• Title/Summary/Keyword: 놀이문화

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Design of an Infant's App using AI for increasing Learning Effect (학습효과 증대를 위한 인공지능을 이용한 영유아 앱 설계)

  • Oh, Sun Jin
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.733-738
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    • 2020
  • It is really hard to find an infant's App, especially for the age under 5, even though there are lots of Apps developed and distributed nowadays. The selection of the proper infant's App is difficult since the infants' App should be useful, safe and helpful for the development of their intelligence. In this research, we design the useful infant's App for the development of their intelligence by applying the AI technology for increasing the learning effect in order to satisfy the characteristics of the infants' needs. A proposed App is the collection of interesting games for infants such as picture puzzle game, coloring shapes game, pasting stickers game, and fake mobile phone feature enables them to play interesting phone game. Furthermore, the proposed App is also designed to collect and analyze the log information generated while they are playing games, share and compare with other infants' log information to increase the learning effect. After then, it figures out and learns their game tendency, intelligibility, workmanship, and apply them to the next game in order to increase their interests and concentration of the game.

The way and characteristics of Shaman's play (무당굿놀이의 연행방식과 특징)

  • Yun, Dong-Hwan
    • (The) Research of the performance art and culture
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    • no.38
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    • pp.193-224
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    • 2019
  • Shaman's play is significant in that it provided public theater for a long time in the theatrical and dramatic history. Unlike upper class who could call entertainer or Korean geisha in the traditional society, the majority of ordinary people could see professional performances through gut. Therefore, the shaman of the traditional society pulled the play which developed in the gut and the outside play into the gut and prepared the performance street for the ordinary people. shaman's play, apart from the religious context, has also functioned as a theatrical performance. Through shaman's play, you can see the process of ritual development into play. Shaman's play is a ritual ritual of expel calamity in an agriculture based society. In Korean consciousness, evil spirits are thought to bring disease or disaster to humans, so they should be good for evil spirits. This is a ritual that goes hand in hand with the Confucian Yeoje and the Buddhist Suryukjae. Most traditional plays, including masque performance, tend to weaken and become stifling after the designation of intangible cultural properties. However, shaman's play is transformed every time it is executed and is given a new meaning. Depending on the ability of the shaman to respond to and accommodate social change, adaptability is excellent depending on the situation in the field. Shaman's play has richness, prevent calamity and playful elements such as imitation of god and sexual connection based on the element of shamanism. In addition, it is necessary to pay attention to the meaning and the direction of Shaman's play because it is differentiated into play including social subject beyond mere magic imitation.

Characteristic Trends of Vernacular Design Culture and Products in Post-industrial Society - a case of products: vernacular playing-culture of children and Infants - (후기산업사회의 버내큐러 디자인문화와 산물의 특징적 경향1 - 산물의 실례: 유소년 버내큐러 놀이문화 -)

  • 진선태
    • Archives of design research
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    • v.16 no.2
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    • pp.179-188
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    • 2003
  • We can discover some facts that vernacular design products with a property of volunteer culture coexist with ready-made products as an useful objects in the post-industrial society. Currently, few attempts had been made at studies of the vernacular design objects with understanding cultural context in post-industrial society, it is necessary to illuminate the relationships between the user with a role of design producer and the product viewed in culturally. In chapter 2, by examining documentary, t have been understood the definition, apprehensions, attributes linking creative use's culture with vernacular design culture, and distinctions between vernacular design and main stream design system. In chapter 3, by verifying products of everyday street and construction site, have been investigated the public characters and the differences compared with the past. In chapter 4, as a subtle example, have been analyzed design feathers and cultural characters of the products which children and infants culture generates by reflecting the socio-economic backgrounds and the culture from 60c and 70c to now according to the phases of the times. In conclusion, first, it seems quite probably that all of artificial objects exist a state of ready-made but that is not appropriate to correspond with user's whole behaviors. supplementally, it causes the phenomenon of vernacular design products. Secondly, it is reasonable to suppose that such main-stream design system and vernacular design go forward continually and crossly with coexistent relationships as high culture and sub culture. Third, three concepts: long-life design, ecology design and recycling revealed in vernacular design are useful distinguishing marks for the future design directions, moreover instant-response, fast and flexible process, three distinctions have a possibility of alternative process which can overcome the control-based process such as the systematic approach and the planning MTG in present. Finally, in children and infants culture, vernacular design products have changed the pure style products in the past into the modified techno playing products in the present. These should De a substitute product that supplyes variousness to ready-made design system and a design culture that maintains continually as a independent culture.

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A study on MMO RPG Online Game through Roger Callois's Theory (로제 카이와(Roger Caillois)의 놀이론을 통한 온라인 게임 고찰)

  • 안상혁
    • Archives of design research
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    • v.17 no.1
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    • pp.119-126
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    • 2004
  • MMO RPG Online game as a new means of human computer interaction has been made rapid progress. Even though many kinds of online game have published, few games are being well received by its user. So we have a problem to be solved what is the fundamentals to attract game users. I will apply a game theory of the Roger Caillois who lived as an typical french thinker. Although Roger Caillois had never experienced a computer game since he died at 1978, his game theory was acknowledged that a game can be classified into four sections to grab the human's interest related with culture. Four sections of game were consisted of Ilinx, Mimicry, Alea, and Agon. The competition with people in game is essential to "Agon" that which stands on the basis of a pride when one is definitely superior to the others. In same way, "Alea" is that which stands on the basis of fortune, Mimicry is that which stands on the basis of simulation, Ilinx is that which stands on the basis of dizzy. In conclusion, I will explain that a game theory of the Roger Caillois is useful tool for deveoper to understand game fundamentals.d game fundamentals.

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모바일 리뷰- 휴대폰으로 즐기는 보드게임 세상

  • Im, Yeong-Mo
    • Digital Contents
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    • no.12 s.139
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    • pp.86-89
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    • 2004
  • 보드게임들이 테이블을 떠나서 휴대폰 안으로 속속 들어와 선을 보이고 있다. 판 위에서 주사위나 카드, 나뭇조각과 각종 말들을 가지고 즐기던 보드게임은 건전하고 신선한 엔터테인 문화로 자리 잡았으며, 보드게임 카페라는 새로운 문화공간을 만들기도 했다. 남녀노소가 한데 어울려 즐길 수 있고, 이기면 즐겁고 져도 불쾌하지 않은 놀이문화로써 많은 사람들로부터 사랑을 받고 있다고 할 수 있다. 일반 PC게임이나 온라인게임, 플레이스테이션이나 X박스 게임처럼 화려하고 빠르고 중독성이 강한 요소는 없지만, 보드게임 하나하나가 담고 있는 독창적인 게임 룰과 시스템, 그리고 각종 변수와 분위기, 게임 디자인 등은 새로운 매력을 느끼게 하기에 충분하다. 이러한 보드게임이 모바일게임 버전으로 하나 둘 발표되고 있다. 일전에도 국내 보드게임의 대표작인‘부루마불’이 네트워크 버전으로 발표된 바 있으며, 뱀주사위 놀이 역시 모바일게임으로 나와 이슈가 되기도 했고, 흔히 보드게임이라 불리는 것에 포함되지는 않지만 엄밀히 말하자면 보드게임 장르인 장기, 바둑, 오목, 각종 카드게임(고스톱, 맞고, 포커 등)은 일일이 나열할 수 없을 만큼 많이 쏟아져 나와 있다. 보드게임의 대명사 모노폴리가 타이쿤 형태를 띠고‘모노폴리 타이쿤’이라는 이름으로 발표되고, 보드게임 카페에 들르면 결코 빼놓지 않고 하게 되는 할리갈리 역시 모바일 환경에 맞추어‘할리갈리 모바일’로 출시됐다. 이와 함께 본격 추리게임인 보드게임 클루의 기본룰을 이용하면서 TV 방송프로그램의 형태를 접목한‘SBS X맨을 찾아라!’라는 게임도 출시를 앞두고 있다. 이번 글에서는 보드게임을 모바일로 즐기고자 하는 사용자와, 보드게임을 모바일 버전으로 기획하고자 하는 업체를 위해서 모바일 속으로 들어온 보드게임들은 어떤 식으로 적용됐는지 살펴보고자 한다

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Children's Perceptions on Multi-culturalism and their Playfulness with Peers according to the Multi-culturalism Understanding Program by Marital Migrant Women (결혼이주여성교사에 의한 다문화 이해 프로그램과 유아의 다문화에 대한 인식 및 또래와의 놀이성)

  • Park, Jae Ok;Lee, Wanjeong
    • Korean Journal of Childcare and Education
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    • v.8 no.1
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    • pp.45-64
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    • 2012
  • This research is about how infants' multi-cultural recognition and their sphere of activity can be changed when married immigrant women and infants' homeroom teachers were put together in the infants' multi-cultural teaching program. The subjects(children under 5) were selected in "S" city of Gyeonggi-do, South Korea. And they were divided into experimental group 1, experimental group 2, and the control group. And this research did a pretest and post-test for the 60 children. The result of this research can be summarized into three parts. Therefore, it is possible to suggest that the improvement of infants' diversity recognition is affected by a certain kind of teacher and that he/ she can improve the infants' play ability. Experimental group 1 is proceeded by both married immigrant woman and the infants's homeroom teacher. Experimental group 2 was managed by only the homeroom teacher who was going through the same program as the teachers above. The control group was managed by a general nurturing program. This research did do a pretest and post-test for this experiment. -by Chun-Ok. Lee was used for infant's multi-cultural measurement. Mee-sook. Kim's measurement was used for measurement of playfulness between same age children. Meaningful differences was exposed in experimental group 1, experimental group 2, and the control group in sequence. The two experimental groups who had experienced a multi-cultural program seemed to have higher playfulness.

A Study on the Development of Board Games in 'Nonsan, Finding Lost Treasure' ('논산, 잃어버린 보물을 찾아서' 보드게임 개발 연구)

  • Lim, Ji-Won;Hwang Bo, Hyung-Ho;Lee, Gi-Yeon;Song, A-Reum;Kim, Kyu-Rim;Kim, Byung-Kuk
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.457-464
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    • 2021
  • This study is a study on the development of board games using local cultural contents. As a prior study related to this study, basic research on board game development, research on cultural products based on cultural heritage, and storytelling development research using local cultural and tourism resources were considered. Among them, for the main purpose of board games and development process, discussions were conducted on the research methodology of Lee Dae-woong and Oh Seung-taek (2004). As a result, it was possible to successfully proceed with planning meetings, proposal preparation, board game design, board game 3D graphic production process, and prototype development. What is peculiar is that characters (dried persimmons, strawberries, jujube, and salted seafood) containing Nonsan's unique regional characteristics were searched and utilized. In addition, major cultural heritages such as Donamseowon Confucian Academy and Gwanchoksa Temple, designated as Nonsan-si cultural properties, were combined with important treasure hunt contents of board games to enhance interest and education at the same time. The theme of this paper, Nonsan, Finding Lost Treasure, is a new educational alternative that can solve the problems of computer games, and has the advantage of having the nature of community leisure play, not individual play. Based on this board game development research in the future, we intend to expect the results of game production using cultural elements from other regions.