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NTIS 바로가기한국게임학회 논문지 = Journal of Korea Game Society, v.20 no.4, 2020년, pp.57 - 66
정윤아 (경희대학교 일반대학원 디지털콘텐츠학과) , 우탁 (경희대학교 일반대학원 디지털콘텐츠학과)
In this paper, we analyze the interaction features using eye-tracker and the characteristics of attention concentration of children with intellectual disabilities, and present gamification elements that can be used when designing digital contents for them. For children with quadriplegic cerebral pal...
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핵심어 | 질문 | 논문에서 추출한 답변 |
---|---|---|
Flow란 무엇인가? | Flow란 행위에 깊게 몰입하여 시간의 흐름이나, 공간, 더 나아가서는 자신에 대한 생각까지도 잊어버리게 될 때를 일컫는 심리적 상태이다. [Fig. | |
게임화란 무엇인가? | 게임화란 게임이 아닌 것에 게임 디자인 요소와 메커니즘을 사용해 사용자가 스스로 활동에 참가하고 주어진 문제를 해결하도록 유도하는 과정(방법론)이다[13,14]. | |
게임에서의 몰입성이란 어떤 의미를 가지고 있는가? | 여기서 몰입이란, 두 가지 뜻을 가지고 있다. 하나는 화려한 그래픽, 사운드, 높은 현실감 등 오감을 자극하여 매료시켜 몰입하게 하는 순간적인 몰입, 즉 Immersion이다. 다른 하나는, 게임 매커니즘에 의해 시간을 따라 게임을 플레이하면서 느끼게 되는 지속적인 몰입, 즉 Flow가 있다[3]. |
Sang-Youn, Lee, "The Study of developing the educational softwares for the students having cerebral infantile paralysis by using multimedia." Master Thesis of KyungSung University, 2001.
Mi Sun, Lee. "Case Study on Concentration of Mentally Retarded Children in the Music Therapy." Master Thesis of WonKwang University, 2008.
Chan-Yun, and Tack-Woo. "Research on the Game Elements and Mechanism that Affect the Game Overindulgence and Addiction." Journal of Korea Game Society, Vol. 18, No. 6, pp. 131-142. 2018 .
Mihaly Csikszentmihalyi, In-Soo Choe translation, "Flow : the psychology of optimal experience", hanulim, 2004.
Hee-Young Kim, "Effect of Self Care Training(based on International Classification of Functioning, Disability and Health) on Functional Independence in the Young Children with Spastic Cerebral Palsy." Journal of The Korea Contents Society, Vol. 9, No. 5, pp. 182-188, 2009.
Ae-ri Lee, "The Effects of Board Game Activities on Attention and Spatial Perception of Students with Intellectual Disability." Master Thesis of Korea National University of Education, 2014.
Su Hyun Shin. "Design and Implementation of the CMMS Applied Web Courseware for the Children with Cerebral Palsy : Concentrated on the Money Game Study" Master Thesis of Ewha Womans University, 2000.
E. Seo, "The Suggestion for the Design of Eye Tracker to Promote the Study on the Gaze Tracking Interface", Journal of Cultural Product & Design, Vol. 50, pp. 145-152, 2017.
SR research. EyeLink, "How does eye tracking work?", 2018. [Online]. Available: https://www.sr-research.com/eye-tracking-blo g/how-does-eye-tracking-work/.
"Use your eyes! Interaction through Eye Tracking", 2014. [Online]. Available: https://www.makinggames.biz/feature/use-you r-eyes-interaction-through-eye-tracking,7117. html.
Poole, Alex, and Linden J. Ball. "Eye tracking in HCI and usability research." Encyclopedia of human computer interaction. IGI Global, pp. 211-219, 2006.
Jacob, Robert JK, and Keith S. Karn. "Eye tracking in human-computer interaction and usability research: Ready to deliver the promises." The mind's eye. North-Holland, pp. 573-605, 2003.
Zichermann, Gabe, and Christopher Cunningham. "Gamification by design: Implementing game mechanics in web and mobile apps." O'Reilly Media, Inc., 2011.
Tack Woo, Gye-Yun An, and Su-Jin Yun. "New Possibility of Serious Game." Korea Multimedia Society, Vol. 15, No. 2, pp. 17-23, 2011.
Hamari, Juho, Jonna Koivisto, and Harri Sarsa. "Does gamification work?--a literature review of empirical studies on gamification." 2014 47th Hawaii international conference on system sciences, Ieee, pp. 3025-3034, 2014.
Chong-San Kwon, and Tack Woo. "A Research on Gamification Methodology for Korean Language Education." Journal of Korea Game Society, Vol. 13, No. 1, pp. 61-74, 2013.
Won-Kyum Choi, Chan-Yun, and Tack-Woo. "Gamified Contents Management System design for continuous and voluntary participation of Users." Journal of Korea Game Society, Vol. 18, No. 6, pp. 5-16, 2018.
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