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2D영상과 3D 입체영상에서의 액션 어드벤처 게임 몰입도 비교

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dc.contributor.author권혁인-
dc.contributor.author이현정-
dc.contributor.author박진완-
dc.date.available2019-08-20T04:57:11Z-
dc.date.issued2011-01-
dc.identifier.issn1598-4877-
dc.identifier.urihttps://scholarworks.bwise.kr/cau/handle/2019.sw.cau/34604-
dc.description.abstractSince the movie "Avatar" made world-widely a big success, people's interest to 3D stereoscopic vision has been increasing explosively. However, it is hard to predict that for how long this tremendous attention to 3D stereoscopic would last; consumers have accumulated experience and predominant consciousness from social and cultural environmental various factors. This paper, we will try to see how people interact with 3D stereo through the empirical study. Using Jannett (2009)'s immersion questionnaire, we will measure how different people get immersed while playing game in 3D stereoscopic and 2D.-
dc.format.extent8-
dc.publisher한국콘텐츠학회-
dc.title2D영상과 3D 입체영상에서의 액션 어드벤처 게임 몰입도 비교-
dc.title.alternativeExploring the Immersion Degree Difference Between 3D and 2D: Focus on Action-Adventure Game-
dc.typeArticle-
dc.identifier.doi10.5392/JKCA.2011.11.1.157-
dc.identifier.bibliographicCitation한국콘텐츠학회 논문지, v.11, no.1, pp 157 - 164-
dc.identifier.kciidART001523377-
dc.description.isOpenAccessN-
dc.citation.endPage164-
dc.citation.number1-
dc.citation.startPage157-
dc.citation.title한국콘텐츠학회 논문지-
dc.citation.volume11-
dc.publisher.location대한민국-
dc.subject.keywordAuthor스테레오스코피-
dc.subject.keywordAuthor몰입도-
dc.subject.keywordAuthorPC게임-
dc.subject.keywordAuthorStereoscopic-
dc.subject.keywordAuthorImmergence Scale-
dc.subject.keywordAuthorPC Game-
dc.description.journalRegisteredClasskci-
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Park, Jin Wan
첨단영상대학원 (영상학과)
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