• Title/Summary/Keyword: Fun factors

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A Study on Preference for Graphic Basic Elements of the UI/UX Design of Game Application (게임 어플리케이션의 UI/UX 디자인의 그래픽 기본요소 선호도 연구)

  • Cho, Hyun seung
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.573-579
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    • 2017
  • The game industry using Smart phones and related market is rapidly growing every year and a graphical view of the game fun and games player is in a diverse environment improvement. Game visuals in the design of the application of the user's perspective, very simple tricks, unlike such as the game's environment is pc, but more sophisticated and to improve the quality of the game, planning is required. Ranking the top rankings, game downloads this study, therefore, has recently structured questionnaire based on the case in existing research conducted a survey. The surveyed more than 200 million people downloaded the Onmyoji game users in China was limited to the preferences of each gui survey analyzed. Preference shown in graphic identify success factors should be improved to lighting of the basic elements of design / ux ui and applications should be taken into account when designing the game. A Study on Design Factors for research purposes. The results verification the importance of visual elements, information elements, manipulation, and rapid response.

Study on the Influence of Health Information from TV - Amusement Programs on Practice of Health Behavior (TV 오락 프로그램의 건강정보 실천에 미치는 영향에 관한 연구)

  • Park, Sun-Hee;Chang, Hye-Jung;Kwon, Young-Dae
    • Korean Journal of Health Education and Promotion
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    • v.20 no.1
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    • pp.187-202
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    • 2003
  • The conveyance of health information through mass media is becoming more popular, even through recreation at television programs. This study aims to investigate the influence of health related TV programs for recreation on a practice action of health behavior. In particular, the relationship between attitude, belief, and behavioral practice of the TV audience is explored. Data was collected from 200 respondents for two weeks in May, 2002. The results showed that the motive of the TV audience for watching TV recreation programs was either entertainment or fun. They satisfied with the programs in general. However, the rate of desirable health behavior practice after watching those programs was low. The degree of practice was significantly correlated with belief, satisfaction, and application possibility of the TV audience to the program. In addition, two personal factors such as gender and subjective evaluation of personal health status were significant in influencing health behavior. The appearance of experts on programs was the most important factor influencing the belief of an audience. This implies that audiences want to have the health information fulfilling scientific evidences. It is suggested that TV recreation programs would be beneficial to most audience members for in receiving important health information, only if recreation and interest factors in the program as well as the evidence-based health information and knowledge are successfully combined.

Use, Motivations, and Responses of TikTok as an Advertising Channel (광고 채널로서 틱톡(TikTok) 사용, 동기, 반응에 대한 연구)

  • Ma, Ruiyao;Kim, Sojung
    • The Journal of the Korea Contents Association
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    • v.21 no.2
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    • pp.507-519
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    • 2021
  • This paper attempts to explore advertising factors that affect TikTok advertising effectiveness by identifying motivations to use a short-form video social media platform, TikTok and further looking at perceptions of and attitudes toward TikTok advertising. The results of in-depth interviews with 20s-30s TikTok users suggest that users are motivated to use TikTok for information and fun. Further, TikTok is characterized as a short-form video, rich contents, and a novel format. Regarding TikTok advertising, the results reveal that usefulness, enjoyment, easiness of advertising skip, sense of closeness, and interaction are significant factors of TikTok advertising. Finally, it is suggested that users respond to the advertising by clicking 'like', writing comments, sharing, clicking 'purchase link'/advertiser's website, and creating user-created contents and so on. These findings theoretically contribute to the literature on social media advertising, and practically offer strategic guidelines for TikTok advertising.

Development and Application of Performance forms Fire Safety Education Program (공연형 소방안전교육 프로그램 개발 및 적용)

  • Deok-Jin, Jang;Ha-Sung, Kong
    • Journal of the Korea Safety Management & Science
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    • v.24 no.4
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    • pp.135-142
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    • 2022
  • In school safety education, it was difficult to apply how to link the safety education according to grades year, and student's interest was reduced due to the repetition of existing safety education contents and the absence of new teaching methods and tools. In this study, as a new type of safety education, a performance forms fire safety education program was developed. This program aims to increase students' interest and satisfaction in safety education, and to this end, it was connect with korean elementary science curriculum and combined various engineering teaching materials or tools and methods. Developed program was applied to 2,231 students, 25 schools in 10 regions of Gyeonggi-do and surveyed 476 fifth and sixth grade students program satisfaction and 3 factors of interest in fire safety education who could respond to the survey. As a result of applying the program, more than 90% of students responded more than 'satisfied' in all areas. and statistical test(independent t-test and non-parametric test) indicates over-all satisfaction and interest factors in the program are high regardless of gender and grade, so the effectiveness can be guessed indirectly and there is a universal applicability also. Moreover, examining the influence of student interest level in the satisfaction of the fire safety program, it was found that in order to increase the satisfaction of fire safety education, students should have more fun with the content and feel interest in the teacher's teaching method or explanation.

An Analysis of Professional's Perspectives on the Roles of Socio-cultural Factors and Welfare Technology among Older Adults in the US (사회문화적 요인이 미국 고령층의 복지기술 수용에 미치는 영향: 전문가 인터뷰를 중심으로)

  • Kang, Suk-Young;Kim, Jeungkun;Winthal, Jeffrey;Lenz, Rosemarie
    • Journal of the Korea Convergence Society
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    • v.12 no.8
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    • pp.215-228
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    • 2021
  • The purpose of this qualitative study was to identify cultural factors among older Americans that could influence them to accept new welfare technologies. This study also explored how social and cultural-based plans could increase the acceptability of welfare technologies for improving the quality of life of older adults in the future. In-depth interviews were conducted with ten professionals who work with older adults. The collected interview data were subsequently analyzed using a two-cycle open coding process. The data analysis generated 29 codes that were organized into 7 primary codes, or categories, and 22 secondary codes nested within the primary codes. Several themes were identified: individualism, family-oriented culture, pragmatism, low-context culture, privacy, fun-seeking culture, and a less hierarchical culture. These findings will inform the development of a future survey to examine the relationship between older adults' intentions when using technology and socio-cultural factors in community settings. In order to explore the different impact levels of the cultural factors found in this study, the future study will need to include measures for identifying socio-cultural variations among individuals in one country or across countries.

Design Preference & Consumer Trend of Younger Children's Parents for Smart Animal Toy (영유아 부모의 동물형 스마트 토이 디자인 선호도 및 구매요인)

  • Hyun, Eunja;Yoon, Hyunmin
    • The Journal of the Korea Contents Association
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    • v.15 no.9
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    • pp.72-83
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    • 2015
  • The purpose of this study was firstly, to explore the design preference, consumer experience and purchasing factors of parents for smart animal toys and secondly, investigate whether there is a difference by children's sex and age. For this purpose, the questionnaire survey was conducted with 344 parents of younger children in Seoul and Gyeonggi Province. As a result, the white or brown colored 20~30cm, dog-type smart toy was preferred and the sound was considered as the most important function. Besides role of toy, smart toy was expected to play as a pet, a friend and a younger sibling. Actually, dog-type smart toy were most frequently purchased. And main satisfied causes were fun, interactivity and design and dissatisfied causes were noise, price, battery life and durability of purchased smart toys. Finally, the important factors in purchasing smart toy were the safety, durability, battery life, sustainable play, education and washability. The parents' preference, customer experience and purchasing factors showed little significant differences according to the sex and the age of the children. This research will be useful in understanding parents purchasing activity of smart animal toys and provide valuable data for function construction, design and service planning necessary to develop the smart animal toy.

A Study on the Determining Factors of Elementary Students' Attitude towards Mathematics (초등학생의 수학 학습태도를 형성하는 요인에 대한 연구)

  • Kim, Eun-Hyoung;Paik, Suck-Yoon
    • Journal of Elementary Mathematics Education in Korea
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    • v.12 no.2
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    • pp.125-148
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    • 2008
  • The purpose of this study was to analyze concretely and minutely a primary factor of deciding attitude of learning mathematics of elementary school students, grope a solution for negative attitude of learning mathematics with researching a difference between major factors by achievement in mathematics, and examine a suggestion in forming positive attitude of learning mathematics. The results of this study is as follows. First, elementary school students decided whether they liked or disliked mathematics, depending on not only characteristics of mathematics, but also teacher's teaching mathematics with interest and fun, or teacher's teaching tediously and difficultly. Second, negative attitude toward mathematics exam of elementary school students was influenced by parents' meddling for exam and negative attitude toward result of exam more than uneasiness by exam itself. Third, as private education for elementary school students becomes more popular, the learning mathematics out of school can be an important factor to decide attitude of learning mathematics of students on several sides such as teacher, teaching method, method of presenting task, and so on as much as mathematics class in school, and characteristics of mathematics. Fourth, students demanded silent and concentrative atmosphere in studying to have positive attitude of learning mathematics. Fifth, as the result of examining major factors that form attitude of teaming mathematics of groups by achievement in mathematics, there was considerable difference in each group. Students in a group of ‘upper’ and ‘lower’ disliked parents' meddling and rebuke, but it didn't change greatly their attitude toward mathematics exam. However a group of ‘middle’ showed the greatest uneasiness toward an exam, and they reacted sensitively to parent's rebuke, scolding, learning environment, and so on.

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The Success Factors and Strategy of Social Network Online Game in Korea: A Case Study of Nexon (국내 Social Network Online Game(SNOG)의 성공 요인 및 전략: Nexon 사례 연구)

  • Yoo, Byung-Joon;Kim, Kwan-Soo
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.127-138
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    • 2011
  • The creation and interchange of information through the Internet network forms online community and makes Social Network Game (SNG) as a new entertainment by grafting it onto the most popular online games. SNG means the service which amalgamates social network service (e.g., Facebook, Twitter, etc) strong points and the fun of online game. It promotes the intimacy of relation between the friends above social network service and the gaming amusement for users. The domestic SNG market is currently fast changing according to the smart environment which is quickly shifted. The existing online game field will continuously maintain a market size. SNOG will be more developed because it is competitive from the business perspective of managing cost and production cost when compares with the existing online game. In relation to Facebook, Twitter, etc. overseas SNS platform base SNOG service, the domestic competition for launching SNG is expected to heat up as NHN, Daum and SK Communication introduce open type SNS. This study examines the successful factors and strategy for domestic SNOG by studying the case of MapleStory Adventures successful possibility. The possible successful factors are combing SNS on the existing popular online game, marketing through the existing users, and solving the platform problem of a failure factor of NexonStar. This case study is expected to contribute to the domestic SNOG industry development by providing several implications for the successful factors and strategy of SNOG which will be continuously developed.

Elementary Students' and Teachers' Perception on Science-Related Career and Career Education (과학 관련 진로 및 진로교육에 대한 초등학생과 교사의 인식)

  • Lee, Hyunyi;Lim, Heejun
    • Journal of Science Education
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    • v.44 no.1
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    • pp.50-60
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    • 2020
  • The purpose of this study is to investigate elementary students' perception on science-related career and teachers' perception on science-related career education. The subjects of this study were 196 5th and 6th elementary students and 100 elementary teachers. The results show that 28% of the students desire to have science-related career. More Boys desire science-related careers than girls, and more students with higher level of perception in their science achievement also do than lower level students. The reason students did not desired science-related career were that they were not interested in science and did not have fun in science. Students' perceptions in the factors of science-related career choice were mostly negative except socio-cultural factors. The results of teacher's perception show that 42% of the teachers conducted science-related career education. A lot of teacher did not conduct science-related career education since they perceived the career education were not necessary or important. Students' negative perception on the factors of science-related career choice and the teachers' low perception on necessity of science-related career education can negatively influence students' science-related career choice. The more efforts were required in order to increase positive perception on science-related career.

A Study on the Teacher Librarians' Book Recommendation Services for Individual Students (개별 학생을 위한 사서교사의 독서자료 추천활동에 대한 연구)

  • Lee, Yeon-Ok
    • Journal of Korean Library and Information Science Society
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    • v.52 no.4
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    • pp.127-152
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    • 2021
  • The purpose of this study is to analyze the aspects of teacher librarians' book recommendation services for individual readers. For this purpose, data were collected through in-depth interviews with the teacher librarians of elementary school. Through the analysis of the collected data, the process of the teacher librarians' book recommendation, the main characteristics of the book recommendation, and the factors considering in the book recommendation, as well as information on major issues that arise in the book recommendation activity were derived and presented. Specifically, it was confirmed that the teacher librarians's book recommendation process was implemented in the following stages: questioning and interviewing, book recommendation, and follow-up. And, it was investigated that the factors considered when recommending books were students' interest, reading history, book fun, reading level, book level, teacher, class, and curriculum. In addition, it was confirmed that differences occurred in the experiences and perceptions of teacher librarians in the process of considering these factors. These results can provide the implications for resolving the problems of the teacher librarians who perform book recommendation services.