• Title/Summary/Keyword: 기능성 요소

Search Result 2,588, Processing Time 0.031 seconds

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
    • /
    • 2012.07a
    • /
    • pp.111-112
    • /
    • 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.

  • PDF

Suggestions for Archiving Elements for Placeness of Traditional Markets (전통시장의 장소성 기록화를 위한 구성요소 제언)

  • Park, Eun Young;Lee, Seongsin
    • Journal of Korean Society of Archives and Records Management
    • /
    • v.18 no.2
    • /
    • pp.61-83
    • /
    • 2018
  • The purpose of this study is to suggest specific elements for archiving tangible and intangible materials based on popular, administrative, historical, and cultural functions of traditional markets. Related literature was thus reviewed and the cases of Seoul Yangnyeongsi Story Archive, Gwangju Dae-An Yesul Market Archive Project D, and Daegu Bukseong-Ro Gongu Museum were analyzed. Through the literature review, elements of physical environments, social factors, experience, and people were defined as the placeness of traditional markets. Based on the aforementioned, specific elements to archive traditional markets were thus suggested.

The Development Plan for Serious Game based on Game Production Process (게임 제작 과정 중심의 기능성 게임 활성화 방안)

  • Lee, MyounJae
    • Journal of Digital Convergence
    • /
    • v.11 no.12
    • /
    • pp.761-768
    • /
    • 2013
  • The serious game refers to the game which is combined game's fun with the peculiar object of the field including the education, medical treatment, public, and etc. By doing so, it can help that the learners are able to acquire the knowledge and technology of the relative field with joy. Currently, the serious game of the various fields is launched. However, there are many obstacles in Korea to develop the market. This paper is the research for showing how to overcome these problems. For this purpose, first, this research investigates the present condition of the serious game in the planning and development and marketing viewpoint. Second, the obstacles of the serious game are analyzed. Finally, the methods for solving these obstacles are shown. This paper is helpful for finding out the strategies for solving the obstacles without too much consideration of obstacle elements for serious game development.

A Study on the Direction of Storytelling for the Activation of Serious Games (기능성 게임의 활성화를 위한 스토리텔링 방향 연구)

  • Lee, Jae Hong
    • Journal of Korea Game Society
    • /
    • v.14 no.5
    • /
    • pp.183-192
    • /
    • 2014
  • In recent times, a trend has emerged which rejects negative elements such as violence and gambling associated with games, and emphasizes positive functions such as academic study, which is a desirable phenomenon. Serious games have great potential and unlimited boundaries in their scope, and need much study and research from various perspectives. Especially today, in enhancing the national image of Korea with "Korean games" for the next generation, creative storytelling is urgently required. In this study, I aim to investigate the functions and roles of serious games and to foresee their future direction of development. I also examine the essential elements of storytelling in games suitable for the next generation.

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
    • /
    • 2012.05a
    • /
    • pp.245-248
    • /
    • 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.

  • PDF

Development of User Experience Model in Product Design - focused on the Information Appliance - (제품디자인에서의 사용자 경험 모델 개발에 관한 연구 -정보기기 (Information Appliance)를 중심으로-)

  • Maeng, Seung-Woo;Lee, Eun-Jong
    • 한국HCI학회:학술대회논문집
    • /
    • 2008.02b
    • /
    • pp.24-29
    • /
    • 2008
  • 기술의 발달로 인하여 제품의 특징과 편익이 제품을 선택하는데 있어서의 중요성이 약화되었다. 이로 인하여 제품의 기능성을 바탕으로 하여, 사용성 더 나아가 제품을 사용하는데 있어서의 즐거움을 제공하는 것이 기업의 성공에 큰 영향을 끼치게 되었다. 이러한 제품의 기능성, 사용성, 사용하는데 있어서의 즐거움 같은 요소들이 통합되어 제품을 사용하는데 있어서의 사용자의 경험을 이루게 된다. 이러한 경험을 실제 디자인과 연관 짓는데 있어서 경험이라는 것 자체가 정성적이고 복잡한 구조를 가지고 있고, 추상적이어서 진정한 의미의 경험디자인의 단계에 이르지 못하고 있다. 본 연구에서는 무수한 요소와 여러 환경 적인 영향을 받는 복잡한 사용자 경험에 대하여, 여러 방면에서 연구되고 있는 사용자 경험의 요소들을 종합하여 그 구조 규명하였다. 또한 사용자 경험의 요소와 그 경험을 가능하게 해주는 제품의 디자인 팩터들을 정의하여, 이러한 요소들이 어떤 관계성을 갖고 어떠한 요소에 의해 영향을 받는지에 대하여 모델링 하였다.

  • PDF

Analysis on Serious Games for Psychotherapy (정신 치료를 위한 기능성 게임 분석)

  • Lee, Myoun-Jae;Ko, Ki-Sook;Kim, Young-Eun
    • Journal of Digital Contents Society
    • /
    • v.12 no.4
    • /
    • pp.417-427
    • /
    • 2011
  • Serious games combine game entertainment with original purpose in special fields(education, health, sport, military, public), Now, many serious games have been developing in this country, but main points on development factors in serious games have not been presented. In this paper, we analyze existing games which were developed for psychotherapy with essential factors of human-service game presented by Hy Resnick and Moshe Sherer, for developing serious games in psychotherapy field. And, we discuss development methods of psychotherapy game based on the analyzed factors. This paper shows theoretical bases in serious game for psychotherapy, provides guidelines for developers to produce a serious game in psychotherapy.

Factor Analysis on Development Technology for Next generation Navigation Service (차세대 네비게이션 서비스를 위한 기술개발 요인분석)

  • Jin Hui-Chae;Jo Seong-Ik
    • Proceedings of the Korean Association of Geographic Inforamtion Studies Conference
    • /
    • 2006.05a
    • /
    • pp.55-62
    • /
    • 2006
  • 본 논문에서는 차세대 네비게이션 서비스의 개발을 위하여 사용자 요구사항 분석에 기반한 기술개발 요인을 분석하고 이를 추출해 보고자 한다. 사용자 요구분석을 위하여는 네비게이션 서비스의 6대 기능 요소를 기준으로 소항목을 도출하여 실제 네비게이션 서비스 사용자들을 통하여 기능요소의 중요성을 척도분석 하도록 한다. 이렇게 분석된 요소들의 중요성 척도를 바탕으로 우성 기능요소 인자들을 추출하고 우성 기능요소 인자들을 바탕으로 상관분석을 수행한다. 우리는 상관 분석을 통하여 기능요소들간의 연관성을 찾아낼 수 있으며 여기서 요소들간의 연관성을 바탕으로 한 주요한 기술개발 요인을 찾아낼 수 있다. 이렇게 찾아진 기술개발 요인은 다시 한번 요인분석의 통계량 검정과정을 거쳐 의미 있는 요인이 추출되고 있는가 다시 한번 확인하게 된다.

  • PDF

Psycho-therapeutic Elements in Serious Game for Therapy (치료용 기능성 게임에서의 심리 치료적 요소)

  • Yoon, Seon-Jeong;Ryu, Mi-Young
    • Journal of Korea Game Society
    • /
    • v.12 no.2
    • /
    • pp.31-41
    • /
    • 2012
  • The purpose of serious game for therapy is not to cure patients directly, but to have them cause psychological change, and get positive treatment will. In this study, we extracted 5 elements to be considered to design efficient serious games for psychological therapy through precedent data's analysis. For verification of the extracted elements, we intensively analyzed 2 elements. Those are 'Re-Mission' of which the effect was already proven, and 'SIMS2' which was designed to get the effect of treatment which patients who may experience difficulties in real-world can obtain in virtual space through previous experiences. As a result, material stability, reality, consistency with characters and self-determination of game progress are applied to all the analyzed games, But interactivity with reality is not applied. However, previous researches and validated questionnaire show that interactivity with reality is appropriate element. Consequently, the results of this study will be important materials in designing more efficient serious games for therapy.

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
    • /
    • v.18 no.3
    • /
    • pp.19-26
    • /
    • 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.