• Title/Summary/Keyword: Digital Play

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A Study on the Architectural Planning for Lifelong Education in Elementary School (평생교육을 고려한 초등학교 건축계획에 관한 연구 - 국외의 복합화 사례를 중심으로 -)

  • Lee, Jae-Kook;Oh, Byeong-Uk
    • Journal of The Korean Digital Architecture Interior Association
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    • v.9 no.1
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    • pp.41-48
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    • 2009
  • Entering the 21st century, countries throughout the world are turning the direction of their education to be consumer-oriented and reinforcing lifelong education in preparation for the rapid advance of science and technology and the globalization, opening and informatization of the world. With the reinforcement of consumer-oriented education and lifelong education, the role of school is emphasized as a ground for lifelong education in community and efforts are being made to use schools and community facilities compositely so that schools may play the role of central facilities in community. Accordingly, the objective of this study is to analyze the relation between lifelong education and school facilities in the educational aspect, and to suggest a basic architectural direction so that schools may play central roles for social, cultural, educational, welfare, and sport activities in community.

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Smartphone racing game controller UX testing (스마트폰 레이싱 게임 조작기 UX 평가)

  • Chung, Donghun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.4
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    • pp.143-154
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    • 2015
  • This study aims to evaluate smartphone gaming controllers. Diffusion of smartphone makes its users to play smartphone games in ease and comfort and its built-in sensors deliver new gaming experience to the users. Based on the concept how the controller system is important, the current research also implies the importance of customizing service which gives users a selection to deploy a controller. To explore the interaction effect of controllers and customizing on interactivity, flow, usability, attitude, and intention, the research constructs 3(gyroscope, wheel, and button controllers) by 2(default and customizing setting) experimental design and forty college students played Gameloft's Asphalt 8: Airborne in a within subject design. The results showed that interaction effect and customizing main effect were not found, but controller main effect was statistically significant. Button controller is superior to those other two in more detail. It implies that it is still not useful to play new types of gaming controller, and a customizing service. It suggests that smartphone games should more focus on improving optimal user experience with built-in sensor controllers.

Research of Character Design in Side-scrolling Horror Puzzle Games

  • Yi, Qi;Chung, Jeanhun
    • International journal of advanced smart convergence
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    • v.11 no.2
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    • pp.77-82
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    • 2022
  • The third-person side view game perspective of side-scrolling games makes playing such games a completely different gaming experience from other traditional games. Nowadays, many game elements are combined with each other, and horror and puzzle elements are often combined to appear in side-scrolling games, bringing players a unique gaming experience. In such games, players seem to be watching their own manipulation of characters. The performance is the same as a stage play, so how to let players better experience such a horror and puzzle-solving stage play through the design of the characters is a key point. However, it is often difficult to accurately classify only from game elements, so first of all, the author will explain the game division of the side scrolling horror puzzle game. After that, this article will analyze the character designs in the three works with high sales and good reputation on Steam, and then draw conclusions.

Analysis of Correlation between Real-time Sales Ranking and Information Provided by Mobile Movie Platform: Focus on Non-descriptive Information in Google Play Store's Best-selling Movies

  • Nam, Sangzo
    • Journal of Advanced Information Technology and Convergence
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    • v.9 no.2
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    • pp.41-54
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    • 2019
  • The cinema circuit is facing a digital, network, and mobile age, which expands non-theater accessibility to movies. Application platforms are situated as the most competitive business model that provide digital content such as games, music, books, and movies. Consumers can acquire content-related information not just offline, but online as well. Therefore, item information provided by application platforms is required. The information provided by application platforms consists of richly descriptive information such as storyline summary, consumer reviews, and related articles, while non-descriptive normative information covers data such as sales ranking, release date, genre, rental or purchase cost, domestic/foreign classification, consumer rating, number of consumer ratings, film rating, and so on. In this study, we surveyed and analyzed statistically the correlation between real-time sales ranking and other comparable non-descriptive information.

Development of Digital Relay Simulation Program (디지탈 릴레이 시뮬레이션 프로그램의 개발)

  • Choi, Sang-Dong;Shin, Dae-Seng;Moon, Young-Whan
    • Proceedings of the KIEE Conference
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    • 1992.07a
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    • pp.51-54
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    • 1992
  • Protection and control systems play a prominent part in avoiding power delivery interruptions and help to get a fast and secure restoration when a failure occurs. In order to meet the higher functional requirements on modern power system, protection speed, selectivity, sensitivity, dependability, and security are essential to ensure reliability. These functions on be satisfied by taking advantage of microprocessor and communication technologies, and digital protection relays (systems) have been developed and applied to real power system enhancing reliability and saving money. It is necessary to have a tool to analyze the functions and algorithms of digital relays for installing them to power system. The purpose of this study is to develop a digital relay simulation program to estimate digital relay performances during system faults. Components of digital protective relay including analog filter, sampling unit, digital filter, and relay logic are modeled in this program.

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A Framework for MPEG-4 Contents Delivery over DMB

  • Lee, Bong-Ho;Yang, Kyu-Tae;Hahm, Young-Kwon;Lee, Soo-In;Ahn, Chie-Teuk
    • ETRI Journal
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    • v.26 no.2
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    • pp.112-121
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    • 2004
  • Digital Multimedia Broadcasting (DMB) is an upcoming standard in Korea used to provide mobile multimedia broadcasting service based on the Eureka-147 Digital Audio Broadcasting (DAB) system. The current dominant multimedia coding standard, MPEG-4, is foreseen to play an important role in forthcoming DMB services. However, the current approaches for transporting MPEG-4 content over DMB networks are not optimized. To address this issue we propose a novel MPEG-4 stream multiplexer, called M4SMux, which provides better stream multiplexing and delivery over DMB networks. M4SMux features an MPEG-4 elementary-stream interleaving mechanism that reduces the multiplexing overhead and a multiplex configuration mechanism that utilizes M4SLinkTable for easy content access. In addition, we propose an error correction method which enhances transport efficiency.

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A Digital Library Prototype - Digital Repository and Diverse Collections (디지털도서관 프로토타입의 구축 -디지털 리포지토리와 컬렉션을 중심으로)

  • 최원태
    • Proceedings of the Korea Database Society Conference
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    • 1998.09a
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    • pp.383-394
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    • 1998
  • This article is an overview of the digital library project, indicating what roles Korea's diverse digital collections may play. Our digital library prototype has simple architecture, consisting of digital repositories, filters, indexing and searching, and clients. Digital repositories include various types of materials and databases. The role of filters is to recognize a format of a document collection and mark the structural components of each of its documents, We are using a database management system (ORACLE and ConText) supporting user-defined functions and access methods that allows us to easily incorporate new object analysis, structuring, and indexing technology into a repository.

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Clinical Application of Digital Therapeutics for Insomnia (불면증 디지털 치료제의 임상 적용)

  • Cho, Chul-Hyun
    • Sleep Medicine and Psychophysiology
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    • v.28 no.1
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    • pp.6-12
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    • 2021
  • Insomnia is one of the most common sleep disorders experienced by modern people, and treatment is often not adequate due to various limitations. Digital therapeutics for insomnia are expected to play a revolutionary role in supplementing and satisfying unmet needs in real-world clinical treatment. Digital therapeutics for insomnia were developed based on cognitive-behavioral therapy for insomnia, which is the first standard treatment for insomnia. The effectiveness of digital therapeutics for insomnia developed by several companies has been proven through well-designed clinical research. Various approaches have been used for practical application of digital therapeutics for insomnia. Thus far, meaningful results have been drawn, but there are areas that need to be improved upon based on real-world evidence. Sleep researchers need to validate the safe and effective application of digital therapeutics for the treatment of insomnia.

A Study on the Improvement of Digital Content Distribution System - The Focus of Digital Content Transaction Authentication System - (디지털콘텐츠 유통 활성화를 위한 제도개선방안 연구 - 디지털콘텐츠 거래인증제도를 중심으로 -)

  • O, Sang-Hun;Ham, Jeong-Hun;Park, Yeo-Won;Lee, Yong-Gyu
    • 한국디지털정책학회:학술대회논문집
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    • 2003.12a
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    • pp.45-57
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    • 2003
  • In recent years, the number of digital content transaction has increased dramatically, in main, owing to the innovation of IT technology. At the same time, it creates new problems which have never been found in traditional transactions. Especially, due to the easy-copy characteristics of digital content, the illegal usage of digital content proliferates. Also the conflicts between seller an d buyer in digital content transactions on cyberspace market take place frequently because contracts were made without face-to-face discussion. The increase of illegal usage and conflict in digital content market would diminish motivation of creators for their work, furthermore break down digital content market on cyberspace. Digital content transaction authentication system would play an important role in creating sound digital content market. Especially, it would make big contribution to reducing the number of conflict between seller and buyer. In this context, the main objective of this study is to suggest operational model of digital content transaction authentication and to explain critical success factors in organizing digital content transaction authentication system.

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The effects of farmers and fishers' digital information utilization level on Life satisfaction: Focusing on mediating effects of digital device use attitude (농어민의 디지털 정보 활용 수준이 삶의 만족도에 미치는 영향: 디지털기기 이용 태도를 매개변수로)

  • Jeon, Bong Chun;Yoon, Han Sung
    • The Journal of Information Systems
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    • v.33 no.1
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    • pp.69-90
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    • 2024
  • Purpose In this paper, among the four information vulnerable groups(disabled, elderly, low-income, farmers and fishermen), the mediating effect of digital device usage attitudes in the effect of digital information utilization level of farmers and fishermen with a large digital information gap with the general public on life satisfaction was verified. Design/methodology/approach This study summarizes existing research related to the digital information gap between farmers and fishermen, and the empirical analysis is based on hierarchical regression analysis based on the 2022 Digital Information Gap Report (survey data on 2,200 farmers and fishermen) published by the Korea Intelligence Information Society Promotion Agency. Among the four major information vulnerable groups (the disabled, the elderly, low-income groups, and farmers and fishermen), attitudes toward using digital devices were examined in terms of the impact of the level of digital information use on life satisfaction among farmers and fishermen, who have a relatively large digital information gap with the general public. It was verified as a mediating effect. Findings As a result of the empirical analysis, attitudes toward the use of digital devices were found to play a mediating role in the impact of the level of digital information use on life satisfaction.