• Title/Summary/Keyword: 오락성

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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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Garden Alive : An interaction-enabled intelligent garden (Garden Alive : 상호작용 가능한 지능적인 가상 화단)

  • Ha, Tae-Jin;Woo, Woon-Tack
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.11b
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    • pp.559-561
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    • 2005
  • 본 논문은 사용자가 감각형 인터페이스를 사용하여 가상공간의 지능적인 화단을 체험, 체감 할 수 있는 시스템(Garden Alive)을 제안한다. 제안된 시스템은 카메라, 조도, 습도 센서를 갖춘 현실공간의 화단과 상호작용에 사용되는 감각형 인터페이스, 진화모듈과 감정모듈을 갖춘 인공지능 모듈, 그리고 가상식물의 성장과 반응을 보여주는 Virtual Garden으로 구성된다. 감각형 인터페이스는 카메라로 사용자의 손동작을 인식하고, 조도센서로 광량을 확인하여, 습도센서로 물의 양을 측정한다. 이러한 정보를 바탕으로 인공지능 모듈은 식물의 진화 방향과 감정상태의 변화를 결정한다. Virtual Garden은 L-system을 기반으로 제작되어 가상식물들은 실제 식물들과 유사한 형태로 성장하도록 한다. 제안된 Garden Alive에서 화단의 식물들은 각각의 개체마다. 유전자를 가지고 있어 식물의 다양성을 볼 수 있고, 빛과 수분 등의 환경요인에 따른 적합도를 평가함으로써 세대를 거듭함에 따라 진화해가는 모습을 볼 수 있다. 마지막으로 단순히 자극에 반응하는 식물이 아닌 사용자와 상호작용에 따른 식물의 감정 변화를 통해 적절한 반응을 보이는 지능적인 식물을 구현하였다. 따라서 제안된 시스템은 오락과 교육을 위한 콘텐츠, 사용자에 따른 개별적 반응을 통해 심리적인 안정을 제공할 수 있는 콘텐츠 등으로 응용될 수 있다.

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A study on the TV reality show program's visual format and narrative structure :its an analysis of TV program's with 'Scandals' (TV 리얼리티 프로그램의 영상구성과 서사구조에 관한 연구: <스캔들>의 내용 분석으로 중심으로)

  • Hahm, Hyun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.8 no.6
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    • pp.1648-1654
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    • 2007
  • The purpose of this study is to understand how the reality show program spread into global with a variety effects on social and cultural phenomenon, and textual analysis of TV reality show program 'Scandals' with a specific status. As a result of this study shows that TV reality show program 'Scandals' involves in a characteristic and a diversity of TV genre. On the other hand, textual analysis of TV reality show program 'Scandals' is about understanding the situation which create meaning in TV industry with a negative aspects of phenomenon. More over, TV industry creates lower cultural aspects of situation relate in someway to the target audiences to whom they are aimed.

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A Study of Effect on Media Exposure and Cybercrime Perception (미디어 노출과 사이버범죄 인식 간의 영향 연구)

  • Ko, Du-Hee;Won, Young-A
    • Journal of Digital Convergence
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    • v.14 no.5
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    • pp.67-75
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    • 2016
  • This study focused on university students' risk perception of cybercrime through media exposure. For this purpose, I tried to figure out the results of risk perception on cybercrime with 8 factors. As a result, the lowest type of cybercrime was internet fraud, and it was caused by media type and degree of exposure, where university students get information about cybercrime. There's a difference of students' risk perception by media type, news media was the best. Depending on the media of the environment, even in the area of cyber crime there is a difference of perception of risk for each individual. And it can be confirmed that the risk perception in response to the exposure of the media has changed.

Examining the Korean Wave Wanghong Media of China - Based on Viewing Satisfaction and Cultural Acceptance (한류 왕홍 미디어에 관한 연구 - 시청만족도와 문화 수용성을 중심으로)

  • Lin, Tang;Cho, Hee Jung;Lee, Hye Eun
    • The Journal of the Korea Contents Association
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    • v.20 no.5
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    • pp.105-117
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    • 2020
  • This study defined the Creators who produce video contents related to Korean Wave in the form of one-person media and takes an influential role in China as the 'Korean Wave(Hallyu) Wanghong Media'. This study aimed at examining the effects of viewing motivation and behavior on satisfaction and cultural acceptance. The survey was conducted on 240 respondents who have watched the contents on China's Bilibili video site. As a result, among five different motivations, the higher the level of 'cultural curiosity', 'entertainment', and 'empathy', the higher the satisfaction. Examining the effect of viewing behavior on satisfaction, 'frequency', the act of 'sharing' and 'participating' had positive effects. Furthermore, 'cultural curiosity' and 'satisfaction' were the factors of positive influence on cultural acceptance. The results of this study can enhance the understanding of Korean Wave Wanghong Media and further contribute to continuous development.

A Study on the Relationship between University Students' Beauty YouTube Viewing Satisfaction and K-Beauty (대학생의 뷰티 유튜브 시청만족도와 K-뷰티의 관계성 연구)

  • Oh, Jeong-Sun
    • Journal of Convergence for Information Technology
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    • v.10 no.12
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    • pp.175-182
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    • 2020
  • This thesis is to investigate the relationship between college students' beauty YouTube viewing satisfaction and the development impact of K-beauty. University students' beauty YouTube viewing satisfaction showed more than average satisfaction in terms of reviews, makeup techniques, makeup trends, agency empathy, and entertainment motives. In order to study the relationship between beauty YouTube viewing satisfaction and K-beauty, as a result of factor analysis of the K-beauty questionnaire, it was divided into factors affecting development and development of other industries. University students' beauty YouTube viewing satisfaction was found to have a positive (+) effect on the factors affecting K-beauty development, and no relationship with other K-beauty industries. Based on these research results, we expect to use reference materials for the development of K-beauty development plans using media contents along with the development of beauty YouTube contents, and we plan to continue a more extensive research.

A Study on Evaluation Structure of luminous Environment in o residential space and office work space (주거.사무공간의 조명환경 평가구조에 관한 연구)

  • 이선영
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.17 no.2
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    • pp.1-9
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    • 2003
  • This paper is to find the difference of evaluation structure between a residential space and of ace work space and to examine a relation between mood item and behavior items on evaluation of the luminous environment. First 20 mood items md 15 behavior items were selected for evaluation item on the luminous environment. And then, subjective evaluation was experimented by the semantic differential method. The results are as follows: (1) In respect of evaluation un the mood both luminous environments that have each different character of space at evaluated by the three factors; activity, comfort and quality. (2) In respect of evaluation on the behavior, three factors, work, relaxation and entertainment are selected in the residential space and two factors, work and non-work are selected in the office work space. (3) In the residential space, activity is very important factor that affects on three behaviors, work, relaxation and entertainment. In the office work space, activity affects on work and quality affects on non-work.

Analysis of the Audience's Subjectivity about Preference of Documentaries on TV (TV방송 다큐멘터리 선호도에 대한 수용자의 주관성 연구)

  • Hyun, Seung-Hoon
    • The Journal of the Korea Contents Association
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    • v.11 no.10
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    • pp.128-136
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    • 2011
  • This is a study on the subjectivity of audiences about preference of documentaries on TV. Accordingly, Q-methodology was used for this study. As a result, audiences' various characteristics by preference types were able to be found. The individual characteristics were classified into three styles: an entertainment-oriented style pursuing enjoyment, public and society interest-oriented style pursuing public purpose, and culture-oriented style pursuing artistic value of documentaries in order. It could be inferred from the classification of preference styles that unlike the past, the choice of TV broadcasting of audiences was shifting from the passive and media-dependent form to positive form. Therefore, the research and development of content delivery and production in the multi-media and multi-channel digital broadcasting era should be focused on not only the content itself but also an audience-centered service development model reflecting audiences' desire and hope.

Effect McDonald's Brand Personality on Preference, Satisfaction, and Revisiting in Restaurants : Japanese College Students (맥도날드의 브랜드 개성이 선호도, 만족도, 재방문에 미치는 영향 -일본 대학생을 중심으로-)

  • Lee, Sang-Mi;Moon, Bo-Young
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.399-406
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    • 2010
  • This paper is to analyze which factors affect preference, satisfaction, and revisiting on McDonald's brand personality and to suggest distinguished guidelines for drawing core customers. The questionary distributed 150 who is college students in dokyo, Japan, then used for data analysis 128. The results come up with; First, 4 variables which are 'up-to-date', 'spirited', 'darling', and 'young' showed up importantly in brand personality. These mean young generation would like to enjoy playing on-line game and contents with computer on the table during wait their order. Second, 3 factors (sincerity, intelligence/specialization, and wholesome) in brand personality had highly significant in preference and satisfaction. When they feel strongly specialization and trust in product, it should be showed highly with preference and satisfaction. Third, 2 factors (sincerity, and intelligence/specialization) had strongly significant in revisiting. As marketer reinforce darling and specialized image about McDonald, Therefore, they should make customer to purchase again. Finally, if customer prefered and satisfied with product in the restaurant, it could be connected rebuying.

Gratification Obtained from Telephone Use and Characteristics of Telephone as Interpersonal Communication Medium (전화의 이용과 충족 그리고 대인매체로서의 전화의 속성: 이동전화, 면대면 채널과의 비교를 중심으로)

  • Bae, Jin-Han
    • Korean journal of communication and information
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    • v.18
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    • pp.131-164
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    • 2002
  • Despite the ubiquity of telephone, the medium has received far less scholarly attention than it should deserve. This study begin with the purpose of fair appraisement of telephone in Korean social communication. To accomplish this purpose, the gratification obtained from telephone, the appropriateness of it as interpersonal communication medium and communication network through telephone were studied. The related raw data were collected from on-line survey process, and statistically analyzed. The result showed sociability, information, transaction, entertainment, emergency, and reassurance are gratifications obtained from telephone use. Younger persons tend to have more positive attitude to mobile phone as interpersonal communication medium. Particularly when the seniors are interpersonal communication partner and impending task is advice or request, younger persons tend to perceive mobile phone more appropriate than the elder persons do. And mobile phone deepens 'communication endogamy' of our society, especially in the youth. Thus, it is plausible to predict that mobile phone will be more important in social communication of our society when the youth become the mainstream of our society.

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