• 제목/요약/키워드: game act

검색결과 69건 처리시간 0.024초

VR 테마파크 활성화 이슈 (VR Theme Park Activation Issues)

  • 송승근
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2018년도 추계학술대회
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    • pp.122-123
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    • 2018
  • 본 연구는 VR 테마파크를 국내 설치하여 운영하는데 발생되는 문제점을 고찰하고 이에 대한 해결방안을 모색하는데 목적이 있다. VR은 신산업으로서 4차산업혁명의 주도적인 역할을 할 것으로 기대되지만 실제 현장에서 그 가치를 체감하기 힘든 현실이다. 이는 기존의 법 테두리에서 VR 바라보기 때문에 VR의 본질보다는 기존의 법 망에 갇혀 한 발짝도 움직이지 못하는 현실이다. 이는 VR을 유원시설의 유기기기로 바라보기도 하고 게임물로 간주하기도 함에 따라 전자는 관광진흥법에 법률 적용을 받고 후자는 게임산업법에 적용을 받는다. 하나의 콘텐츠와 하드웨어가 두 가지 법률에 동시에 적용을 받고 그에 따른 규제를 받다보니 VR의 특성이 제대로 반영된 운영이 현실적으로 불가능하다. 이를 해결하기 위해서는 각 법률에서 각각을 조금씩 조정하는 방법과 VR 자체를 적용할 수 있는 법 개정이 필요하다. 본 연구는 VR 테마파크를 국내 조성함에 있어서 궁극적인 쟁점을 제시함으로써 VR산업의 활성화에 도움이 될 것으로 기대된다.

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배타적 경제수역의 확대와 자원의 효율성: 전략적 확대와 로비의 경제적 효과 (Exclusive Economic Zone Expansion and Resource Efficiency: Strategic Expansion and the Effects of Lobby)

  • 김은채
    • 수산경영론집
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    • 제26권1호
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    • pp.29-40
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    • 1995
  • Since the coastal countries, such as Unite States and other Latin America countries, proclaimed their 200 nautical mile Exclusive Economic Zone, these countries have attention to the need to develop effective coastal management and resource conservation But these countries often perceive themselves as being in competition with each other for profitable for the expansion of the vested EEZ. In such a situation, Exclusive Economic Zone expansion can appear as attractive policy tools in a coastal fishing firms in a noncooperative rivalries with pelagic countries, enable them to expand their fishing share and earn more profits. In reality, the coastal countries strategic Exclusive Economic Zone expansion change the initial condition of the game that both countries' fishing firms play. In this case, the coastal countries' fishing, such as South Korea, Japan and others, act as a followers. As result, the coastal countries' welfare is improved because of pelagic countries profit share shifts to the coastal countries profit share. In this paper, we find that coastal countries strategic EEZ expansion policy may not improve the coastal contries welfare if the shifting profits are dominated by the direct lobbying costs and related resource depletion.

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Implementation of Self-expression Tool with Interactive Hangeul

  • Lim, Sooyeon
    • International Journal of Internet, Broadcasting and Communication
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    • 제10권4호
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    • pp.43-49
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    • 2018
  • Modern people communicate in a digital space without being limited by physical space and time. On the internet, people's desire for self-expression is getting bigger, and the most common self-expression tool is characters. Characters are visual materials to express human thoughts and desires. This study is a method to positively express the viewer's self in an interactive Hangeul system. The proposed system produces new formative shapes and meanings of Hangeul through the process of deconstructing and reconstructing the characters. Immediate character transformations that are synchronized with the motion of the viewer act as a tool of self-expression by inducing the viewer's active interaction repeatedly. Therefore, the proposed interactive Hangeul is more than enough to be used as a new graphic tool beyond the text to be read, and it is highly likely to develop into cultural contents using it.

Implementation of Interactive Self-portrait using Real-time News Stream

  • Lim, Sooyeon
    • International journal of advanced smart convergence
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    • 제7권4호
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    • pp.147-153
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    • 2018
  • This study is about the interactive self-portrait which provides the experience of self-consciousness reflection of the viewer to modern people who are easily alienated in rapid social change. We proposed interactive self-portrait is implemented by an interactive mirror that reproduces the appearance of the viewer acquired using a webcam. The interactive mirror, which can directly project its own image, is drawn by searching news articles in real time and using the extracted characters as pixel information in real time. The viewer has the opportunity to experience a new style of active self-expression while watching his/herself composed of news characters that are issues of modern society. The virtual self-portrait designed with news characters can attract viewers' attention by visually expressing the interests of modern people and can act as an incentive to generate positive interaction.

The Mediating Role of Brand Recall and Brand Attitude in Influencing Purchase Intention in Advergames

  • Abdul Adis, Azaze-Azizi;Kim, Hyung-Jun
    • Asia Marketing Journal
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    • 제15권3호
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    • pp.117-139
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    • 2013
  • Research on purchase intention had showed remarkable progress in contributing to the theory of consumer behavior. Despite the popularity of academic discussions on various issues influencing purchase intention, the mediating role of brand recall and brand attitude on purchase intention, in particular advergames, has not yet been well explored, especially in developing economies such as Malaysia. Furthermore, the influence of self-brand congruity, entertainment and brand placement acceptance as antecedents to brand recall and brand attitude are expected to add value to the brand recall, brand attitude and purchase intention relationships. This paper aims to investigate the impact of the mediating role of brand recall and brand attitude on purchase intention in advergames among Malaysian gamers. The antecedents towards brand recall and brand attitude are also examined to measure their influence on purchase intention. A total of 350 Malaysian gamers were interviewed through online survey in this study. The results showed that brand recall and brand attitude mediate the relationship between self-brand congruity, entertainment and brand placement acceptance with purchase intention. Also, entertainment and brand placement acceptance were found to have a significant relationship with brand recall. As expected, brand recall and brand attitude showed a positive relationship with consumer purchase intention in advergames. It was found that self-brand congruity has a significant influence on brand attitude and purchase intention. When users see the brand which matches with them, they tend to act positively toward the brand exposed in the game. This is consistent with Escalas and Bettman (2005) who suggested that the greater the congruity, the more positive the consumer's attitude toward the brand in question. This leads to game usage and purchase (Davis and Lang, 2013). In the advergaming context, the entertainment value in advergames is very important to determine the level of enjoyment and pleasure experienced by gamers during game-playing. Therefore, the more entertaining the ads, the more it will be remembered and the greater the positive behavior of the consumer towards the advergames - this ultimately stimulates their intention to purchase the brand. This study shows the effect of brand placement on brand recall and brand attitude and also purchase intention. Brand placements might not work in games due to the interactivity involved in game-playing as people could be distracted from noticing the brand placements (Yang et al., 2006). However, the significant influence of brand placements found in this study may provide major promise for advertisers. Game players may or may not explicitly remember the brands they see in the games, but these placements may influence their brand recall and brand attitude and could therefore influence later decisions (Yang et al., 2006). In this study, it was found that self-brand congruity was not significantly related with brand recall. The reason for this could be attributed to the fact that this study examined gamers who are highly involved in the interactive medium of games which force them to focus on game play rather than advertisements; the level of recognition to remember the brand exposed in the game is low and contributes to the "mismatch" between the gamers and the said brand. The present study contributes to the existing literature of the antecedents of brand recall and brand attitude in advergames. This study contributes to the role of brand recall and brand attitude as mediators in purchase behavior theory. Academically, the relationship between brand recall and brand attitude is well known in advergaming research, but their impact as important mediators on purchase intention add new understanding in the interactive communication literature. Their mediating role may provide new insights on how they facilitate the effects of self-brand congruity, entertainment and brand placement on purchase intention. Besides that, the studies on the influence of self-brand congruity on brand recall and brand attitude and also consumer intention to purchase had not well-investigated in advergames. This study contributes to fill those gaps in advergames literature. For practitioners, this study could suggest the use of illustrative or demonstrative placements of new products to help customers remember new brands, and the use of associative placements for existing products to increase consumers' purchase intention (Ho et al., 2011). To advertisers, this study may provide useful information to improve their current advertising strategies in games, for instance, by considering game players' congruity, entertainment value and brand placement factors.

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죄수딜렘마(PD) 게임상황을 활용한 환경교육의 가능성 (An Alternative Approach for Environmental Education to overcome free rider egoism based on the Perspectives of Prisoner's Dilemma Situation)

  • 김태경
    • 한국환경교육학회지:환경교육
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    • 제13권2호
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    • pp.38-50
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    • 2000
  • We are evidently Home Economicus, egoistic rational utility maximiger, and all the capitalism economic situation make us adapt to such life, and recognize that it is rational to act like that. This can be demonstrated in Prisoner′s Dilemma(PD) which always select the non-cooperative choice for free rider in rational selection process of public goods. This paper notice the "what is problem\ulcorner"The problem is not in free rider itself but in free rider egoism. The practical behavior of free rider egoism can be explained by way of Prisoner′s Dilemma. In PD situation, the prisoner makes a rational choice, non-cooperative alternative, but he doesn′arrive at preto-optimality. It is dilemma. Why can′t he arrive \ulcorner Because he is isolated from other prisoner. So we call it prisoner′s dilemma. The PD situation can be compared with our real economic life, which, we think, have kept by rational choice of the public goods. We actually have made our life as an individual one although we organized communities of capitalism. Of course, we know each others as members of same society, but each individual being can′t secure the belief, which has composed basis of community. So, it is very similar and common between PD situation and our real economic life in the production of public goods. We conclude that this non-cooperative process of PD situation can be utilized as instrument of EE. So this non-cooperative process can show us the effectiveness of EE as follows. \circled1 Game situation life PD can be used as good instrument for explaining the rational selection dilemma(error) to Homo-Economicus, the rational agent, with the optimal and rational language. \circled2 We can show that the selection result is dilemma, not arrive pareto - optimality. \circled3 The dilemma can be resolved with accomplishing the good communal life based on the belief, not on the isolation.

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1980년대의 민간경비연구 (A Study on Private Security in the 1980s)

  • 안황권
    • 융합보안논문지
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    • 제16권6_2호
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    • pp.43-51
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    • 2016
  • 1980년대의 민간경비는 1976년 용역경비업법이 제정되면서 마련된 제도적인 틀 속에서 성장하는 시기였다. 1980년 민간경비의 발전을 가져온 동인은 우선 저 달러가치, 저 국제금리, 저 원유가격이라는 국제경제환경에 힘입어 국내 경제가 고도성장을 하고 무역수지 흑자를 가져오면서 호황을 누리게 된 것이다. 아울러 전자산업 고도화계획에 따라 추진하던 반도체, 컴퓨터 및 통신기기분야가 육성되었다는 점이다. 이러한 경제발전에 따라 다양한 서울국제무역박람회, '86 아시안게임, '88 서울올림픽 등의 국제행사와 국내행사가 개최됨에 따라 민간경비가 참여하여 성공적인 경비업무를 수행함으로서 민간경비에 대한 인식제고와 확산의 계기가 되었다. 또 1980년대에는 일본 세콤을 비롯하여 외국기업의 한국투자 또는 한국의 기술도입이 민간경비산업에도 많은 변화를 가져온 것이다. 그동안 인적 경비를 중심으로 해오던 민간경비가 기계경비 또는 시스템경비가 보완되는 기계경비시대를 가져왔다는 점이다. 본 연구의 목적은 1980년대의 민간경비를 둘러싼 사회적 환경을 분석하고 민간경비에 발전적인 계기가 되는 중요한 요소들을 체계적으로 분석하는 것이다.

선진 스포츠 문화 정립에 관한 연구 (A Study on the Establishment of Advanced Sports Culture)

  • 박형길
    • 한국엔터테인먼트산업학회논문지
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    • 제13권8호
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    • pp.425-434
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    • 2019
  • 본 연구는 선진 스포츠 문화 정립을 위해서 학원 스포츠 현장을 개선하기 위한 연구이다. 이 연구는 질적 연구방법을 사용하였다. 심층면담은 프로야구선수 경력이 있었으며, 11년간 야구선수로 활동했던 연구참여자와 8년간 축구선수로 활동했으며, 중학교에서 13년간 학원스포츠 지도자로 활동하고 있는 연구 참여자를 선정하여 수행했다. 본 연구의 결과는 다음과 같다. 첫째, 학원스포츠 현장의 접대행위는 학부모가 스포츠 지도자에게 식사 및 주류를 대접하는 형태로 이루어졌다. 그리고 해당 학부모의 학생선수들은 접대행위를 통해서 경기 출전 기회가 증가했으며, 충실한 지도를 받을 수 있었다. 둘째, 스포츠 지도자에게 접대를 하지 않았던 학부모의 학생선수들은 지도자에게 괴롭힘을 당했고, 갑작스럽게 포지션이 변경되었으며, 시합출전 기회가 감소되는 등의 차별 대우를 당했다. 셋째, 지도자에게 접대를 하지 않았던 학부모의 학생선수들은 차별 대우로 인하여 운동을 포기하거나, 전학을 가게 되는 경우가 발생했다. 결과적으로 학원스포츠의 접대문화는 학생선수들의 스포츠 탈사회화를 유발시키는 기전으로 작용하고 있었으며, 이를 통해서 학생선수들은 폐쇄적인 스포츠 문화의 단면을 경험하게 되었다. 또한 학원스포츠의 접대문화는 학생선수들에게 경제적 불평등에 의한 차별을 경험하도록 했다. 그러므로 학원스포츠의 접대행위는 선진 스포츠 문화 정착을 위해서 근절되어야 할 것이다.

등가정하중을 이용한 접합날개의 구조최적설계 (Structural Optimization of a Joined-Wing Using Equivalent Static Loads)

  • 이현아;김용일;박경진;강병수
    • 대한기계학회논문집A
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    • 제30권5호
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    • pp.585-594
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    • 2006
  • The joined-wing is a new concept of the airplane wing. The fore-wing and the aft-wing are joined together in a joined-wing. The range and loiter are longer than those of a conventional wing. The joined-wing can lead to increased aerodynamic performance and reduction of the structural weight. In this research, dynamic response optimization of a joined-wing is carried out by using equivalent static loads. Equivalent static loads are made to generate the same displacement field as the one from dynamic loads at each time step of dynamic analysis. The gust loads are considered as critical loading conditions and they dynamically act on the structure of the aircraft. It is difficult to identify the exact gust load profile. Therefore, the dynamic loads are assumed to be (1-cosine) function. Static response optimization is performed for the two cases. One uses the same design variable definition as dynamic response optimization. The other uses the thicknesses of all elements as design variables. The results are compared.

학교환경위생정화구역에 관한 인지도 조사 연구 (A Survey on Recognition of School Environment Hygiene Purification Zones)

  • 김은주
    • 한국학교보건학회지
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    • 제20권2호
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    • pp.69-80
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    • 2007
  • Purpose: The present study purposed to investigate the current state of harmful business places around schools and to survey and analyze how much middle school students know about school environment hygiene purification zones, which have not been much effective. Methods: In addition, this study clarified the problem of harmful environment around schools by inquiring into students' value and perception on worsening harmful environment around schools and provided basic materials necessary for making policies on school education and the protection of educational environment. For these purposes, we conducted a questionnaire survey of 1,000 middle school students in Gyeonggi-do on their perception on harmful environment around their schools, and drew conclusions as follows. Result: Students' knowledge about the School Health Act was low, and they generally thought that the law does not play its role substantially and efficiently in purifying and regulating harmful environment and regulations are superficial and temporary. To the question of whether harmful businesses observe laws for purifying environment around schools, most of the students replied negatively. In actuality, as most of harmful businesses running at school environment hygiene purification zones are stationeries with game rooms, comic book stores, PC rooms, etc., which are highly accessible to students, they become serious problems in school environment. Conclusion: As it is required to make continuous and systematic surveys and researches on the school environment hygiene purification zones, we need to manage school environment efficiently through cooperation among the government, education offices and individual schools.