasty. This work should help inspire gamers and game designers with the beauty of Korean traditional costumes and familiarize them with an aspect of Korean people's identity. A literature review of online games and game characters was carried out, and game characters' clothes were analyzed. The design motifs of historical relics of the Joseon era were evaluated. Three styles, one traditional and two "fusion" styles integrating traditional and modern elements were proposed for each of the 4 characters: Chowon, Ruff, Bada and Abell. The chulrik and jurip were used as design motifs for Chowon. A traditional chulrik, short chulriks and pants are suggested. Second, the dongari and jeonrip were used as design motifs for Ruff. A traditional dongdari, sapok pants, deck pants and a vest are suggested. Third, the jeogori and chima were used as design motifs for Bada. A traditional female hanbok, arm warmers, short-sleeved jeogori and dress are suggested. Fourth, the dang-ui and daeran-chima were used as design motifs for Abell. A traditional dang-ui and daeran-chima, blouse, skirt, jumper and tight Bermuda shorts are suggested. The length, shape and color were converted into new styles, but some traditional elements such as the git and goreum were retained.

남자프로골퍼의 30 야드 칩샷과 피치샷 동작의 운동학적 차이 (Kinematical Differences of the Male Professional Golfers' 30 Yard Chip Shot and Pitch Shot Motion)

  • 편은경;박영훈;염창홍;손승;서국웅;서국은
    • 한국운동역학회지
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    • 제17권2호
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    • pp.177-185
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    • 2007
  • Even though there were no clear definitions of the short game and short game distance, short game capability is crucial for a good golf score. Generally, chip shot and pitch shot are regarded as two principal components of the short game. Chip shot is a short, low trajectory shot played to the green or from trouble back into play. Pitch shot is a high trajectory shot of short length. Biomechanical studies were conducted usually to analyze full swing and putting motions. The purpose of the study was to reveal the kinematical differences between professional golfers' 30 yard $53^{\circ}wedge$ chip shot and $56^{\circ}wedge$ pitch shot motions. Fifteen male professional golfers were recruited for the study. Kinematical data were collected by the 60 Hz three-dimensional motion analysis system. Statistical comparisons were made by paired t-test, ANOVA, and Duncan of the SPSS 12.0K with the $\alpha$ value of .05. Results show that both the left hand and the ball were placed left of the center of the left and right foot at address. The left hand position of the chip shot was significantly left side of that of the pitch shot. But the ball position of the pitch shot was significantly right side of that of the chip shot. All body segments aligned to the left of the target line, open, at address. Except shoulder, there were no significant pelvis, knee, and feet alignment differences between chip shot and pitch shot. These differences at address seem for the ball height control. Pitch shot swing motions(the shoulder and pelvis rotation and the club head travel distance) were significantly bigger than those of the chip shot. Club head velocity of the pitch shot was significantly faster than that of the chip shot at the moment of impact. This was for the same shot length control with different lofted clubs. Swing motion differences seem mainly caused by the same shot length control with different ball height control.

컴퓨터 게임이 아동의 공간기술과 단기기억에 미치는 효과 (Effects of Computer Game on Children's Spatial Skills and Short-term Memory Ability)

  • 이순형;서봉연;이소은;성미영
    • 아동학회지
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    • 제20권3호
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    • pp.293-306
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    • 1999
  • This study investigated children's spatial skills and short term memory ability based on their practice with computer games. The 40 four-year-old and 40 six-year-old subjects were divided by experimental and control groups. Spatial skills of children were assessed by visual speed, mental rotation, and spatial visualization tasks. Short term memory was measured with a digit span task. Results showed that computer game practice enhanced children's memory ability and spatial skills. Even 4-year-olds performed better on mental rotation and spatial visualization tasks after practice. The treatment effect was significant for visual speed of 6-year-olds, short term memory ability and mental rotation of 4-year-olds, and spatial visualization of both 4- and 6-year-olds.

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가상현실게임 산업의 생태계 변화 예측 및 대응 전략 (Forecasting Ecosystem Changes in Virtual Reality Game Industry using Scenario Network Mapping)

  • 이창섭;이현정
    • 한국게임학회 논문지
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    • 제18권2호
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    • pp.15-26
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    • 2018
  • 가상현실은 현재 게임 산업에서 가장 주목하는 기술 중 하나다. 그럼에도 불구하고 가상현실기술 자체가 극복해야 할 문제점과 시장가능성에 대한 의문으로 게임 산업에서 이에 대한 투자가 활발히 이루어지기 어려운 실정이다. 따라서 본 연구에서는 가상현실 게임 시장의 미래 가능성을 다각도로 타진해보고자 하였다. 이를 위하여 과거부터 현재까지 국내의 게임시장 발전 양상을 살펴보고, 시나리오네트워크매핑(SNM)을 활용하여 이해관계자 구조를 통한 미래예측을 시도하였다. 그 결과는 장 단기적 미래전망을 제시하고 이를 바탕으로 가상현실 게임 산업의 핵심이 될 이해관계자들에게 필요할 활동과 전략에 대한 시사점을 제시하였다는 데 공헌점이 있다.

아동의 전자게임 활동이 시각적 병행처리에 미치는 영향 (The Effects of Playing Video Games on Children's Visual Parallel Processing)

  • 김숙현;최경숙
    • 아동학회지
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    • 제20권3호
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    • pp.231-244
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    • 1999
  • This study examined the effects of short and long term playing of video gamer on children's visual parallel processing. All of the 64 fourth grade subjects were above average in IQ. They were classified into high and low video game users. Instruments were a visual parallel processing task consisting of imagery integration items, computers, and the arcade video game, Pac-Man. Subjects were pre-tested with a visual parallel processing task. After one week, the experimental group played video games for 15 minutes, but the control group didn't play. Immediately following this, all children were post-tested by the same task used on the pretest. The data was analyzed by ANCOVA and repeated measures ANOVA. The results showed that relaying short-term video games improved visual parallel processing and that long term experience with video games also affected visual parallel processing. there were no differences between high and low users in visual parallel processing after playing short term video games.

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모션 캡쳐를 이용한 기타 리듬게임 (Guitar Rhythm Game Using Motion Capture)

  • 박동규;정정수
    • 한국정보통신학회논문지
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    • 제17권5호
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    • pp.1106-1112
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    • 2013
  • 키넥트는 이용자의 신체를 이용하여 게임과 엔터테인먼트를 경험할 수 있는 주변기기로 2010년 초 마이크로소프트사에서 발표하여 공개하였다. 본 논문은 키넥트에서 제공하는 세 가지 센서를 이용한 동작 인식 기능을 이용한 기타리듬 게임의 개발과 관련 기술에 대하여 다룬다. 리듬 게임은 게임의 여러 장르 중에서 매우 단순하고 학습기간이 짧으며, 신체의 활발한 활동성과 리듬성을 이용하기 때문에 피씨, 콘솔기기, 스마트폰 등 다양한 기기에서도 널리 활용되고 있는 장르이다. 본 논문에서 구현한 리듬게임은 화면구성과 게임화면을 DirectX 11버전에서 구현하였으며, 키넥트를 이용하여 게이머의 손동작 인식을 수행하기 위하여 OpenNI API를 사용하였으며 신체 움직임을 표현하기 위하여 OpenGL 라이브러리를 사용하였다.