• Title/Summary/Keyword: ADVENTURE

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A Study on the Positive Effects of Horror Adventure Game "White Day" (호러어드벤처게임 <화이트데이>의 순기능성에 관한 연구)

  • Lee, Jae-Hong
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.37-48
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    • 2012
  • "White Day", a horror adventure game that has gone down in the history of the Korean gaming industry, is not a cruel horror game with hideous monsters and spooky mood, but a Korean-style horror game with auditory effects of ghastly sound. This paper aims at identifying the positive story-telling structure through the components of the game. This study found that the game is based on a well-organized scenario by the background, events and characters. In addition, its design and story-telling structure turned out to reinforce the positive effects of the game, by not imitating the western-style splatter games. As it provides players with playful components that bear mimicry and ilinx to maximize interactive fun, White Day is a prime example of positive games that are strongly needed in this era.

The Planning of Tourism Resource in Gokun-gugok (곡운구곡 관광자원화 계획)

  • Kim, Hyun
    • Journal of Korean Society of Rural Planning
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    • v.13 no.2
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    • pp.133-142
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    • 2007
  • Tourism and recreation spots in Korea have been developed metropolitan cities-oriented that facility construction has too much importance in local tourist site development more than satisfaction and experience. Tourism hardly seems to play its role as a motive power even in locals where tourism occupies much in their economic development. Therefore, the ministry of culture & tourism has introduced a plan to discover cultural and tourism resources as a development alternative which handles theme-ability and specialization. However, most projects of local tourism resources developed since 1999 have resulted similar features comparing to previous and existing tourist spots. And the main objectives of this paper have not been realized very well. This research hence forth suggests a program-based model development in tourism resources, with a case study of Gokun-gugok, one of the historical and cultural sites and is located in Hwachon-gun, Gangwon Province. Main points include: Since the Gokun-gugok landscape has been undermined and been loosed the traditional cultural value due to the road development, this study intends to plan to make the adventure of tourism destination including restoring the site as a cultural place. The Gokun-gugok site needs to develop combining various types of tours and adventures with instructive and educational programs to meet the visitors' needs. This research also intends to precede a development plan based on harmonizing natural, historical and cultural assets of the Gokun-gugok with facility maintains and tourism development. Meanwhile, the study stresses on realizing development of tourism resources categorizing programs by seasonality, visitor's economic class, and visit duration. Asa consequence, the research presents a "Culture & Tourism Academy" which deals with these types of adventure programs and informative educations. To assess feasibility of the development plan in terms of economy, environment and policy, the research conducted the site inspection and examined the site's surroundings, land properties and inundation. 145,000 square meters have been extracted as a feasible development area out of total 392,500 square meters. Finally, the study segmentizes target markets basedon the result of the survey on visitors and local residents. The more segmentized markets employ facilities according to their traditional characters.

Design of Midongsan Ecological park (미동산 산림환경 생태원 설계)

  • Kim, Hyun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.30 no.5
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    • pp.89-97
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    • 2002
  • This report describes the first prize design of Midongsan Eco-park, which is located in Chungcheongbuk-do (North Chungcheong) province. Criteria of the winning design are as follows: 1) The design should include a neighborhood park as well as a portion of a green zone, in order to harmonize the area ecosystem, gradually assimilate the surroundings, and serve as an education tool for the public. 2) According to an analysis of area maps and a site-inspection, a preserved area, a buffer area, a restored area, and a developed area should be developed. In the buffer and restored areas, major facilities and activity spaces should be set up. 3) Observation trails should be accessible to visitors, and a variety of adventure programs should be available. 4) The eco-park should be designed to provide a habitat for the Gorani (Chinese water deer) which used to live around Midongsan. 5) For sensuous and vivid visitor experiences, diverse programs are to be designed to accommodate different seasons, visitor ages, and required time. Environment and eco-education are to be emphasized to maximize the effect of the eco-programs. 6) Optimal activities for visitors of different ages, optimal time intervals and eco-programs by age are also suggested. 7) Facilities are zoned into three sections according to level of development. Each section has a main area and supplementary areas for better understanding. 8) Nature-friendly arrangement of facilities and construction should minimize earthwork and adverse effects on the local ecology. Throughout the planning, the following things were learned: longer-term analysis including all season's observation is essential; planning, designing, bui Iding and managing should be based on this careful, extended observation. The contest should have taken plate over a longer period of time in order enable more detailed planing of the eco-park For improved management and activities, a volunteer system in linked with schools eco-institutions and NGOs should be developed with eco-interpreters.

Metaphors on Mathematics Teaching (수학 수업을 보는 관점으로서의 은유)

  • Kim, Sang-Mee
    • School Mathematics
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    • v.7 no.4
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    • pp.445-467
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    • 2005
  • The purpose of this study was to investigate mathematics teaching of an elementary school teacher and to understand the meaning of it. This study was a qualitative case study using by analyzing metaphors. The notion of metaphors was newly set up. Traditionally, it had been regarded as a mere tool for better understanding, but it was recognized as the primary source of all of our concept(Sfard, 1998). The subject of this case study was a researcher 'I' and also an elementary school teacher. The three selves named Mee1, Mee2, Mee3, respectively. Mee1 was the 'I' who developed the 4th graders' activities on mathematical patterns in 1996 and wrote mathematics textbook for the 4th graders in 1998-1999. Mee2 was the 'I' who taught mathematical patterns to her students in 2002. Mee3 was the 'I' who criticized the teaching of Mee2 in 2005. [ADVENTURE], [HIDE-AND-SEEK], and [FIREWORKS DISPLAY] were deter-mined to be key metaphors of mathematics teaching. [ADVENTURE] of Mee] was focused on profound understanding of mathematics, [HIDE-AND-SEEK] of Mee2 on construction of mathematics, and [FIRE-WORKS DISPLAY] of Mee3 on making meaning and participating in communities. Studies of metaphors give us the power of understanding mathematics teaching and also generate it. And viewing mathematics teaching via metaphors makes teaching studies open to new ways.

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A Study on User-Centered Design for Cut-scene in Action-Adventure Games (액션어드벤쳐게임 컷신을 위한 UCD 디자인 연구)

  • Ruan, Xiaoyin;Cho, Dong-Min
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.137-146
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    • 2014
  • Recently, the games on the market are getting rich and excellent in the category of design and productions. The style and production quality of cut-scenes also have achieved a continuous development, so how to stand out from multiple designs and gain popularity always acts as a challenge to designers. However, such design strategy up to developers will be failed to judge whether or not design achievements are loved by players and thus cannot meet rapidly changing market demands on both in a quantity and quality. Therefore, this study holds that cut-scene design for video games must set out from user-centered design(UCD). According to literatures with respect to product market, we know that Market Pull imposes far more impacts on success in bringing new products to the market than the technology Push, hence players actually determines the success of a game in competitive game market. This study will help to enhance the immersion of playing game, including the interest and standing out the designer's message without distorting the original impression in the game publishing environment.

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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Development of Action Adventure Game Including Puzzle Elements for Improving Game Immersion Degree (게임 몰입도 향상을 위한 퍼즐요소가 포함된 액션 어드벤처게임 개발)

  • Lee, Jae-Gyu;Yoo, Ri;Huh, Yeong-Joo;Jo, Eun-Bin;Kim, Do-Yeon;Park, Hyun-Dong;Lee, Mi-Ji;Seo, Ji-Hyun;Park, Chan-Il;Kim, Sang-Jung;Lee, Jong-Won;Oh, Hyoun-Ju;Kang, Myung-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.285-287
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    • 2014
  • 본 논문은 어드벤처 게임의 몰입도를 향상시키기 위해 퍼즐요소를 추가해 개발한 게임 'Labyrinth'에 대해 다루고 있다. 'Labyrinth'는 지하유적을 탐험하며 함정을 피하고 퍼즐을 풀어 최종적으로 보물을 획득하는 게임이다. 본 논문에서는 액션 어드벤처 게임에 퍼즐요소를 추가하여 게임에 대한 사용자의 피로도를 감소시키고 몰입도를 향상시키도록 하였다.

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Development of Stereoscopic 3D Personalized Adventure Game: HowSee (3D 체험형 어드벤처 게임 "HowSee" 개발)

  • Lim, C.J.;Chung, S.T.;Choi, Seung-Hoon;Lee, Chang-Nam;Song, Jang-Sup
    • Journal of Korea Game Society
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    • v.11 no.5
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    • pp.13-22
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    • 2011
  • Advances in display technology, stereoscopic (S3D) in the development of social interest in the content development approach is high but it does not make the standardization of interactive 3D content creation performance is very poor. In this paper, real-time video input from an infrared camera that is based on eye tracking implementation user interface developed 3D interactive adventure game "HowSee" was the process of developing skills in the process, an efficient 3D content production methods were presented. unnormalized S3D-based game content production process on how this development occurred in the trial and how to troubleshoot S3D games, etc. to streamline content creation can be a basis for.

Identifying Predictors of Compulsive Hoarding Tendencies in Young Adult Consumers

  • Lee, Seahee;Kim, K.P. Johnson;Lee, Soojung
    • Journal of Fashion Business
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    • v.19 no.3
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    • pp.43-58
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    • 2015
  • Compulsive hoarding becomes a problem when the spaces hoarded items are stored in become unusable due to clutter, health, or safety issues. Our research purpose was to document relationships between two non-normative consumer behaviors (compulsive hoarding, compulsive buying tendency) and two shopping-related variables: hedonic shopping motives and emotional attachment to possessions with everyday consumers. As hedonic shopping motives have been related to compulsive buying, we predicted these motives (e.g., adventure, gratification, role, value, social, and idea) are related to compulsive buying. We also examined the relationship between compulsive buying and compulsive hoarding tendency and whether emotional attachment to possessions moderated this relationship. Participants were 280 undergraduate and graduate students attending a Midwestern university in the U.S. Regression analysis revealed the enhancing emotion motive (a combined motive of adventure and gratification) positively influenced compulsive buying whereas the value motive negatively influenced compulsive buying. All other hedonic shopping motives were non-significant. Participants who tended to buy compulsively were likely to hoard compulsively. This relationship, however, was moderated by participants' emotional attachment to possessions. Participants with high emotional attachment to possessions showed a higher level of hoarding behavior than those with low emotional attachment to possessions. However, the increase in hoarding tendency among participants with low emotional attachment to possessions was larger between those who were low in compulsive buying and those who were high in compulsive buying than the increase between these two groups among participants with high emotional attachment to possessions.

A Corpus Analysis of British-American Children's Adventure Novels: Treasure Island (영미 아동 모험 소설에 관한 코퍼스 분석 연구: 『보물섬』을 중심으로)

  • Choi, Eunsaem;Jung, Chae Kwan
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.333-342
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    • 2021
  • In this study, we analyzed the vocabulary, lemmas, keywords, and n-grams in 『Treasure Island』 to identify certain linguistic features of this British-American children's adventure novel. The current study found that, contrary to the popular claim that frequently-used words are important and essential to a story, the set of frequently-used words in 『Treasure Island』 were mostly function words and proper nouns that were not directly related to the plot found in 『Treasure Island』. We also ascertained that a list of keywords using a statistical method making use of a corpus program was not good enough to surmise the story of 『Treasure Island』. However, we managed to extract 30 keywords through the first quantitative keyword analysis and then a second qualitative keyword analysis. We also carried out a series of n-gram analyses and were able to discover lexical bundles that were preferred and frequently used by the author of 『Treasure Island』. We hope that the results of this study will help spread this knowledge among British-American children's literature as well as to further put forward corpus stylistic theory.