• Title/Summary/Keyword: 재미 한인

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A study on Hangul serious mobile game for Infant based on R. Caillois's theory (로제 카이와(R.Caillois)의 놀이 유형에 근거한 유아용 한글 기능성 모바일 게임 연구)

  • Lee, Sooyeon;Kim, Jaewoong
    • Cartoon and Animation Studies
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    • s.35
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    • pp.291-312
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    • 2014
  • This study is based on the theory of R.Caillois about element of play which is motivated to infant for studying Hangul. The ultimate goal of play has to be accompanied by pleasure. And learning means permanent changes from experiences for the individual's. Play and learning, these two elements are united to the genre of serious game since the GBL (game based learning) was lead. Most importantly, in order to achieve their own Hangul learning is the fun. Coupled with fun and learning has an important issue for flow because concentration is low in infants than adults. In this case study is to know about fun factor has been applied effectively to Hangul serious mobile game. 20 Infant Hangul mobile serious games of Google Android mobile game section were selected as a case study based on more than 10,000 downloads and user's review rate by April 22, 2014. After that is currently available on the market can play a variety of cases of infant learning Hangul from previous research of R.Caillois offers four categories of play. R.Caillois of Agon, Mimicry, Alea, Ilinx have unique characteristics in comparison with its functional characteristics Hangul four are present any role in Hangul serious mobile games. As a result of the cases selected and the rules of the game will include a maximum of two of the most common types of Agon. Each attribute of the play, rather than one single factor is applied to four kinds of game play performance when properties are distributed to experience together gave the best flow. As a result of this study will be a based research for infants Hangul serious mobile game reflects the properties of the elements of a fun game that you want to combine learning.

Effects of hydrocolloids on wheat flour rheology (Hydrocolloid의 첨가가 밀가루 반죽의 특성에 미치는 영향)

  • 임경숙;황인경
    • Korean journal of food and cookery science
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    • v.15 no.3
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    • pp.203-209
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    • 1999
  • The effect of several hydrocolloids on the rheological behavior of wheat flour was investigated. The influence of the selected hydrocolloids (alginate, carrageenan, CMC, guar, locustbean and xanthan) on wheat flour was tested by using two different techniques; amylograph and texture analyzer. In order to have a general overview of their effects hydrocolloids were chosen from different sources implying a broad diversity of chemical structures. The hydrocolloid addition decreased the brightness(L) but increased yellowness(b). The interaction between hydrocolloid and flour produces a slight modification of the amylogram parameters, being the most clearly affected parameter breakdown, which is increased by carrageenan, guar and xanthan. Hardness and cutting force were augmented by hydrocolloid addition, while springeness was decreased except guar and locustbean. In summary, when looking for the improvement of the noodle texture, guar, locustbean are the best candidate additives due to their effects on pasting and texture properties. These hydrocolloids increase the hardness, cutting force, gumness, chew-ness, so were thought to increase the eating quality. So, each tested hydrocolloid affected in a different way the rheological properties of wheat flour, the results obtained are important for the appropriate use of these hydrocolloid as ingredients in the noodle making process.

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A Analytical Study of Rutger Gunnarsson's Bass Performance Charateristics in ABBA (ABBA의 음악에서 나타나는 Rutger Gunnarsson의 Bass연주 특징의 연구 분석)

  • Choi, Hee-Chul;Cho, Tae-Seon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.7
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    • pp.4105-4110
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    • 2014
  • The role of bass in band or ensemble music literally sets up the foundation of harmony, which must be regarded first. On the other hand, this is also considered so basic or stable that it can be slightly boring to the listeners. Consideration is needed to make the varied trials more exciting. In this sense, Rutger Gunnarsson showed these fine examples not in performing music but in pop music through the Great ABBA. He could make a fabulous sound with only a basic performance, not with a florid technique or rhetorical skills. All bassists must bear in mind that the overall performance depends on the bass. In short, to make better music, remember to practice continually and find better methods.

Effects of Resilience and Job Satisfaction on Organizational Commitment in Korean-American Registered Nurses (재미한인간호사의 적응유연성과 직무만족이 조직몰입에 미치는 영향)

  • Seo, Kum Sook;Kim, Miyoung;Park, Jinhwa
    • Journal of Korean Academy of Nursing Administration
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    • v.20 no.1
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    • pp.48-58
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    • 2014
  • Purpose: The purpose of this study was to examine the effects of resilience and job satisfaction on organizational commitment in Korean-American registered nurses. Methods: A cross-sectional study was conducted using a structured questionnaire survey with 203 Korean-American registered nurses living in New York State and New Jersey State. Data were collected from May 8 to August 25, 2012. Collected data were analyzed using t-test, ANOVA, Scheff$\acute{e}$ test and hierarchical multiple regression. Results: The mean organizational commitment of Korean-American registered nurses was $3.34{\pm}0.59$ out of a possible 5.00. The resilience and job satisfaction were significant variables predicting the level of organizational commitment among Korean-American registered nurses, accounting for 50% of the variability. Conclusion: The results of the study indicate that it is necessary to identify factors influencing job satisfaction and develop programs to strengthen personal resilience in order to increase organizational commitment.

Impacts of Social Support and Acculturative Stress on Depression among Korean Registered Nurses in the United States (재미한인간호사의 사회적 지지, 문화적응 스트레스가 우울에 미치는 영향)

  • Jung, Young-Mi
    • The Journal of Korean Academic Society of Nursing Education
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    • v.20 no.2
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    • pp.192-202
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    • 2014
  • Purpose: The purpose of this study was to identify the impacts of social support and acculturative stress on depression among Korean registered nurses in the United States. Method: In total, 137 nurses were recruited through direct interviews and online surveys. The data were collected through a structured questionnaire from June 1, to September 16, 2012, and analyzed using descriptive statistics, t-test, ANOVA, Scheff$\acute{e}$'s test, Pearson correlation coefficient, and stepwise multiple regression with SPSS WIN 14.0. Results: Social support significantly differed by the length of one's nursing career in US, monthly income and perceived health status. Acculturative stress significantly differed by the length of one's nursing career in US and types of employment setting. Depression significantly differed by the total length of one's nursing career, type of employment setting, and perceived health status. Moreover, Depression was negatively correlated with social support; positively correlated with acculturative stress; social support was negatively correlated with acculturative stress. Factors influencing depression were acculturative stress, perceived health status, and social support, which explained about 23% of the total variance. Conclusion: These results suggest that an adaptation program that decreases acculturative stress and improves social support should be developed and implemented for Korean nurses to help them successfully integrate into the healthcare system of new country.

A Study on Real-time Movie Information System applied Augmented Reality (증강현실을 응용한 실시간 영화정보 제공 시스템에 관한 연구)

  • Jung, Da-Un;Ma, Jung-Youn;Cho, Woo-Sik;Seo, Yung-Ho;Kim, Tae-Yong;Choi, Jong-Soo
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.1126-1129
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    • 2006
  • 최근 멀티플렉스 극장들이 많이 생기면서 영화 관객들이 한 장소에서 다양한 영화를 선택하여 감상할 수 있게 되었다. 그러나 극장에서 제공하는 영화정보는 비치된 팜플렛과 공중파 광고홍보가 유일하며 더 자세한 정보를 얻기 위해서는 인터넷이나 다른 매체를 통해 사전에 정보를 입수해야 하는 불편함이 존재하고 있다. 본 논문에서는 증강현실 기술을 이용하여 관객이 특정 마커가 부착된 영화팜플렛을 카메라에 비추면 마커에 해당되는 동영상을 찾아 재생하고 이때 스크린에 출력되는 동영상을 통해 영화의 예고편 및 등장인물에 대한 소개 등을 실시간으로 관객에게 제공하는 시스템을 구현한다. 본 시스템을 통해 관객에게 별도의 매체나 시간의 소비 없이 해당 극장에서 다양한 영화에 대한 정보를 쉽게 얻을 수 있고 이는 영화를 선택하는데 있어서 많은 편리함을 제공할 뿐만 아니라 영화를 선택하는 과정에 있어 시각적인 재미를 함께 제공한다.

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A 3D FPS Game based on Virtual Reality (가상현실 기반의 3D FPS 게임)

  • Woo, Young Woon;Baek, Soon Ho;Cha, Young Ho;Kim, Geun Ho;Heo, Jong Hoon;Kim, Da-In
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.205-206
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    • 2016
  • 본 논문에서는 가상현실을 이용해 청소체험을 3D 게임에 접목하여 재미와 교육을 함께 접목한 전 연령층을 대상으로 한 체감형 게임 콘텐츠를 개발하였다. 이 가상현실 3D 게임은 제한시간동안 맵에서 돌아다니는 몬스터 처치, 오염물질 정화를 하면서 점수를 획득 할 수 있다. 사용자는 전용 컨트롤러를 스마트폰과 블루투스 페어링을 하고 구글 카드보드를 장착하여 1인칭시점을 통해 게임을 조작할 수 있다. 이 가상현실 3D 게임 개발과 같이 향후 가상현실은 여행/군사/의료 등 다양한 분야에 적용이 되어, 사용자들은 보다 현실적인 체험을 할 수 있다.

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A Study on Game Character Classification Based on Texture and Edge Orientation Feature (질감 및 에지 방향 특징에 기반한 게임 캐릭터 분류에 관한 연구)

  • Park, Chang-Min
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.6
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    • pp.1318-1324
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    • 2012
  • This paper proposes a novel method for Game character classification based on texture and edge orientation feature. The character dose not move(NPC) and move the character is classified. Classification of property within the character of straight line segments are used to extract features. First, the character inside edge feature extraction and then calculates EEDH, SSPD. The extracted attribute represents the energy of a particular direction. Thus, these properties were used to classify of NPC and Monster. The proposed method, the user can reduce the unnecessary time in the game.

The Study of Bot Program Detection based on User Behavior in Online Game Environment (온라인 게임 환경에서 사용자 행위 정보에 기반한 봇 프로그램 탐지 기법 연구)

  • Yoon, Tae-Bok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.9
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    • pp.4200-4206
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    • 2012
  • Recently, online-game industry has been rapidly expanding in these days. But, the various game service victimized cases are generated by the bots program. Particularly, the abnormal collection of the game money and item loses the inherent fun of a game. It reaches ultimately the definite bad effect to the game life cycle. In this paper, we propose a Bots detection method by observing the playing patterns of game characters with game log data. It analyzed behaviors of human players as well as bots and identified features to build the model to differentiate bots from human players. In an experiment, by using the served online-game, the model of a user and bots were generated was distinguished. And the reasonable result was confirmed.

Prototype of Educational Game for Development of Creativity (창의력 계발을 위한 학습게임의 프로토타입 제시)

  • Ahn, Seong-Hye;Song, Su-Mi
    • The Journal of the Korea Contents Association
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    • v.8 no.7
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    • pp.112-119
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    • 2008
  • Today, changing to knowledge information society, creativity education is thought important in each educational institution according as the importance of creativity is emphasized more. But it focused on development of intelligence that put special stress on scholastic subject. Therefore, this paper wished to present direction of development of educational game that can develop creativity and synthetic ability to solve problem through learner's voluntary interest and participation. As a result, the researcher drew element of fun and component of storytelling of educational game that was based on design of leaning for development of creativity, a previous research, that was based on the concept of creativity and theory of multiple intelligence, and presented a development example with storyboard, interface design and element of graphic for the production of prototype of educational game, after design game structure.