• Title/Summary/Keyword: English Game

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Construction and Evaluation of a Sentiment Dictionary Using a Web Corpus Collected from Game Domain (게임 도메인 웹 코퍼스를 이용한 감성사전 구축 및 평가)

  • Jeong, Woo-Young;Bae, Byung-Chull;Cho, Sung Hyun;Kang, Shin-Jin
    • Journal of Korea Game Society
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    • v.18 no.5
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    • pp.113-122
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    • 2018
  • This paper describes an approach to building and evaluating a sentiment dictionary using a Web corpus in the game domain. To build a sentiment dictionary, we collected vocabulary based on game-related web documents from a domestic portal site, using the Twitter Korean Processor. From the collected vocabulary, we selected the words whose POS are tagged as either verbs or adjectives, and assigned sentiment score for each selected word. To evaluate the constructed sentiment dictionary, we calculated F1 score with precision and recall, using Korean-SWN that is based on English Senti-word Net(SWN). The evaluation results show that average F1 scores are 0.85 for adjectives and 0.77 for verbs, respectively.

Development of English word learning contents using touch sensor based on S4A (S4A 기반의 터치센서를 이용한 영어단어 학습용 콘텐츠 개발)

  • Wi, Ji-Yeon;Lee, Jun-Hyeong;Lee, Hyeong-Ok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.317-320
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    • 2017
  • S4A (Scratch For Arduino) is a program that controls to Arduino with scratch. In this paper, We developed a simple game form for learning contents and using touch sensor that composed of scratch language based on S4A. We used background music and scores to motivate and interest that beginning to learn English for students.

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Interior Project of INCHEON 'G' Elementary School English Only Zone (인천 'G' 초등학교 영어 전용 구역 구축 프로젝트)

  • Lee, Hyok-Jun
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2005.05a
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    • pp.251-252
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    • 2005
  • The present design, which is English Zone Development Project for 'G' Elementary School at Seo gu, Incheon, contained various booths for experiential learning corners as well as spaces of teaching learning through group study, dramas and role plays, breaking away from the structure and atmosphere of traditional language labs, and at the same time it include a school building as an affiliated space where the whole students can gather for discussion and learning. The general design concept adopted the atmosphere of an exotic street, installing five theme booths (airport, bank, hospital, book/game store and shop) along the wall and applying the image of road to the floor in order to perform role plays. The blackboard and furniture were also designed to produce the atmosphere of street so that elementary students take interest and actively participate in learning.

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The Impact of Presence on Users' Trust in Serious Educational Games (교육기능성 게임에서 실재감이 사용자 신뢰에 미치는 영향에 대한 실증적 연구)

  • Choi, Hun;Choi, Yoo-Jung
    • Management & Information Systems Review
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    • v.34 no.1
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    • pp.51-63
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    • 2015
  • This study investigated how presence will affect the user's trust in educational serious game. To achieve our research purposes, we divide presence into two parts: virtual presence and social presence and identify the relationship between trust and trustworthiness. and also, we separate out trust such as trust in learning and trust in fun according to users purposes. We conduct the survey using the english serious game for university student. The results show that presence significantly influence on trustworthiness and also trustworthiness effect on trust in learning and fun.

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SNS Utilization of Youth and Use as a Learning Tool (청소년의 SNS 이용실태 및 학습도구로써의 활용방안)

  • kang, Hyun-joo;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.23 no.1
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    • pp.93-101
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    • 2020
  • Korea, as a leader of Internet and game sector in IT industry, has been playing an important role in increasing its industrial development. This country has won the first place in wireless broadband usage and contributed to Internet game industry development. This means that Korean use smartphones most. It is juveniles that use Internet and smartphones most among Korean who use teenage., the number of the teenagers who overuse smartphones or Internet has surpassed 200,000. The number of the adolescents who spend more time using smartphone and Internet is about 180,000 and the number of the teens who are over-dependent to smartphone having trouble living their lives is over 22,000. The SNS usage rate of the contents that teens are most likely to use has accounted for over 80 percent. Among teens, SNS is being considered as a major means that builds relationship due to smartphone technology and the prevalence of smartphones. However, the use of SNS among youths has two sides; one is positive, the other negative. Not only does SNS have a positive function that it keeps relationship but it also has a negative function that it can lead to smartphone addiction.

A Study on Game Development for Enter Literacy Evaluation (진학소양평가 게임 시스템 개발에 관한 연구)

  • Jeon, Joong Yang;Kwon, Do Soon
    • Information Systems Review
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    • v.16 no.2
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    • pp.61-76
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    • 2014
  • Recently, students have raised negative awareness of the test because of school records and irrational difficulty level of the College Scholastic Ability Test. They go so far as to commit suicide because of failure in entering school. It becomes a social problem and it is rising more and more interested in entering school. The educational game was created based on considering this social environment. Namely, students can enter university as playing online or mobile game through Enter Literacy Assessment game service. The Enter Literacy Assessment game service provides various tests which are math, english, science or essay that real university wants through online or mobile game. For this, general concept about Enter Literacy Assessment game service and characteristic establishment and limitation of existing research should be understood. The research refers to relationship between Self-Determination Theory which is the representative theory related with psychological desire of human intrinsic and Enter Literacy Assessment game service. Therefore, development of Enter Literacy assessment Serious Game is a new opportunity factor to take two dominants which are secure of university competitive power and excellent personnel and challenge for development of serious game.

A Study on the Mobile-based Learning Environment Using English Vocabulary Learning Game (영어 어휘 학습 게임을 이용한 모바일 기반 학습 환경에 관한 연구)

  • Ha, Jeong-Sook;Park, Jung-Ho;Bae, Young-Kwon;Lee, Tae-Wuk
    • Journal of The Korean Association of Information Education
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    • v.10 no.2
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    • pp.209-217
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    • 2006
  • For its maximum impact on the scene of school as the educational equipment, it is necessary to understand equipmental characteristics of PDA and study the basis for utilizing it educationally. In this point of view, to inquire how PDA is helpful for education more than PC, the typical educational equipment in the past, PDA-based English vocabulary learning game is developed in this study, and after that it is applied on the scene of education. The result of study showed PDA can access the content more easily than PC, and learners expressed more curiosity and expectation of PDA than PC in a recent poll. In addition, under the condition of learner's voluntary use, the present study has found that learning with PDA is helpful to enhance the academic achievement more than one with PC.

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Augmented Reality in Children's Literature

  • Kim, Ilgu
    • English & American cultural studies
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    • v.14 no.2
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    • pp.77-96
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    • 2014
  • As the cyberspace several decades ago created a cyber fiction fever, the augmented reality as the future of imagination can generate another kind of literary genre and new social ambiance where books tend to come to life more realistically. This newly created "smart fiction," "smart movies," and "smart environment" will be full of fun, hopes and conveniences. But addiction to smart kinds will create unwanted dangerous plethora like ghost-like avatars, wild animals and Farid due to the limitations of human control over hi-technology. If so, the adventures we plan to take will turn fantasy into horror in no time. Instead of loving new scientific things blindly, the emphasis hereafter must be put rather on the potentially negative aftermaths of the new innovative technology. Some viewers after watching the film Avatar are still suffering from the syndrome called "avatar blues," a homesick for Pandora. After their experiencing of the experimental 3D effects in books and media, audience and readers are required to actively deal with the increased lack of the darker cave which the comparatively unsatisfactory present can never fill with fixity and limit. Like the prevention against the addictive online game or the manual of 3D television or 3D printer, the extreme off-limits and safety zone for this virtually and expendably subverting technology must be seriously reviewed by community before using and adopting it. Also, these technologically expanded and augmented environments must be prudently criticized by the in-depth study of literature just as cyber space begun by Gibson's cyber fiction and its criticism.

Review of Cognitive Behavioral Therapy as an Intervention Program for Internet Addicts: A Theoretical Framework and Implications with Physiological Perspectives (인터넷 중독 중재 프로그램으로서의 인지행동요법: 생리적 관점에서의 이론적 기틀 및 활용에 대한 고찰)

  • Kim, Nahyun;Hong, Seung Hee
    • Journal of Korean Biological Nursing Science
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    • v.17 no.3
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    • pp.219-227
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    • 2015
  • Purpose: This study was conducted to review physiological mechanisms of internet addiction and to construct a theoretical framework for cognitive behavioral therapy for internet addicts. Methods: We searched for relevant literature in the PubMed and RISS databases using the terms "internet addiction", "internet game addiction", "internet abuser", and "online game". Only English, full-text articles published from 2000 to 2015 were included in this review of physiological indicators of internet addiction. Finally, 12 articles were selected for review. Results: The theoretical framework developed based on the review proposes that excessive internet use itself may induce physiological stress responses with an increase of stress-related hormones and neurotransmitters. Prolonged abnormal responses of these physiological features produce negative structural and functional changes in the prefrontal cortex, which is mainly involved in cognitive and executive functions. These changes may result in decreased cognitive function. As a stressor, excessive internet use leads to transforming voluntary use into involuntary, habitual use and thus promotes the development of internet addiction. Conclusion: The proposed theoretical framework encompasses cognitive processes that may contribute to the effects of internet use-induced physiological stress on internet addiction. We believe that this framework has important implications for developing cognitive behavioral strategies for internet addicts.

A Study on the Edu-tainer Convergence App for Young Children's Play learning in Mobile Environments (모바일 환경에서의 유아 놀이 학습을 위한 에듀테이너 융합 앱 연구)

  • Jung, Doo-Yong;Sok, Yun-Young
    • Journal of the Korea Convergence Society
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    • v.7 no.5
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    • pp.23-28
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    • 2016
  • In this paper, smart devices using a 4 to 6 years old, infants and parents to a user layer of training and with games or studying infants by integrating them. Not losing interest and concentration, Mobile infants to learning to learn Korean, English, the estimated budget. design the app tainer. For parents of infants and a variety of media concentration and learning Korean, English, English word cards that can increase the interest of the design and, to find a picture Memory game, had provided games are various kinds such as learning to do puzzles. Also, infants and tries to help study a visual learning and auditory learning at the same time can be achieved by mothers of children is much more conveniently. Learning to guide implementation to maximize the availability, convenience and mobility.