• Title/Summary/Keyword: Functional Game Contents

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Development of virtual reality contents for vocational education Research on Semiconductor production line Clean Room Tour (직업교육을 위한 가상현실 콘텐츠 구현 반도체 생산라인 클린룸 투어 VR 중심으로)

  • Lee, Sun-Min
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.191-197
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    • 2023
  • The purpose of the study was to provide an educational environment for designing and producing virtual reality practice contents that can be used in semiconductor production lines and clean rooms. Through this process, the user can acquire practical knowledge through experiences close to reality, such as experiencing the main semiconductor solar cell manufacturing facilities as well as procedural knowledge before and after entering the clean room.. In particular, it provides users with an immersion experience close to reality by creating an environment for experiential content necessary for semiconductor and solar cell manufacturing processes and clean room entrance procedure experiential content, which is expected to improve education immersion, realism, cost, efficiency, and education satisfaction. Depending on the characteristics of Dangerous, Impossible, Counter-productive etc, immersive content makes learners immersed in the learning content, induces proactive/active learning, and embodies the learning content, resulting in positive results in the field of improving educational effectiveness.

Theoretical Considerations for Formation and Roles of International Organizations : With Special Regard to Experiential Cases of IAEA (국제기구 형성과 역할에 관한 이론적 고찰 : IAEA의 경험적 사례를 중심으로)

  • Kim Tae-Woon
    • The Journal of the Korea Contents Association
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    • v.6 no.7
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    • pp.79-89
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    • 2006
  • This study attempted theoretical considerations for the formation and roles of international organizations. More specifically, the study examined experiential cases of IAEA's formation and roles, based on the points of realist and liberalist paradigms that show different viewpoints on the formation and roles of international organizations. The findings of this study show that many parts cannot be explained only with theoretical assumptions of liberalist paradigm, such as international organizations' functional merits, game rules, interdependent interests and role independence. Especially as seen in the formation and operation cases of IAEA, the formation of international organizations is mainly motivated by the security of vested rights among powers and their roles may be changed, depending on the mutual policy objectives of the countries concerned.. In this respect, international organizations do not seem to be strictly protected in independence or efficiency of their roles. Therefore, the liberalist hegemony stability theory is useful to explain the formation and roles of international organizations.

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A Knowledge Structure for Physical Education Application of Ecological Marine Sports; Focusing on Volleyball Games and Swimming (생태형 해양스포츠의 체육교육 적용을 위한 지식구조; 배구형 게임과 수영을 중심으로)

  • Byung-Kweon Chang
    • Journal of the Korean Applied Science and Technology
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    • v.39 no.6
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    • pp.738-747
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    • 2022
  • The purpose of this study is to construct a knowledge structure for the application of physical education in ecological marine sports. As specific exercises, a volleyball game (beach volleyball) and open water swimming were set, and a knowledge structure analysis framework was used for the study. Expert consultation was conducted to secure the validity of the study. The study results are as follows. First, a knowledge structure based on the 2022 revised physical education curriculum was prepared. Second, the basis for the application of physical education classes for ecological marine sports was prepared. Third, learning contents in the knowledge·understanding domain, process·functional domain, and value·attitude domain of beach volleyball were proposed. Fourth, learning contents of knowledge·understanding domain, process·function domain, and value·attitude domain of sea swimming were proposed. This study is meaningful in that it prepared in advance for the realization of the 2022 revised physical education curriculum to be introduced in the future.

Evaluation of Smart-phone Applications for Young Children and Analysis of Differences according to Review Scores (유아용 스마트폰 애플리케이션 평가 및 리뷰점수에 따른 차이분석)

  • Koo, Heejeong
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.228-236
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    • 2020
  • As of March 2020, this study divided the applications for young children installed on Android-based smart-phones in Korea into top and bottom groups according to review scores, and selected 30 applications each, conducted content analysis and application evaluation, and looked at differences between groups. Through this, by providing objective information on the smart-phone application for young children, it is intended to help parents and early childhood education professionals select high-quality applications, and to present ideas and directions for developing applications suitable for development to application developers. As a result of application content analysis, only data presentation type, simulation type, and game type were found in all the top and bottom groups as for the application type. There was a difference in order. In the case of app purchase cost, the top group in the review score was evenly distributed from the low price to the high price of 100,000 won or more, while the bottom group had few high-priced applications. On the other hand, as a result of application evaluation, a significant difference was found in the entire evaluation score, including all functional elements and all content elements, between the top and bottom groups of the review score. In the case of detailed sub-factors, significant differences were shown in all factors except 'technicality' of functional elements.

A Comparative Case Study on Studio Specialized in Digital Concept Art -Focused on the Field of Animation and Game- (디지털 컨셉 아트 전문 스튜디오에 관한 사례 비교 연구 -애니메이션 및 게임 분야를 중심으로-)

  • Choi, Do-Won;Lee, Heon-Woo;Lee, Hyun-Seok
    • Cartoon and Animation Studies
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    • s.36
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    • pp.167-187
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    • 2014
  • Animation-related films and game industries have been expanding their markets rapidly responding to sharply increasing public demand. The production processes of major studios are getting more and more specialized and detailed. Therefore, they feel burden to manage and maintain as the HR and physical sizes are getting greater. So, independent studios which perform partial processes of the works are increasing over North America and Europe. Specialized studios build previous functions and related business models. They are expanding their areas. Therefore, this study targeted studios specialized in digital concept art in free production step. The characteristics of such studios were analyzed. To this end, first definitions of digital concept art concepts and functional & artistic features of entire production, and their application to business were deliberated through documents and online. Based on the results, the features of 'concept art service', 'self-brand business/ communication', and 'education service' were drawn. Second, based on it, targeting three con cept art studios such as Atomhawk (UK), FengZhu Design (Singapore), and Studio Gage (Korea), case research was done. Comparative analysis for the cases was conducted. It turned out that concept art studio s lead new market demand through active business strategies such as related contents development, marketing, etc. based on specialization. This research is significant to understand global trend of newly establishing specialized studios market and suggest reference data to improve prospective domestic specialized studios competitiveness.

Creative Evolution of Digital Leisure Culture, Serious Games (디지털 레저 문화의 창의적 진화, 시리어스 게임)

  • Lee, Hye Rim;Jeong, Eui Jun
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.48-61
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    • 2013
  • At the dawn of a new digital era, people's way of spending their leisure time and leisure activity preferences changed. Accordingly, Leisure culture is in the midst of change, such as watching movie and performance, enjoy golf etc. Due to its nature as an interactive medium, the digital game offers uniquely different approaches to the leisure activity. Leisure as state of mind is much more subjective in that it considers the individual's perception of an activity. In that regard, we used the digital games for leisure activity. Digital games are powerful environments for fun, including functional nature. For that reason digital leisure culture keep creative evolving. This paper proposes a serious games as a branch of digital games that meaningful digital leisure, and introduced the concept of serious games for a serious purpose other than pure entertainment. Many recent studies have identified the benefits of using serious games in a variety of purposes. Games technology is fun and entertaining for people of all ages. Ultimately, serious games become meaningful and valuable performance tools as the Digital Leisure Culture.