• Title/Summary/Keyword: 몰입요소

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The Analysis for Korea Web-board Game Regulation (국내 웹보드 게임 규제 분석)

  • Song, Seung-keun;Yoon, Claire
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.183-184
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    • 2016
  • This study aims to suggest relaxed regulation plans for web-board games by analyzing regulations on gambling games with online and mobile platforms. One of the controversial issues in the South Korean game industry these days is legal regulations related to 'gambling'. Gambling is one of its ambivalent factors, which is necessary for fun of these games but has risks of overindulgence and addiction. This study analysis the web-board enforcement ordinance from Feb. 2014 and current relaxed regulation. Moreover, we find the plan which will be relaxed to regulation under what safety net. We propose the solution of web-board regulation policy which is available for an adult.

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A Study on Efficient VR Room Escape Game Production (효율적인 VR방탈출 게임 제작에 관한 연구)

  • Lee, Yun-ho;Sheo, Dong-hee;Song, Eun-jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.579-580
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    • 2022
  • As virtual reality drew attention, VR room escape games were based on the most popular and successful VR content. This study was based on the survey results of citizens who experienced actual VR room escape and field-type room escape. It clarifies the parts that can be implemented and the parts that have technical limitations. And the factors that can increase the immersion of VR room escape games are analyzed. It is hoped that the significance of the research can contribute to the production of more advanced VR escape games and further VR contents.

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A Design of Emergency Response Training Platform Using Virtual Environment (가상환경을 이용한 안전대응 훈련 플랫폼의 설계)

  • Lee, Jai-Kyung;Cha, Moo Hyun;Huh, Young Cheol
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.11a
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    • pp.453-454
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    • 2011
  • 에너지 플랜트, 화학공장 등 대형 기계설비의 복잡도 증가는 그에 따른 위험요소 복잡도를 증가시키고 있다. 대형 기계설비에 대한 위험 관리와 시스템 신뢰도 향상을 위해서는 위험도 기반의 안전 설계/해석, 상태 감시 및 진단을 이용한 설비 모니터링, 인적 신뢰도 향상이 요구되며 설계 단계에서부터 운영 및 유지보수 단계까지의 시스템 생애주기 전반에 걸친 지속적인 활동을 필요로 한다. 인적 신뢰도를 향상시키기 위해서는 설비 운영자가 응급 또는 이상상황에 대처할 수 있는 능력 즉, 안전사고 대응 능력 확보가 필수적이다. 대상 설비에 대한 실제 훈련은 시간, 비용, 훈련자의 안전 확보가 어렵고 반복적인 훈련 및 평가가 어렵기 때문에 가상 환경을 이용한 안전대응 훈련 플랫폼을 설계하였다. 훈련자에게 몰입형 가상 환경을 제공하기 위하여 가상현실 및 안전사고 시뮬레이션 기술을 이용하였으며 이를 통하여 훈련자의 안전을 유지하면서 안전대응 능력을 향상시킬 수 있다.

A Study on Home Economics Education Lesson Plan Design Using Gamification: Focusing on 'Eco-friendly Clothing Life Cycle' Theme (게이미피케이션을 활용한 가정과 수업 설계에 관한 연구: '환경친화적 의류 라이프 사이클' 주제를 중심으로)

  • Jang, Eun Ju;Kim, Hye Rin;Lee, Su Kyung;Kim, Eun Jo;Hwang, Shin Hye;Kim, Ji Seul;Kim, Nam Eun
    • Journal of Korean Home Economics Education Association
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    • v.34 no.1
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    • pp.35-57
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    • 2022
  • This study developed an 'Eco-friendly Clothing Life Cycle' class applying gamification. And the effect of and learners' satisfaction on the class were examined after implementation. The developed class was applied to 40 sophomore students from "A" high school in Gyeonggi-do from February 3, 2022, to February 10, 2022, in a total of 4 sessions. The class was conducted in the stages of production-distribution-consumption-disposal, and was conducted in a way that a mission is solved after learning in Gather Town. It is designed so that learners continuously repeat learning until they accomplish the mission. The learners completed pre-class and post-class questionnaires. And a focus group interview was conducted with a randomly selected group of three learners. According to the pre-/post-class test comparison, the gamification class on the theme of "Eco-friendly Clothing Life Cycle" was found not to have a significant effect on learners' immersion or self-directed learning attitudes. However, in the case of the learners with high levels of non-immersion tendency, the level of immersion in the class increased, and the satisfaction level was positively associated with the level of immersion and self-directed attitude. Learners expressed 'concern' and 'expectation' about the gamification class, and said that although the developed class was using a 'new teaching method', 'appropriate use' was necessary. And learners were evaluated this class as a 'student-centered class' and acknowledged that it allowed 'self-directed learning'. The teacher who implemented the class said that this class was more effective in attracting students' expectations and interests compared to the conventional classes, and that the class in the meta-verse environment was perceived as a new type of class in the non-face-to-face era. The teacher also mentioned that when applied to the actual educational field, a detailed design is needed that allows the learners to proceed smoothly, and the role of the teacher in the class was more important. And the teacher also mentioned that the class should be properly designed so that the expectations given by the 'game' do not obscure the essence of the class.

A Study on Effect of Justice of Public Officials for Total Payroll Costs System on Organizational Performance -Focus on Moderate Effect of Receptivity- (공무원의 총액인건비제도에 대한 공정성이 조직성과에 미치는 영향에 관한 연구 -수용성의 조절효과를 중심으로-)

  • Jun, Jae Gyun;Park, Hyeon Suk
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.8 no.3
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    • pp.189-204
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    • 2013
  • Today, politics, economy and technique in the world are rapidly changed. To respond to these changes public institutions as well as government and corporate try to change themselves and to adapt these situation and environment. Total payroll costs system which is one of critical methods to adapt changing world began to introduce in 2004 for public services in Korea. After exhibition and enforcement, all education administration in Korea adopted this system in 2013. This study focus on how total payroll costs system can be successfully controled and utilized, and who this system increase organizational effectiveness and efficacy in public services. Organizational members' effort, perspective, attitude and behavior are most important factors for organizational change and new option. Organizational change and adaptation always involve members' change and adaptation, so this study emphasizes on members' perspective and attitude on total payroll costs system. As a result, distribution justice, procedure justice, and receptivity about total payroll costs system are related to organizational performance such as job satisfaction and organizational commitment. This means organizational members' perspective(distribution justice and procedure justice) and attitude(receptivity) are most crucial factors for effectiveness and efficacy of total payroll costs system. Furthermore with distribution justice, procedure justice and receptivity, total payroll costs system would increase members' job satisfaction and organizational commitment. To sum up, members' perspective and attitude are most important factors for change, thus for success of total payroll costs system, we should understand how people are critical, especially their distribution justice, procedure justice, and receptivity; and also how total payroll costs system are valuable system; and how we can control and handle this system.

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Analytic study on Vertical Montage as expressed in Assoziation Montage -Focused on animation, Paprika- (연상 몽타주에서 나타난 수직적 몽타주 분석 -애니메이션 파프리카 중심으로-)

  • Lim, Woon-Joo
    • The Journal of the Korea Contents Association
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    • v.13 no.1
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    • pp.83-90
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    • 2013
  • This study attempts interpretation of vertical montage expressed in assoziation montage focused on animation, Paprika. Montage has been continuously studied by Pudovkin, Eisenstein, Jacques Aumont and others till now. However, existing studies focused on the visual image of montage. Image is made of visual element and aural element. These two interact with each other and maximize the effect. It is believed that the study subject can be approached in more depth, if aural elements would be analyzed based on the assoziation montage which analyzed visual image in previous studies. Accordingly, this study explores and analyzes how vertical montage has been used in logical montage and optical conflict montage and what meanings they generated. The analysis results suggested followings. In logical montage and optical conflict montage, vertical montage complemented visual image by natural concurrence as a whole. Vertical montage also showed linked relationship, which reflects overall emotion by melodious concurrence. In addition, when there was melodious concurrence at certain time, place or unclear space, the elements showed continuity which made them link with relationship. However, when the role that cuts that continuity, in other words, when the tonal element, which let audience partially immerse, would be properly used when the space and time would change or get reversed, the effect was maximized. It also expressed a turning point of an event and enhanced the concentration of audience on the characters.

Analysis Study on Successful Hit Elements of Faction Film < Gwang-hae: The Man Who Became King > (팩션영화 <광해, 왕이 된 남자>의 흥행 요소 분석 연구)

  • Kim, kyung-Sik;Jung, Ji-Hoon
    • The Journal of the Korea Contents Association
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    • v.15 no.6
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    • pp.179-190
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    • 2015
  • The current movie world is called the era of faction hot-wind by the continuous hits of faction films. The interpretation of the missing 15 days in the Annals of the Joseon Dynasty during Gwang-hae's reign based on one sentence in the record makes 'faction' that there was another king, drives audiences to absorption and imagination in the faction film < Gwang-hae: The Man Who Became King >. Furthermore, this film redefined historical king Gwang-hae as an ambivalent image through Gwang-hae and Ha-sun who filled the role as the king in it. Also, this film was appraised by reviews of reinterpretation of the image of leader who people want and hit success when the film released before the season of the presidential election. This thesis considers 'Faction' which is marked as a new image content and analyzes the film < Gwang-hae: The Man Who Became King > which is listed as Korea's all-time sixth highest grossing film with 12,323,555 tickets sold nationwide by three sections; < Gwang-hae: The Man Who Became King > as faction film, two images of Gwang-hae, and the appropriateness of film release time. In conclusion, the film < Gwang-hae: The Man Who Became King >. succeeded since it communicated with people to satisfy their wishes and taste. It would be necessary to study and analyze the basic connection between the trend of movies and Strategic elements of the box-office results, and a significant stride for progression of the movies.

A study on the attribute of infotainment design (인포테인먼트 디자인의 개념 연구)

  • Oh, Byung-Keun
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.229-240
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    • 2006
  • It is very important issue in information design to improve information efficiency by adapting interesting factors in changing circumstance of information communication. The concept of infotainment is utilized in designing information contents in a way of combining entertainment factors with information itself based on various media and representation technologies. The information arousing user's attention, which includes interesting factors, is persuasive message comppared to the informative message conveying only information itself. The reason why infotainment is persuasive is because it makes the user absorb deeply in the information during the process of understanding by sensorial stimuli, cognitive interest, and situational interest. The sensorial stimuli originates from the expression elements of information design. The cognitive interest from the user's intellectual activities has a try to overcome mental block when user confronts with the redundant expression in the manner of unexpectedness and inharmony. The situational interest originates from user's optimum experience by the flow of satisfaction. Therefore, the attribute of infotainment is defined with the stimuli, the redundancy, and user's satisfaction. Its design elements consist of physical factors, organizational factors, and psychological factors. The physical factors through sensorial stimuli are utilized by visual manipulation such as visual analogy or visual pun, multimedia, and moving expression. The organizational factors through redundant expression bring user's imagination by adapting storytelling, event, and interaction in the process of understanding information. The psychological factors through expression of entertainment interests such as humor, play, and game give users psychological satisfaction with the flow. In conclusion the concept of infotainment can be adapted when the design factors should be integrated with its attributes, or the conveying information should go well with its purpose and characteristics.

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A Study on the Effects of Convergence-type CRM on Relationship Quality and Customer Royalty in Kumdo Club (검도장 융복합형 고객관계가 관계품질과 고객충성도에 미치는 영향)

  • Kim, Pum-Ho;Park, Chun-Woo;Lim, Jung-Il
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.277-289
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    • 2015
  • This study was designed to shed light on the influence of CRM strategies on relationship quality and customer loyalty in Convergence-type Kumdo training clubs. The survey tool used for this research are questionnaires. The lead-time was achieved over a period of 23 days from 7 July 2014 to July 30th. The resulting data were processed by means of frequency analysis, exploratory factor analysis, correlation analysis using SPSS 20.0 program. The findings acquired based on the aforementioned research methods and data analysis are as follows: First, CRM strategies had significant influences on satisfaction. Second, CRM strategies had significant influences on some of belief. Third, CRM strategies had not significant influences on commitment. Fourth, satisfaction and belief had significant influences on attitudinal loyalty and behavioral loyalty. Fifth, Convergence-type CRM strategies had significant influences on attitudinal loyalty and behavioral loyalty.

Causes of Cyber Sickness of VR Contents: An Experimental Study on the Viewpoint and Movement (VR 콘텐츠의 사이버 멀미 유발 요인: 시점과 움직임의 효과에 대한 실험 연구)

  • Jung, Ji-Young;Cho, Kwang-Su;Choi, Jinhae;Choi, Junho
    • The Journal of the Korea Contents Association
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    • v.17 no.4
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    • pp.200-208
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    • 2017
  • Despite a rapid market growth in VR, cyber sickness has become the most serious problem in terms of user experience. The aim of this study is to verify whether there are differences in user's perception of cyber sickness by the point-of-view and the movement in VR contents. An experimental testing of game playing with VR headset was conducted on the effects of two conditions: first-person and third-person views in the point-of-view condition, and yaw - pitch rotations in the head movement condition. The results showed that cyber sickness worsened in the first-person point-of-view and in the yaw rotation movement. Point-of-view and movement had main effects on the cyber sickness, but an interaction effect between point-of-view and movement was not found. Based on the findings, along with reducing VR sickness, we proposed practical implications for VR contents planning for building balanced VR user experience. Positive VR experience can be reinforced through visual design, multi-modal interface design, and experience marketing for the optimal level of contents immersion. A future research was suggested on the roll rotation for diverse content genre development.