• Title/Summary/Keyword: Fun factors

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Constructing the Semantic Information Model using A Collective Intelligence Approach

  • Lyu, Ki-Gon;Lee, Jung-Yong;Sun, Dong-Eon;Kwon, Dai-Young;Kim, Hyeon-Cheol
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.5 no.10
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    • pp.1698-1711
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    • 2011
  • Knowledge is often represented as a set of rules or a semantic network in intelligent systems. Recently, ontology has been widely used to represent semantic knowledge, because it organizes thesaurus and hierarchal information between concepts in a particular domain. However, it is not easy to collect semantic relationships among concepts. Much time and expense are incurred in ontology construction. Collective intelligence can be a good alternative approach to solve these problems. In this paper, we propose a collective intelligence approach of Games With A Purpose (GWAP) to collect various semantic resources, such as words and word-senses. We detail how to construct the semantic information model or ontology from the collected semantic resources, constructing a system named FunWords. FunWords is a Korean lexical-based semantic resource collection tool. Experiments demonstrated the resources were grouped as common nouns, abstract nouns, adjective and neologism. Finally, we analyzed their characteristics, acquiring the semantic relationships noted above. Common nouns, with structural semantic relationships, such as hypernym and hyponym, are highlighted. Abstract nouns, with descriptive and characteristic semantic relationships, such as synonym and antonym are underlined. Adjectives, with such semantic relationships, as description and status, illustration - for example, color and sound - are expressed more. Last, neologism, with the semantic relationships, such as description and characteristics, are emphasized. Weighting the semantic relationships with these characteristics can help reduce time and cost, because it need not consider unnecessary or slightly related factors. This can improve the expressive power, such as readability, concentrating on the weighted characteristics. Our proposal to collect semantic resources from the collective intelligence approach of GWAP (our FunWords) and to weight their semantic relationship can help construct the semantic information model or ontology would be a more effective and expressive alternative.

A study on the impact of online contents characteristics on customer loyalty - Mediated effect of flow perspective - (고객충성도에 영향을 미치는 온라인 콘텐츠 특성에 관한연구 -몰입(Flow)의 매개효과를 중심으로 -)

  • Shin, Young-Chul;Jeong, Seung-Ryul
    • Journal of Internet Computing and Services
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    • v.14 no.5
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    • pp.101-117
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    • 2013
  • As the number of online game user has been rapidly increased thanks to the recent vitalization of online contents market, not only new business opportunity but also the opportunity to create high profits have been provided as well. However, the increase of the number of online game user and the rapid expansion of the market evoke a cutthroat completion among online game service providers, and also high barriers to entry to online game market have been erected. Thus, what kinds of efforts need for the business success and sales increase in online game market? In lots of researches regarding online contents business, the deepening of loyalty was considered as a critical factor for the business success. According to the study on user's behavior in online environment, users would experience the Flow while using online service, and then, if they were in state of the Flow, they would use the service constantly. High customer loyalty to online game means high will to use the online game too. The purpose of this research was i) to examine what factors enable users to be naturally immersed in online game while playing it, ii) to examine what properties of online game can make game more interesting and exciting, iii) to verify that such factors are critical in deepening customer loyalty, and iv) to suggest some essential factors to be fun and exciting games, on where the focus should be put, and the directionality for the development for sales expansion of online game developer or online game service provider. The research results are as below: First, the involvement and the perceived quality which were characteristics of brand appeared to be factors most affecting Flow. This shows that once game user get interested in online game that user has played frequently, even though new games are released, user will continuously flow the game not moving to new games, and also shows that users not only get more interested but also put more trust in games in the site to where users are frequently going than games in other sites, and consequently user can increasingly flow the game. Second, the compensation and graphics which are the characteristics of contents appeared to be factors affecting Flow. Proper compensation which is given to game users triggers fun and interests in game and makes them flow more and more. And graphics make users to feel game space as if real space and let them flow in game with more reality. Third, challenges, support, and the stability which are technical characteristics appeared to be factors affecting Flow. Challenges enable users to not only experience new virtual world but also solve various difficulties and obstacles. Once users feel fun and interests through this challenge, they can naturally flow games. In addition, the stability of network provides reliability in security and hacking. By doing so, it can induce users to flow more and more. Lastly, when aforementioned characteristics including contents characteristics, technical characteristics, and brand characteristics are organically combined each other, game users feel fun and total minutes are naturally increased, so that game users experience Flow, and consequently the customer loyalty will be deepened as well.

An Analysis of Fun Distance of Visually Impaired School Physical Education Program (시각장애학교 체육프로그램의 재미거리 분석)

  • Shim, Ji-Hoon;Lee, Seung-Chan;Her, Mun-Young
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.181-192
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    • 2019
  • The purpose of this study is to look at the fun that high school students from blind schools feel in sports programs. A questionnaire was used to collect data from 10 out of 12 blind schools nationwide, including 122 male and 102 female students. Research tools are open questionnaires and questions are as follows. - Questionnaire: "Write down three of the most interesting things about sports programs." The data analysis was done with frequency analysis and the following conclusions were drawn. First, male high school students at blind schools are able to build up their physical strength in the area of competent factors (control-self) (23, 21.5%), in the area of competent factors (7, 77.8%) and in the area of motion-related factors (competition) (24, 15.1%), and in the area of non-execution factors (26, 37.7%), Second, high school girls with visual impairments did not respond in the areas of proficiency (control-self) because of stress release (25, 26.6%), in the areas of control-tain), in the areas of movement (competition) because they were able to do various exercises (22, 15.7%), and in the areas of non-watering (environmental) (18, 37.5%). Third, in the sports program comparative analysis of high school students between genders of blind schools, boys are interested in health and physical fitness in the field of competent factors (control-self) and girls are considered to be a means of relieving stress. In the field of competent factors (control-others), boys and girls can react to a variety of sports opportunities. In the future, by studying the fun of students in the physical education program through research to find out more fun in the school physical education program, we will explore practical ways to maximize student participation and increase motivation level The educational aspect of the process, that is, the educational value provided by the physical education, should be composed of content that can change the thinking and behavior of the teacher and the student so that the program contents and operation method.

A Study on Space Representation of Kid Theme Park using Green Contents (그린콘텐츠를 적용한 키즈 테마파크 공간연출에 관한 연구)

  • Ryu, Hyo-Jin;Moon, Jeong-Min
    • Korean Institute of Interior Design Journal
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    • v.21 no.4
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    • pp.106-113
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    • 2012
  • As environmental pollution and resource exhaustion have been considered as social issues, interest in green content industries which lead low-carbon green growth is increasing. In various areas, green content products and programs have been presented. Of them, kid theme parks are designed to recognize fun and advantages eco-friendly consumption with green contents has and lead children to recognize the problems of environmental pollution and the importance of environment. This study aims to analyse kid theme parks using green contents and characteristics of their space representation. The analysis frame was made through theoretical examination for bibliographical data and a direct interview in terms of factors of green contents. For the analysis frame, visitors were directly interviewed from June to July, 2012. Cases of introduction were analysed to identify realization and characteristics of green contents. As a result of the analysis, it was discovered that kid theme parks using green contents pursued green stories, but they did not consider environment seriously in terms of content materials and methods of realization. To develop successful kid theme parks using green contents, multi-dimensional research is needed in various aspects and various contents such as media should be introduced. The parks should provide fun space for children and propagate green ideas. Its success can lead in green entertainment. The study will be helpful for design of future kid theme parks.

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Motivation of the Participants Involved in Marine Sports Emotional Impact of Exercise (해양스포츠 참가자의 참여동기가 운동정서에 미치는 영향)

  • Kim, So-Yoon;Shin, Koun-Soo;Kim, Yong-Jae;Lee, Dong-Woo
    • Journal of Fisheries and Marine Sciences Education
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    • v.26 no.4
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    • pp.677-685
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    • 2014
  • Motivation of participants in this study were marine sports movement through the emotional impact of these participants can continue to take advantage of marine sports, and at the same time looking for ways to stabilize participants' emotions and mental exercise to find ways to enable identifying emotions purpose is to provide basic information. In order to achieve these objectives May to October 2013 review of research results obtained are as follows. First, marine sports participation motivation of the participants involved in the relationship between emotion and motivation exercise fun, and when the external, physica l health, social, physical condition, emotional fulfillment and exercise all the sub-factors and the significant positive correlation with that of thes howed, nomotivation and vitality are significant negative relationship with, respectively. Second, the participant's participation in marine sports exercise emotional impact on motivation Motivation is a fun look at the impact on the results of this condition, fulfillment, health and physical fitness showed the vitality of the social, achievement, condition, pleasure, respectively. And when the external purification, social, achievement, health and physical fitness showed as, fulfilling the condition, social, health and physical fitness, a sense of accomplishment as appeared, pride of accomplishment, social, physical condition, pleasure, showing off the external influence.

Consumer's Types of the Participation and the Motivation for the UCC Services (소비자의 UCC 참여 유형과 참여동기 분석)

  • Kim, Yeon-Jeong
    • Journal of Family Resource Management and Policy Review
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    • v.12 no.1
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    • pp.91-105
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    • 2008
  • This study identifies key determinants and types of participation in UCC Services. The research examines the how the major factors in perception of social presence, fun and entertainment, self-expression, arousal, human relations, positive feedback, information sharing, monetary business opportunity, and user friendliness of web structure contribute to participation in UCC Services. The data used in this study were collected by a web-based survey so that 629 internet users were available for analysis. Some of the practical implications of the results are follows. We have categorized that the type of people participating in UCC Services were readers, modifiers, remixers, and creators. Digital consumers directly connected with other consumers by producing their own digital contents. Multiple regression analysis among the creators group was not included due to small sample size. Self expression, fun and joy and the convenience of the web interface showed strong positive significant impacts on the UCC Service participation of all participation types. Information sharing, other's positive reputation and arousal showed a positive significant impact on the modifiers or remixers type groups. Monetary business opportunity and human relations were not significant in any UCC type group.

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A Study of on the influence of techno-stress, flow and smartphone addiction on the Satisfaction of Smart-phones use (대학생들의 테크노스트레스, 플로우, 스마트폰 중독이 스마트폰 사용만족에 미치는 영향)

  • Park, Jongsoon;Lee, Jongman
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.4
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    • pp.189-202
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    • 2015
  • This paper is focused on the investigation of the negative factors from smart-phone as internal affecting the use of smartphone and found their relationship. For the validation of this study model, 300 university students randomly selected in Seoul and Gyeongnam province. The measurement model was evaluated by using SPSS 18.0, and the evaluated result was summarized as follows. First, it was found that the techno-stress of smartphone user significantly associated with the fun and pleasure felt from using smatphone. It was assumed that a higher techno-stress negatively affects fun and pleasure from using smartphone. Second, the techno-stress of smartphone users was found to affect smartphone addiction. This means that more techno-stress users feel as they use smartphone, the more tendency to smartphone addiction. Third, flow was significantly associated with the smartphone addiction. Forth, Flow was significantly associated with satisfaction of the smartphones use. Fifth, it was indicated that when users had more flow and addiction from using smartphone, their satisfaction level was also higher.

A Study on the Use Attributes of Watching Game: Focusing on the Relationship between Adolescent's Motivation, Satisfaction and Intention to Use (보는 게임의 이용 속성에 관한 연구: 청소년의 이용동기와 만족, 게임 이용의도와의 영향 관계를 중심으로)

  • Kim, Hyoung-Jee
    • Journal of Korea Game Society
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    • v.21 no.4
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    • pp.95-108
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    • 2021
  • This study explored the motivation for adolescents to watching games and analyzed the relationship between motivation, satisfaction, and intention to use. The study surveyed 274 middle and high school students, and the results of the analysis are as follows. First, five motivations for adolescents to watching games were extracted: 'Acquire Information', 'Social Relations/Multitasking', 'Gamer/Creator Preference', 'Escape/Habit', and 'Vicarious Satisfaction/Fun'. Second, 'Vicarious Satisfaction/Fun' motivation influenced the satisfaction and the intention to use of game. Lastly, Groups based on usage showed differences in motivation. The findings could be used as data to explore the factors of adolescents's game motivation and viewed the game markets.

A Gamification Study for the Reading Application Development (리딩 어플리케이션 설계를 통한 게이미피케이션 연구)

  • Ahn, Duck-Ki
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.3-12
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    • 2021
  • This study is a design study to develop the reading application for English learning courses with fun elements of Gamification incorporating user's immersion. The system is focusing on the story progression of Aesop's fable "Rabbit and Tortoise", which is consisted of chapters in digital technology. We intended to apply the four elements of fun factors by grafting Gamification into the game engine system. The purpose and significance of the study is to present the guideline through evaluation of usability from prototypes by surveying the educator group.

The Relationship among a Father's Rough-and-Tough Play, Child's Emotional Expressiveness and Adaptive Emotional Regulation: The Moderated Mediation Effect of a Father's Play Participation Attitud (아버지의 거친신체놀이, 유아의 정서표현성과 적응적 정서조절의 관계: 아버지 놀이참여태도의 조절된 매개효과)

  • Jihyun Oh
    • Korean Journal of Childcare and Education
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    • v.19 no.1
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    • pp.23-41
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    • 2023
  • Objective: The purpose of this study is to explain in detail the factors of the father's play interaction that predict children's adaptive emotional regulation. This study examined the moderated mediation effect of a father's rough-and-tough play toward a child's emotional expressiveness and the father's play participation attitude on the child's adaptive emotional regulation. Methods: The study participants included 309 fathers of children aged from 3 to 5 years. Data were analyzed using models of the PROCESS Macro. Results: As a result of this research, the relationship of the father's rough-and-tough play with the child's adaptive emotional regulation was that this was indeed mediated by the child's negative emotional expressiveness. Additionally, the father's responsive and fun play attitude moderated the relationship between the father's rough-and-tough play and the child's adaptive emotional regulation. Further, the father's responsive and fun play attitude according to level had a moderated mediation effect. Conclusion/Implications: These results are meaningful in that they derives a mechanism for why and how a father's rough-and-tough play affects children's adaptive emotional regulation.