• 제목/요약/키워드: Game Activity

검색결과 210건 처리시간 0.027초

VR(Virtual Reality) 게임의 놀이적 특성 분석 - 하위징아와 카이저의 놀이 이론을 중심으로 (Analysis of the Playful Characteristic of Virtual Reality(VR) Games - Focusing on Huizinga and Caillois's Play Theory)

  • 박만수;김천웅;한동섭
    • 한국콘텐츠학회논문지
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    • 제18권8호
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    • pp.148-156
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    • 2018
  • 본 연구는 VR 게임의 담론 활성화를 위한 기초 연구의 입장에서 요한 하위징아와 로제 카이와의 놀이이론을 바탕으로 기존 디지털 게임의 놀이적 특성을 유형화하였고, 해당 유형을 바탕으로 VR 게임의 놀이적 특성을 살펴보았다. 그 결과 VR 게임은 디지털 게임과 놀이적 특성을 상당 부분 공유하고 있는 것으로 나타났다. 그럼에도 불구하고 VR 게임에서는 HMD 착용에 의한 실제 세계와의 완벽한 단절과 새로운 입/출력 장치를 통해 자유로운 신체적 활동이 가능하게 되었다. 결국 놀이 환경의 변화로 인한 여러 감각적 자극을 통해 실재감, 몰입, 정서적 즐거움, 만족도의 증가 등 놀이자 경험에도 큰 영향을 미치게 되었다. 본 연구는 차후 다양하게 형성될 VR 콘텐츠의 특성을 연구하는 중요한 지표로 활용될 수 있을 것으로 기대된다.

기원에 따른 33관음의 시각화 (Visualization of 33 Avalokitesvara-Bodhisattva according to the Wishes)

  • 김경덕;김영덕
    • 한국콘텐츠학회논문지
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    • 제18권9호
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    • pp.240-247
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    • 2018
  • 본 논문에서는 관음 설화에 등장하는 33관음을 일반인의 기원에 따라 시각화하는 디지털 콘텐츠로 구현한다. 33관음은 유형문화재인 삼국유사의 관음 설화와 일반 사찰의 벽화에서도 쉽게 찾아볼 수 있다. 33관음은 일반인의 기원에 따라 33가지 모습으로 변신하고 자비를 베푸는 보살로서, 변화된 모습에 따른 다양한 관음 설화가 민간에 전래되어 확산되었다. 본 논문에서는 33가지 관음을 일반인들의 기원에 따라 치유, 안심, 학업성취, 재난 구호의 4가지 기원으로 분류하고, 각 관음에 대한 상징성과 활동성을 분석한다. 또한 일반인들의 사용 용이성을 지원하기 위한 2차원 디지털 콘텐츠를 제작한다. 응용 분야로는 전통문화 캐릭터 개발, 전통문화의 디지털 스토리텔링, 불교의 교리 교육, 게임 등 불교문화에 대한 서비스 등에 활용할 수 있다.

영화의 유통전략에 대한 연구: 심플렉스 해법을 중심으로 (Cost Distribution Strategies in the Film Industry: the Simplex Method)

  • 황희중
    • 유통과학연구
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    • 제14권10호
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    • pp.147-152
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    • 2016
  • Purpose - High quality films are affected by both the production stage and various variables such as the size of the movie investment and marketing that changes consumers' perceptions. Consumer preferences should be recognized first to ensure that the movie is successful. If a film is produced without pre-investigation and analysis of consumer demand and taste, the probability of success will be low. This study investigates the balance of production costs, marketing costs, and profits using game theory, suggesting an optimization strategy using the simplex method of linear programming. Research design, data, and methodology - Before the release of the movie, initial demand is assumed to be driven largely by marketing costs. In the next phase, demand is assumed to be driven purely by a movie's production cost and quality, which might also further determine consumer demand. Thus, it is essential to determine how to distribute pure production costs and other costs (marketing) in a limited movie production budget. Moreover, it should be taken into account how to optimally distribute under the assumption that the audience and production company's input resources are limited. This research simplifies the assumptions for large-scale and relatively small-scale movie investments and examines how movie distribution participant profits differ when each cost is invested differently. Results - When first movers or market leaders have to choose both quality and marketing, it has been proven that pursuing a strategy choosing only one is more likely than choosing both. In this situation, market leaders should maximize marketing costs under the premise that market leaders will not lag their quality behind the quality of second movers. Additionally, focusing on movie marketing that produces a quick effect while ceding creative activity to increase movie quality is a natural outcome in the movie distribution environment since a cooperative strategy between market competitors is not feasible. Conclusions - Government film development policy should ignore quality competition between movie production companies and focus on preventing marketing competition. If movie production companies focus on movie production quality improvement then a creative competition would ensue.

심박수에 의한 테니스경기의 에너지 소요량 측정 (Evaluation of Energy Cost in Terms of Oxygen Uptake by Measuring Heart Rate During Tennis Games)

  • 조병희;정규철;홍연표
    • Journal of Preventive Medicine and Public Health
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    • 제17권1호
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    • pp.289-294
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    • 1984
  • The energy expended while playing tennis was determined from the players heart rate and from the amount of oxygen they consumed. This study was made using eight healthy but unathletic male college students. Expired air was collected for 2 minute periods during each game by the Douglas bag method. Samples were collected when serving and receiving. The air collected was measured using a wet test gas meter. The amount of air collected was expressed in STPD. Oxygen consumption was determined by measuring the oxygen content of the expired air with a Orzat gas analyzer. The energy expended during the tennis games was calculated indirectly. The caloric coefficient of oxygen was multiplied by the volume of oxygen consumed. The caloric coefficient of oxygen varied from 4.6 to 5.1 kcal/liter of oxygen. In this study the value of 5 kcal/liter of oxygen was used in the calculations. The accuracy of the measurements of energy expended was tested using regression analysis of the measured volume of oxygen. The mean values of heart rate, oxygen consumed and energy expended did not vary when the activity of serving and receiving was compared. The mean value of oxygen consumed during play was $1.4329{\pm}282ml/min$ or $21.6{\pm}4.0ml/kg/min$. The energy expended was $7.15{\pm}1.46kcal/min$ or $6.45{\pm}1.23kcal/kg/min$. The values were equivalent to 5.5 mets. When the levels of oxygen consumed were estimated using the formulas, they were found to be higher than the measured levels. The estimated amounts, however, were within 25% of the measured amounts.

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보이스피싱 발생 및 대응방안 (Voice Phishing Occurrence and Counterplan)

  • 조호대
    • 한국콘텐츠학회논문지
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    • 제12권7호
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    • pp.176-182
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    • 2012
  • 보이스피싱(Voice Phishing)은 전화를 이용하여 개인정보를 불법적으로 알아내어 이를 토대로 예금을 인출해가는 사기수법으로 피해사례들이 속출하면서 새로운 사회문제로 등장하였다. 그 피해의 대상은 선량한 일반 시민으로 무차별적으로 공략하고 있으며 주로 중국인 대만인 등 외국인들에 의해 저질러지는 범죄이다. 범죄의 착수가 우리나라 국경 밖에서 이루어지고 있다는 점에서 새로운 형태의 범죄유형이라 할 수 있다. 이에 본 연구는 보이스피싱과 관련하여 현재의 발생실태와 사례를 분석하고 효과적인 대응현황을 모색하고자 한다. 보이스피싱 관련 범죄는 지속적인 홍보와 단속에도 불구하고 범죄가 근절되지 않고 오히려 수법이 다양화 전문화 되면서 발전해 가는 양상을 보이고 있다. 향후 보이스피싱을 근절하기 위해서는 금융 통신 수사분야에서 문제점에 대한 대응방안이 마련되어야 할 것으로 본다. 또한 신속한 수사의 착수와 수사관련 기법의 개발을 통해 경찰 단속활동이 강화되어야 할 것이고, 국제 범죄적 성격을 보이고 있으므로 인터폴등 관련기관 및 국제공조협력이 강화되어야 한다.

야외활동 의사결정을 위한 가중치 기반 기상정보 분석 알고리즘 (Meteorological Information Analysis Algorithm based on Weight for Outdoor Activity Decision-Making)

  • 이무훈;김민규
    • 디지털융복합연구
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    • 제14권3호
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    • pp.209-217
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    • 2016
  • 최근 경제성장과 더불어 삶의 질이 향상됨에 따라 야외활동이 증가되었으며, 야외활동의 진행여부 의사결정은 기상여건과 밀접한 관계를 갖고 있다. 현재 이러한 야외활동 의사결정은 기상청의 일기예보와 주관적인 경험에 의해 결정되어지고 있다. 따라서, 야외활동 의사결정을 위해 기상정보를 기반으로 객관적 근거를 제시할 수 있는 분석 방법이 필요하다. 논문에서는 데이터마이닝을 기반으로 기상정보를 분석하여 야외활동 의사결정을 지원할 수 있는 기상정보 분석 알고리즘을 제안한다. 또한, 프로야구 일정 히스토리와 자동기상관측장비의 관측 자료를 데이터마이닝의 분류 알고리즘을 적용하여 실험을 수행하고, 제안한 알고리즘의 향상된 성능을 검증하였다.

서울지역 일부 초등학생의 식생활 양상 변화에 대한 연구 - 컴퓨터 사용을 중심으로 - (A Study on the Change in Dietary Patterns of Some Elementary School Children in Seoul - concerning the Frequent Use of Computers -)

  • 강영림;김애정
    • 동아시아식생활학회지
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    • 제13권4호
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    • pp.284-292
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    • 2003
  • This study was conducted to investigate the changes of dietary attitudes and behaviors in relation to the use of computers of elementary school children in Seoul. The total of 451 elementary school children, consisting of 235 females and 216 males, participated in the study. The result of domestic characteristics, dietary attitudes and behaviors, the level of the use of computers, and health-related symptoms of the subjects were achieved through the questionnaires as follows: The average height, weight, BMI and obesity-index of the participants were 149.0 cm, 42.4 kg, 19.0, -8.6, respectively. Anions subjects, 42.8% answered their bed times were between 11~12 pm, and 82.4% answered that they had extracurricular activities. The most desired activity as their leisure was computer works (female: 44.3%, male: 62.5%). 38.4% of children used the computers for 1~2 hours a day and the most general usage of computers was a computer game (66.1%). The changes in dietary habits of the subjects were such as eating faster(30.2%), having lots of snacks(28.8%), eating anything at hand(26.4%), skipping breakfast due to over-sleeping(18.4%). As changes in life patterns, those in the time managements for watching T.V.(35.3%), reading(35.0%), exercising(31.9%), sleeping(27.5%), relaxing(27.5%) and other hobbies(26.4%) were observed. In conclusion, many children were being affected by the socioeconomic factors changing the environments, especially by the need for the use of computers. The rates of eating alone and skipping breakfast were getting higher in the dietary patterns of elementary school children. We found that the changes in social environments according to the heavy use of the computer were affecting on their dietary pattern. The direction and method of nutrition education had to be established for the proper understanding of the desirable dietary behaviors.

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스포츠 선수에서 발생한 내과하 부골증 (Os Submalleolare in Sports players)

  • 이경태;양기원;김재영;임태강
    • 대한족부족관절학회지
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    • 제7권2호
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    • pp.218-222
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    • 2003
  • Purpose: The objective of this study was to define the Os submalleolare as an any ossicles below medial malleolus of tibia and to determine the characteristics of clinical and radiological characteristics and to evaluate results of surgical treatment of Os submalleolare in sports player group. Materials and Methods: Twenty-two patients with Os submalleolare were identified between November, 1, 1998 and June, 30, 2002. Results: The mean age was 18.3 years. All patient were male and soccer players comprised 71%(20 cases). Associated disease were 8 cases(29%) of chronic ankle instabilities, one case(4%) of anterior impingement syndrome and one (4%) of plantar fascitis. The most common clinical symptom was pain during walking and sports activity and sign was tenderness around medial malleolus. Only simple radiograph could reveal presence of ossicle and differentiate with acute fracture. If symptom and sign obscured, Bone scan(7 cases) and MRI(3 cases) identify causes of pain and tenderness. As a surgical treatment, all bony fragment caused symptom and sign were eliminated and medial collateral ligament was reattached meticulously. Associated chronic ankle instability were present, modified Brostrom procedure was done simultaneously. On follow-up, The symptomatic pain were wholly disappeared at average 2.2 months (1-6months) after operation. On one year follow-up, all patients have been daily life without any complaints and have gone back to the game within three months. Conclusion: as submalleolare have relatively rare incidence in sports players and most common clinical symptom and sign is tenderness on medial malleolar area of ankle, can be diagnosed both physical examination and plain X-ray film. As a treatment, Removal of ossicle and reattachment of MCL could obtain excellent or good results.

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정보소양과 경제윤리의 실태와 경제교육 과제 (A Survey Research on the Economic Ethics and Information Literacy)

  • 조병철;남상섭
    • 정보학연구
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    • 제8권3호
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    • pp.117-129
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    • 2005
  • The topic of this study is a survey research about the economic recognition related to economic ethics and information literacy of students(6,779) extend from elementary school to university. First, for the ability to use computers, it is recognizing that 49.6% of students are normal, 38.6% are superior, and 12.8% are inferior. In part of class, it tends to recognize that it is the superior as the level of school is the lower excepting middle school students. Second, we can find great difference between male students and female students related to purpose of using internet, 79.8% of male students are using computer to play game or entertainment(1), search data or knowledge(2), chatting or massenger(3), 70.1% of female students are using internet to search data or knowledge(1), chatting or massenger(2) and meeting of similar taste. Third, it shows a tendency that the economic activity using internet or cell-phone increases faster as the level of schools is higher. In detail, they primarily use buying or settlement of products(63%), purchasing internet service(20.9%). Fourth, for using illegal CD, not only they didn't feel guilty in all levels of schools, excepting university students, it is showed that the trust of intellectual poverty right is weaker as the level of schools is higher. So, it is becoming serious problems. It seems a task which should be supplemented through economic education of schools in the future.

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청소년을 위한 스포츠 및 엔터테인먼트 안전의복의 개발 (Development of Safety Clothing for Sports and Entertainment for Adolescent)

  • 박순자;고수경
    • Human Ecology Research
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    • 제59권1호
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    • pp.83-97
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    • 2021
  • This study developed safety clothing that is essential for adolescent to protect their bodies from accidents, pursue activities and individuality. Therefore, the developed safety clothing was first based on international standards, while changing design to emphasize creativity, activity, and functionality. Two suits of boy's clothes and a girl's suit were developed as safety clothing for sportswear, along with two pairs of girl's clothes and a pair of boy's clothes for entertainment. It was confirmed that the difference in visibility was revealed by testing under different lighting conditions. Second, the survey on adolescents indicated no significant gender difference in sportswear. Round shirt+shorts for both boys and girls were the most preferred for ball game sportswear. However, there was a significant difference by gender in the design of safety clothing for entertainment. Male students preferred jump suit=cape+pants the most, and female students preferred jump suit>cape+pants in the order (p<0.05). In the safety clothes with the highest preference for entertainment, there was no gender difference. All students preferred the jump suit at the most. Checking at each school level, it was found that both middle and high school students preferred jump suit designs, and in safety clothing, middle school students preferred high-neck shirt blouse+tight skirt, and high school students preferred jump suits. Third, 35.5% responded that they would wear it more if current safety clothing is improved. This indicated the necessity of developing various safety clothing for adolescence.