• Title/Summary/Keyword: Fun element

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A Study on VR Game Production Techniques to Improvement of Visual Immersion (시각적 몰입감 향상을 위한 VR 게임 제작 기법 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.457-462
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    • 2021
  • This study is about production techniques that can improve visual immersion in VR games. First, we reviewed the theory of VR games, current status, visual and immersion through prior work, and selected samples to extract key components that can improve visual immersion in VR games. and, VR games were produced and developed by applying the concept of COVID-19, which is currently popular around the world. As a result, the resolution of technical Element's, frame rate, viewing angle, brightness of lighting, design quality, and Contextual Element's storytelling, background, directing, color, texture, interest and fun because is Significant results that can induce and improve immersion were obtained, and in the end, smooth gameplay was realized. Through this research process and results, it is expected that it will be a basic data in the field of production and development of VR games that can induce and improve users' visual immersion in the future.

Childhood Obesity and Physical Activity (소아비만과 운동)

  • Kim, Jee Youn
    • Pediatric Gastroenterology, Hepatology & Nutrition
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    • v.11 no.sup1
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    • pp.102-108
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    • 2008
  • More children today are overweight or obese than ever before. childhood obesity results from an imbalance between the amount of energy consumed and the amount of energy expended. Whether child want to lose weight or maintain a healthy weight, it's important to balance between the calories body takes in and uses. Obesity treatment programs for children and adolescents is to slow or halt weight gain so the child will grow into his or her body weight over a period of months to years. Fasting or extreme caloric restriction is not advisable for children. More physical activity is a key element in the prevention and treatment of obesity. Children can't change their exercise and eating habits by themselves. They need the help and support of their families and parents. Children and adolescents who are just beginning to be physically active should start out slowly and gradually build to higher levels in order to prevent the risk of injury or feel defeated from unrealistic goals. It is important that children and adolescents are encouraged to be physically active by doing things that interest them. FUN physical activities that kids choose to do on their own are often best. Kids need about 60 minutes of physical activity a day, but this does not have to happen all at once. Several short 10- or even 5-minute periods of activity throughout the day are just as good. FUN physical activities will help them establish an active lifestyle early on. Obese people need care not for a short period, but throughout their lives.

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Development and Application of a Science History Role-Playing Game for High School Students' Understanding of Nature of Science: Focus on Storytelling of the Continental Drift Theory (고등학생의 과학의 본성 이해를 위한 과학사 롤플레잉게임(SHRPG) 개발 및 적용 -대륙이동설 스토리텔링을 중심으로-)

  • Shim, Eun-Ji;Choe, Seung-Urn;Kim, Chan-Jong
    • Journal of The Korean Association For Science Education
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    • v.39 no.1
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    • pp.45-57
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    • 2019
  • NOS education through the history of science is regarded effective. However, science teaching has been criticized for not considering the interest of the learners enough and providing the context of learning themes that hinder the understanding of NOS. This study intends to convey the NOS element through the rich context of storytelling. The theme of the story is the history of continental drift, in which, the debate of many scientists and Wegener's creativity are prominent. Of the various media that deliver storytelling, the most powerful medium that leads to personal immersion is computer games, and among many kinds of games, the main genre of storytelling is role-playing games (RPGs). We developed the science history role-playing game (SHRPG) focusing on continental drift. The game development procedure followed Kim's 4F process (2017), which consists of the Figure Out, Focus, Fun Design, and Finalize. The story was constructed based on the NOS elements of Lederman et al. (2002), namely creativity and imagination demand, subjectivity, socio-cultural personality and tentativeness, which are all present in the story of the continental drift theory. The mechanics and rules of the RPG included quests, rewards, quizzes, NOS scores, and rankings. In the final phase of development, the game developed was pilot tested four times. The results of the tests showed that students' understanding of NOS through SHRPG has increased, especially in the creativity domain. The students' satisfaction with the fun, sympathy, and immersion during the game was very high.

Gamification Development Methodology - Design and Comparative Analysis of 4F Process (게이미피케이션 개발 방법론 - 4F Process 설계 및 비교 분석)

  • Park, Sungjin;Kim, Sangkyun
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1131-1144
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    • 2018
  • The Purpose of this study is to propose 4F Process, which is one of the development methodology of the gamification. For the effectiveness analysis of the 4F Process, game and gamification related theories are applied and conducted comparative analysis with the published gamification development methodology. This studies results show that the 4F Process is a relatively high level of perfection of gamification development methodology than eight of published methodologies by found out this study team. But, there was a complementary point in the 4F Process. Based on results of this study, this study mentioned the pros and coms of the 4F Process and suggested the step-by-step guideline as a necessary element for the gamification development methodology.

Development of 'Children's Food Avatar' Application for Dietary Education (식생활교육용 '어린이 푸드 아바타' 애플리케이션 개발)

  • Cho, Joo-Han;Kim, Sook-Bae;Kim, Soon-Kyung;Kim, Mi-Hyun;Kim, Gap-Soo;Kim, Se-Na;Kim, So-Young;Kim, Jeong-Weon
    • Korean Journal of Community Nutrition
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    • v.18 no.4
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    • pp.299-311
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    • 2013
  • An educational application (App) called 'Children's Food Avatar' was developed in this study by using a food DB of nutrition and functionality from Rural Development Administration (RDA) as a smart-learning mobile device for elementary school students. This App was designed for the development of children's desirable dietary habits through an on-line activity of food choices for a meal from food DB of RDA provided as Green Water Mill guide. A customized avatar system was introduced as an element of fun and interactive animation for children which provides nutritional evaluation of selected foods by changing its appearance, facial look, and speech balloon, and consequently providing chances of correcting their food choices for balanced diet. In addition, nutrition information menu was included in the App to help children understand various nutrients, their function and healthy dietary life. When the App was applied to 54 elementary school students for a week in November, 2012, significant increases in the levels of knowledge, attitude and behavior in their diet were observed compared with those of the control group (p < 0.05, 0.01). Both elementary students and teachers showed high levels of satisfaction ranging from 4.30 to 4.89 for the App, therefore, it could be widely used for the dietary education for elementary school students as a smart-learning device.

Serious Game Design for the Elderly using Arcade Game Machines (아케이드 게임기기를 활용한 실버용 기능성게임 디자인)

  • Kim, Sung-Jin;Kim, Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.9 no.7
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    • pp.9-18
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    • 2009
  • This paper deals with the elderly serious game design which makes full use of the existing arcade game machine. This serious game is on the issue for its positive role recently. Serious arcade game for the elderly which is made up arcade platform-based combined contents manufacture technology has an element which is having a fun for building up physical and mental health. It also has a special objective which can prevent against senile dementia. Above-mentioned serious arcade game which has a special objective in both hardware part and software part is needed to study how to design. Accordingly, this paper presents how to make up special-purpose entertainment machine and contents development by biologic, social, and psychological researches and data about the elderly - main users. We hope that this paper can be used as a base for expansion of new industrial field by integrating new product development for the elderly with high game technology.With the help of information technology

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
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    • v.9 no.7
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    • pp.251-257
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    • 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.

The Reality of Mathematics Gifted Children's Independent Study Ability and Mathematics Teachers' Recognition of Independent Study (수학영재학생들의 독립연구능력과 수학영재담당교사들의 독립연구 인식 실태)

  • Yim, Geun-Gwang;Kang, Soo-Ja
    • Journal of Gifted/Talented Education
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    • v.18 no.1
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    • pp.79-109
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    • 2008
  • In most curricular model for gifted children, independent study is included as an important element for developing students' study ability and producing creative production Gifted children also prefers this style of learning and they study more easily and with more fun when they learn in the learning style they prefer. This study aims to find out how gifted children in math area performs independent study and how teachers who teach them recognize independent study; survey study was used to analyze the reality of the production in relation to independent study. In result, gifted children's independent study ability was rather very low and teachers recognized the necessity of independent study but lacked understanding of the method of independent study.

A study on the Image Mapping of the Exhibition Environment (전시환경의 영상 맵핑에 관한 연구)

  • Lee, Jae-Young;Kwon, Jun-Sik
    • Journal of Digital Contents Society
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    • v.19 no.7
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    • pp.1341-1348
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    • 2018
  • In this study, we propose a method for applying the image content to the exhibition space using projection mapping techniques. In a typical exhibition space, the artist exhibits works and displays them unilaterally and by using walls defined as screens. However, the new form of exhibition is not one-sided and changes in the way space is free from constraint. The purpose of the exhibition space is to use walls or various installations, which are elements of the exhibition space, as a key part of the exhibition rather than as a material for the spatial compartment. This type of display is a display element of space and you can enjoy the fun and excitement of the exhibition about the new environment. Various imaging techniques are required to construct an exhibition of images and spaces, among which edge blocking is not formed.

Physical activity convergence contents for health care of the elderly (융합형 노인건강관리 신체활동 콘텐츠)

  • Kang, Sunyoung;Kang, Seungae
    • Convergence Security Journal
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    • v.15 no.7
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    • pp.63-68
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    • 2015
  • In rapid aging society, the disease prevention and management for healthy life of the elderly is very important. Regular physical activity is known to be a useful intervention for the physical and mental health of the elderly. In this study, we explore the convergence contents using IT technology as the intervention for encouraging the regular physical activity in the elderly. There are u-Healthcare and serious game as the convergence of health care and IT technology, and the serious game which is added special purpose such as education, training, and treatment to the fun-one of the game element- can be suitable to provide a variety of contents that leads to physical activity in the elderly. The contents inducing physical activities are "Puffer(ATARI, USA)", "WiiFit(Nintendo, JAPAN)", "Age Invaders(MXR Lab, SINGAPORE)", "Xbox $360^{\circ}$+kinect(Microsoft, USA)", "Tangible bicycle game(Donsin Univ., KOREA)", and "3D Gateball game(Soongsil Univ., KOREA)", and these contents can help health care of the elderly. By increasing physical activity through the use of these contents, it will be able to promote physical fitness and body function required in daily life, disease prevention, and maintain health in the elderly.