Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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2011.10a
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pp.869-871
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2011
For people who live in 'the Media Age', contact with the media is indispensable. In various mass media, especially TV, it is the most familiar and influential media, because it is easy to access and used regardless of age or gender. However, in many recent TV programs the subtitles of the misuse and abuse problems are pointed out. In the popular entertainment programs, and dramas, the problems are the most serious. Many entertainment programs organized during prime time have largely a family audience. Thus, the effects and responsibilities according to subtitles should be accompanied. The subtitles are an element that make up the entertainment program. In this study, the abuse cases of subtitle usage were analyzed. This study is aimed at maximizing the proper function of the subtitles, and creating fun and laughter through reducing misuses in various entertainment programs.
Nowadays the preschool children spend much of the day playing indoors. Therefore, it needs the indoor environment that helps a variety of fun activities and physical development, and it requires the space configuration and playable furniture considering the emotional development for mental health. However, the furniture for fast growing preschoolers has not various types because the domestic furniture market for children is mostly baby beds and the furniture for the education of children. Therefore, this study presents the concepts and types of the playable furniture reflecting emotional design for preschool children's healthy emotion and suggests the most appropriate type of playable furniture considering play behavior by age. In this study, we investigated the physical, cognitive, social, emotional and linguistic development characteristics and play behavior of preschoolers, and derived the right type of playground equipment and furniture, and examined the types of playable furniture to help the emotional development. We derived the items to be checked for developing the playable furniture by age for emotional development, and classified preschoolers' playable furniture into the use of learning, relaxation and storage, and suggested its basic type focusing on the cases of various playable furniture developed at home and abroad. As a result, the playable furniture was divided into three types. The first is the self-play type making possible self amusement, the second is module built-up-type that consists of furniture and modules or units and creates various patterns and can be modified through the self-assembly and disassembly, and the third is IT game type grafting IT skills and a variety of electronic games to furniture. We sorted these types into three classes (1-3 years old, 4-5, 6-7) according to age and presented the type of play for each age, the play element and representative image that can be introduced to this furniture. In this study, we provided the basic design types of age-specific emotional playable furniture by analyzing these results.
The element of the civic size is much more emphasized than that of the past national size in competitiveness of the information society and knowledge based society like today. It is for the beautiful and fresh civic creation like the civic size industry, historical culture, and environment to be the competitiveness. Especially, the city of elegant and specialized space is a role of enhancing the quality of the city than any other area. Recently, Seoul is decided as the capital of the world design in ICSID held on San Francisco at 2007. It is an opportunity for the Seoul to leap as the design city which made a miracle of the Han River as the industrial city. However, the local history, the axis of the traditional time, the axis of the space, and the direction of the local development are deficient, because the public design business is progressed in very short term and at improvising which has been done in local government. It is impossible for people to take part in actively and it is fallen down for the city to make a sustainable possibility. In this paper, I would like to find out how to make the local identity and help the local activity. It is suggested to make the fun, comfortable and playing street using the theme street by storytelling. Eventually, the object of this paper is to review the effectiveness of the method where the Itaewon of design Seoul street construction business is applied by the theme street of the storytelling.
The Journal of Korean Association of Computer Education
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v.22
no.3
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pp.123-133
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2019
The purpose of this study is to establish Smart Education Environment for children's personalized learning based on the data are accumulated by Smart Device which is one of element on Smart Education. In this study, we propose the operational improvement plan for the free choice activity in the 5-year-old kindergarten and also implement the Free Choice Activity(FCA) management system for children to select and to evaluate the play plans for themselves. Children participating in this study have fun the whole time for the process of self-planning, the playing activities and the self-assessment of playing. As a result, it is confirmed that children participate actively in decision-making of interesting areas through the smart device than the traditional education environment before. A single teacher using FCA management system with smart device in this study can get useful information without difficulty of individual child's interests, learning and the statistics of children in the classroom.
The blur phenomenon obscuring the boundary between the field of designers and that of users may be the key paradigm in the 21st century. However, we observed a number of chair design cases that could be considered as the results of blur pheonomenon in the furniture design field from mid 1960s. The backgrounds include the repulsion against the uniform functionalism, deliberation on the life in the future and the development of plastic materials and their processing methods. Under such backgrounds, the designers pursued the new and futuristic furniture design. In that process, what is about the "freedom" that the consumers as well as the designers should have in using the furniture was the important concept. This concept enabled the creation of chair design inducing the participation of consumers. They created various kinds of shapes, functions and structures that the consumers became interested in as if they had fun with toy blocks by mainly using the new material "plastic". In a formative aspect, the entire shape is classified into the organic shape and geometric shape. The unit types are divided into two kinds; type that the unit of simple shape is repeated only with size difference and irregular combination type of the units comprised of more than two shapes. In the functional aspect, some cases showed the transformation and expansion of the function more variously. Other cases changed the function of chairs to tables, cabinets, or objects. In the structural aspect, on the basis of the method assembling each unit, one method is to assemble using the hardware and the other is to assemble only with intrinsic units of chair. The chair design created by the blur phenomenon between the designers and the users as described above causes the blur phenomenon between the furniture and the space where the furniture is installed. Accordingly, it is expanding the furniture design sphere including the case that the furniture is not selected as the rifle article depending on the characteristics of interior space but it becomes the element leading the characteristics of space. This study aims to estimate the change of interior space and the furniture that my cause the blur phenomenon by examining the cases above appropriate for the paradigm of the 21st century. Furthermore, this study will enable the discussion oil the directions of future furniture design based on its results.
In the past, objective usability was one of the most important aspects when user used system. But nowadays user's subjective experiences are getting more critical element than objective usability in HCI(human-computer interaction). Most people own their mobile phone and use it frequently these days. It is especially important to make user's subjective experiences more positive when using devices like mobile phones people frequently carry and interact with. This study investigates whether the interfaces which express the emotion give more positive experiences to users. Researchers created mobile phone prototypes to compare the effect of mechanical melody feedback(the major auditory feedbacks on mobile phones) and emotional voice feedback(recorded human voice). Participants experienced four kinds of mobile phone prototypes(no feedback, mechanical melody feedback, emotional voice feedback and dual feedback) and evaluated their experienced usability, hedonic quality and preference. The result suggests that person's perceptional fun and hedonic quality were getting increased in the phone which gave the emotional voice feedback than the mechanical melody feedback. Nevertheless, the preference was evaluated lower in the emotional voice feedback condition than the others.
The pursuit of freedom by the individual--desire to be liberated from all forms of restrictions-- is one of the defining character-istic of the modern society. As costume is, in part, a product of the spirit of the times, it was only natural that this desire for freedom would find its expression in modern costume as well. Among various forms of restrictions, differentiaton by sex has placed one of the most significant binding influences on individual behavior. From early times, the dichotomous division by sex was incorporated into the disign of costume, and the traditional differestriction of costume by sex imposed a significant restriction on the background,“the modern androhynous look”was born as a by-product of the sexual liberation movement in the second half of the 20th century, based on the concept of the individual as a complete human being rather than as a member exclusively of either the male or the female sex. This paper seeks to examine the androgynous look within a coherent theoretical frame-work, and explore new design possibilities by analyzing and understanding the visual characteristics of the androgynous look. In addition, this paper seeks to define the functional aspects of the androgynous look based on the premise that costume is an embodiment of the spirit of the times. As for research methodology, both theoretical and historical methods are employed. Through a theoretical examination of historical documents, the meaning of the androgynous look is explored from various angles, and order to examine its place in modern fashion, an-drogynous styles are categorized and system atically analyzed. The main findings of the paper can be summarized as follows : 1. Androgyny is a compound word consisting of“andro-”(meaning man) and“gyn-”(meaning woman). In modern times, this word has been associated with the socio-cultural aspect of gender rather than the physical or physiological aspect with the pshchological characteristics of the male and female sexes. Androgynous styles also appear in fashion and general arts such as drama, film, dance, and music. In fashion, the androgynous look, represented by the visual superimposition of “masculine”and “faminine”elements, has emerged as a major element of the 20th-century costume, and has gained broad acceptance among those free spirits wishing to be liberated from the conventional conceptions of male clothing, and the unisex look. 3. The androgynous look in modern fashion reflects the spirit of the 20th century society and culture, and performs various functions as follows : expression of fun, change in gender roles, expression of the inner consciousness, and pursuit of the ideal human type.
This study aims to study the relationship and narrative structure through types of conscious shown through characters of animation. Regardless of professional knowledge, animation viewers are able to decide sympathy cognitively during watching. There are previous studies examining elements regarding the sympathy felt by viewers, "how much sympathy one feels about the story" conveyed by character is one of the most significant element. "Sympathizing" is reacting to the emotion of character, which does not concentrate on visual phenomenon revealing from appearance and mise en scene, but from "conscious" establishing relationship from behavior and practice. In other words, it starts from in-depth insight regarding the types of conscious and relationship between characters. Therefore, this thesis aims to analyze the types of conscious of main character Simon of Japanese animation which was aired in Korea in 27 episodes, and analyze how it conducted meaning structuralization of relationship with surrounding characters in the growth process of every episode. When analyzing the animation, the study concentrated on analyzing the conscious formation process of character, completeness of relationship and structure rather than the plot or power of delivery of direction, to insist that animation should not only convey humor or fun but secure the in-dept self discernment.
This research explores a value chain structure of VR-AR media including user's perception, uses, and evaluation. The purpose of this research focused on factor analysis and the relationship among user's VR-AR adoption motivations and utilities. This research explores correlation between personal value and using motivation. This study was to identify the value structure of respondent on VR-AR usages based on means-end chain theory. The research used structured APT laddering questions and 251 data was analysed. Through such analysis, category difference by stage and relationship difference were identified and hierarchical value map was compared. There are four different value ladders: first is attributes, functional consequences, psychological consequences, and final value. This study is based on the analysis of the value chain structure factors that affect VR and AR use behavior (attributes, functional benefits, psychological benefits, use value), 'Hierarchical Value Map' between users' The purpose of the model is to construct a model. For this, 'means-end chain theory' was applied to measure the causal relationship between personal value and VR related use behavior. In order to solve this research problem, 135 people were analyzed through the structured questionnaire using the AR and VR content fitness measure and the second APT laddering, and the use of VR-AR : 1) Functional benefits; 2) Psychological benefits; 3) Means to reach value, 4) Objective value chain structure was identified. The results show that VR users tried to smooth the social life through the new virtual reality audiovisual element, the newness of experience, fun, and pleasure through the departure of reality, vividness of experience, and leading fashion. The AR fitness was a game and a new program, and the value of interacting with other people and the value of 'periwinkle' played an important role through the vividness and peripheral interaction of AR, It was an important choice. The important basic values of users' VR and AR selection were correlated with psychological attributes of interaction with others, achievement, happiness and favorable values.
In recent years, Sandbox Games have become more and more popular in players, and The Elder Scrolls 5 Skyrim is the magnum opus of this type of game. However, the element of this game's attraction for players, which is why the game is fun to play is worth exploring in the territory of Game Design. In this paper, I will introduce the game The Elder Scrolls 5 Skyrim in detail, listing some of the game's storyline 、 Game Mechanics and analyze them. Researching the advantage and disadvantage viewed from the angle of Game Interactive Design. Finally by analyzing a large number of interactive storytelling cases in the game and the game experience brought to players, I get some universal principles in the game interactive storytelling design level. The research transforms the players' subjective intuition factor into a clear interactive storytelling design pattern, which aims to provide qualitative design criteria and framework for game interactive storytelling design. Then find a universal technique of Game Interactive Design, that is how to design a game interaction system for a sandbox game that will make the game attractive to players. And this may provide some guiding significance for the later Game Interactive Designing.
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