• Title/Summary/Keyword: Education Game

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A Study on Developing the 3D Interaction Program for the Customized e-commerce (주문형 전자상거래를 위한 3차원 주문 프로그램 개발에 관한 연구)

  • 이수경;임창영
    • Archives of design research
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    • v.17 no.1
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    • pp.109-118
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    • 2004
  • With the remarkable progression of network and the sophistication of contents, we now see various ways of communication methods in World Wide Web. In such trend, 3D web deserves our attention, which is applied for various areas such as education, game, chatting, e-commerce. Among those, by using 3D contents, e-commerce, especially the customized e-commerce, can give users more rich information about products. However, most of current 3D e-commerce sites are adopting a mere tool-based methods without considering contents and interaction required for the customized e-commerce. So, this paper proposes the direction of developing 3D interaction program for the customized e-commerce, based on a study on the required information elements about products and the interaction of controlling those factors. The evaluation to compare with the existing program is follows by the development of practical program, to give more persuasive reasons on the advantages of 3D e-commerce program.

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A Study on the Type of Playable Furniture for Emotional Development of Preschool Children (미취학 아동의 감성 발달을 위한 연령별 놀이가구 유형에 관한 연구)

  • Kim, Ja Kyung
    • Korean Institute of Interior Design Journal
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    • v.25 no.3
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    • pp.70-81
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    • 2016
  • Nowadays the preschool children spend much of the day playing indoors. Therefore, it needs the indoor environment that helps a variety of fun activities and physical development, and it requires the space configuration and playable furniture considering the emotional development for mental health. However, the furniture for fast growing preschoolers has not various types because the domestic furniture market for children is mostly baby beds and the furniture for the education of children. Therefore, this study presents the concepts and types of the playable furniture reflecting emotional design for preschool children's healthy emotion and suggests the most appropriate type of playable furniture considering play behavior by age. In this study, we investigated the physical, cognitive, social, emotional and linguistic development characteristics and play behavior of preschoolers, and derived the right type of playground equipment and furniture, and examined the types of playable furniture to help the emotional development. We derived the items to be checked for developing the playable furniture by age for emotional development, and classified preschoolers' playable furniture into the use of learning, relaxation and storage, and suggested its basic type focusing on the cases of various playable furniture developed at home and abroad. As a result, the playable furniture was divided into three types. The first is the self-play type making possible self amusement, the second is module built-up-type that consists of furniture and modules or units and creates various patterns and can be modified through the self-assembly and disassembly, and the third is IT game type grafting IT skills and a variety of electronic games to furniture. We sorted these types into three classes (1-3 years old, 4-5, 6-7) according to age and presented the type of play for each age, the play element and representative image that can be introduced to this furniture. In this study, we provided the basic design types of age-specific emotional playable furniture by analyzing these results.

Investigation of the body distribution of load pressure and virtual wear design of short pants harnesses in flying condition (플라잉 상태에서 바지형태의 하네스에 대한 하중압력 분포 측정 및 가상착의 적용)

  • Kwon, MiYeon
    • Journal of the Korea Fashion and Costume Design Association
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    • v.23 no.3
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    • pp.11-21
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    • 2021
  • Virtual reality is currently mainly used in games, but is starting to be applied as a variety of media fields, such as broadcasting and film. Virtual reality provides more fun than reality, and can provide new experiences in areas that cannot be experienced in reality due to the constraints of time, space, and environment. In particular, as the social non-contact arena has increased due to COVID-19, it is being applied to education, health, and medical industries. The contents are further expanding into design and military fields. Therefore, the purpose of this study was to observe the change in distribution of load and pressure felt by the body in the flying state while wearing a short pants harness, which are mainly used in the game and entertainment industry. In the experiment, the average pressure in the flying state was measured by attaching a pressure sensor to the back and front of a human mannequin. As a result, it was confirmed that the load concentrated on the waist in the flying state was 44 N, with a pressure of 1353 kPa. The pressure distribution was concentrated in front of the center of gravity, and was measured was at 98% by the pressure sensors, with an average pressure value of approximately 15 kPa, and a pressure value of approximately 12 kPa at the back, which was measured at 67% by the pressure sensor. The results of the load and pressure distribution measurement are presented as fundamental data to improve the wearability and comfort of harnesses in the future, and are compared to actual measured pressure values by analyzing the clothing pressure in flight through virtual wear of harnesses through the CLO 3D program.

The Future of Mixed-Reality Media on the Post COVID-19 Era (포스트 코로나 시대 혼합현실 미디어의 전망)

  • Hong, Il-Yang;Lee, Young-Woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.2
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    • pp.240-245
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    • 2021
  • This study aims to focus on realistic content of mixed-reality media, which has emerged as a new alternative due to COVID-19, we need to to investigate relevant cases in order to present the direction and prospect of development in preparation for the post-COVID19 era. Mixed-reality is a kind of media that expands physical abilities and it is widely used as a realistic type of content for education, training, performance, creation, game, and communication with acquaintances. Mixed-reality media will naturally permeate our daily lives like TV and the Internet in the post-COVID19 era. In the future, it will become a realistic content that can feel the five senses of human, which can be used whenever and wherever necessary, and also will become an emotional media that can stimulate human's emotions and enhance happiness. it means that it's not just communication.

Hakeem: An Arabic Application Aimed to Teaching Children First Aid using Augmented Reality

  • Al-ajlan, Monirah;Altukhays, Wujud;Alyousef, Deema;Almansour, Aljawharah;Alsukayt, Layan;Alajlan, Halah
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.368-374
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    • 2022
  • Children are by nature curious and enthusiastic about learning and love to explore and search for everything they see around them, but as a result of this exploration they may sometimes be exposed to dangerous situations ranging from falls to poisoning and suffocation. That is why when supporting a child's natural desire to explore the world and supporting his awareness of dangerous situations and good handling of them, helps him build a conscious scientific mind and enhance his curiosity in the natural world. It is not easy to imagine a difficult situation in which we or one of our family is in danger, unable to help ourselves or to help them in time, due to our complete ignorance of the rules of first aid. Hence the importance of learning first aid not only for the child but for the community and the world at large. "Hakeem" is an Arabic E-health educational application that aims to teach children from the age of six to eleven years first aid, in our belief that the seed of renaissance lies in the care and education of children, and the lack of Arabic content that aims to teach children first aid skills. The idea is to create a scenario in which the child is responsible for saving the person who will be in a dangerous situation using Augmented Reality (AR) technology, to increase engagement and interaction and provides a rich user experience, and according to the child's performance, he will get reward points. The game will have several levels: Beginner, Intermediate, and Hakeem, and based on the player's points he will get a title and move to the next level, and when he reaches the end, he will get the certificate.

Analysis and Modeling of Hosting Process in International Sports Events (국제스포츠이벤트의 유치 프로세스 분석 및 모델링)

  • Kim, Joo-Hak;Cho, Sun-mi
    • 한국체육학회지인문사회과학편
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    • v.55 no.1
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    • pp.441-455
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    • 2016
  • International sports events is one of the core products in the sports industry. The increasing number of nations are bidding to host the international sports event such as Olympics Game because of expecting to development of a city or nation. Hosting a international sports events are inter-connected and affected by system of socials, politics, cultures and economics. As the scale of the international sports events became larger, sports events process importance is growing. The purpose of this study was build a model of the sports event process in the attract steps. By analyzing event process in the attract steps, the core processes(1. Search, 2. Applications, 3. Practice, 4. Follow-up management) was set and stakeholders and function were analyzed. The modeling was used as IDEF method.

Topic-oriented Liberal English Class Plan for Foreign Learners at University (대학생 외국인 학습자를 위한 주제 중심의 교양 영어 수업방안)

  • Kim Hye-Jeong
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.111-117
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    • 2023
  • The aim of this study is to present a practical teaching plan for liberal arts English classes that target foreign students. Foreign learners who do not have Korean language proficiency at the university level may struggle to understand the contents of liberal arts classes conducted by Korean language professors. In this study, six topics were selected (K-culture, Online game, Harry Potter, Disney, Marvel, DC) and topic-centered participatory class activities using various media were developed. A questionnaire was conducted to analyze learners' attitudes toward and perceptions regarding topic-oriented classes. It showed that learners' satisfaction with topic-based classes was high (75%), and the reasons for this high level of satisfaction were the instructors' caring attitudes, the comfortable class atmosphere, and the fun learners had in class. Learners also reported high satisfaction with various participatory class activities (81.9%), citing the learning benefits, their increased interest and motivation, and the efficiency of participatory classes. As globalization continues to increase the number of foreign students in South Korea, the need to develop realistic class plans and various class activities that are suitable for them is becoming more and more urgent.

The Interface between Wearable Devices and Metaverse: A Study on Soccer Game Character Ability Mapping using Mi Band (웨어러블 디바이스와 메타버스의 접점: 미밴드를 이용한 축구 게임 캐릭터 능력치 매핑 연구)

  • Hyun-Su Kim;Mi-Kyeong Moon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.6
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    • pp.1345-1352
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    • 2023
  • With the development of virtual reality (VR) and blockchain technology, Metaverse is being used in various fields such as games, education, and social networking. At the same time, shipments of wearable devices such as smartwatches are growing every year, becoming more and more integrated into people's daily lives. This study presents a new possibility of reflecting the user's body signals measured through the combination of the two phenomena in the metaverse character. Various biometric information such as the user's heart rate and amount of exercise collected through the smartwatch are reflected on the character in the metaverse, allowing the user's physical condition to be reflected in the virtual world. Through this, Metaverse is expected to provide a new experience that can be called 'extended reality' beyond simple virtual reality, improve user's satisfaction with Metaverse, and suggest a direction for the development of smartwatches.

A Trend Analysis on E-sports using Social Big Data

  • Kyoung Ah YEO;Min Soo KIM
    • Journal of Sport and Applied Science
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    • v.8 no.1
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    • pp.11-17
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    • 2024
  • Purpose: The purpose of the study was to understand a trend of esports in terms of gamers' and fans' perceptions toward esports using social big data. Research design, data, and methodology: In this study, researchers first selected keywords related to esports. Then a total of 10,138 buzz data created at twitter, Facebook, news media, blogs, café and community between November 10, 2022 and November 19, 2023 were collected and analyzed with 'Textom', a big data solution. Results: The results of this study were as follows. Firstly, the news data's main articles were about competitions hosted by local governments and policies to revitalize the gaming industry. Secondly, As a result of esports analysis using Textom, there was a lot of interest in the adoption of the Hangzhou Asian Games as an official event and various esports competitions. As a result of the sentiment analysis, the positive content was related to the development potential of the esports industry, and the negative content was a discussion about the fundamental problem of whether esports is truly a sport. Thirdly, As a result of analyzing social big data on esports and the Olympics, there was hope that it would be adopted as an official event in the Olympics due to its adoption as an official event in the Hangzhou Asian Games. Conclusions: There was a positive opinion that the adoption of esports as an official Olympic event had positive content that could improve the quality of the game, and a negative opinion that games with actions that violate the Olympic spirit, such as murder and assault, should not be adopted as an official Olympic event. Further implications were discussed.

Converged eXpected Effects of Ai,Metaverse, and Rehabilitation Exercise to Prevent MCI in Home-Based Seniors. (재가노인의 MCI예방을 위한 AI,메타버스와 재활운동 융합적 기대효과)

  • Myung-Mi Kim
    • The Journal of the Korea institute of electronic communication sciences
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    • v.19 no.4
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    • pp.733-740
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    • 2024
  • The purpose of this study is to activate rehabilitation exercises to prevent MCI (mild cognitive impairment) in the elderly at home. Through the convergence of AI and rehabilitation exercise, we will be able to provide integrated services of medical care and rehabilitation exercise that enable integrated health management by activating rehabilitation exercise linkage in medically vulnerable communities such as rural areas and establishing exercise data. To this end, as a convergence development plan for AI and rehabilitation exercise, interdisciplinary experts will participate to produce and distribute game and rehabilitation exercise instruction manuals by type to improve cognitive function and musculoskeletal function, and systematize rehabilitation exercise programs needed for the elderly at home. The development, operation, and education of physical fitness assessment manuals can be expanded and will be of great help in early prevention of dementia.