• Title/Summary/Keyword: 게임선용

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A Survey on the Parents' Perceptions of and Attitudes toward Game Use among Teenagers in Korea (청소년 게임이용에 대한 학부모의 인식 조사 연구)

  • Hoon-Seok Choi;Joung Soon Ryong;Kyo-Heon Kim
    • Korean Journal of Culture and Social Issue
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    • v.17 no.4
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    • pp.435-459
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    • 2011
  • The present study explored Korean parents' perceptions of and behavior toward game use among teenagers in Korea. A total of 600 Korean mothers of teenagers residing in Seoul and five other metropolitan areas participated in the survey. The survey was constructed based on five categories of variables, including the overall perception of games and game use, specific attitudes toward game use, cognitions about and attitudes toward game addiction, factors predicting parental monitoring of children's game use, and views and opinions about what needs to be done to promote healthy game cultures as well as to prevent problematic game use among teenagers in Korea. Results indicate that the respondents' overall perceptions of and attitudes toward games and game use are negative. In contrast, attitudes toward game use of the respondent's own child are contingent upon various comparison standards. Results also indicate that the respondents tend to overestimate the possibility that their own child is addicted to games, and their perceptions of game addiction are based on a narrow range of behavioral symptoms. Additional analyses indicate that parental monitoring of teenagers' game use can be predicted by the theoretical model driven from Ajzen(1991)'s theory of planned behavior. Finally, results also indicate that, in order to deal with the problems associated with teenagers' game use, proactive approaches to promote healthy game cultures as well as various initiatives to prevent problematic game use are necessary. Implications of the findings and future direction were discussed.

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Measurement-based Face Rendering reflecting Positional Scattering Properties (위치별 산란특성을 반영한 측정기반 얼굴 렌더링)

  • Park, Sun-Yong;Oh, Kyoung-Su
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.137-144
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    • 2009
  • This paper predicts 6 facial regions that may have sharply different scattering properties, rendering the face more realistically based on their diffusion profiles. The scattering properties are acquired in the form of high dynamic range by photographing the pattern formed around an unit ray incident on facial skin. The acquired data are fitted to a 'linear combination of Gaussian functions', which well approximates the original diffusion profile of skin and has good characteristics as the filter. During the process, to prevent its solutions from converging into local minima, we take advantage of the genetic algorithm to set up the initial value. Each Gaussian term is applied to the irradiance map as a filter, expressing subsurface scattering effect. In this paper, to efficiently handle the maximum 12 Gaussian filterings, we make use of the parallel capacity of CUDA.

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An Effective Cloth Rendering using Internal Scatter Function (내부 산란함수를 이용한 효과적인 옷감 렌더링)

  • Park, Sun-Yong;Chun, Young-Jae;Oh, Kyoung-Su
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.97-105
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    • 2009
  • In this paper, we propose a new rendering scheme of cloth by measuring light-scattering pattern inside the cloth and reproducing using the pattern. To date, the BTF(Bidirectional Texture Function) has been one of the most appropriate method to realistically reconstruct cloth surface. However, the BTF has a couple of defects that it ultimately requires an infinite amount of data and all light effects should be used all together. We noted that internal scattering has a decisive contribution to the reality of cloth. Following this observation, we take an image of a ray of light scattering inside cloth for every position of the cloth sample and determine each pixel value by adding up all light influences arriving from its vicinity. Our method we propose in this paper provides a clue to more realistically represent cloth-like materials, which is one of the most challenging materials to express, by enabling each ray to be controlled individually.

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GPU-only Terrain Rendering for Walk-through (Walk-through를 지원하는 GPU 기반 지형렌더링)

  • Park, Sun-Yong;Oh, Kyoung-Su;Cho, Sung-Hyun
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.71-80
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    • 2007
  • In this paper, we introduce an efficient GPU-based real-time rendering technique applicable to every kind of game. Our method, without an extra geometry, can represent terrain just with a height map. It makes it possible to freely go around in the air or on the surface, so we can directly apply it to any computer games as well as a virtual reality. Since our method is not based on any geometrical structure, it doesn't need special LOD policy and the precision of geometrical representation and visual quality absolutely depend on the resolution of height map and color map. Moreover, GPU-only technique allows the general CPU to be dedicated to more general work, and as a result, enhances the overall performance of the computer. To date, there have been many researches related to the terrain representation, but most of them rely on CPU or confmed its applications to flight simulation, Improving existing displacement mapping techniques and applying it to our terrain rendering, we completely ruled out the problems, such as cracking, poping etc, which cause in polygon-based techniques, The most important contributions are to efficiently deal with arbitrary LOS(Line Of Sight) and dramatically improve visual quality during walk-through by reconstructing a height field with curved patches. We suggest a simple and useful method for calculating ray-patch intersections. We implemented all these on GPU 100%, and got tens to hundreds of framerates with height maps a variety of resolutions$(256{\times}256\;to\;4096{\times}4096)$.

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Improvement and Promotion Plan for the Screen Baseball Utilization (스크린야구 이용의 개선 및 증진방안)

  • Koo, Soo-Yong;Jeon, Yong-Bae;Choi, Eui-Yul
    • 한국체육학회지인문사회과학편
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    • v.54 no.4
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    • pp.363-372
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    • 2015
  • The purpose of this study was to suggest marketing plan to improve and promote screen baseball utilization, applying Importance-Performance Analysis (IPA) incorporating marketing mix 4Cs; Customer value, Convenience, Cost, and Communication. A convenience sample was made up of 267 users in screen baseball clubs located in metropolitan area. Evidence on validity and reliability of the data was obtained through exploratory factor analysis and internal consistency analysis. Frequency analysis and paired sample t-test for the difference verification of IPA were conducted also in SPSS version 21.0 with .05 of significance level. The main results of the study were as follows. First, there were partially significant differences between importance and satisfaction regarding the sub-categories of Customer value and Convenience. Second, there were all significant differences between importance and satisfaction regarding the sub-categories of Cost and Communication. Third, as the results regarding IPA, quadrant I indicating 'Keep up Good Work' included healthy use of leisure time, improvement of self-achievement, accessibility, communication between service user and provider, etc. Fourth, quadrant II indicating 'Concentrate Here' included diversification of screen baseball program, cost regarding facility use, etc. Fifth, quadrant III indicating 'Low Priority' included interpersonal relationship, subsidiary facilities, cost of food and beverage, etc. Lastly, quadrant IV indicating 'Possible Overkill' included improvement of physical health and life satisfaction and rules and procedures of screen baseball.