• Title/Summary/Keyword: 퍼즐

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A Study of Transmedia Contents : Storytelling and Conceptualization (트랜스미디어 콘텐츠 연구 : 스토리텔링과 개념화)

  • Shin, Dong-Hee;Kim, Hee-Kyung
    • The Journal of the Korea Contents Association
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    • v.10 no.10
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    • pp.180-189
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    • 2010
  • Cultural contents refers to cultural and artistic contents that are saved, sold, and enjoyed in various digital media. In responding to rising content contents, OSMU has been utilized to make one content into various types of products. Recently, transmedia contents are replacing the role of OSMU. Transmedia contents builds up the united content with blending of various contents through plural media and they have emerged in the part of creating digital contents under the convergence paradigm. Transmedia contents becomes invasive and permeates fully the audience's lifestyle by developing content available across multiple forms of media. This study discusses the differences between OSMU and transmedia contents. It attempts to clearly define transmedia contents and to conceptualize the components of transmedia contents. In doing so, this study seeks a new method of storytelling utilizing transmedia contents. The discussions in this study should be useful for transmedia content developers to improve their work. Implications and directions for future study are discussed.

A Study on the Edu-tainer Convergence App for Young Children's Play learning in Mobile Environments (모바일 환경에서의 유아 놀이 학습을 위한 에듀테이너 융합 앱 연구)

  • Jung, Doo-Yong;Sok, Yun-Young
    • Journal of the Korea Convergence Society
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    • v.7 no.5
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    • pp.23-28
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    • 2016
  • In this paper, smart devices using a 4 to 6 years old, infants and parents to a user layer of training and with games or studying infants by integrating them. Not losing interest and concentration, Mobile infants to learning to learn Korean, English, the estimated budget. design the app tainer. For parents of infants and a variety of media concentration and learning Korean, English, English word cards that can increase the interest of the design and, to find a picture Memory game, had provided games are various kinds such as learning to do puzzles. Also, infants and tries to help study a visual learning and auditory learning at the same time can be achieved by mothers of children is much more conveniently. Learning to guide implementation to maximize the availability, convenience and mobility.

A Single-Player Car Driving Game-based English Vocabulary Learning System (1인용 자동차 주행 게임 기반의 영어 단어 학습 시스템)

  • Kim, Sangchul;Park, Hyogeun
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.95-104
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    • 2015
  • Many games for English vocabulary learning, such as hangman, cross puzzle, matching, etc, have been developed which are of board-type or computer game-type. Most of these computer games are adapting strategy-style game plays so that there is a limit on giving the fun, a nature of games, to learners who do not like games of this style. In this paper, a system for memorizing new English words is proposed which is based on a single-player car racing game targeting youths and adults. In the game, the core of our system, a learner drives a car and obtains game points by colliding with English word texts like game items appearing on the track. The learner keeps on viewing English words being exposed on the track while driving, resulting in memorizing those words according to a learning principle stating viewing is memorization. To our experiment, the effect of memorizing English words by our car racing game is good, and the degree of satisfaction with our system as a English vocabulary learning tool is reasonably high. Also, previous word games are suitable for the memory enforcement of English words but our game can be used for the memorization of new words.

Result Analysis on Making Activities 1 to 100 with digits 1, 9, 9, 6 (숫자 1, 9, 9, 6을 이용하여 1에서 100까지 만들기 과제 적용 결과 분석)

  • Kim, Sang-Lyong
    • Education of Primary School Mathematics
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    • v.13 no.2
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    • pp.55-66
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    • 2010
  • The basic direction of mathematical education for the 21st century is focused on helping student to understand mathematics and developing their problem solving abilities, mathematical disposition and mathematical thinking. Elementary mathematics teachers should help students make sense of mathematics, confident of their ability, and make learning environment comfortable for students to participate in. Through making activities 1 to 100 with digits 1,9,9,6, students improved the interest and preference of students about mathematics. This game is useful to foster students' mathematical thinking(concepts of exponential number expression, roots concept(${\sqrt}$), gauss function([])) and mathematical disposition. If students are helped to be interested in mathematics through mathematical games, they regard mathematics as interesting and challengeable subject to let themselves think many ways.

Mobile game meet Reality (모바일 게임, 현실과 만나다)

  • Park, Joon-Won
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.215-220
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    • 2006
  • 오늘날 우리는 모바일 기기의 눈부신 성장과 보급으로 인해 누구나 손쉽게 모바일 게임을 즐길 수 있게 되었다. 많은 게임 제작 업체들은 모바일 게임개발에 총력을 기울이고 있고, 단말기 제조업체들 역시 게임 전용폰을 출시하는 등 모바일 게임에 대한 호응이 고조되고 있는 상황이다. 이는 모바일 게임이 시간과 공간적 개념을 뛰어넘는 이동성(Mobility)이라는 큰 장점을 가지고 있기 때문이다. 그러나 이러한 장점에도 불구하고 현재까지 모바일 게임의 컨텐츠는 기존의 다른 게임에 비해 그다지 큰 차별성을 가지고 있지 않다. 고스톱이나 단순한 퍼즐게임 등이 호응을 얻고 있기는 하지만 '이동성' 이라는 큰 장점을 살리기 위해서는 거 적극적이고 새로운 개념의 접근이 필요하기 때문이다. 더구나 요즘은 PSP 와 같은 막강한 휴대용 게임기가 등장하면서 휴대폰에서 즐기는 모바일 게임은 작은 화면이나 낮은 메모리 등의 한계로 인해 점점 더 그 자리를 내어주고 있는 실정이다. 그렇다면 '이동성'을 적극적으로 활용할 수 있는 모바일 개임 제작에 대한 새로운 접근방식은 어떻게 이루어져야 할까? 이를 위한 효과적인 방법으로 본 논문에서는 게임의 무대를 우리가 살고 있는 '현실-Reality'로 옮겨 올 것을 제안한다. 그렇게 되면 게이머는 모바일 기기가 가진 제약에서 벗어나 그 자신이 직접 현실세계를 배경으로 한 게임캐릭터가 되고, 물리적 이동에 따라 게임이 진행되는 전혀 새로운 방식의 모바일 게임을 경험할 수 있게 될 것이다. 현재 국내외적으로 이러한 실험적 시도가 조금씩 이루어지고 있기는 하지만 아직 호응은 그리 높지 않다. 그리하여 본 논문에서는 그러한 사례들을 조망하고 가장 효과적인 방법을 국내의 현실에 적합하게 적용할 새로운 모바일 게임의 방식을 제안하고자 한다. 연구사례로 제안 할 모바일 게임은 인터넷 미니홈피, GPS, 멀티미디어 메시지, 카메라 폰, 전자상거래의 기능을 통합하여 활용하는 'Dice Adventure Meeting'이라는 이름의 모바일 미팅 게임이며, 게임의 구체적인 시나리오를 살펴보면서 현실을 배경으로 한 새로운 모바일 개임의 제작에 대한 접근방법을 제시하고자 한다.

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Eco-Fashion Industry Trend and Creative Fashion Design Technic for Zero-Waste (친환경 패션산업 동향과 쓰레기 발생 감량화(Zero Waste)를 위한 실험적 디자인 사례 연구)

  • Park, Hye-Won
    • Journal of Fashion Business
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    • v.16 no.4
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    • pp.29-45
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    • 2012
  • The purpose of this study is for providing not only the latest design technique trend for zero waste fashion, but information about creative fashion design education through eco-fashion industry trend in globally and domestic which is focusing on eco-fashion labelling. The research were processed with literature related eco, sustainable, green fashion books, former articles, newspapers, and web sites. The results as follows; The certification about eco-fashion product is moving to 'Life Cycle Assessment' from focused on primary process like material, finishing, dyeing. Especially simplicity of process means reducing the wastes. And fabric wastage for adult outwear was estimated 15% percent of total fabric used in general design studios. Three cases for Zero waste fashion were as follows; First, Jigsaw puzzle by Timo Rissane and Mark Liu were different zero waste methods, but the result was same. Rissene's method was based on traditional cutting like 'cut and sew' but traditional cutting can lead to design that have an abundance of fabric and drape. Jigsaw of Rissene was approached with description a pattern-cutting technique in which all piece interlock with each other generating no waste from design production. Another Jigsaw by Liu was related with innovative textile design. DTP makes the possibilities for zero waste garment production almost endless. The dress intricately cut from 10 pieces, wastes none of the fabric required to make it. Second, Subtraction Cutting by Julian Roberts provides unexpected fluid, organic forms and zero waste fabric. Utilizing Roberts plug(tunnel) technique enables any part of the garment that is removed for fit or aesthetics to be reincorporated into the design of garment. Third was 'Bio Couture' by Suzanne Lee. She has created garments from cellulose bacteria which grow in a bathtub using only green methods addressing in such as way ecological issues and exploring the future of fashion design in conjunction with technology.

A Development of Grid Logic Game Contents by Using Image Processing Method (이미지처리 기법을 이용한 Grid Logic 게임 콘텐츠 개발)

  • Oh, Kab-Suk
    • Journal of Digital Contents Society
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    • v.10 no.3
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    • pp.413-421
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    • 2009
  • Recently, various kinds of arcade games are offered through the network with the internet's development. And for the Grid Logic game, it is opened up for everyone who uses the internet but it has a disadvantage that only the provided puzzles can be played. To improve this, in this paper, we developed a Grid Logic game contents using an image of user's as a puzzle. In order to do this, we suggested a threshold decision method, the pre-processing stage of image processing. We showed a method of detecting aim image from a binary image, showed up by the suggested way, and a method of changing into the game data and carrier of the meaning as a specific image at the end of the game are the objects of this paper. The suggested algorithm is constructed as a Java applet and applied to the 10 objects such as characters, logos, persons, etc. to show that this algorithm is suitable for the appropriate acquisition of the Grid Logic game data through the experiment.

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Development of Adventure Game that Emphasizes the Healing Elements based on Sensitivity (감성기반의 힐링 요소를 강조한 어드벤처 게임 개발)

  • Chae, Soo-Yun;Lee, Sang-Wook;Park, Kwan-Woo;Lee, Jue-Seung;Shin, Tae-Seok;Lee, Tae-Woo;Kim, So-Yeon;Kim, So-Yeong;Kang, Myung-Ju;Park, Chan-Il;Kim, Sang-Jung;Lee, Jong-Won;Oh, Hyoun-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.469-472
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    • 2014
  • 성장 가능성이 큰 콘텐츠의 핵심으로 불리는 게임은 매년 높은 매출을 보임에도 불구하고, 사회 내 입지가 좁아지고 있다. 이를 탈피하기 위해, 힐링 콘텐츠를 통한 게임의 단점을 극복하고, 부정적인 인식을 줄이기 위한 게임 개발을 시도하였다. 본 논문에서는 게임 산업의 현재를 분석하고, 힐링 콘텐츠를 활용한 게임 개발배경을 설명하고, 힐링 콘텐츠의 정의와 그 내용을 활용한 퍼즐 어드벤처 게임을 개발하였다.

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Mobile Augmented Reality Application for Early Childhood Language Education (유아 언어 교육을 위한 모바일 증강현실 어플리케이션)

  • Kang, Sanghoon;Shin, Minwoo;Kim, Minji;Park, Hanhoon
    • Journal of Broadcast Engineering
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    • v.23 no.6
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    • pp.914-924
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    • 2018
  • In this paper, we implement an Android application for infant language education using marker-based augmented reality. Combining animal word markers (noun), size/color word markers (adjective), and action word markers (verb) in puzzle form to make a simple sentence, the application shows virtual contents related to the content of the sentence. For example, when an animal marker is showed up on a camera, the corresponding animal appears. Additionally, when the motion markers are combined, the animal's appearance changes into an animation in which it acts. When a user touched a marker, user can hear the sound of the word, which gives an auditory effect, and by adding the rotation function, user can see the animation in any direction. Our goal is to increase infants' interest in learning language and also increase the effectiveness of education on the meaning of words and the structure of simple sentences, by encouraging them to actively participate in language learning through visual and auditory stimuli.

A Study of Functional Disability in a Rural, Community-Dwelling Elderly Population (농촌 지역사회 거주 노인의 기능장애에 관한 연구)

  • Park, Sol-Bi;Park, Kyoung-Young;Kim, Hyeon-June
    • Journal of The Korean Society of Integrative Medicine
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    • v.9 no.4
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    • pp.1-9
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    • 2021
  • Purpose : The purpose of this study was to investigate functional disability for the elderly in rural Korea and to identify influencing factors of functional disability. Methods : The data were collected for 76 community-dwelling elderly in rural area and above 65 years. We assessed cognitive function, functional disability, depression using LACLS, WHODAS 2.0, SGDS-K. Data were analyzed using descriptive statistics for general characteristics of subjects, Spearman's correlation among LACLS, SGDS-K, WHODAS 2.0, age, educational levels. And multiple regression was used to find influencing factors of functional disability. Results : As a result of this study, we identified that WHODAS 2.0 total score was 50.59, summary score was 9.94 and functional disability of the elderly in rural area is in the 70th percentile. The highest level of disability occurred in areas related to 'life activities (household)', 'participation in society' and the lowest level of disability occured in areas of 'self-care', 'getting along with people'. Functional disability was significantly correlated with age (r=.398), cognitive function (r=-.547), depression (r=-.563) but not educational levels (r=-.215). Finally, we confirmed that depression (𝛽=.371), cognitive function (𝛽=-.263), widowed status (𝛽=.303), age (𝛽=.272), non-participation of community program (𝛽=.165) was significantly influencing factors of functional disability and the explanatory power of these factors was 52.80 %. Conclusion : This study revealed important factors of functional disability. Therefore, we need to consider these factors when we developed program related to health for the elderly (aged > 65 years) in rural Korea. Further, we need to standardize WHODAS 2.0 in order to enhance its applicability in clinical practices.