• Title/Summary/Keyword: game culture

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Analyzing Core Competence for Culture Contents Industry Ecosystem -based on Kyunggi Region- (경기도 문화콘텐츠산업의 지역착근성 기반 산업생태계 핵심역량 분석)

  • Kim, Yeon-Jeong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.2
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    • pp.672-677
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    • 2016
  • This study examined the relative industry competence of Kyunggi regional area. The LQ index was applied to estimate the competence of 11 culture contents. In the case of the amount of revenue, cartoon, characters, knowledge information, and publishing showed a relative high competence over LQ 1.0. Regarding the number of companies, cartoon, music, game, character, and knowledge information showed LQ of more than 1.0. The criteria of the number of employees indicated publishing, cartoon, game, character industry to be significant. The common LQ index result of 3 criteria suggested cartoon and character industry to be influential. This indicates that the flow among knowledge, information and person in a regional industry cluster are most important for promoting industry core competence.

An Empirical Study on the Influential Factors to User's Continuos Usage and Recommendation of SmartPhone-Games (구조방정식을 이용한 스마트폰 게임의 지속적 사용의도와 추천에 미치는 영향에 관한 실증적 연구)

  • Kwon, Hyeog-In;Kim, Ho-Il;Choi, Yong-Seok
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.115-125
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    • 2011
  • Recently, a sharp increases of users of smartphone is not only cause an rapid growth smartphone-games market, but also secured it's position as a high value market. thus have to begets a multilateral study to the smartphone of newly-rising. however the earlier studies were researched previous smartphone, despite extended research is needed for smartphone-games. therefore the study's purpose is to draw a main factors it has a decisive effect for recommendation and sustainable-usage through recognizing the cause-and-effect relationship with purchase intention, purchase action, satisfaction, recommendation, and sustainable usage that based purchase-effect-factors of smartphone-games. for this study the questionnaire of 293 was taken. and structural equation model was adopted to analyze this study.

Korean Children's Concepts of Adult and Peer Authority (한국 아동의 성인 및 또래 권위에 대한 개념 연구)

  • Kim, Jung Min
    • Korean Journal of Child Studies
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    • v.22 no.4
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    • pp.133-147
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    • 2001
  • The primary purpose of this research was to examine Korean childrens concepts of authority. Childrens judgments about commands of persons with varying age, social position, and knowledge were assessed. 48 subjects from the first, third, and fifth grades were presented with portrayals of persons giving children commands regarding two types of events: fighting and a game rule dispute. Subjects evaluated the legitimacy of commands and chose between different persons giving opposing commands. With regard to a command to stop fighting, subjects accepted the legitimacy of adult and peer authorities, as well as an adult without a position of authority. Subjects rejected commands that failed to prevent harm even when given by an adult authority. With regard to a game rule dispute, subjects most heavily weighted knowledge in evaluating the authority commands. The findings show that Korean children do not have a unitary orientation to adult authority, and have implications for an understanding of individuals' conceptions in the context of a cultural ideology emphasizing reverence for authority.

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A Production of Edutainment Contents Using Augmented Reality (증강현실을 적용한 에듀테인먼트 콘텐츠 제작)

  • Jeong, Yeon-Chul;Cha, Jae-Gwan
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.79-87
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    • 2015
  • Education tools expressed in texts and images turned into the edutainment such as a education and playing experience. Augmented reality(AR) technology in the field of edutainment was possible to have an amused-education by maximizing experiences. Recently, it is also served in a variety of mobile applications which exploit AR technology. The paper is to describe on the practical measures for the experience of education through designing and implementing edutainment contents. The implementation makes use of a engine 'Vuforia', and a platform 'Unity 3D'.

Spontaneous Subject and Participation Space of the Computer Game ;from viewpoint of Visual Culture (영상문화의 관점에서 본 컴퓨터게임의 능동적 주체와 참여공간)

  • Oh, Hyoun-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2008.06a
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    • pp.275-278
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    • 2008
  • 컴퓨터게임에 대한 여러 가지 논의는 부정적이거나 기술적인 연구의 한계점을 보이지만, 그 가능성과 사회적 영향력에 대한 부분은 우리 생활 깊이 들어와 인식되고 있다. 다양한 분야에 걸쳐 복잡한 특성을 드러내는 컴퓨터게임은 현 디지털시대와 이 시대를 살고 있는 모두를 포함하여 이들의 문화와 크게 밀접한 연관성을 가진다. 이에 따라 컴퓨터게임이 어떻게 현 시대를 반영하고, 영향력을 미치는지에 대해 다각도의 학문적 접근이 필요함을 밝히고자 한다. 결핍에서만 생겨나는 욕망의 주체가 컴퓨터게임이라는 즐김의 공간에서 일상과는 대립된 가상을 실현하는 심리적 관점에서의 관찰과 함께 양방향적인 게임의 특성을 각각의 이론들과 연관지어 보면서, 막연한 부정적인 시각에서 벗어나 컴퓨터게임을 여러 분야의 만남의 장으로 인식하고 문화로서 바라보는 객관적 시각의 필요성을 밝혀보고자 한다.

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A Study on Applying Proxemics to Camera Position in VR Animation

  • Qu, Lin;Yun, Tae-Soo
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.3
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    • pp.73-83
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    • 2021
  • With the development of science and technology, virtual reality (VR) has become increasingly popular, being widely used in various fields such as aviation, education, medical science, culture, art, and entertainment. This technology with great potential has changed the way of human-computer interaction and the way people live and entertain. In the field of animation, virtual reality also brings a new viewing form and immersive experience. The paper demonstrates the production of VR animation and then discusses camera's position in VR animation. Where to place the VR camera to bring a comfortable viewing experience. The paper, with the proxemics as its theoretical framework, proposes the hypothesis about the camera position. Then the hypothesis is verified by a series of experiments in animation to discuss the correlation between camera position and proxemics theory.

A Study on Quality Assurance of the Metaverse Platform Based Games (메타버스 플랫폼 기반 게임의 품질보증에 관한 연구)

  • Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.61-64
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    • 2022
  • 국내 게임 시장 규모가 20조원에 육박할 것으로 전망된 가운데, 내년 게임업계 화두로 메타버스와 NFT가 가장 주요한 이슈가 될 것이다. 메타버스 환경에서의 변화는 편의성, 상호작용 방식, 화면 공간 확장성 측면에서 기존 PC, 모바일 기반의 인터넷 시대와 메타버스 시대는 확실하게 차이가 존재한다. 기존에 비해 혁신적인 변화의 특징들에 대해서 메타버스 환경에서 게임들의 특징들도 무관하지 않을 것으로 생각한다. 본 논문에서는 메타버스 플랫폼에서의 게임개발이 활성화되는 환경에서 메타버스 기반에서 개발되고 플레이 되는 게임들에 대한 품질 보증(Quality Assurance : QA) 혹은 테스트를 위한 방법과 내용에 대해서 기존의 방법들과의 차이점과 향후 메타버스 환경에서의 게임 품질을 측정하는 새로운 요소들에 대해서 제시하고자 한다.

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Planning for Taekwondo Park (태권도공원 계획)

  • Kim, Hyun;Joun, Hyo-Jae;Kim, Sang-Tae
    • Journal of Korean Society of Rural Planning
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    • v.14 no.1
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    • pp.73-82
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    • 2008
  • Taekwondo, Korean traditional martial art as one of the ten Korean cultural symbols, has acquired a reputation for introducing and globalizing Korean culture together with its standing as official Olympic Game in 2000, Sydney, Australia. Nevertheless the World Taekwondo Headquarters, Kukkiwon, which is an exclusive Taekwondo institution only accommodates for three thousand persons. Considering the worldwide reputation of Taekwondo, the scale of Kukkiwon leaves a big supply problem. This study therefore suggests the plan to design Taekwondo park that playa major role of Taekwondo development in the 21st century and represent the cultural heartland of Taekwondo. The study considers four points. The points are as follows: 1) Necessary programs drawn by analyzing and assessing Muju city as a site for Taekwondo park, then a survey conducted for potential visitors to a Taekwondo park. Under the theme of "A World Cultural Heritage Upon Our Own Lives", the park plan intends to become a shrine of Taekwondo as well as a big tourist attraction. 2) Programs are appropriate for the terms of the investment under the auspices of government, by considering potential visits and the site conditions. 3) The meaning of Taekwondo and its history should be reflected in the space distribution and facilities allotment. Three meaningful zones: symbolic zone, training zone and culture zone are considered in planning program and space distribution. 4) The plan also intends to harmonize with local development by groping Muju city's uplifting, not only designs a Taekwondo park.

The Inter Industrial Competency Analysis of Game Industry and Character Industry (국내 문화콘텐츠산업의 연관산업 역량분석 -게임산업과 캐릭터산업을 중심으로-)

  • Kim, YeonJeong
    • Journal of Korea Technology Innovation Society
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    • v.16 no.4
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    • pp.1187-1204
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    • 2013
  • The purpose of this study is to analyze the industry infra competence status between game and character industry and to investigate relational industry cluster by LQ index. Applying to relative LQ index was no. of company, the no. of employee and the amount of revenue of 2012 years between game industry and character industry. The regional cluster block composed of metropolitan block (Seoul, incheon & Kyunggi area) and regional blocks(kangwon, chungchung, daekung, honam, dongnam and jeju region). The results of this research are as follows. First, the competency level of the quantity estimation of game industry and character industry highly concentrated to Seoul, Incheon & Kyunggi block. In case of the inter industrial competency analysis including metropolitan block, the high competency level indicated among metropolitan block, kangwon, dongnam and jeju region. In case of except metropolitan, dongnam and jeju region indicated high OSMU possibility between two industry. The contribution of this research was assessment of regional game and character culture contents' industry competences. And this research suggested fact based quantitative analysis of OSMU accessibility and validity of game and character industry's competence.

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Teacher's acceptance of digital games and related factors (학교 장면에서 디지털 게임 이용에 대한 교사의 수용도와 이에 영향을 미치는 요인)

  • Kim, Jee Yeon;Doh, Young Yim
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.123-134
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    • 2017
  • The purpose of this study is to investigate how teachers' acceptance of digital games is constructed in the school context and what factors influence teachers' acceptance. To do this, we conducted a survey on teachers, school counselors, and professional counselors in August 2016. A total of 250 data were analyzed. As a result, it was confirmed that the teachers' acceptance of digital game is composed of 5 factors - need for supervision, willingness to use, concern & monitoring, acceptance as alternative activities, acceptance efficacy. As a result of multi-variate multiple regression analysis, it was found that the teacher's age, the 2 factors of digital media literacy, the teacher's attitude toward student's digital game usage, and teacher's evaluation of the impact of digital games on school achievement have different effects on the 5 factors of teachers' acceptance. This study is meaningful to identify how teachers' acceptance of digital games is constructed and to explore the main factors affecting teachers' acceptance of digital games.