• Title/Summary/Keyword: FUN12

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Factors Affecting the Continuous Use Intention of Smartphone Social Network Games : With a Focus on the Value Model (스마트폰 소셜 네트워크 게임의 지속 사용의도 영향 요인 : 가치모형을 중심으로)

  • Kim, Hyun-Chul;Huh, Searle;Choi, Jun-Ho
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.11-24
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    • 2012
  • Primarily working on SNS(Social Network Service) platform, the SNG(Social Network Game) utilizes friends and neighbors for invitation and play. Based on the value model of HCI, this paper purports to discover how functional, hedonic, social and personal values predict the continuous usage intention and satisfaction of SNG in a smartphone. Hypothesis testing through structural equation modeling shows that hedonic and functional values affect satisfaction and intention to use of SNG while social and personal values do not. This result implies that fun and easy interface are more important to the success of SNG service than social networking motivation.

The Development of Brain Health Care Game Applications to prevent Digital Dementia

  • Cho, Young-Ju;Kim, Hye-Suk;Kim, Jin-Hyuk
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.12
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    • pp.51-58
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    • 2016
  • Recently, with various developments made to smart-phones and other digital devices in the IoT environment, modern people tend to pursue comfort in their own lifestyles. These environment has helped us to obtain any information or data in despite of location and time. But it has caused them to be overly reliant on digital devices in doing any kind of daily work, trusting the digital devices more than oneself. As a result of this over reliance, modern people's memorizing and calculating ability have deteriorated critically. This symptom is known as the Digital Dementia. In this paper, we study the phenomenon of digital dementia caused by smart-phones, and we suggest a method of developing "memorize the phone number" game applications in IoT environment to the problem of digital dementia. Test results show that, through the use of application, not only the users were able to have fun memorizing the numbers, but also, to show improvement in their memorizing ability. Thus, we expect that the application suggested above will help in preventing digital dementia and maintain brain health.

Implementation of Educational Game to Accompany Exercising and Generating (운동과 발전을 동반하는 학습게임 설계 및 구현)

  • Lee, Kyong-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.12
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    • pp.47-55
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    • 2010
  • In this paper, we implemented a serious game system for study to accompany exercising and generating to keep on computer game side effect. The implemented serious game system was divided into the game part and the athletic part. The athletic part for whole body exercising was composed of health bicycle for lower body exercise and additional apparatus for upper body exercise, that was attached to the rear side of health bicycle and several generator was attached to the power point of athletic part. The circuit board and logic program was composed to adjust the exercise strength control, to get data and to communicate with the computer. The game part was composed to promote and educational effectiveness, the whole system emphasized on amusement side while avoided violence side. We confirmed the effect of the serious game system with the fourteen fun form which Garneau insists.

Design of Location Recognition and ID Identification for NFT Reports in Metaverse-based Field_study Trip (메타버스기반 체험학습 NFT보고서의 위치인식과 ID식별 설계)

  • Mingoo Kang
    • Smart Media Journal
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    • v.12 no.9
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    • pp.38-44
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    • 2023
  • In this paper, a blockchain-based platform of NFT(Non-Fungible Token) reports was proposed to ensure the reliable performance contents of field study trip. It is possible to identify and manage the personal multi biomeric authentication user ID of activity records for students in a mobile IP-based metaverse with the linkage of extended reality(XR). At this time, many quests and incentives of platform are provided to induce students to experience smart and fun field studying facilities by linking real trip experiences and virtual extended_reality studies in the metaverse interworking.

A Case Study of Educational Content using Arduino based on Augmented Reality

  • Soyoung Kim;Heesun Kim
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.268-276
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    • 2023
  • The representative branch of ICT education is Arduino. However, there are various problems when teaching using Arduino. Arduino requires a complex understanding of hardware and software, and this can be perceived as a difficult course, especially for beginners who are not familiar with programming or electronics. Additionally, the process of connecting the pins of the Arduino board and components must be accurate, and even small mistakes can lead to project failure, which can reduce the learner's concentration and interest in learning Arduino. Existing Arduino learning content consists of text and images in 2D format, which has limitations in increasing student understanding and immersion. Therefore, in this paper analyzes the necessary conditions for sprouting 'growing kidney beans' in the first semester of the fourth grade of elementary school, and builds an automated experimental environment using Arduino. Augmented reality of the pin connection process was designed and produced to solve the difficulties when building an automation system using Arduino. After 3D modeling Arduino and components using 3D Max, animation was set, and augmented reality (AR) content was produced using Unity to provide learners with more intuitive and immersive learning content when learning Arduino. Augmented reality (AR)-based Arduino learning content production is expected to increase educational effects by improving the understanding and immersion of classes in ICT education using Arduino and inducing fun and interest in physical computing coding education.

Creative Evolution of Digital Leisure Culture, Serious Games (디지털 레저 문화의 창의적 진화, 시리어스 게임)

  • Lee, Hye Rim;Jeong, Eui Jun
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.48-61
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    • 2013
  • At the dawn of a new digital era, people's way of spending their leisure time and leisure activity preferences changed. Accordingly, Leisure culture is in the midst of change, such as watching movie and performance, enjoy golf etc. Due to its nature as an interactive medium, the digital game offers uniquely different approaches to the leisure activity. Leisure as state of mind is much more subjective in that it considers the individual's perception of an activity. In that regard, we used the digital games for leisure activity. Digital games are powerful environments for fun, including functional nature. For that reason digital leisure culture keep creative evolving. This paper proposes a serious games as a branch of digital games that meaningful digital leisure, and introduced the concept of serious games for a serious purpose other than pure entertainment. Many recent studies have identified the benefits of using serious games in a variety of purposes. Games technology is fun and entertaining for people of all ages. Ultimately, serious games become meaningful and valuable performance tools as the Digital Leisure Culture.

New Fact and Experience About The Tennis Lesson Using Tool (도구를 활용한 테니스 교수법이 가져다준 새로운 사실과 경험)

  • Shin, Myoung-Jin;Shim, Yun-Sik
    • The Journal of the Korea Contents Association
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    • v.12 no.11
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    • pp.388-397
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    • 2012
  • The tennis was one of the most popular sport in the general physical education lesson. However there are many problems such as difficult of improvement tennis skill, lack of class days and so many students in a class. These reasons could ultimately damage the overall quality of class. The purpose of this research was to beginner students was fun and easy to learn. The tennis lesson using tools were 1.selective hitting ball, 2. high net hitting ball, 3. hitting orange ball. Scores of the experimental group(n=23) and the control group(n=21) were compared. In order to verify course content was the same 15 weeks, conducted a tennis teaching methods to take advantage of the tools. And tools to take advantage of the students who participated in a class analysis of the qualitative data (interviews, documents, questionnaires, observations, journals). As a result, the satisfaction scores of the experimental group were higher than those of the control group. The tennis lesson using tools to take positive effect(meaning, improved skill, easy, fun/curious/confident) and negative effect(difficulties of adaptation, a high challenge level) was induced. In summary of the quantitative/qualitative data 'Orange Ball' has a positive impact on the girls than boys and teaching methods using tools gave generally positive influence to students.

A Study on Chatbot Profile Images Depending on the Purpose of Use (사용 목적에 따른 챗봇의 프로필 이미지 연구)

  • Kang, Minjeong
    • The Journal of the Korea Contents Association
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    • v.18 no.12
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    • pp.118-129
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    • 2018
  • In AI chatbot service via a messenger, a profile image of the chatbot is the first thing that users see to communicate with the chatbot. This profile image not only manages an impression about the profile owner in SNS on followers, but also makes an important impression about chatbot services on users. Thus motivated, this study investigates proper profile images tailored for the types of chatbot services and users. Specifically, I reviewed the preferred images and expressions of chatbots for each purpose of chatbot service. Then, in a case study, I collected and analyzed the representative chatbot profile images for the purpose of fun and counseling. The profile images are categorized as robot, human, animal, and abstract images. Based on these categories, I surveyed the preferred profile image of the chatbot service in either the text type or image type alternatives. For the purpose of fun, in the text version, I found that both men and women preferred a human image to others. However, in the image version, men preferred woman and robot images while women preferred cute animation character and robot images. For counseling services, both men and women preferred woman and animal images most, which is similar to the results of the text version of questionnaires as well. While both genders consistently preferred real photo images, women tend to like abstract images more than men do. I expect that the results of this study would be useful to develop the proper profile images of AI chatbot for each service purpose.

The Effect of Personal trait on Perceived Value and Recommendation Intention : Focus on one-person media contents (개인성향에 따른 1인 미디어 콘텐츠의 가치 지각 및 추천의도에 미치는 영향)

  • Ju, Seon-Hee;Song, Min-Young;Kim, Byung-Kuk
    • Journal of the Korea Convergence Society
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    • v.9 no.12
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    • pp.159-167
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    • 2018
  • As the popularity of single-person media content increases, We investigated the causal relationship between perceived value and intention to recommend to others. Individuality was studied on the tendency to sensation seeking and novelty seeking, which is a tendency to take boredom sensitive to monotonous and repetitive daily routines, and novelty seeking refers to new information and stimuli. The hypothesis was that high sensation seeking and high novelty seeking would perceived emotional value, epistemic value, and economic value for a single person 's media content. Hypothesis testing was performed using multiple regression analysis using SPSS21. As a result of the hypothesis test, The novelty seeking has a positive effect on emotional value, epistemic value, and economic value. Users who want to explore and enjoy new things could perceived the emotional value of having fun, fun, and sadness through single-person content, perceived a epistemic value and enjoy new information and situations as a tool to recognize new stimuli and know what they didn't know. And it could be seen that users perceive the economic value that they can enjoy at low cost or free service. The sensation seeking has a significant effect on epistemic value, but it did not affect emotional value and economic value significantly. Those who have a high tendency to sensation seeking can perceive curiosity about one-person media contents, so that they can perceive epistemic value. However, those who feel that they have not significant influence on economic value and emotional value can easily understand that expecting one's content does not feel bored by paying for a low cost or free service.

Development of Practical Dietary Education Textbook and Teaching Manual in Elementary School Students (초등학교 저학년을 위한 실천중심의 식생활 교재 및 교사용 지침서 개발)

  • Her, Eun-Sil
    • Korean Journal of Community Nutrition
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    • v.15 no.5
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    • pp.636-647
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    • 2010
  • This study was conducted for researching demand on dietary education of low-level elementary school students and to develop an activity based textbook and a teaching manual on the subject. For necessity of dietary education, 88.8% of subjects answered dietary education is needed. The desirable frequency of the education was once a week (65.7%). The most appropriate time for the education was "school lunch" (37.5%), "special activity" (29.9%), "regular class" (12.4%) and "after school activity" (12.1%). The most preferred educational method was "experiment and practice" (40.1%). The desirable educational materials were "computer materials" (20.7%), "actual objects" (20.1%), "videotapes" (16.5%), "photographs-pictures" (12.2%) and "fairy tales-cartoons" (12.2%). The students wanted dietary information as "cooking" (26.1%), "growth and nutrition" (23.7%) and "right food information" (20.1%). The textbook was composed of five major chapters, which were "Traditional Dietary Culture", "Food", "Dietary Habit", "Hygiene and Environment" and "Cooking". Each major chapter had five to six smaller chapters, adding up to total of 32 chapters. The textbook had fun characters, illustrations, photographs and cartoons to deliver the main theme of each chapter. The textbook was in activity format so that it coul be readily and directly used in actual classes. The teaching manual was composed of background, goals, teaching plans and teaching points. The smaller chapters had learning goals, teaching-learning resources, important points, teaching-learning processes and reference materials. Videos were produced to help cook five snacks in the cooking chapter. Also, "Healthy Song" was created to be used in classrooms. This textbook will be helpful in children's right dietary habits and growth.