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      • KCI등재

        Exploratory Research on Game Cross-cultural Communication Theory Based on Control and Feedback

        Chen-Tian Chen(진천신),Tack Woo(우탁) 한국디지털콘텐츠학회 2019 한국디지털콘텐츠학회논문지 Vol.20 No.6

        This study discusses the cross-cultural communication function of digital games through the comparative analysis of cybernetic feedback mechanism and game feedback mechanism. In the communication process, there is a strong connection between information output, feedback and control. Effective use of relevant connections to improve the efficiency of information communication in the game process is the basic functional principle and logic of the game system to enhance cross-cultural communication. Compared with traditional communication media, game media has unique interactivity. This study will also explore the influence of game interaction mechanism on the extension of traditional control feedback theory. And as a further theoretical basis for the study of the cross-cultural communication function of games.

      • KCI등재

        Research on Graphical User Interface Design for Virtual Reality Content – Based on Racing Drone Content

        Jeong-Eun Kim(김정은),Tack Woo(우탁) 한국디지털콘텐츠학회 2019 한국디지털콘텐츠학회논문지 Vol.20 No.12

        Unlike general contents that are experienced through monitors, HMD-based virtual reality contents are characterized by users entering the virtual environment and experiencing them. These features provide users with more immersion and presence. However, the use of GUI designs of general content in VR content can instead obstruct immersion or cause inconvenience to users. In particular, it is difficult to use GUI, which is common for contents that reproduce fast speed, such as racing drones. Therefore, this research implemented a GUI design that is suitable for VR content focused on racing drone content. Through this, this study proposes solutions to issues of GUI design for VR content by presenting minimizing unnecessary elements, centralized design, curved spacial design. This can be expected to provide a theoretical basis for VR content with the speed and application of GUI suitable for the VR environment.

      • KCI등재

        게임 산업의 지역산업생태계 분석 연구

        임익수(Leem, Eeksu),우탁(Woo, Tack) 한국게임학회 2015 한국게임학회 논문지 Vol.15 No.3

        본 연구는 판교를 포함하는 성남지역을 세계적인 게임 산업 클러스터로 육성하기 위한 정책과제를 제안하기 위하여, 산업생태계 이론에 근거 하여 성남 지역의 게임콘텐츠 산업생태계를 분석하였다. 먼저 성남 가치사슬 구조를 분석한 결과, 중핵 업종과 확장된 네트워크의 상호작용을 활성화하기 위한 정책과 노력이 요구 되었다. 두 번째 기업 간 연관 관계를 분석한 결과, 지역 내 강소 게임 업체 지원을 통한 건전한 생태계 육성 정책이 요구 되었다. 마지막으로 혁신자원과 환경을 분석해본 결과, 산업인력양성을 위한 교육적 생태계 구축이 시급히 요구 되었다. 본 연구의 의의는 산업생태계 이론을 활용하여 게임콘텐츠 산업을 분석할 수 있는 기반을 마련한 점과 정책적 과제를 도출함으로서, 지역산업 분석 연구에 대한 새로운 가능성을 제안했다는 점을 들 수 있다. The aim of this study is to suggest the strategy and policy to promote world class game industrial complex through the analysis of game contents business ecosystem in Seongnam. As a result of analysis, At present of the game contents industry in Seongnam as ecosystem is challenged in many-side as followings. 1)Lack of interaction between core game contents businesses and extended network businesses in same area. 2)Imbalanced relationships between game contents conglomerate and small and medium sized businesses. 3)Insufficient game contents optimized human resource and development program. This study provides a stepping stone for regional industrial ecosystem of game industry and new possibilities of application about regional industry analysis.

      • KCI등재

        스마트워치 기반의 정보전달 및 인식 개선을 위한 게임화 가이드 라인 : 내부기관 장애에 관해

        김예은(Yeeun Kim),우탁(Tack Woo) 한국디지털콘텐츠학회 2020 한국디지털콘텐츠학회논문지 Vol.21 No.1

        Internal organ impairments that require ongoing treatment due to permanent diseases on kidneys, heart, liver, and respiratory organs have very low social awareness. Prior to economic assistance and welfare improvement for people with these disabilities, it is necessary to make it widely known about their definitions and classifications. This study provides an indirect experience of kidney, heart, respiratory and liver disorders with the aim of improving the recognition of internal organ impairments. It proposes a gamification design by collecting personal physical data with smartwatch and showing these data on a representative avatar for letting people know how disability affect ones life. Three sequences (learning, experience and discussion) for experiential design and seven elements of gamification that increase these three activities were derived.

      • KCI등재

        관광 게임화 탐색 연구

        주지화(Zhi-Hua Zhou),우탁(Tack Woo) 한국디지털콘텐츠학회 2020 한국디지털콘텐츠학회논문지 Vol.21 No.7

        Different industries are increasingly paying more attention to the gamification that also is regarded by tourism as the new trend of development in the future. However, academic studying on tourism gamification is insufficient. At present, tourism gamification contents studying must obtain more disposal and study involving travelling publicity, the content of tour service and adding appropriate factors of the game and so on. The study is aimed at discovering the definite frame fitted in the gamification of tourism. So, by virtue of generalizing and analysing the past cases in the gamification, analysis of diverse advantages and weaknesses existed in these cases and classification of different models of the tourism gamification in various stages, which provides reference data for the following study.

      • KCI등재

        합성곱 신경망 알고리즘이 도입된 인공지능 인지 시스템을 통한 게임 AI의 행동 메커니즘 향상 및 FPS 게임의 난이도 조절 방법론 제안

        안정근(Jung-Geun Ahn),우탁(Tack Woo) 한국디지털콘텐츠학회 2022 한국디지털콘텐츠학회논문지 Vol.23 No.1

        With the development of game engines, the basic AI system has also advanced. However, AIs sight perception system is still insufficient compared to other fields, which tends to be particularly noticeable in the case of translucent obstacles. This study attempted to prove that the Convolutional Neural Network Algorithm can contribute significantly to controlling players immersion through difficulty control of FPS games by developing a new AI system with machine learning to overcome these shortcomings. By introducing a method of separating and transforming image data received from cameras according to circumstances, we proposed a detection algorithm that can adjust AI observation accuracy even when the object to be found overlaps with translucent obstacles, and studied that this difficulty control method can increase players immersion in specific genre.

      • KCI등재

        Study on the Influence of Game Character Design on Users’ Continuous Immersion

        Shi-Lingxi Tian(전시닝새),Tack Woo(우탁) 한국디지털콘텐츠학회 2019 한국디지털콘텐츠학회논문지 Vol.20 No.6

        This study aims to explore the relationship between game character designs and user immersion. Todays new games dont allow players to spend a lot of time for the game because they lack the elements that appeal to the user .The game character are the most important visual content of the game, so it can induce the players immersion. And through the survey of players, it is found that Chinese traditional style and cartoon style game characters are more likely to increase the users game time and obtain the players attention. Provide further theoretical basis of future game design.

      • KCI등재

        반려견을 위한 디지털콘텐츠에 적용 가능한 게임화 요소 연구

        마미영(Mi Yeong Ma),우탁(Tack Woo) 한국게임학회 2019 한국게임학회 논문지 Vol.19 No.3

        반려동물 산업이 급성장함에 따라 반려견을 위한 디지털 콘텐츠까지 그 영역을 넓히고 있다. 이에, 본 연구는 반려견의 감각적 특성인 시각적, 청각적, 후각적 요소를 고려해, 반려견 콘텐츠에 적용 가능한 게임 요소를 제시하고자 한다. 이를 위해 먼저, 반려견주에게 지속적인 콘텐츠 사용을 유도하기 위한 요소로 출석과 규칙을 도출하였고, 반려견이 콘텐츠를 통해 재미와 흥미를 느껴 긍정적인 반응 얻을 수 있도록, 친밀도와 보상을 게임화 요소로 도출하였다. 본 연구를 통해, 새롭게 진화하는 반려견 콘텐츠 산업에 활력을 불어넣을 것으로 기대한다. The fast-growing pet industry is expanding its reach to digital content for dogs. In this regard, the study aims to present game elements applicable to pet content, taking into account the sensory characteristics of dogs: visual, auditory, and olfactory. To this end, attendance and rules were drawn as factors to induce continuous use of content by pet owners, and intimacy and compensation were derived as game elements so that dogs could get positive responses by feeling fun and interesting through content. Through this study, we expect to revitalize the newly evolving dog content industry.

      • KCI등재

        게임 기반 초등학생용 영어 교육 콘텐츠 개발: 플랫폼 & 수집형 RPG 기반으로

        신유진(Yu-Jin Shin),우탁(Tack Woo) 한국디지털콘텐츠학회 2023 한국디지털콘텐츠학회논문지 Vol.24 No.12

        The importance of English conversation is increasing in Korean society to adapt to the global era. Therefore, research on English education content using digital media is increasing. Educational content research using digital media can be largely divided into educational content development using gamification and that using game-based learning. According to recent research trends, research on applying gamification methodology to education is being actively conducted; however, research on educational content using game-based learning is relatively insufficient. This study aims to design English education content using a game-based learning mechanism that increases learning interest and motivation in learners. We intend to develop a game-based learning English education game by introducing a platform game using storytelling and step system to increase learning interest and by utilizing on character development and a competitive system among the game elements of collecting RPG.

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