• Title/Summary/Keyword: 게임교육

Search Result 1,121, Processing Time 0.028 seconds

A Convergency Study on University Freshmen's Academic Emotions towards English: Difference depending on level, team-teaching & communicative activities (우리나라 대학 신입생의 영어 학습 감정에 대한 융합적 연구: 수준별, 팀티칭, 의사소통활동유형에 따른 차이)

  • Park, Ok Hee
    • Journal of the Korea Convergence Society
    • /
    • v.12 no.4
    • /
    • pp.369-375
    • /
    • 2021
  • The study explores the kinds of emotions freshmen in South Korea universities experience. Specifically, the study examines their emotional experiences on level-differentiated classes, team-teaching by native speakers and Korean professors, and communicative activities. 327 freshmen participated in the survey based on 'Academic Emotions Questionnaire (AEQ)' and the statistical results are as follows: Firstly, research showed that the participants in advanced classes feel higher negative emotions such as 'worries' and 'boredom' than those of beginner and intermediated classes (P < .05). Secondly, participants feel higher level of 'fun', 'satisfaction' and lower level for 'boredom' in the native speaker classes than those of Korean professors (P < .001). Thirdly, participants feel games are the most 'fun' and 'satisfying', while presentations are viewed as the most 'worrying' and 'boring' among the communicative activities (P < .001). Finally, the pedagogical implications and suggestions are discussed.

A Study on the Circuit Design Methodology and Performance Evaluation for Hybrid Gate Driver (하이브리드 게이트 드라이버를 위한 회로 디자인 방법과 성능 평가에 관한 연구)

  • Cho, Geunho
    • Journal of IKEEE
    • /
    • v.25 no.2
    • /
    • pp.381-387
    • /
    • 2021
  • As Head-Mounted Displays(HMDs), which are mainly used to maximize realism in games and videos, have experienced increased demand and expanded scope of use in education and training, there is growing interest in methods to enhance the performance of conventional HMDs. In this study, a methodology to utilize Carbon NanoTubes(CNTs) to improve the performance of gate drivers that send control signals to each pixel circuit of the HMD is discussed. This paper proposes a new circuit design method that replaces the transistors constituting the buffer part of the conventional gate driver with transistors incorporating CNTs and compare the performance of the suggested gate drive with that of a gate driver comprising only conventional transistors via simulations. According to the simulation results, by including CNTs in the gate driver, the output voltage can be increased by approximately 0.3V compared to the conventional gate driver high voltage(1.1V) at a speed of 12.5 GHz and the gate width also can be reduced by up to 20 times.

The Future of Mixed-Reality Media on the Post COVID-19 Era (포스트 코로나 시대 혼합현실 미디어의 전망)

  • Hong, Il-Yang;Lee, Young-Woo
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.25 no.2
    • /
    • pp.240-245
    • /
    • 2021
  • This study aims to focus on realistic content of mixed-reality media, which has emerged as a new alternative due to COVID-19, we need to to investigate relevant cases in order to present the direction and prospect of development in preparation for the post-COVID19 era. Mixed-reality is a kind of media that expands physical abilities and it is widely used as a realistic type of content for education, training, performance, creation, game, and communication with acquaintances. Mixed-reality media will naturally permeate our daily lives like TV and the Internet in the post-COVID19 era. In the future, it will become a realistic content that can feel the five senses of human, which can be used whenever and wherever necessary, and also will become an emotional media that can stimulate human's emotions and enhance happiness. it means that it's not just communication.

A Study on analysis tools in the SWF file URL (SWF 파일의 URL정보 분석도구)

  • Jang, Dong-Hwan;Song, Yu-Jin;Lee, Jae-Yong
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.15 no.5
    • /
    • pp.105-111
    • /
    • 2010
  • SWF(Shock Wave Flash) file is a format file for vector graphics produced by Adobe. It is widely used for a variety of contents such as advertising at websites, widgets, games, education, and videos and it contains various types of data such as sound sources, script, API and images. Many SWF files contain URL information on action script for communication in the network and they can be used as important research data as well as PC users' Web Browser history in terms of forensic investigation. And a decompiler for analyzing SWF files exists by which SWF files can be analysed and URL information can be verified. However, it takes a long time to verify the URL information on action scripts of multiple SWF files by the decompiler. In this paper, analysis of URL information on action scripts and extraction of URL information from multiple SWF files by designing analysis tools for URL information in SWF files is studied.

The Physically Handicapped Person's Convergence Plan of e-Sports and Rehabilitation Activities, using AI-Based Metaverse. (AI기반 메타버스를 활용한 지체장애인의 e스포츠와 재활운동 융합방안)

  • Myung-Mi Kim;Ki-Young Jang
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.18 no.4
    • /
    • pp.715-722
    • /
    • 2023
  • The purpose of this study is to revitalize rehabilitation treatment for people with physical disabilities by presenting a convergence plan between e-sports and rehabilitation exercises using AI-based metaverse. Metaverse-based e-sportscan be useful in providing sports experiences to people with physical disabilities who are unable to participate in society, and this also allows individuals with disabilities to experience sports that are difficult to actually experience. The use of metaverse will enable effective rehabilitation exercise links in vulnerable communities such as hospitals and farming and fishing villages, and provide integrated services of medical and rehabilitation movements that allow exercise data to be managed in an integrated manner. To this end, interdisciplinary experts should participate in the convergence development of e-sports and rehabilitation exercise.

A study on the effect of flow factors on the continuous use of metaverse content and devices (메타버스 콘텐츠와 디바이스의 지속이용에 플로우(flow) 요인이 미치는 영향 연구)

  • Park, Junhong;Lee, Junsang
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2022.10a
    • /
    • pp.427-429
    • /
    • 2022
  • Recently, metaverse technology is being used in various service industries such as games, entertainment, manufacturing, distribution, advertising, and education. Studies on the correlation between the continuous use of devices used in metaverse content are still insufficient. In order to be more immersed in the metaverse, it is necessary to develop a natural movement and an easy-to-use input device. Based on flow, this study was conducted on the topic of continuous use of metaverse contents and devices. The constituent factors of Flow, an independent variable, were set as sense of reality, immersion, and interaction. We intend to use the data of 500 male and female metaverse users for research through a survey institution. Among the flow factors that increase the continuous use of metaverse contents and devices, the factors that have the greatest influence were studied. Through the results of this study, it is intended to help establish the direction of the next-generation metaverse content and device industry.

  • PDF

Analysis of Success Factors of OTT Original Contents Through BigData, Netflix's 'Squid Game Season 2' Proposal (빅데이터를 통한 OTT 오리지널 콘텐츠의 성공요인 분석, 넷플릭스의 '오징어게임 시즌2' 제언)

  • Ahn, Sunghun;Jung, JaeWoo;Oh, Sejong
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.18 no.1
    • /
    • pp.55-64
    • /
    • 2022
  • This study analyzes the success factors of OTT original content through big data, and intends to suggest scenarios, casting, fun, and moving elements when producing the next work. In addition, I would like to offer suggestions for the success of 'Squid Game Season 2'. The success factor of 'Squid Game' through big data is first, it is a simple psychological experimental game. Second, it is a retro strategy. Third, modern visual beauty and color. Fourth, it is simple aesthetics. Fifth, it is the platform of OTT Netflix. Sixth, Netflix's video recommendation algorithm. Seventh, it induced Binge-Watch. Lastly, it can be said that the consensus was high as it was related to the time to think about 'death' and 'money' in a pandemic situation. The suggestions for 'Squid Game Season 2' are as follows. First, it is a fusion of famous traditional games of each country. Second, it is an AI-based planned MD product production and sales strategy. Third, it is casting based on artificial intelligence big data. Fourth, secondary copyright and copyright sales strategy. The limitations of this study were analyzed only through external data. Data inside the Netflix platform was not utilized. In this study, if AI big data is used not only in the OTT field but also in entertainment and film companies, it will be possible to discover better business models and generate stable profits.

A Study on the Utilization of Online Contents Subscription Services : Focusing on Digital Literacy, Purchase Tendencies, Personality Types, and Contents Consumption Experience (온라인 콘텐츠 구독 서비스 이용에 대한 연구: 디지털 리터러시, 제품 구매 성향, 성격 유형, 이용 경험을 중심으로)

  • Lim, Ji-an;Sung, WookJoon
    • Informatization Policy
    • /
    • v.31 no.2
    • /
    • pp.105-132
    • /
    • 2024
  • This study seeks to investigate the factors influencing the utilization of online contents subscription services. In this study, the current number of online contents services subscribed to is set as the dependent variable. The independent variables include conspicuous product purchasing tendencies, personality types, experience with online contents consumption, and digital literacy. The research results indicate that digital literacy, agreeableness, and sociability among personality traits, as well as experience with online contents consumption, significantly impact the use of online contents subscription services. However, conspicuous product purchasing tendencies and personality traits such as openness and extroversion did not have a significant effect on the utilization of online contents subscription services.

Development of An Intelligent G-Learning Virtual Learning Platform Based on Real Video (실 화상 기반의 지능형 G-러닝 가상 학습 플랫폼 개발)

  • Jae-Yeon Park;Sung-Jun Park
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.24 no.2
    • /
    • pp.79-86
    • /
    • 2024
  • In this paper, we propose a virtual learning platform based on various interactions that occur during real class activities, rather than the existing content delivery-oriented learning metaverse platform. In this study, we provide a learning environment that combines AI and a virtual environment to solve problems by talking to real-time AI. Also, we applied G-learning techinques to improve class immersion. The Virtual Edu platform developed through this study provides an effective learning experience combining self-directed learning, simulation of interest through games, and PBL teaching method. And we propose a new educational method that improves student participation learning effectiveness. Experiment, we test performance on learninng activity based on real-time video classroom. As a result, it was found that the class progressing stably.

Converged eXpected Effects of Ai,Metaverse, and Rehabilitation Exercise to Prevent MCI in Home-Based Seniors. (재가노인의 MCI예방을 위한 AI,메타버스와 재활운동 융합적 기대효과)

  • Myung-Mi Kim
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.19 no.4
    • /
    • pp.733-740
    • /
    • 2024
  • The purpose of this study is to activate rehabilitation exercises to prevent MCI (mild cognitive impairment) in the elderly at home. Through the convergence of AI and rehabilitation exercise, we will be able to provide integrated services of medical care and rehabilitation exercise that enable integrated health management by activating rehabilitation exercise linkage in medically vulnerable communities such as rural areas and establishing exercise data. To this end, as a convergence development plan for AI and rehabilitation exercise, interdisciplinary experts will participate to produce and distribute game and rehabilitation exercise instruction manuals by type to improve cognitive function and musculoskeletal function, and systematize rehabilitation exercise programs needed for the elderly at home. The development, operation, and education of physical fitness assessment manuals can be expanded and will be of great help in early prevention of dementia.