• Title/Summary/Keyword: Adventure

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Effects of Game programming on Creative personality and immersion of students in Low-Income Families (교육용 게임 프로그래밍 수업이 창의적 인성에 미치는 효과)

  • Ahn, Mi-Lee;Na, Yun-Seong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.04a
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    • pp.1592-1594
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    • 2011
  • 국가적 차원에서 저소득 청소년을 위한 교육프로그램이 많은 아동보호센터 및 지역센터를 중심으로 시행되고 있지만 그 취지와 목적에 부합하는 방과 후 교육이 제공되고 있는지 그 효과성에 대해서는 주목하지 않아왔다. 본 연구는 저소득 청소년을 위한 방과 후 교육의 질 관리에 대한 필요성이 대두되고 있는 시점에서 영재교육의 일환으로 여겨져 왔던 창의성 교육을 조명하였다. 저소득층 청소년의 창의력 인성을 양성하기 위한 교육용 게임 프로그래밍 수업의 효과성에 대해 조사하였다. A시 5곳의 아동보호시설에서 운영되고 있는 게임프로그래밍 수업에 참여하고 있는 학생과 참여하지 않는 학생을 대상으로 창의적 인성검사를 실시하여 비교 분석하였다. 창의적 인성검사는 크게 자기확신(Self Confidence), 호기심(Curiosity), 인내(Patience), 개방성(Openess), 모험심(Adventure)으로 구분하여 t검증을 통해 유의한가를 분석하였다. 다섯 가지 영역의 평균은 실험집단이 높았으나, 이 중 '인내' 영역이 두드러진 차이를 보였고, 이로 인해 게임프로그래밍 수업을 받은 학생들이 수업을 받지 않은 학생들에 비해 과제 수행에 있어 인내와 끈기를 가지고 도전하는 경향을 보였다. 그러나 자기 확신, 호기심, 개방성, 모험심 네 가지 영역에 대해서는 두드러지는 차이가 나타나지 않았다. 이에 대한 개선책으로 학생들에게 이 네 가지 영역을 균형적으로 길러주기 위하여 체계적으로 강사진의 교수법 연수, 교육과정의 개선, 학생 동기 유발, 학생 독려 및 관리 등 다양한 방법을 통해 수업의 질을 개선시켜 학생들의 창의적 인성 양성에 도움을 줄 수 있을 것으로 기대된다.

The Perspective of the Oriental Philosophy and its Relationship with Economic Prosperity

  • Namim NA
    • East Asian Journal of Business Economics (EAJBE)
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    • v.11 no.4
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    • pp.1-10
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    • 2023
  • Purpose - Investigating the connection between 'Oriental philosophy' and financial success is an adventure into the world of old knowledge and its applicability to the modern era. Thus, the current study aims to find ways to approach economic growth in a more inclusive, sustainable, and comprehensive way if we can sort out the complex webs that bind these two fields. Research design, data, and methodology - The main component of the current study is a thorough literature investigation in the current major database that gathers information from fifteen significant research articles. Numerous disciplines, including political science, economics, philosophy, and cultural studies, are represented among the selected papers. Result: The finding section provides a comprehensive knowledge of how concepts of oriental philosophy intersect with and have the capacity to revolutionize economic systems by delving into the subtle insights gleaned from the literature survey, case studies, and comparative analyses. Conclusion - The study concludes that oriental philosophies' emphasis on social harmony and community welfare points to the necessity of policies beyond only looking at financial data. Practitioners can use the study's conclusions to guide the creation of inclusive policies that put the welfare of all people first, deal with social injustices, and advance environmental sustainability.

Analysis of Reviews from Metaverse Platform Users Based on Topic Modeling

  • Jung Seung Lee
    • Journal of Information Technology Applications and Management
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    • v.31 no.3
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    • pp.93-104
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    • 2024
  • This study conducts an in-depth analysis of user reviews from three leading metaverse platforms - Minecraft, Roblox, and Zepeto - using advanced topic modeling techniques to uncover key factors for business success. By examining a substantial dataset of user feedback, we identified and categorized the main themes and concerns expressed by users. Our analysis revealed that common issues across all platforms include technical functionality problems, user engagement and interest, payment concerns, and connection difficulties. Specifically, Minecraft users highlighted the importance of adventure and creativity, Roblox users expressed significant concerns about security and fraud, and Zepeto users focused heavily on the fairness of the in-game economy. The findings suggest that for metaverse platforms to achieve sustained success, they must prioritize the resolution of technical issues, enhance features that foster user engagement, ensure reliable connectivity, and address platform-specific concerns such as security for Roblox and payment fairness for Zepeto. These insights provide valuable guidance for developers and business strategists, emphasizing the need for robust technical infrastructure, engaging and diverse content, seamless user access, and transparent and fair economic systems. By addressing these key areas, metaverse platforms can improve user satisfaction, build a loyal user base, and secure long-term success in an increasingly competitive market.

A Classification of Ecotourism Storytelling Types for Standardization of Ecotourism Information (생태관광 정보 표준화를 위한 생태관광 스토리텔링 유형분류)

  • Lee, Seung-Ju;Lee, Hyun-Sook;Seo, Jong-Cheol
    • Journal of the Korean association of regional geographers
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    • v.18 no.1
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    • pp.1-16
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    • 2012
  • As the tourists of ecotourism are increasing, the supply for detailed information on tourist attraction is also significantly increasing. As a result of survey given to tourists, it showed that they are more interested in natural ecological resources rather than history or culture among resources of ecotourism and pointed out that more information on the region needs to be supplemented. In order to provide accurate, detailed and standardized information to tourists, ecotourism resources were categorized as experience type from the position of consumer and ecological resource type. And the category of experience is again divided into 4 types - nature, education, communication and adventure. Moreover, after developing the web-based homepage for it, the research proposed the cases of Tae-an area and Ulleungdo Island. If the problems from test operation are supplemented, it is expected to suggest the standard of mobile based digital storytelling technology in the field of ecotourism.

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Tablet PC based Convergence Educational Serious Game for Children (태블릿 PC 기반의 융합형 아동 교육용 기능성 게임)

  • Ko, Jeong-Won;Lee, Ji-Won;Kim, Mi-Hye;Jung, Hye-Kyung;Park, Sung-Jun
    • Journal of Korea Game Society
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    • v.14 no.1
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    • pp.59-68
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    • 2014
  • As the prevalence of mobile platforms, expanding digital content production and also increasing interest about the serious game. However, existing educational serious games are short of application of educational function and lower effectiveness that not linked with off-line education. In this paper, we developed an educational serious game 'Rice-Mimi Adventure' for children based Tablet PC. The Games are designed five steps by four elements that storytelling, playing, music and cooking. Specially, players interaction between characters should be increase their own concentration and interest. For the effectiveness verification that linked education of on/off-line, experiment to 126 students of 3,4th grade in Choenan. A result shows positive data that on/off-line linked education using Tablet PC and effectiveness of game contents applied design factors. For this work, we should find effective class and teaching method using digital contents in off-line education for children.

The Impact of the Relationships among the Motivation, Benefits and Satisfaction derived from Rural Outdoor Recreation for Urban Residents (도시민의 농촌 야외여가활동의 동기, 여가혜택과 만족간의 영향 관계)

  • Son, Ho Gi;Jo, Lock Hwan;Lee, Jung Eun;Kang, Myeong Bo
    • The Korean Journal of Community Living Science
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    • v.27 no.4
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    • pp.739-753
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    • 2016
  • This study was performed to identify the tendency and benefits of outdoor recreation in rural areas. The preferences and importance of the benefits of outdoor recreation activities in rural areas were simultaneously compared and analyzed through the discussion of a four quadrants portfolio map using importance-performance analysis. The social benefits in quadrant i had the characteristics of 'sharing nice experiences with others', 'having contact/interchange with others', 'colleagueship/helping each other', 'being together with friends', and 'making new friends.' These social benefit types were perceived as very important characteristics, but the real level of achievement was rather low. Thus it seems necessary, in the process of program development, to apply the social benefit types to the characteristics of the participants. The experience of nature and relaxation benefits in quadrant ii had the characteristics of 'relaxation and recreation', 'understanding nature', 'nature experience', 'getting away from everyday life', and 'experiencing new things.' These benefits and experience of nature were regarded as very important characteristics by the participants in outdoor recreation and, at the same time, their real achievements were highly recognized, thus they seemed to be proper types for the goals involved in developing an outdoor recreation activity program in rural areas. The personal and challenge benefits in quadrant iv had the characteristics of 'training of mental ability', 'improvement of self-esteem', 'fitness', 'increase in determination', 'possible danger', 'achievement', 'excitement', and 'adventure.' These benefits had less importance to the participants, but had relatively high achievement, thus it might be important to make further suggestions for the direction of development according to the participants' tendency, seasons and facilities.

A study of Communication System between each Game Characters (게임캐릭터의 실시간 대화시스템에 대한 고찰)

  • Choi Sam-Ha;Kim Kyung-Sik
    • Journal of Game and Entertainment
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    • v.1 no.1
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    • pp.39-46
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    • 2005
  • Communication is an element of the story-telling in processing of the game as well as basic role of information exchange. In case of communication-based adventure games which are processed through communication, the communication is playing the role beyond its basic role up to providing a limited information on quests and solutions in Massively Multiplay Online Role Playing Game(MMORPG). Even though the communication is one of most important element for absorbtion into game, current communications with Non Playable Characters in games are just monotonous event-driven method following pattern based on prepared game scenario. In this research, we have analyzed natural language processing systems which are being used in the area of Artificial Intelligence for the purpose of more realistic communications in games, and have studied methods to apply these communications on games.

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The Types and Characteristics of the Fashion Styles of the Generation-X Man (X세대 남성의 패션스타일 유형과 특성)

  • Hong, Yun Jung;Kim, Ri Ra;Kim, Young In
    • Journal of the Korean Society of Costume
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    • v.65 no.1
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    • pp.150-163
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    • 2015
  • Due to desire for more variation from male consumers within the men's fashion market in Korea, there has been an ongoing development of departmentalization of fashion styles. The Generation-X man, in particular, is the most active member of our current day society, and will be the principal agent in the senior market from here on forth. Thus, this study categorized their preferred fashion styles, and will seek to analyze the behaviors related to the pursuit of clothing of the Generation-X man. The qualitative investigations of the Q-method as well as the quantitative investigation of the SPSS 12.0 were used in conjunction as the method of study. Additionally, images and types resulting from the preceding first-year study entitled "The Type and Characteristics of the Modern Men's Fashion Images" were utilized as part of the surveys. As a result of the Q-method, which was used to derive the preferred fashion styles of the Generation-X man, they were classified into three categories: the classic suit preferring 'conservative class type', the polished, comfortable style preferring 'modern sophisticated type', and the adventure and variety seeking 'uninhibited individualistic style'. After analyzing the factors which influence clothing preference behaviors of these men, a total of seven causes were drawn from the results, including: conservative indifference to fashion, others conscious pursuit of fashion, the aim to show off brand name products, high involvement in the aspect of design, pursuit of TPO, pursuit of self-image, and conformity to fashion. The elements that revealed differences in the behaviors in pursuing clothing within the preferred fashion style types of the Generation-X man included the conservative indifference to fashion, and others conscious pursuit of fashion, which therefore shows that rather than enjoying the fashion lifestyle, these men possess a more conservative disposition instead.

Analysis of Differences in Selection Attributes according to the Characteristics of Customers of Medicinal Restaurants (약선 음식점 고객 특성에 따른 선택속성의 차이 분석)

  • Jeong, Kyung-Ae;Lee, Nan-Hee;Kim, Mi-Lim;Oh, Wang-Kyu
    • The Korean Journal of Food And Nutrition
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    • v.30 no.2
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    • pp.345-355
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    • 2017
  • The purpose of this study is to provide basic data for the development direction and strategy for medicines through analysis of differences in choice attributes according to customers awareness of medicines and experience. In order to achieve the purpose of this study, a questionnaire survey was conducted on dietary education among national network trainees and lecturers by the Ministry of Food, Agriculture, Forestry and Livestock in Daegu, Gyeongsan, and Ulsan, Seoul from December 5, 2016, respectively. First, factor analysis results showed that six factors were extracted with respect to the choice of the restaurant. Second, the difference in each factor according to the recognition and experience of medicinal herbs was the health related factor as sex, females, age 50~59 years, companion others, and publicity and advertising' factors were more important for publicity and advertisement when the gender was female, the customer's age was 40~49 years, the companion was other, and the time of use was during the weekend. Among the factors related to 'getting dressed', the more important gender was female, age 40~49 years, and the other partner, The factors related to 'time' were as follows: sex, age, age 20~29 years, no accompanying companions, no time of use, and time importance. The 'menu' factors were more important for men, gender, women, age 40~49 years, companion for guitar, and usage time for weekend dinner. The 'service' factors were more important in 'service' as sex, male age, age 20~29, companion family, usage time, and weekend dinner.

A Study of EU Enlargement and EU Future Frontier (유럽연합 확대와 미래의 경계에 관한 고찰)

  • Moon, Nam-Cheol
    • Journal of the Korean association of regional geographers
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    • v.18 no.4
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    • pp.374-387
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    • 2012
  • EU's future frontier remains indefinite but it is directly linked to the principle of entry into the EU. EU has been defining that the 'european nation' sharing with a EU's value and norms can enter into the EU. If so, what is the criteria of EU? The criterion of 'european nation' will be a theoretical basis of an estimation of the EU's future frontier. However, the future frontier based on the geography, the culture and the intension of nation is only the potential frontier. It will be changed by the political decision makers' negotiation and power. EU's enlargement policy is one of means to retention of the international power in the situation that a few nations gradually dominate the world. Therefore the EU's frontier will be continually changed and created by the EU's political adventure.

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