• Title/Summary/Keyword: 목적형 게임

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A Study on Marketing Methods According to Roblox Main User Characteristics: Focused on Nike and Gucci (로블록스 주 이용자 특징에 따른 마케팅 방식 연구 : 나이키, 구찌를 중심으로)

  • Baek Kyounghwa;Ha Euna
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.229-238
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    • 2023
  • This study is to identify marketing methods that are different from the existing ones on the Metaverse platform, where new business models and industrial ecosystems are being formed. The purpose of this study is to identify how brand marketing methods are differentiated according to the type of metaverse and the characteristics of the main users who use metaverse. The research method was a case analysis method, and Roblox, which currently has the largest number of active users, was selected. We closely analyzed how Nike and Gucci brands market by reflecting the characteristics and consumption patterns of Alpha Generation and Generation Z, the main users of Roblox. The results of the analysis are as follows. First, it is approaching with enjoyable content, including games, rather than direct marketing. Second, the content provided contains the brand's story and philosophy. Third, it takes a method of linking virtual and reality. Lastly, through Metaverse, Brands are identifying the tastes of future potential customers and collecting data for customized services.

Joint stability of internal conical connection abutments with or without hexagon indexes: an in vitro study (내부연결 원추형 임플란트의 육각구조의 유무에 따른 연결부 안정성: 실험적 연구)

  • Lee, Sang-Woon;Cha, Min-Sang;Lee, Ji-Hye;Cho, Lee-Ra;Park, Chan-Jin
    • Journal of Dental Rehabilitation and Applied Science
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    • v.36 no.2
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    • pp.95-103
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    • 2020
  • Purpose: The purpose of this study was to compare the axial displacement of the hexagonal and conical abutment in internal conical connection implant after screw tightening and cyclic loading. Materials and Methods: Internal conical connection implants were divided into two groups (n = 10): group HEX, hexagonal abutment; and group CON, conical 2-piece abutments. The axial displacement and removal torque values were measured after 30 Ncm torque tightening and 250N loading test of 100,000 cycles. The Student t test with 5% significance level was used to evaluate the data. Results: HEX group demonstrated significantly higher axial displacement values after 30 Ncm tightening in comparison to the CON group (P < 0.05). No significant difference was found in axial displacement after cyclic loading (P = 0.052). Removal torque loss before and after the cyclic loading both revealed no significant difference between groups (P = 0.057 and P = 0.138). Removal torque value decreased after cyclic loading in both groups (P < 0.05). Conclusion: Overall, both abutment with or without hexagon index presented similar biomechanical performance except HEX group demonstrated significantly more axial displacement after applying tightening torque.

Types of Virtual Reality-based Safety Education Contents (가상현실 기반 안전교육 콘텐츠 유형 연구)

  • Chang, Sun-Hee;Chang, Hyo-Jin;Kim, Sung-Hoon
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.434-445
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    • 2021
  • With the development of realistic content technology and related infrastructure, interest in the use of virtual reality content is growing. Accordingly, in the field of safety education, more and more cases of producing virtual reality-based safety education (VR safety education) contents such as experiencing disaster situations realistically by supplementing the shortcomings of existing lecture-style education. This study looked at the characteristics and effects of VR safety education compared to the existing safety education, and analyzed 104 VR safety education contents produced and disclosed to date into nine classifications based on content and form. Based on the degree of relevance between items and the two axes of 'interactionability' and 'vividness of the environment', VR safety education contents could be categorized into three types: tangible lecture type, simulation type, and game type. Through this study, we hope to contribute to the planning and production of quality VR safety education contents by considering the purpose of safety education and the characteristics of types with the expected effects.

Relationship between Tourism Interpretation Quality and Tourist Satisfaction in Ecotourism (생태관광 해설품질과 만족의 관계)

  • Chun, Joo-Hyung;Lim, Yeon-Woo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.2
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    • pp.520-527
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    • 2016
  • This study examined the relationship among Interpreter's Role, Interpretation System, Interpretation Quality, and Tourist Satisfaction in ecotourism. As a results of the analysis, the following findings were obtained. First, the Interpreter's Role affects the Interpretation Quality, but does not affect the Tourist Satisfaction in ecotourism. Second, the Interpretation System affects Interpretation Quality and Tourist Satisfaction. Third, Interpretation Quality influences the Tourist Satisfaction. Finally, the Interpretation Quality plays a mediated effect between relationship Interpreter's Role, Interpretation System and Tourist Satisfaction. Nevertheless, the key to success in ecotourism is how to explain the interpretation to the tourist

Experimental study on the Flexural Capacity of U-shape Composite Beam (U-형 복합보의 휨 성능에 관한 실험적 연구)

  • Ha, Sang-Su
    • Journal of the Korea institute for structural maintenance and inspection
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    • v.23 no.3
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    • pp.143-149
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    • 2019
  • In this study, a U-shape composite beam was developed to be effectively used for a steel parking lot which is 8m or lower in height. When the U-shape composite beam was applied to a steel parking lot, essential considerations were story-height and long-span. In addition, due to the mixed structural system with reinforced concrete and steel material, the U-shape composite beam needed to have a structural integrity and reliable performance over demand capacity. The main objective of this study was to investigate the performance of the structure consisting of the reinforced concrete (RC) slab and U-shape beam. A U-shape composite beam generally used at a parking lot served as a control specimen. Four specimens were tested under four-point bending. To calculate theoretical values, strain gauges were attached to rebar, steel plate, and concrete surface in the middle of the specimens. As the results, initial yielding strength of the control specimen occurred at the bottom of the U-shaped steel. After yielding, the specimen reached the maximum strength and the RC slab concrete was finally failed by concrete crush due to compressive stress. The structural performance such as flexural strength and ductility of the specimen with the increased beam depth was significantly improved in comparison with the control specimen. Furthermore, the design of the U-shape composite beam with the consideration of flexural strength and ductility was effective since the structural performance by a negative loading was relatively decreased but the ductile behavior was evidently improved.

The Development and the Effects of Educational Program applied on STEAM for the Mathematical Prodigy (융합인재교육(STEAM)을 적용한 초등 수학영재 교육 프로그램의 개발과 적용 효과)

  • Lee, Seungwoo;Baek, Jongil;Lee, Jeonggon
    • Education of Primary School Mathematics
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    • v.16 no.1
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    • pp.35-55
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    • 2013
  • The purposes of this study were to development and verify the effect of educational program apply on STEAM for the mathematical prodigy. To accomplish these purposes literature review on development of the program and qualitative study were conducted. The mixed-model design was applied for this qualitative experimental study. The conclusions of this study were as follows. First, the program for mathematical prodigy education applied on the conceptual model of STEAM integration approach was developed. Second, a learning satisfaction about constitution of the workbook was lowly. Third, principal of STEAM was the best interest and difficult of the program applied on STEAM. Fourth, the creativity and problem solving ability was founded about angle and velocity of mathematical domain and making the Angrybirds Game on GeoGebra environment. In spite of difficulty about principal of the Angrybirds Game, confidence and satisfaction were founded about a result product.

Development and Implementation of Blockchain Appropriate Technology Science School Program of Europe-Korea Conference on Science & Technology (유럽-한인 과학기술학회의 블록체인 적정기술 과학교실 프로그램 개발과 적용)

  • Kim, Gahyoung;Choi, Kevin Kyeong-iI;Kim, Dowon;Son, Muntak;Kim, Byoung-Yoon
    • Journal of Appropriate Technology
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    • v.6 no.2
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    • pp.190-199
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    • 2020
  • The purpose of this study is to develop and implement the Appropriate Technology Science School program (ATSS) for youth operated by the Europe-Korea Conference on Science & Technology (EKC) since 2016. The development process consisted of pre-online management meetings, online and offline tutor training, operation of ATSS for youth, and satisfaction surveys. As a result of the development, the management team selected the mission-solving theme of "Transforming village using blockchain technology" through a pre-online meeting. The contents were reorganized according to the level of the participating tutees, and various learning activities such as co-building activities, games, and plays were newly introduced and developed first, and the programs developed through tutor training were demonstrated and improved. A total of 38 tutees and tutors from 6 countries participated in the 2018 ATSS. As a result, participants showed positive satisfaction overall. Tutees showed interest in dome co-building activities and hash function calculation activities, and tutors showed interest in lectures and monopoly games related to blockchain technology. The development and of the 2018 ATSS will contribute to the improvement of expertise in the operation of the EKC ATSS in the future to the management team. It will be an opportunity for tutors to experience that high-tech science and technology have a good impact on appropriate technology for the third world and community society. In addition, Tutees will be provided with an opportunity to indirectly experience the local situation and community society through a role play on the impact of blockchain technology on African villages.

Determinants for Long-term Cooperation Between Public Research Institute and SMEs (출연(연)과 중소기업의 장기적 협력을 위한 영향요인 분석: 출연(연)의 인력파견사업을 중심으로)

  • Song, Minkyoung;Park, Beom Soo
    • The Journal of the Korea Contents Association
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    • v.17 no.3
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    • pp.654-665
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    • 2017
  • It is major strategy for SMEs to cooperate with other companies or Public Research Institutes(PRIs) as the essential technology is getting more complicated and technological life cycle is getting short. However, It is not easy to perform a proper cooperation with SMEs for PRIs, because they are accustomed to support SMEs in the short run. In addition, previous studies also have mainly focussed on finding determinants of performance as a consequence of temporary cooperation instead of long-term relationships among companies. Therefore this study analyzed which satisfaction is more effective to maintain the long-term cooperative relationship between PRIs and SMEs. As a result, it has found that when SMEs satisfy from quality of input like manpower supports R&D and context of the support program over the output like technological or economical performance, they intend to continue cooperation with PRIs. And this paper shows that the performance has mediated effect rather direct effect on long-term cooperation intention. In light of all the above, to cooperate with SMEs effectively, it will be suggested that PRIs enhance quality of support process and contents instead of quantity of support based on one-time cooperation.

Development direction of emotional contents through analysis of successful cases from applying emotional technology (감성기술 적용 성공사례 분석을 통한 감성콘텐츠 개발 방향 연구)

  • Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
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    • v.15 no.1
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    • pp.121-132
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    • 2012
  • Recently, interest in emotional technology has escalated and its application has extended to many fields, from both an industrial (product) and service (culture, tourism, medical, education, advertising) perspective. Moreover, culture has become a fundamental aspect of modern industry, playing key roles in: gaming, exhibitions, performances, sports, tourism, design, edutainment, as well as various content distribution industries. The prospect of applying emotional technology for cultural content industries makes up for more than half of the 'plan-manufacture-distribution-marketing' process, and thereby also serves as driving force for the growth of a nation. The primary objective of the following research is analyze successful cases from the past through utilization of emotional technology, and to speculate on efficient directions for future research into developing emotional contents. To achieve this, some of the key terms have been defined and elaborated for the sake of clarity. The terms are as follows: emotion, emotion engineering, science of emotion, emotional technology, and emotional contents. Furthermore, studies were conducted based on the six different fields surrounding CT R&D to observe how projects involving emotional technology have succeeded both on a national and global scale. Based on this analysis, this research aims to develop personalized 'Concierge' service-providing contents, contents designed to maximize performance ability of humans, and contents that could be controlled simply via emotion to effectively spread the culture of Korea by focussing on 'fusion' content development. The following research data may hopefully serve as a basic reference to industries navigating towards emotional content development.

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21Century of Combat Aspects of North Korean Attack Drones Through the War of the Century (21세기 전쟁을 통해 본 북한 공격 드론의 전투 양상 전망)

  • Kang-Il Seo;Sang-Keun Cho;Jong-Hoon Kim;Ki-Won Kim;Sang-Hyuk Park
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.299-304
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    • 2023
  • Recently, drones have been used as a major means of attack drones in major wars around the world, and it seems likely that they will evolve into game changers in the future. Recently, drones have been used as a major means of attack drones in major wars around the world, and it seems likely that they will evolve into game changers in the future. In the major wars of the 21century, attack drones are used for precision fire-guided or self-destruct attacks, For the purpose of cognitive warfare, its territory is expanding not only to land and air, but also to sea and water. These attack drones will perform multi-domain operations, and for this purpose, the level of autonomy will be improved and High-Low Mix We will continue to develop by strengthening concept-based scalability. North Korea has also been making considerable efforts to operate attack drones for a long time, and activities such as third-country-level self-explosive drones, artificial intelligence-based clustered self-explosive drones, and self-destructive stealth unmanned semi-submersible are expected. In addition to North Korea's provocations and attacks, it is hoped that there will be a need for active follow-up research on our military's countermeasures and utilization plans.