• Title/Summary/Keyword: 놀이 몰입

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The effect of Virtual Reality sports experience on sports satisfaction, sports immersion, and sports attitude

  • Myung-Soo, Kim;Byung-Nam, Min;Seung-Hwan, Lee;Sung-Hee, Kim;Jae-Hoon, Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.1
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    • pp.129-136
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    • 2023
  • In this paper, we propose the positive effects of Virtual Reality(VR) sports classes and the foundation for VR sports to become the basis of lifelong sports education through the application of physical education classes in sports virtual reality programs are to be provided. For this purpose, the effect of VR sports experience on sports satisfaction, sports immersion, and sports attitude factors was investigated for 281 elementary school students in Busan. Results It was found that VR sports experience had a significant effect on sports satisfaction, sports satisfaction had a significant effect on sports immersion and sports attitude, and sports immersion had a significant effect on sports attitude. The great advantage of sports virtual reality is that sports activities for items that are difficult to deal with in physical education classes and unpopular items will be easily performed. In addition, by using a program that links physical education classes with English and mathematics, physical education will be recognized as a convergence subject by elementary school students, and at the same time, it will become an integrated subject that can acquire fun elements and learning elements at the same time through play or games.

A Proposal for the Design of Augmented Reality Reading Activity Application and Class Model Based On Nuri Curriculum (누리과정을 기반으로 한 증강현실 독후활동 애플리케이션 및 수업 모형 설계 제안)

  • Seo-Young Kim;Tae-Woo Kim;Kyung-Up Lee;Yu-Bin Joe;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.355-360
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    • 2023
  • Recently, with the development of digital, children are exposed to a lot of media media. Reading activity decreases, making it difficult to acquire information from books or organize and remember acquired information. Since education with augmented reality increases children's participation and immersion in learning, we proposed a reading activity application with augmented reality technology to increase children's reading interest and creativity. In addition, based on the five nurturing processes, we designed a play-oriented reading activity for the application. In addition to the application suggestions, we designed a play-centered lesson model so that it can be used in actual lessons. In order to analyze the conceptual thinking framework according to the lesson model design, we visited an actual daycare center and conducted a class attended by an expert. Experts who participated were asked to fill out a pre-produced questionnaire to review the suitability of the reading activity class model and operation, and the feasibility was examined. Our lesson model design was based on limited book content, and due to ethical concerns, large-scale experiments with children could not be conducted, so the results of the study are not representative of the whole. However, it is significant that the possibility of running a new reading activity class based on the Nuri course has been examined and proposed.

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.

A study announcement about the game feeling decrease that is a sensitivity enemy in computer Based play (CBP) game transplant of a non-computer Based play (NCBP) game (비 컴퓨터플레이(NCBP)게임의 컴퓨터플레이(CBP)게임화에 따른 감성적 게임 체감(遞減)도 감소에 대한 연구 (인터페이스 디자인 및 게임도구디자인의 변화를 중심으로))

  • Kyung, Byung-Pyo
    • Journal of Korea Game Society
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    • v.3 no.1
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    • pp.18-23
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    • 2003
  • Internal organs are in a game paduk[go] to play on a printing, and a poker, Korean playing cards having cards we. And I am with all kinds of electronic amusements to do a computer with a partner and baseball, soccer, golf, tennis, several hundred to enjoy in a stadium. Most games except a computer game are local, and a case to receive a courtship is in a game during this because I need time, personnel (the other party)? and a game tool. But a computer game is single, and a game is possible, and a number for the merit that can easily play a game by an offer of all tools is, and for this reason a lot of games to enjoy in a computer please be, and it has been transplanted. I do I in order to announce that interface of a game studied a problem and an improvement plan to have let there be a few I (to game interface) if a game is ported with a computer in this study by this.

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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.

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.

A Study on job experience using virtual worlds (가상세계를 이용한 직업체험 구축모델에 관한 연구)

  • Kim, Seung-Han;Kim, Sung-Dong;Park, Woo-Chool;Seo, Hae-Moon;Lee, Jin-Kyu
    • Annual Conference of KIPS
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    • 2012.11a
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    • pp.1194-1197
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    • 2012
  • 본 논문에서는 가상세계를 이용한 직업체험 콘텐츠를 통해 사용자가 직업에 대한 이해와 관련 업무의 지식 및 프로세스의 습득, 작성 및 흥미도 검사 등 직업에 대한 전반적인 정보 제공 및 시뮬레이션을 통한 학습의 몰입감 실제감 있는 교육 환경으로 기능적 목적 충족은 물론 재미적 요소를 가미하여 더욱 흥미있고 효과적인 직업체험을 할 수 있도록 콘텐츠를 구축하였다. 본 논문에서는 영어를 주로 사용하는 직업을 선정하여 직업 수행을 주제로 역할놀이(Role play)를 통해 직업 체험을 이용할 수 있도록 영어 강사 직업 체험 콘텐츠, 공항직원/승무원 직업 체험콘텐츠, 레스토랑 종업원 직업 체험 콘텐츠, 호텔 종업원 직업 체험 콘텐츠로 총 4개의 콘텐츠 서비스를 구성하였다.

A Study on the Correlation about Creating Component of Pleasure and Satisfaction on FPS Game (FPS게임에서 쾌감의 구성 요소 창출과 선호도 상관관계에 관한 연구)

  • Kim, Sang-Jung
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.45-56
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    • 2009
  • This Study has limited our scope to the study of satisfaction factor. Due to the extensiveness of fun factors of games. We had identified satisfaction factors through investigating various theories based on funology. Then, we have directly applied the satisfaction factors to games in order to define the satisfaction factors of online FPS game. Then, we have applied the satisfaction factors on to four online games, at the first phase of the study. We interviewed a group of online FPS game experts to identify the constituent elements of the factors and concluded the second phase of our investigation based on the results from the first and second phases, we have conducted a survey to verify the hypothesis. We have verified the reciprocal relationship between the satisfaction factors and game popularity by conducting a multiple regression analysis on the survey results. To conclude, there is a correlation between online FPS games and the satisfaction factors; the satisfaction factors cause the users to be absorbed into the game and to enjoy it for a long period of time.

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A Research for Possibility of Interactive Cartoon as Edutainment Contents (에듀테인먼트 콘텐츠로서 인터랙티브 만화의 가능성 탐색)

  • Song, Su-Mi;Ahn, Seong-Hye
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.190-194
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    • 2006
  • Recently, the education is trying to increase educational effect in self-directed teaming to attract learners' interest and concentration. For that reason, as interaction which makes learners step into lessons spontaneously than a simple convey of knowledge is getting more important, edutainment contents that introduce entertainment for education is being in the limelight. Especially, it needs how to design interaction in which the factors of pleasure and entertainment are emphasized for learners' immersion regarding with edutainment contents based on digital mediums. So, I'm going to present a method of curriculum design on educational factors and how to design interaction on enjoyment factors of interactive cartoon in order to increase educational effect. Through this research, I wish to provide the groundwork which makes interactive cartoon that carries infinite possibility become a new part of edutainment contents.

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