KSII Transactions on Internet and Information Systems (TIIS)
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v.12
no.5
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pp.2313-2326
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2018
The method of operating a game could determine the psychological distance between the player and the game character, and thus, in the Virtual Reality, players' control methodologies are important to enhance their immersion. This study has the objective of examining the difference in games according to the method of operation based on the player's movements. This study researched the effect of the method of operating movement conforming to the movement of the character and the physical operation of the body on forming game experiences for the player. The result of performing an experiment increased reality for the game player through a controller in the shape of the actual control, to increase focus in the game. As so, game play through movements, including actual movements by the player displayed to enhance game satisfaction. In the part of media remediation field, Game can be defined as media which has their own unique hypermediacy. Especially, in the motion based game, players' movement mediates players and the game, therefore, players' movement could make players' experience augmented or immediate in accordance with the characteristics of movements. Even though sports and dances genres of motion-based games are common, RPG or adventure genres are rare. It can be explained that the characteristics of the action have been explained in the immediacy. In a game of fantasy, which is difficult to experience in real-life situations, the nature of the player's motion can increase the immersion of the game, which can contribute to utilization of players' motion and experience design in the various genres and suggestion of grounds theory. In addition, through this study, it is able to design motion-based games of various genres.
The Journal of Sustainable Design and Educational Environment Research
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v.22
no.4
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pp.1-8
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2023
The downsizing of schools is accelerating due to a rapid decline in the school-age population, and as the crisis over regional and school disappearance increases, the need for smaller schools to respond to future educational needs is increasing. Through flexible curricula and digital/artificial intelligence-based classroom teaching improvements, students' satisfaction with school life, student creativity and character development, improved academic achievement, and strengthened cooperative communication capabilities will be observed, and teachers' teaching and learning methods will change. Educational effects such as these are important, and transforming school facilities into future-oriented spaces, including school space innovation, is required to accomplish them. This study examined the future of education systems in small schools, focusing on analyzing the educational effects and awareness of the sustainability of spatial innovation, in terms of school space changes, school education correlation, and smart environment, to develop innovation projects in small schools. A desirable direction for implementation is presented.
The purpose of this study is to find the application point of hearing augmentation technology development through examining the risk context experience of people with hearing impairment and the use of assistive device used as an alternative technology. Data of 355 people with hearing impairment with official disability grading was analyzed. The results of this study are first, research participants had no experience of recognizing any sound or vibration in situations highest in the order of means of transportation, material, and nature. Especially the ratio of being unable to recognize the sound and vibration of means of transportation was high, which implies the high possibility of people with hearing impairment experiencing risk. Secondly, the risk context that people with hearing impairment will most likely to experience are highest in the order of traffic accident, pedestrian accident, and daily life at home. Thirdly, the recognition of 2G phone/smart phone, vibrating digital alarm clock, light bar, vibrating wrist watch as assistive device for risk context awareness and notification was high and the satisfaction level of 2G phone/smart phone was the highest. Fourthly, the research participants had high recognition of assistive device for communication in the order of hearing aid, smart phone, videophone, cochlear implant and 2G phone and it was found that the satisfaction level and communication improvement level was the highest using the smart phone. Lastly, for the development of hearing augmentation technology the research participants recognized the importance of portable/wear convenience, price, and motion accuracy and for notification delivery means they preferred the method of using sight(text and light). Based on the results of this study policy and practical plans for hearing augmentation technology development for people with hearing impairment in risk context are proposed.
The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.
Cultural goods is carrying nature and value above-mentioned a commodity to what a cultural element was commercialized. And it produced for the purpose of manufacture for popular sales and supply, and holding commercial character. Specially, cultural goods of a museum keeps a good memory to a sightseer, and broaden an educational experience, and the source of profit becomes it to a seller a producer. This cultural goods as they all include the artistic historical figurative background that they are displayed directly and got twisted up to collection have background which became a motive. Cultural goods can acquire cultural difference in globalization and have to be based on the soil of cultural heritage, starting around various cultural materials through practical value to a modern life. Internationally, cultural goods using a culture material development have competitiveness of nation as in it. Therefore, Baekje cultural goods need national and positive aid from the government with the customer satisfaction index considering the modern design, an age group, an internal and external commodity as the difficulty of various commodity development and managing museum shop. Furthermore, like overseas museum shop, if we are practically using on-off line, continuous promoting our commodity, and marketing strategy such as a membership system when buy our cultural goods, a special discount event etc., we can contribute to activate local economy as a museum shop when we have responsibility of the function and the part.
Journal of the Korea Academia-Industrial cooperation Society
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v.17
no.3
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pp.352-363
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2016
The study was an exploratory research on the awareness of informatization and attitudes to information technology (IT) and its use among elderly women in a metropolitan area. The questionnaire survey was conducted to collect data on IT use or non-use of elderly women aged 60 or older in senior welfare centers in Seoul, Korea. The data on 343 cases were analysed using SPSS 21.0. As a result, the rate of internet use was relatively high and different according to socio-demographic factors, such as age. The elderly women's attitudes like the levels of awareness and expectation of informatization were positive. Elderly women learned to use IT for psychological, emotional reasons as well as for practical ones, and the satisfaction level of IT use was relatively high. Finally, most IT non-users were indifferent and ignorant about IT use. In addition, the dissatisfaction level of IT non-use was normal, but elderly women had a relatively positive expectation of IT use in the future. This study may contribute to understanding the diverse pictures of IT use and the digital divide in old age, and assist in the development of practical programs and policies for the informatization and welfare for older adults.
This study investigates convergent influence on childbirth perception and its association with job seeking stress, depression and hopelessness among some college women. The survey was administered to 531 college women in Jeonbuk area from March 28th to April 29th, 2016. The structured self-administered questionaries were used. The childbirth perception of respondents according to general characteristics turned out to be significantly higher in following groups: that of old age, that of religion, that of school life satisfaction, that of non drinker. The childbirth perception are significantly higher in higher job seeking stress group, moderate & severe hopeless group and moderate & major depression group. The childbirth perception was positively correlated with job seeking stress, hopelessness and depression. With the analysis of covariance structure, we could confirm relationship among the four factors such as job seeking stress, hopelessness, depression and childbirth perception. Job seeking stress was more influential on the childbirth perception than hopelessness and depression. The results are expected to be useful for health education to increase the positive thinking of childbirth perception of the college women. In the following study, the analysis about additional factors of convergent influence on childbirth perception will be needed.
The purpose of this study is to investigate the affecting factors on perception of marriage needs in 20-30s unmarried workers. This study used raw data from the survey on the actual social and economic conditions of the youth of 2016. Among the 2,534 subjects, 904 unmarried workers in their 20s and 30s were included in the analysis. Dependent variables were marriage needs, and independent variables were age, sex, height, weight, education level, monthly income, parents' economic level, and health-related variables were self-rate health, stress, regular exercise, and life satisfaction included. Statistical analysis was performed binominal logistic regression analysis. In results, there were no factors influencing perception of marriage needs in 20s men, and Education was a predictor in 20s women. In 30s men, the more regular exercise, the less the monthly income, the more positive the perception of marriage needs was. In the 30s women, the better the self-rate health, the more positive the perception of marriage needs was. These findings suggest that health may affect the marriage perception of 30s unmarried workers.
The Journal of the Convergence on Culture Technology
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v.10
no.5
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pp.219-227
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2024
The rapidly changing security environment and technological innovations of the 21st century present new challenges to military organizations. Particularly, as the MZ generation, comprised of Millennials (born 1981-1996) and Generation Z (born 1997-2012), emerges as the primary workforce in the military, traditional military personnel management methods are being called into question. The MZ generation, as digital natives, are technologically proficient, prioritize personal growth and quality of life, and prefer horizontal communication and participation. The purpose of this study is to reestablish talent acquisition and retention strategies for military organizations, considering the characteristics and demands of the MZ generation. To this end, we analyzed advanced talent management techniques from the corporate sector and explored ways to apply them to the unique context of military organizations. Additionally, by examining the current status and challenges of the Korean military, we attempted a balanced approach that considers both global trends and Korea's specific circumstances. The research results suggest various strategies including career development programs, cultural innovation, improvement of reward systems, participatory decision-making, enhancement of digital competencies, and creation of flexible work environments. These strategies are expected to improve the efficiency and competitiveness of military organizations while simultaneously enhancing job satisfaction and organizational commitment among MZ generation service members.
This study examined the preferred salinity levels of soups by different demographic groups in order to establish desirable serving conditions for soups with respect to customer satisfaction and health. The salinity levels were measured in August and November to determine seasonal variations using a digital salinity measuring device. Four demographic groups totaling 1,723 individuals were surveyed from institutional foodservice establishments (IFEs) in elementary schools (ES: male 202/female 194), middle-high schools (MHS: 268/216), universities (UNIV: 208/238), and companies (COM: 182/215) in Seoul. Various thin or thick soups typically offered in foodservice establishments were served salty (1.2%) and less salty (0.4%) at $55{\pm}2^{\circ}C$ in a 50 mL portion. The preferred salinities of the soups were found to be 0.71%, 0.79%, 0.76%, and 0.74% for ES, MHS, UNIV, and COM, respectively. Men had 0.02~0.08% higher preferences than women in ES, MHS and UNIV. The customers also preferred higher salinity levels in November than in August, and in thick soups than in thin soups. The salinities preferred by school children were significantly (p<0.01) lower than those of soups by the IFEs. A similar observation was made for MHS, in which each IFE served the soups with significantly (p<0.01) higher salinities than those preferred by the students. Again, at two COM IFEs, the salinities of the soups served were significantly higher than those preferred by the customers. However, for one of UNIV, the salinity of the served soup was significantly (p<0.05) higher than that preferred by the students, while in the two other UNIV no significant differences were noted between the salinity of the served soup and the level preferred by customers. The surveys showed that 9 out of 12 IFEs served soups having salinities that were significantly higher than those preferred by customers. In particular, regardless of preference, the MHS group was served soups with higher salinity levels than the other demographic groups. The salinities of the soups provided by the IFEs were unnecessarily high for the levels preferred by the customers. Therefore, IFEs should make an effort to serve soups that are less salty soups to enhance public health.
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