• Title/Summary/Keyword: 기능성평가

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The Proposal of Quality Evaluation Element Developing Method for Serious Game Metadata (기능성게임 메타데이터 품질평가요소 개발방법 제안)

  • Park, Hee-Sook;Yoon, Seon-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.245-248
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    • 2012
  • Called G-learning the domestic history of the serious game is only a mere 10-odd years or so but in recent years, due to the increased interest of users and industry for the serious game and serious games industry has been the continued growth of large quantity. Current the various types of serious games have been developed and the demand for serious games is increasing rapidly. Therefore that is becoming an important issue the problem of including a quality evaluation elements into serious game metadata to make the right choice of users for the high-quality serious games. In this paper, we recognize deeply the need for quality evaluation element development for serious game and we propose a method and a process for developing the quality evaluation elements of serious game. Also, we develop a draft of the quality evaluation elements for serious game using proposed method.

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Development and Application of an Evaluation Tool for Serious Games (기능성 게임 평가 도구 개발 및 적용)

  • Jung, Hana;Lee, Changhoon;Jhun, Youngseok
    • Journal of The Korean Association of Information Education
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    • v.18 no.3
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    • pp.401-412
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    • 2014
  • The main purpose of this research is to develop and apply an evaluation tool of serious games for science learning. To develop the evaluation tool, probing references and analyzing previously generated evaluation tools and softwares were carried out. After that, 17 experts in elementary science education appraised serious games, 'milc & seereal', made by Gwacheon National Science Museum with the evaluation tool. The findings on the characteristics of good serious games from assessments are as follows; The learning objects of the games are coincident with national science curriculum, they strongly stimulate the students' motivation, the interfaces are neat and pretty useful for users to get informations, games are easy to maintain, inexpensive, and moral. When we develop or select serious games for science class, the strengths of good games should be considered.

The Quality Evaluation Elements for Educational Serious Game : Focusing on Non-technical Elements (교육용 기능성게임의 품질 평가 요소 : 비기술적 요소를 중심으로)

  • Yoon, Seon-Jeong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.07a
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    • pp.111-112
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    • 2012
  • 게임의 순기능을 이용해 교육, 훈련, 치료 등의 목적으로 개발된 기능성 게임은 이용자들의 게임 선택을 위해 게임의 품질과 관련된 정확한 정보가 제공되는 것이 중요하다. 기능성게임의 품질을 평가하기 위한 기술적, 비기술적 영역 가운데 비기술적 영역은 기능성게임의 종류를 반영한 요소들로 구성된다. 본 연구는 교육용 기능성 게임의 비기술적 품질 평가 영역을 추출하고 이를 검증하였다. 본 연구를 위해 사용된 방법론은 다른 종류의 기능성 게임의 품질평가 요소 추출을 위한 가이드 역할을 할 것으로 기대된다. 향 후 본 연구의 결과를 이용하여 교육용 기능성 게임의 품질 평가 메트릭을 개발할 예정이다.

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A Comparative Study of Web Information Resources on Science & Technology (과학기술분야 웹 정보원 평가 및 비교 연구)

  • 김석영
    • Journal of Korean Library and Information Science Society
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    • v.33 no.3
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    • pp.133-152
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    • 2002
  • The purpose of this study is to propose the criteria for evaluating web information resources. This study also attempts to get a sense of the overall quality of web information resources and to identify the relationship among the criteria, Particularly those on the science and technology. Three evaluation categories are Proposed; information content functionality or workability, and design. Core features of information content includes authority, relevancy, currency; functionality includes navigation, user support technical requirements; layout and design includes visual appearance. Based on the proposed criteria, the 50 sample web resources selected from 5 different field were evaluated. The results showed that the web information resources on the Electrical and Electronic Engineering field was excellent. The Pearson's correlation coefficient between evaluation criteria showed that information content and functionality had a negative relationship, on the other hand functionality and design had a moderate correlation.

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The Extraction of Quality Evaluation Elements for Medical Serious Game (의료용 기능성 게임의 품질평가 요소 추출)

  • Yoon, Seon-Jeong;Ryu, Mi-Young
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.3
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    • pp.19-26
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    • 2013
  • As the Medical Serious Games are recently proven effective, the quality evaluation of the game has become an important issue. In quality evaluation, objective criteria and evaluation elements are important. Quality evaluation of the serious game is divided into two areas : the technical (from the point of view of Program) and the non-technical (from the point of view of Content). In this study, we developed the quality evaluation element of the non-technical area to the psychotherapy and the health & rehab game according to developing process of quality evaluation model. We extracted five evaluation elements from the two kinds of medical games, and interviewed with medical experts in order to ensure the validity of them. The goodness of fit tests for the elements mentioned above were verified by conducting. Chi-square test results for the two groups did not differ significantly. In conclusion, we expect to take advantage of the results of this study to design and develop serious games for medical treatment.

The Quality Evaluation Methods of Medical Serious Game (의료용 기능성게임의 품질평가 방법)

  • Yoon, Seon-Jeong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.01a
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    • pp.39-40
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    • 2013
  • 의료용 기능성게임의 효과가 입증되면서 다양한 분야의 투자와 주목을 받고 있다. 이에 따라 사용자를 위하여 의료용 기능성게임의 품질평가가 중요한 이슈가 되었다. 품질평가는 객관적인 기준과 평가요소 개발이 중요하다. 기능성게임의 특성 상 품질평가는 기술적인 영역과 비기술적인 영역으로 나누어 진행된다. 본 연구에서는 의료용 기능성게임의 비기술적인 영역의 품질평가 요소를 개발하기 위한 방법을 제안한다. 제안한 방법을 사용하여 심리 치료와 헬스케어 및 재활치료 2개 분야에 대해 각각 5개의 평가 요소를 추출하였다. 추출 결과는 전문가에 의해 내용 타당도 검사로 신뢰성을 확보했다. 본 연구는 다양한 분야의 기능성게임 품질평가 모델 개발의 가이드라인이 될 것이다.

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The Idea Effect of Pictorial Typography Class Using Artpropel (아트프로펠을 활용한 픽토 타이포그래피 수업의 발상 효과)

  • Hwang, Jin-Gu;Huh, Yoon-Jung
    • Journal of the Korea Convergence Society
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    • v.10 no.11
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    • pp.263-273
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    • 2019
  • Pictorial typography is a fusion of image and type, which makes it possible to easily and quickly recognize information by complementing the boredom of characters and ambiguity of images. In this study, 6 classes were assigned to the 30 students in A specialization design class and applied artistic propel method to the pictorial typography design class, followed by the process of perception, reflection and creation, We analyze the two evaluation factors, functional and aesthetic changes, and verify the validity of the artpropel course. In the pre-post survey conducted in this study, the self - evaluation and the peer evaluation were improved. Functionality increased by 5.34 points in self evaluation, 5.4 points in peer evaluation, and 2.1 points in self evaluation and 1.8 points in peer evaluation. As a result, it can be seen that the pictorial typography class through the artpropel process helped to improve the functionality and aesthetic, and the effect of functionality was more significant than the aesthetic.

A study on Quality Evaluation of a of a systems based on SOA (SOA기반 시스템의 품질평가에 관한 연구)

  • Cheng, Zhichao;Kwon, YoungJik
    • Journal of Korea Society of Industrial Information Systems
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    • v.17 no.7
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    • pp.59-70
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    • 2012
  • This paper provides a model which is used for SOA based system's quality evaluation. This model make evaluation with "Reliability, Usability, Efficiency, Usability and Maintainability", these five aspects which were reference from ISO/IEC 9126. A systems based on SOA was tested by this model in these five aspects. As the results of the evaluation this system satisfied 61.45% users including Service Requester and Service Registry.

Development and Analysis of Smart Jacket for the Elderly -Focused on American Women- (노년층을 위한 스마트 재킷의 개발 및 평가 - 미국 여성을 대상으로 -)

  • Paek, Kyung-Ja;Ashdown, Susan P.
    • Fashion & Textile Research Journal
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    • v.11 no.2
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    • pp.315-325
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    • 2009
  • 본 연구에서는 시판 중인 디바이스를 활용하여 외관에서는 기성복의 스타일을 유지하면서 기능성을 부여한 노년 여성을 위한 스마트 재킷을 개발하였다. 노년기에 접어들면서 시력은 약화되며 효과적인 체온조절도 저하된다. 이에 열과 빛의 기능을 제공하는 연구재킷을 제작하고 노년층 소비자들의 평가를 실시하여 그 수용가능성을 확인하고자 하였다. 재킷에 대한 만족도 평가는 전문가 외관 평가 및 소비자 착용 평가로 실시되었으며 재킷의 피트성, 활동성, 디바이스의 기능성, 수용 가능성 여부 등을 평가하였다. 그 결과, 전반적으로 높은 만족도를 보였으며 노년층에서도 충분히 미적요소와 기능성이 결합된 스마트 의류가 일상복으로 받아들여질 수 있음을 알 수 있었다. 그러나 여전히 스마트 의류의 문제점 중의 하나인 디바이스의 무게를 경량화 할 수 있는 방법이 모색되어야 할 것으로 나타났으며, 이러한 결과가 노년층을 위한 스마트 의복의 가능성과 만족도 향상을 위한 방안을 제시하는 기초 자료가 되기를 바란다.

Development of Functionality Evaluation Model for SOA based Software (SOA 기반 소프트웨어의 기능성 평가 모델 개발)

  • Ham, Yun-Sang;Yang, Hae-Sool
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.9 no.4
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    • pp.970-979
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    • 2008
  • Nowadays, as the importance of SOA-based software is recognized, the market of SOA-based software is getting bigger. In response to this, the requirements about high reliability and quality SOA-based software is getting increased. In this paper, we clearly suggested the evaluation method by giving a specific evaluation example to evaluate the functionality quality of SOA-based software. We expect that this study can raise the objectivity and the utilization by inducing the functionality quality improvement of SOA-based software and developing the strategic technology accepting the international standard.