• Title/Summary/Keyword: 성게

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A Study on the Status and Vitalizations of Serious Game Competition: Focusing on Serious Educational Game (기능성게임대회 현황 및 발전방향에 대한 연구 : 교육기능성게임을 중심으로)

  • Choi, Hun;Yoon, Young-Doo
    • Cartoon and Animation Studies
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    • s.33
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    • pp.579-595
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    • 2013
  • Recently, there has been an increasing interest of serious games escaping it's negative views on games in general, broadening and widening the area in the scopes of game field. Among these, educational serious games not only satisfy both the purpose of enjoyment and educational values, but also has been looking for new ways of distribution of the digital textbooks and utilizing them to the best of their potentials. This can change the ways we understand things by using the revitalization on the basis of serious game competitions. The purpose of this study was to analyze educational game and game competition and to develop the efficient management strategies.

Optimal Conditions for the Bioassay Using Sperms of a Starfish, Asterias amurensis (아무르불가사리(Asterias amurensis) 정자를 이용한 생물검정의 최적조건)

  • Chang-Hoon Lee;Jin-Woo Choi
    • Environmental Analysis Health and Toxicology
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    • v.18 no.2
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    • pp.77-87
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    • 2003
  • 성게의 정자를 이용한 생물검정은 해양환경의 독성평가에 널리 사용되고 있다. 그러나, 국내산 성게류의 경우 산란기가 3~11월로 겨울에는 생물검정 실칩이 불가능한 단점이 있다. 이를 보완하기 위하여 겨울에 산란이 가능한 아무르불가사리(Arterias amurensis)를 생물검정용으로 개발하였다. 불가사리류의 생식과 발생과정은 성게류와 유사하므로 성게류를 이용한 실험 방법을 아무르불가사리에 적용할 수 있다. 그러나, 생물검정 실험 결과의 유효성은 실험조건에 의하여 달라질 수 있으므로, 본 연구에서는 실험 결과에 큰 영향을 미칠 수 있는 조건들 즉. 수정막의 발달 시간, 정자와 알의 비율, 정자의 활력이 유지되는 시간, 정자의 노출 시간, 그리고 시료의 염분 범위 등을 최적화 하고자 하였다. 수정막의 발달이 완전하게 이루어지는 최소 시간은 60분이었고, 시료에 주입할 정자와 알의 비율은 3,000이상일 때 수정률이 높게 유지되었다(70%이상). 정자의 활력은 해수에 희석한 후 3시간 이상이 경과하면 급격히 감소하였다. 정자의 노출시간은 20~60분의 범위에서 구리에 대한 $EC_{50}$이 크게 달라지지 않았다(변동계수: 17%).실험에 적절한 시료의 염분 범위는 26~38 psu이었다. 아무르불가사리 정자의 민감도는, 일반적으로 해양환경 평가에 흔히 사용되는 생물들의 민감도 범위의 중간 정도에 해당하였다. 따라서 아무르불가사리의 정자는 해양환경 평가를 위한 생물검정용으로 적합한 것으로 여겨진다.

An Exploratory Study on Outcome Variable for Educational Serious Game (교육기능성게임의 효과성 측정에 대한 연구)

  • Yoon, Clara;Choi, Hun
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.546-552
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    • 2016
  • With the increasing popularity of computer games as a leisure activity, there has been a rise in the interest in the effectiveness of serious games. Many of the earlier researches are focused on evaluation of effects, types, developments of serious games, whereas little is known about the after effects of serious games. The aim of this paper is to examine the previous literatures on serious games in regard to their impacts and outcomes of gaming for the purpose of empirical evidence as impacts and outcomes are needed for exploratory study of variable outcomes of educational serious games. It is worth noting that current review would be used as an outcome indicator for verifying the after effects of both cognitive and educational after the usage of these educational serious games.

Design Framework for Math Educational Serious game Based on Cognitive Psychology (인지 심리적 모형을 기반으로 한 초등 수학 교육용 기능성게임 디자인 설계전략)

  • Choi, Eun young
    • Cartoon and Animation Studies
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    • s.45
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    • pp.299-320
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    • 2016
  • The interests of education methods using Serious games have been increasing recently. But resu,lt-oriented game design framework have not been reflected intrinsic motivation. To increase usage of educational serious game as resource, it is needed game design framework for providing the immersion and collaborative active learning that cognitive Psychologic theories recommend. By outlining the background of the serious game design framework and exemplifying its use, a constructive structure to examine purposed based games is introduced.

An Analysis on Achievement-assessing Style for Serious Game (기능성게임의 성취도 평가 유형 분석)

  • Yoon, Seon-Jeong
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.15-24
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    • 2012
  • Serious games are purposive game. So game-developers want to achieve the desired purposes, and game-users also want to play to achieve the goals of playing games. The function of achievement-assessing is an important area of serious game. In this study, achievement-assessing style was defined as three types, that is, 'all-in-one', 'complex', and 'separation'. Accordingly, we analyzed which type of serious games use which type of achievement-assessing style. As a result, the survey shows that those who want to play game itself preferred 'all-in-one' above all, and those who want to stick to the purpose of game preferred 'separation' or 'complex'. In addition, the investigation of preference of achievement-assessing function shows that users, as a whole, preferred 'all-in-one'. We hope this study will be useful data to design of achievement-assessing function which achieve the purpose of game and provide users with higher satisfaction.

Influence of Dietary Sea Urchin Shell Powder on Physico-Chemical Properties of Chicken Meat (성게 껍질 분말의 급여가 계육의 이화학적 특성에 미치는 영향)

  • Kim Y. J.
    • Korean Journal of Poultry Science
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    • v.32 no.1
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    • pp.55-60
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    • 2005
  • The experiment was conducted to study the effect of sea urchin shell powder (SUSD) on the sensory evaluation, meat color, fatty acid and amino acid contents of chicken meat. One hundred sixty broilers were fed diets for five weeks containing 0, 1, 3 and $5\%$ of sea urchin shell powder. The shear forces of the treatment groups were higher than the control uoup and the water holding capacity (WHC) was higher in the control group (P<0.05). The heating loss and pH were not significantly different between control and treatment groups (P<0.05). The hardness, juiciness and flavor evaluated by sensory evaluation were improved by treatments, especially in T2 (P<0.05). The meat color of the treatments group showed redder and darker than that of the control group owing to lower L$\ast$ and higher a$\ast$ value. Among fatty acids, oleic acid contents of the treatment groups were higher than that of the control group. The treatment groups showed a significantly higher total amino acid content (P<0.05) compared to the control group. The results of this experiment indicated that dietary SUSP tended to improve the sensory evaluation.

Genetic Studies on the Sea Urchin Embryogenesis and Skeletogenesis (성게의 발생과 뼈대형성의 유전학적 연구)

  • Lee, Youn-Ho
    • The Sea:JOURNAL OF THE KOREAN SOCIETY OF OCEANOGRAPHY
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    • v.6 no.4
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    • pp.265-273
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    • 2001
  • The sea urchin has been used as sea food in many countries. This species has also been an important organism of embryological studies for more than a century. In recent years, sea urchin embryos are being used as testing materials for toxicity of pollutants and toxins. Usefulness of sea urchin embryos as experimental models comes from the easiness in obtaining sea urchin samples and a lot of gametes, in rearing embryos in the laboratory, in observing the cellular movement and organ formation during the embryogenesis and in manipulating blastomeres and genetic maferials. The sea urchin in itself is a key organism for the understanding of deuterostome evolution from the protostomes and of indirect development of marine invertebrates which undergo the planktotrophic larval stage. A fertilized sea urchin egg goes through rapid cleavage and becomes a 60 cell embryo 7hr after fertilization. It then develops into a morula, a blastula, a gastrula and finally a pluteus larva approximately 70 hr after fertilization. At the 60 cell stage, the embryo comprises of five territories that express territory-speciflc genes and later form different organs. Micromeres at the vegetal pole ingress into the blastoceol and become the primary mesenchyme cells(PMCs). PMCs express genes involved in skeletogenesis such as SM30, SM37, SM50, PM27, msp130. Among the genes, SM37 and SM50 are considered to be members of a gene family which is characterized by early blastula expression, Glycine-Proline-Glutamine rich repeat structures and spicule matrix forming basic proteins. Genetic studies on the sea urchin embryos help understand the molecular basis of indirect development of marine invertebrates and also of the biomineralization common to the animal kingdom.

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Growth and Spawning of the Sea Urchin Anthocidaris crassispina (A. Agassiz) (보라성게의 산난과 성장)

  • Yoo Sung Kyoo;Hur Sung Bum;Ryu Ho Young
    • Korean Journal of Fisheries and Aquatic Sciences
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    • v.15 no.4
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    • pp.345-358
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    • 1982
  • 1980.8-1982.8월까지 일광, 주문진, 돌산, 어청도 및 성산포에서 채집한 1,663미의 보라성게의 성장 및 산란에 관한 조사이다. 1세부터 5세까지의 평균각경은 가각 19, 32, 43, 51, 58mm로 추정됐으며 $l_\infty=84.4 mm,\;k=0.223,\;t_o=-0.187$의 성장식을 보였다. 가경에 대한 각고, 보대, 간보대, 위홍문부경 및 극 길이의 상관관계는 매우 높았다. 연령에 따른 가부분의 상대성장은차이가 없으나 극의 성장에서는 3세까지는 각경에 비례하여 성장하나 그 이후의 연령부터는 반비례하고 있다. 일광해역에서의 산란은 6-10월에 일어나며 주 산란은 8월로 사료한다. 연령에 따른 주 산란시기는 다르며 고연령군은 저연령군 보다 일찍 산란하고 있다. 제주산 보라성게는 8월 이전에 산란을 이미 마친 상태이며 여수산, 일광산은 주로 8월에, 주문진산, 어청도산은 8월 이후에 산란하는 것으로 판단된다.

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The Quality Evaluation Elements for Educational Serious Game : Focusing on Non-technical Elements (교육용 기능성게임의 품질 평가 요소 : 비기술적 요소를 중심으로)

  • Yoon, Seon-Jeong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.07a
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    • pp.111-112
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    • 2012
  • 게임의 순기능을 이용해 교육, 훈련, 치료 등의 목적으로 개발된 기능성 게임은 이용자들의 게임 선택을 위해 게임의 품질과 관련된 정확한 정보가 제공되는 것이 중요하다. 기능성게임의 품질을 평가하기 위한 기술적, 비기술적 영역 가운데 비기술적 영역은 기능성게임의 종류를 반영한 요소들로 구성된다. 본 연구는 교육용 기능성 게임의 비기술적 품질 평가 영역을 추출하고 이를 검증하였다. 본 연구를 위해 사용된 방법론은 다른 종류의 기능성 게임의 품질평가 요소 추출을 위한 가이드 역할을 할 것으로 기대된다. 향 후 본 연구의 결과를 이용하여 교육용 기능성 게임의 품질 평가 메트릭을 개발할 예정이다.

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Echinoderms from Geojedo Island and Adjacent Sea Waters, Korea (거제도 해역의 극피동물)

  • Sook Shin
    • Animal Systematics, Evolution and Diversity
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    • v.14 no.3
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    • pp.193-205
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    • 1998
  • The echinoderms collected from 20 localities of Geojedo Island and its adjacent sea waters during the period from February 1995 to May 1998 turned out to be 47 species in 37 genus, 25 familes, 11 orders, three classes. Of which one echinoid species, Prionocidaris baculosa (Lamarck, 1816) is newly added to the Korean fauna of Geojedo Island with 25 previously known species and total 47 species are described in this report.

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