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SqueeView: 공간지각능력 향상을 위한 기능성게임

Title
SqueeView: 공간지각능력 향상을 위한 기능성게임
Other Titles
SqueeView: An evaluation of a serious game for improving spatial cognition
Author
류호경
Issue Date
2011-12
Publisher
한국HCI학회
Citation
한국HCI학회 학술대회. 2012(1), p.687-690
Abstract
기능성 게임 산업의 많은 발전이 있었지만, 게임을 통한 실생활 효과는 제대로 평가가 이루어 지지 않고 있다. 본 논문에서는 “SqueeView”라는 새로운 개념의 게임 콘트롤러을 사용하여 기능성 게임을 수행하게 하고, 공간 지각능력 향샹 효과를 통하여 얻어질 수 있는 실생활 적용 효과에 대한 실험을 진행하였다. 이 연구의 결과를 통하여 기능성 게임을 통한 효과를 실증적으로 평가하였고, 이를 통하여 새로운 기능성 게임 평가방법론을 제시한다.With the success and proliferation of video games, there can be no doubt that video games are a part of our culture. Many disciplines (Government agencies, the military, hospital and so forth) at every educational level now use video games as a part of training or education purposes. Yet, it is still arguable whether serious games can present something other than playfulness or enjoyment, and whether the learning experience from serious games would be beyond and above those from other learning tools (e.g., cognitive rehabilitation devices such as Purdue Pegwork). In particular, it can be seen that the learning effect from serious games would not be transferrable to other problem solving situations. The present study aims to address this question, using a novel input device (i.e., SqueeView), whether it can create a critical learning effect in performing normal mundane tasks in real life. The empirical study revealed that the essential learning effect from ‘SqueeView’ was applicable to many real life tasks, and based on this an evaluative framework for serious games was presented.
URI
http://www.dbpia.co.kr/Journal/ArticleDetail/NODE01878287http://repository.hanyang.ac.kr/handle/20.500.11754/69921
Appears in Collections:
GRADUATE SCHOOL OF TECHNOLOGY & INNOVATION MANAGEMENT[S](기술경영전문대학원) > TECHNOLOGY MANAGEMENT(기술경영학과) > Articles
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