• Title/Summary/Keyword: 놀이콘텐츠

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하드웨어에 입각한 데이터베이스 현실 선보인 정보 전시장

  • Choe, Jin-Gi
    • Digital Contents
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    • no.5 s.36
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    • pp.123-127
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    • 1996
  • 지난달 미국에서 열린 DB/EXPO '96 전시회는 하드웨어에 입각한 데이터베이스의 현재와 향후를 각 업체들이 제품을 통해 선보인 놀이 한마당이었다. 각 기업에서 필요로 하는 데이터들을 어떻게 편리한 방법으로 적은 비용을 들여 데이터베이스화 할 수 있는 가를 보여주기 위해 참가 업체들은 많은 노력을 기울였음을 엿볼 수 있었다. 전시회가 어떻게 진행됐는지 살펴봤다.

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Design Development for the Ocean & Leasure Industry (해양레저산업 활성화를 위한 아이디어 상품 디자인개발 사례)

  • Kang, Bum-Kyu;Lee, Bo-Bae;Kim, Sung-Hyun
    • The Journal of the Korea Contents Association
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    • v.12 no.10
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    • pp.116-127
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    • 2012
  • With the recent rapid growth in the number of people who enjoy marine and leisure activities in Korea, the marine leisure industry faces good opportunities for development. Korean brands are in between them. In this situation, new and innovative products related to an inflatable tube, which is one of the most popular marine leisure items, will help to increase sales of domestic companies and to pioneer a new market. Research methods are largely divided into 4: investigation, analysis & synthesis, development and evaluation. This paper introduces a "tube cushion" which is an inflatable tube covered by fabrics. It can be functioned at home 365 days a year as a cushion or a children's plaything. Tactile fabrics, neoprene and air-mesh, are used as the cover with a zipper, making it easy to open and close. Moreover, by putting together tubes and connecting them with snap fastener attached straps, the cushion can be transformed into a chair, a table, a tunnel, a train, and so on, serving as a creative plaything for children. With this paper, it is expected that new and innovative items differentiated from others, like this crossover tube cushion, will help to create a 'Blue Ocean' market for the marine leisure industry from the long-term perspective.

Research on Jeongganbo Education Program (정간보(井間譜) 교육 프로그램)

  • Han, Mirye;Jung, Nakhyun
    • 지역과문화
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    • v.5 no.1
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    • pp.65-84
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    • 2018
  • The purpose of this study is to develop education programs for effective education of Jeong-gan-bo. Jeong-gan-bo is a unique piece of music made during King Sejong's reign. Starting in the third grade elementary school, Jeong-gan-bo begins to develop. If you fail to understand Jeongganbo in lower grades, you often give up scores of music in a more detailed and complicated manner. This is why we need a customized education program for the first time in lower grades. For this purpose, the basic process of understanding the Jeongganbo is understood to be played as a traditional play. This study consists of the elementary school the 3rd grade scenario. This study consists of the second - grade class scenarios for the 3rd grade elementary school students, the curriculum is centered on the curriculum, which is currently in the 3rd grade curriculum, curriculum in 2009. The program learns to play the rhythm of the 1st phase, the code of the 2nd stage of Jeong-dan, and play the rhythm through play through play. Step 1 is not only visually recognizable, but also a direct sign of the code. The second phase consists of the basic composition of Jeongganbo, through the basic composition of Jangdan, and learns the exact rhythm of Jeongganbo. The results of the study can be divided into meaningful meaning in terms of educational significance and educational content development in terms of educational significance. The methods used to understand the exercises and play games were effective in understanding the contents of Jeongganbo, and also meaningful to the role of traditional music in the context of various programs.

Development of Games for the Advance of the Creativity -Based on Algorithm Elements- (창의성 신장을 위한 놀이 개발 -알고리즘 요소를 중심으로-)

  • Kim, Jung-A;Kim, Jong-Hoon
    • The Journal of the Korea Contents Association
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    • v.9 no.7
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    • pp.390-401
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    • 2009
  • For the reason that computer is the helping-system for complicated processes that we are not simply able to handle, it is needed to be taught and educated in many, and more various, ways. It will be a good way to lead the educatee by explaining basic algorithm and relevant theories in this aspect. And more creative and problem-solving factors have to be studied and applied to the current education system. To arouse interest and attention of the educatee, many efforts to make the concepts and theories that are still difficult to understand to the educatee. I would advise to convert the current algorithm element to interesting game types to get the educatee to be closer in easier and quicker ways. Accordingly, this is to create games reflecting a algorithm element to lead the educatee improve their creativities and problem-solving abilities.

Gamephobia, From Homo Ludens To Cyberspace (게임포비아, 호모루덴스에서 사이버스페이스까지)

  • Cho, Eun-Ha
    • The Journal of the Korea Contents Association
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    • v.13 no.2
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    • pp.137-146
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    • 2013
  • The vague anxiety or disbelief about new media undermines the confidence of old media about controlling the future. The negative response of old media makes the vicious circle. In spite of the development of new media and IT industry, the conservative view regards computer game as taboo. The absolute taboo provokes the absolute fear. Then the absolute taboo is 'computer game' in today's Korean society. Computer game as play in the digital era is burdened by the critique on the non-productivity and the deviation. And what's more, the digital technology of computer game intensifies the image of 'virtuality'. It cause the fear about computer game. This article starts on the understanding about computer game and inspects the mass image about computer game which is caused by the various aspects of cultural or technological facts in computer game. From this inspection, the article explains the mechanism of gamephobia and suggests the view to catch the cultural value of computer game beyond the fear.

Exploration of the Revised Nuri Curriculum Education Experience and Perceptions of Childcare Center Teachers (어린이집 교사의 개정 누리과정 교육 경험과 인식에 관한 탐색)

  • Kim, Hyeon-Yeong;Lee, Myung-Sook
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.519-534
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    • 2022
  • This study attempted to prepare a realistic support policy for the early childhood education field by specifically grasping the reality and perception of the 2019 revised Nuri curriculum play-based Education experience of the childcare center teacher. To this end, individual in-depth interviews were conducted with childcare center teachers in Seoul and Gyeonggi-do, who had the current Nuri curriculum education experience. For the collected data, implications were derived using Hatch's(2002) pattern analysis and interpretative analysis, and Seidman's(2006) interview data analysis. As a result of this study, first, kindergarten and childcare center teacher apply the same integrated revised Nuri curriculum, but childcare center aims for education that considers childcare perspectives and safety more. Second, childcare center teachers had difficulties in educational matching in the process of linking self-directed open play activities in which infants were the main subjects. Third, childcare center teachers' educational understanding of play activities and ability to grasp values contribute to infant interaction and bond growth. In conclusion, there is an urgent need for a national policy plan for teacher education, exchange support, and infant ratio adjustment for effective education implementation of the current Nuri curriculum.

Utilization of Work Song for Infant-Mother Interaction (영아-어머니의 상호작용을 위한 노동요의 활용 방안 탐색)

  • Kwon, Hye-Jin
    • The Journal of the Korea Contents Association
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    • v.8 no.6
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    • pp.269-280
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    • 2008
  • This study was intended to reconsider the work song in the modem children's life and to search its utilization plan. For it, folk songs were collected from internet website("Search for Korean Forlk song") and books, then the proper work songs suitable for the purpose of the study were selected. Selected work songs were reformed in order to utilize in a daily life including infant daily life and play in the home with mother. That is, the work song was presented to be utilized while changing a diaper, massaging, taking a rest, letting children take a nap, whispering in the children's ears, taking a bath, exercising after the bath, doing a body play, and facing each other.

Model for Film Education as Edutainment: Focusing on the Elementary and Middle School Course (에듀테인먼트로서 영화교육 모델 고찰: 초, 중등 과정을 중심으로)

  • Seo, In-Sook
    • The Journal of the Korea Contents Association
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    • v.8 no.11
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    • pp.144-153
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    • 2008
  • Edutainment as a new form of educational method is being combined with the education and entertainment, which has possibility of open education improving learning effect for students who are interested in entertaining and studying at the same time. Film education, one of edutainment, offers a new paradigm of alternative educational method using of education as well as playing Therefore, this study will discuss about the purpose and effective forms of film education that should have for edutainment goal. Furthermore, this study offers educational examples of film program which are used for teaching for students. This study mostly suggests diverse educational matter and focuses on researching film education efficacy.

Reinventing the revenue model for the content platform (콘텐츠 플랫폼의 수익모델 혁신 전략에 대한 고찰)

  • Choi, Kwang-Hun;Kim, Junic
    • Journal of Digital Contents Society
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    • v.18 no.7
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    • pp.1267-1280
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    • 2017
  • This study examines the changes of the online music market and revenue models by the theory of network society and communications of Manuel Castells for the content platform. As a result of this study, we found that active communications among the members in the network, played a crucial role in the creation of contents and the promotions of profit for platform providers. It is especially important to create an environment in which members can voluntarily communicate rather than an artificial control. The content platform business consists of people, thus it has been proven that providing play elements of culture and society are important, as well as necessary conditions to the generation related to content based platform businesses.

A Basic Study on Use of Namseungdo for Development of experience utilizing the content in Scenic site (남승도(攬勝圖)를 활용한 명승(名勝)체험 콘텐츠 개발 기초연구)

  • Shin, Hyun-Sil;Chen, Yao-Hua;Lee, Won-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.123-124
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    • 2014
  • 본 연구는 조선시대 풍석 서유구의 실용백과사전인 임원경제지 이운지편 명승유연조에 기록된 명승지 유람놀이인 남승도(攬勝圖)의 특징을 파악하고 이를 통한 국가지정문화재로 지정된 명승을 대상으로 체험 콘텐츠를 개발하기 위한 기초연구로 전통명승의 향유문화계승과 명승의 국민인식 제고를 위한 목적을 두고 수행되었다.

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