• Title/Summary/Keyword: 놀이몰입

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The Development of Robot and Augmented Reality Based Contents and Instructional Model Supporting Childrens' Dramatic Play (로봇과 증강현실 기반의 유아 극놀이 콘텐츠 및 교수.학습 모형 개발)

  • Jo, Miheon;Han, Jeonghye;Hyun, Eunja
    • Journal of The Korean Association of Information Education
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    • v.17 no.4
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    • pp.421-432
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    • 2013
  • The purpose of this study is to develop contents and an instructional model that support children's dramatic play by integrating the robot and augmented reality technology. In order to support the dramatic play, the robot shows various facial expressions and actions, serves as a narrator and a sound manager, supports the simultaneous interaction by using the camera and recognizing the markers and children's motions, records children's activities as a photo and a video that can be used for further activities. The robot also uses a projector to allow children to directly interact with the video object. On the other hand, augmented reality offers a variety of character changes and props, and allows various effects of background and foreground. Also it allows natural interaction between the contents and children through the real-type interface, and provides the opportunities for the interaction between actors and audiences. Along with these, augmented reality provides an experience-based learning environment that induces a sensory immersion by allowing children to manipulate or choose the learning situation and experience the results. In addition, the instructional model supporting dramatic play consists of 4 stages(i.e., teachers' preparation, introducing and understanding a story, action plan and play, evaluation and wrapping up). At each stage, detailed activities to decide or proceed are suggested.

Toddlers' Experience World through Play in the Nature-Friendly Outdoor Environment (자연친화적 실외 환경 놀이에서의 영아의 경험 세계)

  • Son, Won Kyoung;Jeon, Ju Young
    • Korean Journal of Childcare and Education
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    • v.7 no.3
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    • pp.143-164
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    • 2011
  • The purpose of this study was to examine toddlers' experienced world, which was shown in a play of the nature-friendly outdoor environment. Through this, the aim was to offer an opportunity of trying to seek a plan for activation in the nature-friendly outdoor play as for toddlers. This study targeted 9 toddlers between 22 months and 33 months who are attending S child care center where is located in Busan Metropolitan City, and was progressed with qualitative research method available for examining the in-depth significance of the phenomenon. A method of data collection was carried out the participatory observation and the in-depth interview. As a result of the study, the toddlers play experience in nature friendly outdoor environment provided special and various experience that can be limited in indoor at daycare center. First, toddlers were experiencing 'exploratory world of making a sense awakened.' Second, toddlers were experiencing 'communicative world of making emotion awakened.' Finally, on the early childhood education and the child-care education, a plan of offering enough time will need to be pursued now that toddlers can experience a play by being deeply immersed in nature, which is the space of free communication and the living sensational space, with escaping from the existing frame.

A Study on the Effects of the Characteristics of e-Learning Contents on the Repurchase Intention mediated by Trust and Relationship Commitment (e-Learning컨텐츠의 특징이 재구매 의도에 영향을 미치는 요인에 관한 연구 - 신뢰, 관계몰입의 매개효과를 중심으로)

  • 정인근;이명무
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2003.11a
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    • pp.129-132
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    • 2003
  • 본 연구에서는 사이버 교육(e-Learning)에서 컨텐츠 정보특성, 인터페이스 특성, 브랜드인지도, 부가서비스 제공 여부, 강사의 능력, 기술인프라 정도, 놀이성, 지각위험 등이 전반적인 만족도, 신뢰, 몰입 및 재구매 의도에 미치는 영향에 관하여 연구하고자 한다. 연구의 대상은 세 가지로 나누어 기업의 사내교육대상자, 학원 등 사교육대상자 및 대학교육대상자 등의 사이버 교육의 피교육자 유형에 따라 어떠한 e-Learning의 특성이 전반적인 만족도, 신뢰, 몰입 및 재구매 의도에 영향을 미치는가를 조사하기 위한 것이다. 연구모형에 포함된 변수는 기존의 연구에 근거하되 e-Learning의 특성적 요인을 포함하여 선정하였다. 사이버 공간에서 구매행위에 관한 연구는 다수의 연구자들(Jarvenpaa 등, 1997; Eugene 등, 1995; Parasuraman 등 1996; Spiller 등, 1998; O'keefs 등, 1998, Li, 등, 1999; Donthu 등, 1999; Macintosh 등, 1997; Garbarino 등, 1999)에 의해 다양한 방법으로 연구가 진행되었지만 본 연구에서는 e-Loaming의 환경적 특성에서 종합적 연구를 하고자 한다. 따라서 기존의 인터넷 환경 하에서 행해진 인터넷 컨텐츠의 특성에 관한 연구를 기반으로 사이버 교육(e-Loaming)의 특성과 부합하는 변수들을 연구 모형에 포함하였으며, 또한 사이버 교육에서 새롭게 부각되는 요인들을 부가하여(이승희, 2001; 박광태 등, 2002; Bonk, 2002; Learning Decisions, 2001) 연구모형을 설정하고 이를 근거로 실증연구를 수행 중에 있다.

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The Development and Validity of the Children's Playfulness Rating Scale (유아용 놀이성 평정 척도 개발 및 타당화 연구)

  • Kim, Myoung-Soon;Kim, Gil-Sook;Park, Chan-Hwa
    • Korean Journal of Child Studies
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    • v.33 no.2
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    • pp.69-89
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    • 2012
  • This study was conducted in order to develop a Children's Playfulness Rating Scale(CPRS) and to analyze it in terms of item discrimination, validity, and reliability. The participants in this study consisted of 861 parents whose children were aged from three to six years old. The item discrimination, determined by comparing the highest and lowest group using ${\chi}^2$, Cramer's V, was found to be satisfactory. The reliability of factors, as measured by Cronbach's ${\alpha}$, ranged from .85 to .95. The results of factor analysis identified 4 factors and 35 items were then selected from the 45 items in the original scale. The four factors identified were as follows; (1) leading participation (2) cognitive flexibility (3) expression of joy (4) voluntary full immersion. Concurrent validity was also established by using correlations between the CPRS and CPS(Children's Playfulness Scale). In conclusion, these results demonstrated that the Children's Playfulness Rating Scale is both reliable and valid.

Game Storytelling Analysed through Montage Technique Borrowed from Film - Case Study of Game 'World of Warcraft' - (영화의 몽타주 기법을 통해 분석해 본 게임 스토리텔링 - 게임 World of Warcraft를 중심으로 -)

  • Lee, Jun-Hee
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.119-128
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    • 2006
  • 'Play' itself is enough of a motivation for anyone to do it. Still, it will be very difficult to continue to enjoy meaningless and aimless repetition of fights, mimicking, chases, discoveries or changing of sceneries by the mechanism alone. Of course, in rare occasions there are games like Tetris which can be enjoyed on its great gameplay alone for hours. But for most cases, players need goals, initiatives, and dynamism through storytelling for their experiences to be a rich one. Validity and feasibility of storytelling in games has always existed with plenty of skepticism. However, as games evolved from some small play mechanisms for spare times to a major entertainment with recognizable volume and content, a need to keep players interested and participating has made storytelling an essential ingredient. Storytelling within games has to have different meanings and shapes to existing narratives. Hence, new definition and methodology must emerge and studies has been active. If a case can be made so that a tested and tried methodology that has been successful for other media can be substituted for games, then it can bring a new direction to the ongoing studies. This study will borrow some methodology from cinema which can sometimes be seen as opposite to games and sometimes as something games want to be alike.

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Large Scale Entertainment System based on Gesture Recognition for Learning Chinese Character Contents (제스처 인식 대형 놀이 시스템 기반 한자 학습 콘텐츠)

  • Song, Dae-Hyeon;Park, Jae-Wan;Lee, Chil-Woo
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.1-8
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    • 2010
  • In this paper, we propose a large scale entertainment system based on gesture recognition for learning Chinese character contents. The system is consisted of parts that forecast user's posture in two infrared images and part that recognize gestures from continuous poses. And we can divide and acquire in front side pose and side pose about one pose in each IR camera. This entertainment system is immersive in nature and convenient for its gestures based controlling system. Also, it can maximize information transmission because induce immersion and interest using two large size displays and various multimedia elements. The learning Chinese character contents can master Chinese character naturally because give interest to user and supply game and education at the same time. Therefore, it can expect synergy effect that can learn playing to user combining with large entertainment system based on gesture recognition.

A Study on Content Classification for Developing Virtual Reality-based Attraction Contents (가상현실 기반의 어트랙션 콘텐츠 개발을 위한 콘텐츠 분류법 연구)

  • Eom, Ire
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.499-506
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    • 2019
  • Virtual reality, which is attracting attention due to the 4th Industrial Revolution and commercialization of 5G technology, is expanding its scope from gaming to tourism, leisure, and education, and the VR market is expected to expand continuously. As the VR market scales up in Korea, theme parks combining virtual reality contents are spreading around the city center. Unlike the existing theme parks, VR Theme Park is a small amusement culture space that is organized indoors, and you can enjoy attractions (ride) that can be enjoyed in an amusement park with virtual reality contents. Virtual reality content, which has the same characteristics as a theme park whose purpose is to experience extraordinary experiences, provides high immersion and presence in combination with the physical stimulus of attraction. The virtual reality content combined with the attraction cannot be classified accurately with the existing classification method, so a new classification method is proposed according to the experience type and the installation type. The contents were categorized through the case of the domestic VR theme park, and the planning direction for the creation of the virtual reality attraction contents that was going on was sought.

How to use Board Games in the Early Childhood Education Field - Based on the 2019 Revised Nuri-curriculum (개정 누리과정에 기초한 유아교육현장의 보드게임 활용 가능성)

  • Kim, Tae-Yeon
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.147-158
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    • 2020
  • The aims of this study were to examine the grounds for the appropriateness of board games in daycare centers and kindergartens based on the child-centered, play-centerd activities of revised Nuri-curriculum and provide basic resources by the case studies of board game activities in each area of the Nuri-curriculum. For these aims, it suggested the rationale of board game use in early childhood education field: first, the value as an activity with concrete objects based on developmentally appropriate practice (DAP), second, children's voluntary participation and immersion due to the competition and rewards in gamification, third, integrated experience across all areas of the Nuri-curriculum. Also, it provided various samples of the integrated board game activities for children, and reviewed the precaution, pros and cons that emerged during the play. This study discussed the possibility and direction of board game activities in early childhood education and provided implications for organizing board game activities in the education field and developing new board game contents.

Development of Mobile AR Contents for Infant English Cognitive Training (유아영어 인지 능력 개발을 위한 모바일 AR 콘텐츠 개발)

  • Oh, Yeon-Jae;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.10 no.2
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    • pp.297-304
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    • 2015
  • Importance and necessity is enlarged due to globalization. So, English education is diverse and recently applies AR(Augmented Reality) technology to offer immersion and interest. Contents in this paper are Mobile AR contents for training infant English cognition. Our system displays teaching aid objects into 3D models, lets infants listen to English conversation and teaches them everyday English like a play. Considering infants that like games, this system adds an English game about each object of teach aids. To attract infants and parents interest persistingly, We give them immersion and interest by suggesting a different event at each step.

A Study on Cannibalism in Digital Game (디지털 게임의 카니발리즘 연구)

  • Lee, Dong-Eun
    • Journal of Digital Contents Society
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    • v.11 no.1
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    • pp.65-71
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    • 2010
  • Digital game includes one more funny elements which are competition, puzzle, interaction and role-playing. These elements encourage the player's interest and flow. The purpose of this study is to find out the essence of these elements in digital games with Cannibalism. Digital game inherits and develops Cannibalism in the digital space as magic circle, death and rebirth of life, changing the shape of character and reversing the interface.