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NTIS 바로가기한국게임학회 논문지 = Journal of Korea Game Society, v.19 no.3, 2019년, pp.53 - 64
나지영 (이화여자대학교 융합콘텐츠학과) , 위민영 (이화여자대학교 융합콘텐츠학과)
The purpose of this study is to identify what elements of VR games satisfy and continuous usage for the sustainable development of VR games. Specifically, an extended acceptance model was proposed with the addition of perceived costs, presences, satisfied variables to predict the acceptance and the ...
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핵심어 | 질문 | 논문에서 추출한 답변 |
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VR 시스템 환경의 4가지 종류는 무엇인가? | Moon[17]은 VR 시스템 환경을 다음 네 가지로 분류하였다. ‘immersive VR’은 HMD, Data glove, Data suit 등의 특수 장비를 이용하여 사용자가 환경에 몰입하게 만드는 시스템을 의미한다. ‘Telerobotics VR’은 로봇을 이용하여 먼 거리의 공간에서 이용자가 현존하는 효과를 주는 뜻하는 것으로 시스템 몰입 시스템과 로봇이 결합한 형태이다. ‘Desktop VR’은 일반적인 데스크탑 모니터에 입체 안경 및 조이스틱 등의 기기를 사용하는 것으로 비교적 쉽게 접할 수 있는 VR 시스템이다. 마지막으로 ‘Third person VR’은 비디오카메라로 자신의 모습을 컴퓨터 내 가상공간에 나타나게 하는 것으로, 사용자가 가상공간에 직접 존재하듯이 느끼게 하는 시스템을 의미한다. | |
게임 산업 내에서 4차 산업혁명의 핵심 산물로 등장한 것은? | 게임 산업 내에서 4차 산업혁명의 핵심 산물로 등장한 것은 Virtual Reality(이하 VR) 기술이다. 이 기술은 프레즌스와 인간과의 상호작용을 중심으로 한 VR 게임을 제공하고 있다. | |
Brooks에 의한 'VR 경험'의 정의는? | Biocca[15]는 VR을 그 환경에 실제로 있는 것처럼 느끼게 하는 것, 혹은 컴퓨터를 비롯한 다른 미디어를 기반으로 형성된 환경이라고 정의하였으며, Brooks[16]는 VR 경험을 “즉각 반응하는 가상 세계 안에서 사용자가 효과적으로 몰입되는 경험” 이라고 정의하였는데 이것은 참여자가 시점을 역동적으로 컨트롤하는 것을 뜻하기도 한다. |
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