• Title/Summary/Keyword: Fun Elements

Search Result 137, Processing Time 0.02 seconds

The Development Plan for Serious Game based on Game Production Process (게임 제작 과정 중심의 기능성 게임 활성화 방안)

  • Lee, MyounJae
    • Journal of Digital Convergence
    • /
    • v.11 no.12
    • /
    • pp.761-768
    • /
    • 2013
  • The serious game refers to the game which is combined game's fun with the peculiar object of the field including the education, medical treatment, public, and etc. By doing so, it can help that the learners are able to acquire the knowledge and technology of the relative field with joy. Currently, the serious game of the various fields is launched. However, there are many obstacles in Korea to develop the market. This paper is the research for showing how to overcome these problems. For this purpose, first, this research investigates the present condition of the serious game in the planning and development and marketing viewpoint. Second, the obstacles of the serious game are analyzed. Finally, the methods for solving these obstacles are shown. This paper is helpful for finding out the strategies for solving the obstacles without too much consideration of obstacle elements for serious game development.

The Effects of STEAM-based Programming Education with Robot on Creativity and Character of Elementary School Students (로봇을 활용한 STEAM기반 프로그래밍교육이 초등학생의 창의성 및 인성에 미치는 효과)

  • Chai, Soophung;Chun, Seokju
    • Journal of The Korean Association of Information Education
    • /
    • v.19 no.2
    • /
    • pp.159-166
    • /
    • 2015
  • STEAM is a multidisciplinary education program which intended to promote creative thinking by combining studies in the arts and STEM(Science, Technology, Engineer, Mathematics) fields. STEAM education can bring out creativities in students through educational activities of integrating and combining diverse studies. In this research, we integrated the educational elements of science, technology, engineering, mathematics, and arts using robots and then developed an educational program that raises the creative and character (focused on collaboration and communication) of students in a more fun and effective way. Using our developed educational program, we taught 6th grade students of an elementary school located in Seoul. As the result, most of students were found to be enhanced in their creativity and character after participating in the STEAM-based programming education course.

Application of Variant Game Elements System for Phonics Education (파닉스 적용 사례로 본 게임 요소 가변 시스템)

  • Seo, Eun-Hye;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Korea Game Society
    • /
    • v.10 no.2
    • /
    • pp.113-121
    • /
    • 2010
  • This study proposes an educational game system that fit for portable internet environment as a solution to disadvantages of conventional education systems such as lack of understanding learners' learning level and one-way learning. The study analyses conventional e-Learning contents and platforms and proposes a new system adequate for high contents reusability and user-demand service. The learning contents that mainly consist of animations and games can be adjusted to learners' level, and therefore, learners can study according to various scenarios, not constrained in a fixed pattern. Our system is expected to bring much more fun to learners and the education can be conducted more effectively. To show the effectiveness of our system, an example of english pronunciation game was illustrated. As a result, the week points of the conventional e-Learning was overcame and new features of the interactivity was adopted to build a more effective educational game system.

A Study on the Aesthetic Characteristics of Contemporary Fashion that Uses Artificial Light (인공적인 빛을 활용한 현대 패션의 미적 특성 연구)

  • Jung, Hyun;Geum, Key-Sook
    • Journal of the Korean Society of Costume
    • /
    • v.58 no.4
    • /
    • pp.113-127
    • /
    • 2008
  • Artificial lights have effected the changes of art and fashion concepts as well as human life since the invention of electric light bulb in late 19th century. Artist and designer have had more interested in these artificial lights as the development of digital technology and the change of millennium and they have tried to apply the lights into their works. The purpose of this study is to analyze the aesthetic characteristics of contemporary fashion design using artificial light as a medium. Artificial light for fashion design means the light using luminescent material like phosphorescent and fluorescent materials or in combination with electroluminescent digital technology or the light that can be perceived as images when light projects from media using a light projector or other digital equipment. Fashion design using this light type can change colors or form temporarily and it can playa role as a gadget for hm or as equipment to provide information much as a computer monitor does. And designer can create virtual patterns on the surface of clothes, or virtual fashion like a 3-dimensional holography in empty space. In these fashion designs, the virtual image of light is substituted for physical formative elements in fashion, and the viewer can experience an ambiguity between reality and virtuality. The results of the study were as follow; The formative characteristics of those fashion designs were identified as visibility, indeterminacy, integration and virtuality. And they reflected the internal meanings; the persue of protection and safety, the search for experiment and innovation, the will for interaction and communication and the desire for the deviation and fun.

The development of therapeutic recreation programs for the elderly: implementation, monitoring and evaluation (노인 우울예방 프로그램 개발 및 효과검증)

  • 전기홍;송미숙;송현종;채준안
    • Health Policy and Management
    • /
    • v.9 no.3
    • /
    • pp.95-112
    • /
    • 1999
  • The objectives of this study were to develop the therapeutic recreation programs for relieving depressive symptoms of the elderly and to verify the effect on their psychological condition. The key elements of these programs, which consisted of 9 sessions. were aerobic exercises, group dynamics. and making fun. These programs were developed through a multidisciplinary approach with social workers and the faculties of preventive medicine. The social workers gave these programs to fifteen elderly people at the community center, so called noinjung, for 9 weeks. Before intervention of this program for the experimental group, the baseline was measured by GDS(geriatric depression scale). After intervention for 9 weeks, GDS as an outcome was measured to evaluate the effects of the program. This data was analyzed by $X^2$-test and Wilcoxon signed rank test. and the results were as follows: 1. Based upon the cutting point(GDS = 5) which could distinguish between depression group and normal group, the number for the normal group increased, while the number for the depression group decreased slightly after intervention with the therapeutic recreation programs, however, there was no significant change(p〉0.05). 2. The score of GDS decreased significantly after intervention with the therapeutic recreation programs(p〈0.05). 3. The scores of GDS decreased in widow(or) group and in female group compared to those of the married group and the male group, respectively(p〈0. 05). 4. The score of GDS increased in groups with similar labor and emotional support compared to those of groups with sufficient or less support, respectively(p〈0.05), These findings indicate that the therapeutic recreation programs might be effective for relieving depressive symptoms of the elderly. It is, therefore, suggested that this program be modified and standardized through review of the intervening process, experimental results, and responses of clients for appling in other noinjungs.

  • PDF

Activation of Knowledge Exchange in the Researcher Community (과학기술자 지식 교류 서비스 활성화 요소 비교 연구)

  • Kim, Jay-Hoon;Yoon, Jung-Sun
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.12
    • /
    • pp.950-957
    • /
    • 2011
  • With the convergence of disciplines in progress and Web 2.0 online collaborative environment, online knowledge exchange activities of researchers are increasing. Quickness of acquiring knowledge highly impacts on research productivity in the global era. Online knowledge exchange is critical service for researchers. In this study, knowledge exchange service model was presented from the perspective of activate participation, knowledge quality improvement, quickness of exchanges. A variety of domestic and international knowledge exchange services were analyzed, particularly Korean domestic service KOSEN What is? as for operational practice. It is confirmed that in order to stimulate researcher knowledge exchange the quality of the knowledges exchanged is essential and variety of operating activities are needed such as expert matching systems, enhancement of speed in knowledge exchange, ease of usability, and elements of fun.

Development of Busan Marine Tourism Contents using Storytelling -Focusing on the Development of Marine Leisure Theme Course in Galmaetgil- (스토리텔링을 활용한 부산 해양관광 콘텐츠 개발 -갈맷길에서의 해양레저 테마 코스 개발을 중심으로-)

  • Lee, Bo-Bae;Kang, Bum-Kyu
    • The Journal of the Korea Contents Association
    • /
    • v.17 no.8
    • /
    • pp.196-208
    • /
    • 2017
  • Busan is one of the most popular tourist cities of the Republic of Korea. To develop differentiated urban brand as the nation's flagship maritime city, Busan needs to explore diverse marine tourism stories and develop related contents. For the purpose of developing storytelling as a way to facilitate the maritime tourism of Busan, this study attempted to i) create 'marine leisure Galmaetgil of Busan' contents using 5-step storytelling modules and ii) develop themed tour routes based on the marine tourist contents and related graphic elements such as tour route map and image editing. Galmaetgil is a beautiful trail developed along the coastal line. It is one of the most famous tourist contents of Busan. Based on this asset, Busan would be able to develop its own tourist contents as the nation's proud marine-leisure city. The emotional stories which can draw a great attention from the citizens and tourists and informative storytelling would make people understand and experience marine leisure in a fun and easy.

A Study on the Analysis of Major Tarot and the Making of Beauty Tarot Design (메이저 타로카드 분석 및 뷰티타로카드 디자인제작 연구)

  • Lim, Doo-Kyu;Lim, Hee-Kyung
    • Journal of the Korea Convergence Society
    • /
    • v.9 no.7
    • /
    • pp.251-257
    • /
    • 2018
  • Since the tarot is establishing itself as a play culture arousing the fun and curiosity from people, this study is intended to arrange an opportunity for people to have more interest in the beauty by the beauty tarot card. Hereby, the beauty tarot card was interpreted by applying the kabala focusing on the major Arcana card, a core element of the universal weight tarot, which was the basis of the tarot card based on the precedent study. A tool was made that the beauty tarot dot could be used as a counseling method by applying the beauty tarot card to 22 major Arcana after changing 4 elements: fire, water, air, and ground that were basic symbols of universal tarot card into the brush, foundation, eyebrows, and shadow, regarding them as the beauty-related symbol. It is thought that the made beauty tarot card will enable the tarot readers or relevant profession to give beauty-related counsel usefully to people interested in the tarot card. It is expected that the interest and concern for the beauty tarot card heightens, and the tarot cards according with various aesthetic domains such as the makeup, hair, skin, and nail art are produced in the future.

Analysis of Emotion Pattern for Game Player on Quest System : Towards of Tutorial Mode in Mabinogi Game (퀘스트 시스템에 대한 게임플레이어의 감정패턴 분석 : 마비노기 Tutorial Mode를 중심으로)

  • Kim, Mi-Jin;Song, Seung-Keun
    • Journal of Korea Game Society
    • /
    • v.10 no.4
    • /
    • pp.15-22
    • /
    • 2010
  • The purpose of this research is to analyze players' emotion pattern for conducting a quest in Role Playing Game(RPG). We have rebuilt up the action and content of gameplay related to category to set up five action classes of game players based on the literature review about the human behavior classification. Moreover, Mabinogi game includes the composition of various quests by story-centered expanse. We classified the quest structure of the tutorial mode, initial state, of its game into the cognitive action. We build the model of the correlation between cognitive behavior patterns of gameplay and emotions derived from targeting ten novices. The result of this research reveals that gameplayers' stimulus levels are identified to emotion pattern. It is enable to grope to concrete the design of the quest and the level in a specified state. Moreover, players' emotion variation is indicated to the type of expression of fun elements. We expect to use a device to induce the curiousness and the challenge for conducting the higher goal of game in the whole.

Promotional Movie Production for the SNS Marketing (SNS 마케팅을 위한 제품홍보영상 제작 연구)

  • Yoo, Wang-Yun
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.11
    • /
    • pp.579-586
    • /
    • 2013
  • To see what the promotional movie of the same product, Each concept were respectively constructed for Optimized SNS marketing movie. There are two types of movies. One is the teaser of product design in the form of showing 'Feature Movie' and the other is the 'Viral Movie' presenting USP of the product in parody technique, which can be compared with each others. The two movies show on YouTube, then feedback from viewers were analyzed in detail. As a result, data for view and shares of viral movie showed relatively higher than the feature movie. It means that the viral movie is more effective for marketing since its various elements such as fun, story and visuals are sharable. It makes people more interested and immersed in these contents. Thus, viral movies for SNS marking are distributed to reflect the issue of the time, all the concepts are clear to show what the product is for, and most importantly it can trigger the attention of viewers.