• Title/Summary/Keyword: 놀이콘텐츠

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Media Content and Children's Play: Focused on Carrie And Toys (미디어 콘텐츠와 아동의 놀이: '캐리와 장난감 친구들'을 중심으로)

  • Ko, Yu-Mi;Kim, Min-Jung
    • The Journal of the Korea Contents Association
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    • v.17 no.8
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    • pp.53-65
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    • 2017
  • These days, one of the most influential media content on children is 'Carrie and toys'. This content have caused the children to imitate play. There were several features in this play. First, children who play 'Carrie' pursue pleasure voluntarily and positively. But it took a thorough preparation to get that pleasure. Second, the motivation for play was ambiguous. It is a play that follows the person who plays. In the scene of enjoying the play, the inner motivation is obvious, but in the play which follows the play person, it showed the expectation of the external factor, the other person's attention. Third, this play has high regularity and low degree of freedom. The children proceeded to play in a typical sequence and dialogue. Parts that can be freely freed are often scaled down and finished in a formalized form. Fourth, 'Carrie play' built a solid play world. The worlds of play have been established and participants have a new name. But there is no diffusibility.

An Exploratory Study on the Concept of Play for Establishing Cultural Contents Studies (문화콘텐츠학 정립을 위한 놀이 개념에 대한 탐색적 연구)

  • Kim, Ki-Jeong
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.646-657
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    • 2019
  • It has been 20 years since the cultural contents were newly emerged in the late 1990s and grown in our society. However, efforts to establish culture contents concept and to establish cultural contents as a separate discipline are relatively poor. There may be various reasons, but the most important thing is that it failed to cover the broad sense of the word 'cultural contents' and to present a key concept through the core. Therefore, this study examined the possibility of securing the conceptual resources necessary to lay the foundation for cultural contents within play, under the premise that cultural contents should be play studies in the 21st century. In order to do this, this paper examined the meaning of play in each of the three conceptual categories, ie, mimesis, aesthetics, and power, which are deemed to be related to the meaning of cultural contents that we currently use. As a result, it has been confirmed that play is used in various ways in connection with various concepts such as emotion, art, percept, cognition, education, coincidence, power, hegemony, class, religion, ritual. These various uses of play concept can give cultural contents researchers an opportunity to study cultural contents from a play perspective.

A Study on the Characteristics of play in the VR Game (VR 게임의 놀이적 특성에 관한 연구)

  • Park, Man-Su;Lee, Seung-Je;Lee, Dae-Yeong
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.239-240
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    • 2017
  • 본고는 하위징아와 카이저의 놀이 이론을 통해, VR 게임의 놀이적 특성이 기존의 디지털 게임과 어떤 차이점을 가지고 있는지 살펴보았다. 본 연구는 먼저 놀이로서의 디지털 게임 특징을 유형화하여 VR 게임의 놀이적 특징을 분석하였다. 이를 바탕으로 기존 게임의 놀이적 특성과의 비교 분석을 실시하였다. 이후 분석 결과를 논하고 연구 의의를 제시하였다.

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A Study on the Characteristics of Play to Induce Fun in Metabus - Roger Caillois focuses on the theory of play (메타버스에서 재미유도를 위한 놀이적 특성 연구 -로제카유아 놀이 이론 중심으로)

  • SeungHwan Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.57-58
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    • 2023
  • 본 연구는 메타버스 플랫폼에서 사용자 커뮤니티 형성에 몰입과 재미를 추구하는 방법으로 로제 카유아의 놀이이론을 바탕으로 지속적인 사용자 유입과 서로간의 상호관계 형성의 유의한 특성을 살펴보았다. 가상공간 사회에서 아바타를 통한 역할놀이로 자신의 다양한 모습을 표현할 수 있고 서로 자유로운 경쟁, 때로는 게임과 같은 규칙이 설정된 곳에서 경쟁하며 스릴을 즐길 수 있다. 또한 현실과 비슷한 운에 기대어 확률 뽑기를 하면서 충분히 놀이를 만끽하고 있다. 본 논문에서는 로제 카유아의 놀이이론과 메타버스에서 공동체가 형성되는 과정에 재미를 유도하는 놀이적 특성을 비교하여 새로운 콘텐츠를 찾는 연구방향을 제시하는 것을 목표로 한다.

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Mobile games and Children's plays, its Change aspect and Meaning (모바일 게임과 어린이들의 놀이, 그 변화 양상과 의미)

  • Seo, you-seok;Jang, man-ho;Kim, kyoum-sup
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.133-134
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    • 2018
  • 어린이들 놀이의 본질은 무엇일까? 논다라는 것이 인간의 중요한 특질임은 분명하다. 하지만 어린이들의 놀이는 그 시대에 따라 변화하는 양상을 찾아볼 수 있다. 본고는 어린이들의 전통적 놀이들이 모바일 게임으로 재현되고 있는 지금의 양상을 살펴 그 변화의 의미를 확인하고자하는 목적을 가지고 있다.

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Constructing an Interactive Virtual Amusement Land along with 3D characters (3D캐릭터를 이용한 인터렉티브 가상놀이공간 구축)

  • 김보경;조은경;진성아
    • Proceedings of the Korea Contents Association Conference
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    • 2003.05a
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    • pp.111-116
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    • 2003
  • Due to the increase of the Broadband Networks and Internet users culture contents in Virtual Environment such as education entertainment and culture are constantly demanded with respect to usability and effectiveness. Mostly existing virtual amusement land$ tend to retain limitations and shortcomings caused by two dimensional interface. This facts may have users directly search amusement facilities themselves resulting in lots of inconvenience. In the work here, a virtual amusement land led by 3D characters is presented. The interactive contents which users can actively participate in is developed.

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Analysis on Children Robot Interaction with Dramatic Playes for Better Augmented Reality (어린이 극놀이 증강현실감을 위한 아동로봇상호작용 분석)

  • Han, Jeong-Hye
    • Journal of Digital Contents Society
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    • v.17 no.6
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    • pp.531-536
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    • 2016
  • This study highlights the effectiveness of analyzing the feelings children have when interacting with robots in a dramatic play setting using augmented reality in Human Robot Interaction (HRI). Existing dramatic play activities using robots by QR-markers were edited, and their weaknesses have been corrected so that children could interact more effectively with robots. Additionally, children's levels of interest and engagement in dramatic play activities, the accuracy of robotic props, and the smartness of robots were analyzed throughout children's interactions during such activities using augmented reality. Younger participants were more likely to find robots interesting and intelligent, and participants with no previous experience with robots had relatively higher levels of interest in robots and tended to notice changes in robots' costumes.

Homo Ludens, Analysis on PLAY Contents of University Campus Festival (호모루덴스, 대학 축제 놀이콘텐츠 분석)

  • Ahn, Kyungju
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.554-565
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    • 2018
  • This study is to think a new arena of collective play culture at the university campus festival for digital generation used to be individually consuming play in cyberspace. While cyberia is virtual cultural space by providing gigantic platforms in which producers and consumers meet, this space has characterized as individuality and disembodiment, that is why recalling the collective play culture at the off-line. This article is to examine the characteristics and meaning of the recent campus festivals during the history of Korean college festivals, and to analyze proposals of play-contents applied by various theories. The 2016-7' proposals include several kind of board game and experimental theatre sublimed philosophical reflection, which shows a kind of attempt to escape from the cultural industrial logic, however they are characterized by Ilinx(drinking culture) and Alea(board game) emphasized more than Agon, and Mimicry combined with paidia rule strongly. Under the neoliberalism, college students' gloomy reality is represented emasculating of the structure of competitions in the context of an unreal world and Mimicry of experience stay in front of the limen before entering the embodiment.

Implementation of a Samsulnori Ensemble System using a Touch Interface (터치 인터페이스를 이용한 사물놀이 협주 시스템 구현)

  • Lee, Yong-Woong;Cho, Jong-Sik;Ju, Jong-Gil;Lee, Ho-Chul;Hwang, Jeong-Hwan;Shin, Chang-Sun
    • The Journal of the Korea Contents Association
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    • v.10 no.6
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    • pp.213-221
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    • 2010
  • Recently, as the scale of the cultural content business market is being growed, it required that we should introduce the Korean music culture which is unique and competitive cultural contents to the worldwide. This paper proposes a Samulnori Ensemble System (SES), using a touch interface which plays the Korean traditional musical instruments. A SES consists of the Control Device which supports touch functions, the Performance Manager that detects signals from the Control Device and plays a melody, and the Communication Manager making a ensemble among the possible devices. Also, using the Network Time Protocol which is part of Synchronization Manager can be paly different speed communication environments. We utilized multi-touch functions to operate the system. We also implemented multi-touch interface and multi-play with other player for fun and interesting who are not interested Samulnori.

Analysis of the Playful Characteristic of Virtual Reality(VR) Games - Focusing on Huizinga and Caillois's Play Theory (VR(Virtual Reality) 게임의 놀이적 특성 분석 - 하위징아와 카이저의 놀이 이론을 중심으로)

  • Park, Man Su;Jin, Qian Xiong;Han, Dong Sub
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.148-156
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    • 2018
  • This study focuses on the play aspect of the existing digital games and VR games as part of a basic research for facilitating discussion on VR games. As a method for this research, the play aspect of digital games was classified based on the play theory by Johan Huizinga and Roger Caillois, followed by examination on the play characteristics of VR games according to the established classification. As a result, VR games share a significant portion of play characteristics with digital games. Nevertheless, in VR games the player is allowed unimpeded physical activity while having the HMD on and complete disconnection from the real world via new input/output devices. In the end, the transformation of play environment results in various sensory stimulation, and in turn influences the player's experiences in areas such as presence, immersion, emotional enjoyment and satisfaction. This study is expected to serve as an important indicator for studies on the characteristics of VR contents which is certain to develop in a wide range of directions in the future.