• Title/Summary/Keyword: Experience Games

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The Effects of Character Education Activities Utilizing Picture Books on Young Children's Pro-social Behaviors (그림책을 활용한 인성교육활동이 유아의 친사회적 행동에 미치는 영향)

  • Kim, Young Mi;Kim, Hyun Joo
    • Korean Journal of Childcare and Education
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    • v.11 no.1
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    • pp.231-247
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    • 2015
  • The purpose of this study was to identify how character education activities utilizing picture books affect pro-social behaviors of young children. The subjects were 46 children aged 5 who attended private child care centers in G city. The children were allocated to either the experiment group or the control group. The data were collected for 12 weeks and the activity sessions were provided to the experiment group 3 times a week (36 times in total). The sessions consisted of an integrated approach toward character education. Therefore, various activities were included such as listening to the stories of picture books, discussion, drama, language activities, music, mathematics, science and games. The findings of this study were as follows: The experiment group which experienced character education utilizing picture books has significantly improved their pro-social behaviors compared to the control group. The approach positively influenced the overall sub-variables such as leadership, helping, communication, initiative consideration, approach trial, sharing, empathy, and emotional control. The character education activities should be applied to character education utilizing picture books for young children because they let young children experience building up trust and learn social attitude, and influenced increase of pro-social behaviors on young children.

A Study on The Billing System of Late Movers in MMORPG (MMORPG 개발 후발업체의 과금방식에 관한 연구)

  • Lee, Nam-Jae;Seol, Nam-O;Lee, Kwang-Jae
    • Journal of Korea Game Society
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    • v.5 no.2
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    • pp.19-27
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    • 2005
  • The core price policy of on-line game marketing are FPP(Fixed Pre Paid model and PPU(Pay Per Use) model. These two models have been a on-line game company's billing system and a fundamental of MMORPG in Korea. However, they took root billing system only for first movers recently. In now, the market share of several first movers is exceeding 80%, late movers witch have same billing system cannot take part in pair competition. Even though in MMORPG, many games of late movers were favorably noticed by a lot of gamers during Evaluation. Test, a lot of companies are bankrupt before make business. Late Movers declare free game first thing, they maintain their existence and win over customers in on-line game market. And next, they guarantee item selling, give multiple experience value and game money, at last, induce their customers to pay service. As it makes trouble between pay user and free user, and it linked up with the collapse of game contents balance that designed for FPP billing system, And then meet unexpected result which reduction of game life cycle. In this Paper, we classified several contents services based on game contents, and suggested contents premium services which adopted low cost strategy lead to micro payment. we hope it will apply to late movers' new billing system in MMORPG.

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3D Displays: Development and Validation of Prediction Function of Object Size Perception as a Function of Depth (3D 디스플레이: 깊이에 따른 대상의 크기지각 예측함수 개발 및 타당화)

  • Shin, Yoon-Ho;Li, Hyung-Chul O.;Kim, Shin-Woo
    • Journal of Broadcast Engineering
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    • v.17 no.2
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    • pp.400-410
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    • 2012
  • In recent years, 3D displays are used in many media including 3D movies, TV, mobile phones, and PC games. Although 3D displays provide realistic viewing experience as compared with 2D displays, they also carry issues such as visual fatigue or size distortion. Focusing on the latter, we developed prediction function of object size perception as a function of object depth in 3D display. In Experiment 1, subjects observed 3D square of a fixed size of varying depth, and manipulated 2D square to make it as large as the 3D square. Conversely, in Experiment 2, subjects observed 2D square of a fixed size, and manipulated 3D square of varying depth to make it as large as the 2D square. In both Experiments 1 and 2, we found that size perception of 3D square linearly changed depending on depth of the square, and the linear relationship between depth and size was identical in both experiments. The predictive regression function, which predicts object size perception based on object depth, obtained in this research will be very useful in the creation of 3D media contents.

Conversional Aspect of The Theme Space Based on Visual Image Content:A Focus on Representation through Adaptation (영상콘텐츠에서 테마공간으로의 전환 양상:각색을 통한 재현을 중심으로)

  • Shin, Dong-Hee;Kim, Hee-Kyung
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.186-197
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    • 2012
  • The purpose of the thesis is to answer the question on how the visual image content, being the original content, should be adapted to and represented as a spatial content. The thesis focuses on adaptation as the key in the conversion process of visual image content to a themed space. There are many published studies dealing with storytelling, adaptation from books to movies and TV shows, or from movies to games and vice versa. On the contrary, when it comes to adaptation from visual image content to spatial content, noticeably few studies were done on the method, and fewer studies view adaptation as the prior step of storytelling. This study first defines adaptation, and then applies the methods of Gianetty and Dudley which is further incorporated into the conversion of visual image content into a themed space. It then turns the attention to the characteristics of themed spaces. A case study highlights that a themed space is a spatial representation of the story, image and action in the visual image content, and analyze the type of adaptation made. The study results draws two conclusions; adaptation must be carried out prior to the storytelling of the spatial content; and opposed to a third-person view of the visual image content, the main factor in a themed space is first-hand experience. Thus, the thesis suggests that conversion from visual image content to themed spaces are not merely imitative but is a full range of recreation of a new content. It is expected that more detailed analyses on the particulars will lead to feasible outcome on implementing various methods of adaptation and bring about effective conversions between the visual image contents and themed spaces.

Effects of an exercise program on health-related physical fitness and IGF-1,C-peptide, and resistin levels in obese elementary school students

  • Ha, Min-Seong;Cho, Won-Ki;Kim, Ji-Hyeon;Ha, Soo-Min;Lee, Jeong-Ah;Yook, Jang Soo;Kim, Do-Yeon
    • Journal of the Korean Applied Science and Technology
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    • v.35 no.3
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    • pp.956-962
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    • 2018
  • Childhood obesity causes a higher risk of obesity, premature death and disability in adulthood. In addition, obese children experience an increased risk of respiratory problems, hypertension, cardiovascular disease, insulin resistance and psychological effects. This study aimed to investigate how an exercise intervention affects health-related physical fitness and inflammatory-related blood factors in obese children after. We hypothesized that there would be positive effects on serum levels of insulin-like growth factor-1 (IGF-1), connecting peptide(C-peptide) and resistin, as well as in muscle and cardiovascular-related physical capacities, after an exercise intervention in obese children. Thirty-seven obese children haveperformed health-related fitness tests and provided blood samples for the analysis of changes in circulating biomarkers, both before and after an 8-week exercise intervention, which includes stretching, aerobic exercise, resistance exercise and sports games. The results indicate that exercise training beneficially affects body compositions, especially percentage body fat and muscle mass, without influencing to body weight and height. The results of the physical fitness tests show that muscle and cardiovascular capacity were increased in obese children in response to exercise training. Simultaneously, the exercise training decreased circulating levels of C-peptide, which equated to a "large" effect size. Although there were no significant effects on the levels of IGF-1 and resistin, they show a "small" effect size. Therefore, our findings suggest that the exercise intervention have beneficial effects on body composition and physical fitness levels in obese children, whichmight be associated with the decline in circulating C-peptide.

The Item Distribution Method for the Party System in the MMORPG Using the Observer Pattern (Observer 패턴을 적용한 MMORPG의 파티 시스템 아이템 배분 방법)

  • Kim, Tai-Suk;Kim, Shin-Hwan;Kim, Jong-Soo
    • Journal of Korea Multimedia Society
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    • v.10 no.8
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    • pp.1060-1067
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    • 2007
  • We need various methods to develop MMORPG that is game genre which many users use among various game genre using Internet. Specially, to heighten efficiency of distributing work, Object-oriented language such as C++ is used and we need design techniques that can take advantage of enough object-oriented concept when making large-scale game. There is various pattern that can apply in software breakup design in GoF's design pattern for these design techniques. If you apply Observer pattern to Party System Design for forming community between game users, you can easily add new class and maintain system later. Party Play is one of the important system that is used to form game users' community in MMORPG games. The main point that must be considered in Party-Play-System is to divide evenly experience value and acquisition that is got by Party-Play among users according to each user's level. To implement Party Play System that consider maintenance of system, in this paper, we propose a method using GoF's Observer-Pattern, showing you that proposed method which has advantage to dynamic memory allocation and to virtual method call can be used usefully to change object to real time at program run and to add new class and to maintain system new.

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A Qualitative Study of Running질 Science Garden질 (과학동산 운영에 관한 질적 연구)

  • 채동현;이수영
    • Journal of Korean Elementary Science Education
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    • v.21 no.2
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    • pp.263-288
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    • 2002
  • 'Science Garden' is a science program that develops acquirements of science & technology at an early stage through experiential study and inspire the spirit of scientific inquiry by carrying out laboratory work, science movie, science lecture, scientific work, outdoor activities, computer classes and science experiment which is hard to do through the regular educational course. It is targeted grade 4,5,6 students during summer and winter vacation. 'Science Garden' is conducted by selective participation freely. It is a wholelistic activity that develops children's potential talents or creativities, improves interest and attitude toward science, and also gives opportunity for self-realization by extending capacity for inquiry to show each student's ability. This study is observed and is compared how it is conducted in elementary school using qualitative study. This study is used narrative observation, in-depth interview and document analysis. Objects of narrative observation are two elementary schools, each from Jellabukdo and Gyeonggido, and 7 teachers were interviewed in-depthly. Here are results of the study. 1 A teacher in school G never takes part in student activities, tends to be indifferent to classes, but focuses on observation and experiment in laboratory. And feedback or evaluation about student's activity is never done. On the other hand, a teacher in school S guides students to understand the principals of science on themselves, and wide variety forms of activities such as role playing, discussion, and games are being done. But an effort to evaluate student's activity is not being made properly. 2. Teachers set a high valuation on the need of 'Science Garden'. Observing the way of conducting 'Science Garden', usually teachers who is in charge of science for official work is selected as a teacher in charge, and groan under a heavy burden of conducting it without anyone's help. Participating students are selected by volunteering or teacher's recommendation, but because of low Participation rate, teachers have difficulty in conducting it. Plan for conducting ‘science Garden’ is made 20 days before it, after getting an official document from Office of Education, refering to booklets produced by National Jungang Science Institute, or data from Office of Education, and internet. Teachers evaluate rarely Most school principals have interest in 'Science Garden' but parents are not well aware of it, The budget is made at the same time with the plan, and scale is varied between 200,000∼500,000 won. Because of the improper way of selecting teacher in charge, difficulty in selecting students, heavy works caused by planning, conducting the program, as well as reporting teacher's work, and lack of parents' awareness, 'Science Garden' has been conducted formally and superficially. Next gives you direction to change, for the right way of conducting' Science Garden'. It is important to motivate competent teachers to instruct students actively. For students' active participation, They should publicize thoroughly beforehand, and develope 'Science Garden' program for teachers to be able to make better use of it. Evaluation of student activities and program should be done in the aspect of developing students’ faculties. Beside of school facilities, they need to put diverse local facilities and places to practical use for immediate natural experience. And not only separate schools but also associated form of schools to conduct it is necessary.

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Minimum-Cost Path Finding Algorithm in Real-Time For Computer Generated Force (실시간성을 고려한 가상군 최소비용 길 찾기 알고리즘)

  • Han, Chang-Hee;Min, Young-Hye;Park, Sang-Hyuk;Kim, Jai-Hoon
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.48 no.1
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    • pp.17-25
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    • 2011
  • At the computer games, we can experience a variety of environments using a virtual object. It is similar to that be trained in War-game simulator of the defense. Actual soldiers and a computer-generated virtual group(Computer Generated Force: CGF) in 3-D virtual battlefield environment are training. However, path finding algorithm, one of the techniques of simulation models, to the current level only considers the shortest time path. So, this current level at the special situation of the army in the battlefield for selecting the optimal path is limited. The focus of this paper is to select the least-cost path using the deadline with several different mission conditions(METT+TC). For the only shortest time path algorithm and the least-cost path algorithm using dealine,($d_t$, one of METT+TC elements), Its usefulness is verifying the change of the move spent time(t) for all possible paths and the fighting power of the combat troops(Troops ability, a) through a comparison of the total cost of moves(c(t)). According to the results, when considering the deadline, the proposed algorithm saves about 62.5% of the maximum cost.

Developing a Sensory Ride Film 'Dragon Dungeon Racing' (효율적인 입체 라이드 콘텐츠 제작을 위한 연구)

  • Chae, Eel-Jin;Choi, Chul-Young;Choi, Kyu-Don;Kim, Ki-Hong
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.178-185
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    • 2011
  • The recent development of 3D and its application contents have made it possible for people to experience more various 3D contents such as 3D/4D, VR, 3D ride film, I-max, sensory 3D games at theme parks, large-scale exhibitions, 4D cinemas and Video ride. Among them, Video ride, a motion-based genre, especially is getting more popularity, where viewers are immersed in and get indirect experiences in virtual reality. In this study, the production process of the genre of sensory 3D image getting attention recently and ride film are introduced. In the material selection of 3D images, the space and the setting up which is suitable to the fierce movement of rides are studied and some examples of the realization of creative direction ideas and effective technologies using the functions of Stereo Camera which has been first applied to MAYA 2009 are also illustrated. When experts in this 3D image production create more interesting stories with the cultural diversity and introduce enhanced 3D production techniques for excellent contents, domestic relevant companies will be sufficiently able to compete with their foreign counterparts and further establish their successfully unique and strong domains in the image contents sector.

From Hiroshima to Fukushima: Nuclear and Artist Response in Japan (히로시마에서 후쿠시마까지, 핵과 미술가의 대응)

  • Choi, Tae Man
    • The Journal of Art Theory & Practice
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    • no.13
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    • pp.35-71
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    • 2012
  • The purpose of this essay is to examine the responses of artists on nuclear experiences through an analysis of the nuclear images represented in contemporary Japanese art. Japan has previously as twice experienced nuclear disaster in 20th century. The first atomic bombs were dropped in 1945 as well as the 5th Fukuryumaru, Japanese pelagic fishing boat, exposed by hydrogen bomb test operated by the US in 1954 nearby Bikini atoll. Due to Tsunami taken place by the great earthquake that caused the meltdown of Fukushima Nuclear Power Plant in March 2010, Japan is being experienced a nuclear disaster again. Despite practical experiences, comtemporary Japanese art has avoided the subject of nuclear disasters since the end of the Asia-Pacific War for a variety of reasons. Firstly, GHQ prohibited to record or depict the terrible effect of atomic bomb until 1946. Secondly, Japanese government has tried to sweep the affair under the carpet quite a while a fact of nuclear damage to their people. Because Japan has produced numerous war record paintings during the Second World War, in the aftermath of the defeated war, most of Japanese artists thought that dealing with politics, economics, and social subject was irrelevant to art as well as style of amateur in order to erase their melancholic memory on it. In addition, silence that was intended to inhibit victims of nuclear disasters from being provoked psychologically has continued the oblivion on nuclear disasters. For these reasons, to speak on nuclear bombs has been a kind of taboo in Japan. However, shortly after the atomic bomb dropped on Hiroshima, the artist couple Iri and Toshi Maruki visited to ruin site as a volunteer for Victim Relief. They portrayed the horrible scenes of the legacy of nuclear bomb since 1950 based on their observation. Under the condition of rapid economical growth in 1960s and 1970s, Japanese subculture such as comics, TV animations, plastic model, and games produced a variety of post apocalyptic images recalling the war between the USA and Japanese militarism, and battle simulation based on nuclear energy. While having grown up watching subculture emerged as Japan Neo-Pop in 1990s, New generation appreciate atomic images such as mushroom cloud which symbolizes atomic bomb of Hiroshima. Takashi Murakami and other Neo-Pop artists appropriate mushroom cloud image in their work. Murakami curated three exhibitions including and persists in superflat and infantilism as an evidence in order to analyze contemporary Japanese society. However, his concept, which is based on atomic bomb radiation exposure experience only claimed on damage and sacrifice, does not reflect Japan as the harmer. Japan has been constructing nuclear power plants since 1954 in the same year when the 5th Fukuryumaru has exposed until the meltdown of Fukushima Nuclear Plant although took place of nuclear radiation exposures of Three Mile and Chernobyl. Due to the exploding of Fukushima Nuclear Power Plant, Japan reconsiders the danger of nuclear disaster. In conclusion, the purpose of this paper may be found that the sense of victim which flowed in contemporary art is able to inquire into the response of artist on the subject of nuclear as well as the relationship between society, politics, culture, and modern history of Japan and international political situation.

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