가상현실 환경에서 레이싱게임 사용자 경험에 대한 실험연구

논문상세정보
' 가상현실 환경에서 레이싱게임 사용자 경험에 대한 실험연구' 의 주제별 논문영향력
논문영향력 선정 방법
논문영향력 요약
주제
  • arousal
  • flow
  • oculus rift
  • presence
  • racing game
  • virtual environment
동일주제 총논문수 논문피인용 총횟수 주제별 논문영향력의 평균
727 0

0.0%

' 가상현실 환경에서 레이싱게임 사용자 경험에 대한 실험연구' 의 참고문헌

  • 현실과 게임 내에서 드러나는 성취동기의 비교 분석
    정재범 한국컴퓨터게임학회논문지 111 (18) : 111 ~ 116 [2009]
  • 모바일 인터페이스를 사용한 타일드 디스플레이 기반의 가상현실 게임 플랫폼 개발
    박경신 한국컴퓨터게임학회논문지 3 (21) : 79 ~ 88 [2010]
  • 가상현실을 이용한 화재진압연습용 기능성게임 디자인에 대한 연구
    원일석 한국컴퓨터게임학회논문지 2 (23) : 183 ~ 191 [2010]
  • Visual textuality of stereoscopic 3D animation
    Gyongran Jeon Cartoon & Animation Studies (20) : 31 ~ 45 [2010]
  • The effects of technological advancement and violent content in video games on players’ feelings of presence, involvement, physiological arousal, and aggression
    Ivory, J. D Journal of Communication 57 (3) : 532 ~ 555 [2007]
  • The Effects of Study Skills Training Program on Self-directed Learning Attitudes and Academic Achievement of Elementary School Students
    Jung Hyeon Kim Journal of elementary education studies [2004]
  • Remarks on Visualizations of 3D Virtual Reality 14 (4) : 88 ~ 98
  • Presnece and televsion: The role of screen size
    Lombard, M. Human Communication Research 26 (1) : 75 ~ 98 [2000]
  • Positive psychology
    Seok Man Kweon Hakjisa [2008]
  • Online communication of inquiry review: Social, cognitive, and teaching presence issues
    Garrison, D. R Paper presented at the Sloan-C summer workshop : 61 ~ 72 [2007]
  • Marketing in hypermedia computer-mediated environment : Conceptual foundations
    Hoffman, D. Journal of Marketing 60 (3) : 50 ~ 68 [1996]
  • Jungen und Ma@dchen : wie sie lernen : welche Unterschiede im Lernstil Sie kennen mu@ssen ; mit Lernmodul Lesen und Schreiben
    Birkenbihl, Vera F Kunna [2006]
  • Investigating the relationship among Emotional Presence, Emotional Intelligence, e-Learning self-efficacy, Achievement, and Satisfaction in an e-Learning Environment
    Su-Yeon Kim The Graduate School of Ewha Womans University [2008]
  • Investigating presence as a predictor of learning outcomes in e-learning environment
    Kang, M. J. Kim, J. Park, M. World Conference on Educational Multimedia, Hypermedia and Telecommunications 2008 (1) : 4175 ~ 4180 [2008]
  • Happiness, flow, and economic equality
  • Handbook of positive psychology : 13 ~ 18
  • Engaged Learning with Emerging Technologies
    Kang, M Springer [2005]
  • Development and validation of a scale to measure optimal experience : The Flow State Scale
    Jackson, S, A. Journal of sport and exercise psychology 18 : 17 ~ 35 [1996]
  • Developing a Cognitive Presence Scale for Measuring Students' Involvement during e-Learning Process
    Kang, M [2007]
  • Being Digital
    N, Negroponte Coronet Books [1995]
  • At the heart of it all : The concept of presence
    Lombard, M. Journal of Computer-Mediated Communication 3 (2) [1997]
  • An experimental study of stereoscopi image and fatigue effect for 3D video game
    Han-Jin Jang Korea Game Society 5 (17) : 5 ~ 17 [2013]
  • 3D입체영상의 휴먼팩터에 관한 근거요인연구 : 3D영상 인식과 미디어, 콘텐츠의 중요도 측정중심으로
    권상희 문화경제연구 15 (1) : 31 ~ 66 [2012]
  • 2D와 3D 영상 시청이 신체피로도, 재인기억 및각성수준에 미치는 차별적 효과-시청순서와 성차를 중심으로-
    이재식 감성과학 13 (4) : 621 ~ 634 [2010]