• Title/Summary/Keyword: Game Education

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Catastrophic Art and Its Instrumentalized Selection System : From work by Hunter Jonakin and Dan Perjovschi (재앙적 예술과 그 도구화된 선별체계: 헌터 조너킨과 댄 퍼잡스키의 작품으로부터)

  • Shim, Sang-Yong
    • The Journal of Art Theory & Practice
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    • no.13
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    • pp.73-95
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    • 2012
  • In terms of element and process, art today has already been fully systemized, yet tends to become even more systemized. All phases of creation and exhibition, appreciation and education, promotion and marketing are planned, adjusted, and decided within the order of a globalized, networked system. Each phase is executed, depending on the system of management and control and diverse means corresponding to the system. From the step of education, artists are guided to determine their styles and not be motivated by their desire to become star artists or running counter to mainstream tendency and fashion. In the process of planning an exhibition, the level of artist awareness is considered more significant than work quality. It is impossible to avoid such systems and institutions today. No one can escape or be freed from the influence of such system. This discussion addresses a serious distortion in the selection system as part of the system connotatively called "art museum system," especially to evaluate artistic achievement and aesthetic quality. Called "studio system" or "art star system," the system distinguishes successful minority from failed absolute majority and justifies the results, deciding discriminative compensations. The discussion begins from work by Hunter Jonakin and Dan Perjovschi. The key point of this discussion is not their art worlds but the shared truth referred by the two as the collusive "art market" and "art star system." Through works based on their experiences, the two artists refer to these systems which restrict and confine them. Jonakin's Jeff Koons Must Die! is avideo game conveying a critical comment on authoritative operation of the museum system and star system. In this work, participants, whether viewer or artist, are destined to lose: the game is unwinnable. Players take the role of a person locked in a museum where artist Jeff Koons' retrospective is held. The player can either look around and quietly observe the works, which causes a game-over, or he can blow the classical paintings to pieces and cause the artist Koons to come out and reprimand the player, also resulting in a game-over. Like Jonakin, Dan Perjovschi's some drawings also focuses on the status of the artist shrunken by the system. Most artists are ruined in a process of competition to survive within the museum system. As John Burger properly pointed out, out of the art systems today, public collections (art museums) and private collections have become "something unbearable." The system justifies the selection system of art stars and its frame of reference, disregarding the problem of producing numerable victims in its process. What should be underlined above all else is that the present selection system seriously shrinks art's creative function and its function of generating meaning. In this situation, art might fall to the level of entertainment, accessible to more people and compromising with popularity. This discussion is based on assumption and consciousness on the matter that this situation might cause catastrophic results for not only explicit victims of the system but also winners, or ones defined as winners. The system of art is probably possible only by desire or distortion stemmed from such desire. The system can be flourished only under the economic system of avarice: quantitatively expanding economy, abundant style, resort economy in Venice and Miami, and luxurious shopping malls with up-to-date facilities. The catastrophe here is ongoing, not a sudden emergence, and dynamic, leading the system itself to a devastating end.

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The Case Study of SW Education for Slow Youth Learners (느린 학습자 청년 대상 소프트웨어교육 사례연구)

  • Ryoo Eunjin;Park juyeon
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.127-131
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    • 2024
  • SW education was conducted for slow youth learners. 6 learners participatd in 8 sessions of an introductory course using several plays and 3 learners who more interested in introductory course participated in deeper course using normal method. After education, we survey and interview from learners, instructors and heads of welfare organizations. Learners showed interest and participated in the fact that they were participating in SW education, which was widely talked about. Learners were found to be more satisfied with introductory course education using play such as board games, and although they initially appeared to participate in unfamiliar learning content with low efficacy, it was observed that their efficacy increased with repetition. Additionally, it was observed that young people with an IQ of 80 or higher had a higher level of interest or interest in SW education than those with an IQ of 80 or lower. we discussed that there were not many opportunities to directly use the SW education content for youth who are slow learners in work or real life. We suggest this should be a focus education on the use of digital media - online meeting apps, office SW etc.- to improve digital literacy for life and work and that research on this should continue.

A Real-time Hand Pose Recognition Method with Hidden Finger Prediction (은닉된 손가락 예측이 가능한 실시간 손 포즈 인식 방법)

  • Na, Min-Young;Choi, Jae-In;Kim, Tae-Young
    • Journal of Korea Game Society
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    • v.12 no.5
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    • pp.79-88
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    • 2012
  • In this paper, we present a real-time hand pose recognition method to provide an intuitive user interface through hand poses or movements without a keyboard and a mouse. For this, the areas of right and left hands are segmented from the depth camera image, and noise removal is performed. Then, the rotation angle and the centroid point of each hand area are calculated. Subsequently, a circle is expanded at regular intervals from a centroid point of the hand to detect joint points and end points of the finger by obtaining the midway points of the hand boundary crossing. Lastly, the matching between the hand information calculated previously and the hand model of previous frame is performed, and the hand model is recognized to update the hand model for the next frame. This method enables users to predict the hidden fingers through the hand model information of the previous frame using temporal coherence in consecutive frames. As a result of the experiment on various hand poses with the hidden fingers using both hands, the accuracy showed over 95% and the performance indicated over 32 fps. The proposed method can be used as a contactless input interface in presentation, advertisement, education, and game applications.

Trends in the Workday Leisure-Time of Dual-Income Parents with Preschool Children(2004-2019) (미취학자녀를 둔 맞벌이부모의 평일여가에서 나타난 변화(2004-2019))

  • Seo, Jiwon;Lee, Jung-eun
    • Journal of Family Resource Management and Policy Review
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    • v.26 no.4
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    • pp.39-52
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    • 2022
  • The purpose of this study was to examine the workday leisure time of dual-income fathers and mothers with preschool children. Data were gathered from the Statistics Korea Life Time Surveys from 2004(y1) and 2019(y2) (n=2,697). Life time was composed of three types(inevitable time, compulsory time, and leisure time) and leisure time was categorized into 11 activities(voluntarism, participation, social relationships, religion, rituals, culture and tourism, sports, game and play, media, rest, and others) to investigate gender differences and time effects. The major results were as follows: First, both working fathers and mothers with preschool children spent less inevitable time, more compulsory time, and less leisure time, than other adult group. Second, fathers spent more time on 10 leisure activities except religion in y1, and on all activities than mothers in y2. In y2, less time on three activities(social relationships, rituals, and media) for both fathers and mothers, less time on religion for mothers only, more time on two activities(participation, game and play) for both groups were spent than y1. Third, in the regression analysis of fathers' and mothers' leisure time on three leisure activities(sports, game and play, and media) with a distinct pattern from leisure time for adult group between y1 and y2, socioeconomic variables and lifetime variables showed different effects by gender and waves. Based on the results, family policy and programs to improve the work-life balances of working fathers and mothers discussed.

Structural Relationship among User Experience, Flow and Satisfaction of Electronic Hogu System in the Taekwondo Game (태권도 경기에서 전자호구 시스템의 사용자 경험, 몰입 및 만족의 구조적 관계)

  • Kim, Bong-Gyung;Baek, Woo-Yeul
    • 한국체육학회지인문사회과학편
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    • v.54 no.2
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    • pp.299-312
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    • 2015
  • The purpose of this study was to find the effects of user experience on flow and satisfaction of electronic hogu system in the taekwondo game. The subjects were players who had experience using electronic hogu system in the taekwondo game for 2014 year 7month~10month. 652 samples out of 750 samples through convenient sampling method were adopted as a final data. We confirmed the goodness of fit test of the model, utilizing SPSS WIN Ver 18.0, and AMOS 7.0, and after which we tested each hypothesis. The results were as follows; First, sentient, emotional, cognitive, behavioral, relational experience of user experience did not have a significant influence on cognition flow. Second, sentient, emotional, relational experience of user experience did not have a significant influence on behavioral flow. Third, cognitive, behavioral experience of user experience had a significant influence on behavioral flow. Fourth, cognition, behavioral flow had a significant influence on satisfaction. Fifth, factor between native and foreigner taekwondo players had significantly different. This paper is a meaningful to figure out user satisfaction of electronic hogu system in taekwondo games and maximize athletic performance.

A Case Study on Course Game Based Elements for Learning Object-Oriented Concepts (게임 요소 기반의 객체지향 개념 학습에 대한 수업 사례 연구)

  • Kim, YongCheon;Jang, YunJae;Yoon, IlKyu;Kim, JaMee;Lee, WonGyu
    • The Journal of Korean Association of Computer Education
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    • v.17 no.5
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    • pp.1-13
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    • 2014
  • Programming education helps learners solve real world problems by applying the principles of computer science. In particular, in the case of object-oriented programming centered around objects or problems that are observed in the real world, learners are able to make the most use of their programming skills in real life. Therefore, in this study, we sought ways to have learners grasp object-oriented concepts in a learner-friendly manner. To this end we conducted an experiment with six students as participants. As a result we could derive two main points. First, the learning tools which can be easily used by learners are required. Second, it is necessary to think thoroughly to learn concepts before implementation of the programming. This study has significance in the sense that it provides a learning method which helps a novice learner to learn the object-oriented programming that he or she feels difficulty to understand.

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Effectiveness of G-Learning(Teaching and Learning Methodology utilizing Game) adopted in an English Class for 5th Grade Elementary School Students (초등학교 5학년 영어수업에 적용된 G러닝(게임을 활용한 교수학습 방법)의 학습 효과)

  • Won, Eun-Sok;Wi, Jong-Hyun
    • The Journal of the Korea Contents Association
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    • v.12 no.10
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    • pp.541-554
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    • 2012
  • This study suggests the effectiveness of G-learning English afterschool classes implemented to elementary school students at low achievement level in English. These days, the use of games in teaching and learning, known as G-learning, has gradually expanded, so it is necessary to consider how to adapt G-learning generally in English education. A G-learning afterschool English class was implemented to 23 low-level 5th grade students in an elementary school located in Daejon for 12 weeks. This study set two hypotheses aiming to determine the effectiveness in achievement and affectiveness of the participants. Pre and post achievement tests were conducted. Also, survey and FGI (focused group interview) were carried out twice with the participants. The study found that students' spelling awareness, vocabulary recognition and dialogue comprehension ability (hypothesis 1) were all improved with statistical significance. Moreover, after the class, participants' confidence and interest toward English study showed meaningful increases.

A Study on Web Accessibility Status of Metropolitan and Provincial Offices of Education from the Universal Design View (유니버설 디자인 관점에서 본 국내 시도 교육청의 웹 접근성 실태에 관한 연구)

  • Seo, Mi-Ra
    • Journal of Digital Convergence
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    • v.11 no.5
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    • pp.405-410
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    • 2013
  • Due to the enforcement of a law about disability nondiscrimination and rights protection in 2008, the web accessibility has become an obligation. According to a survey targeting public sectors such as central administrative organization, local autonomous entity and etc., the level of compliance with web accessibility appeared to be improved every year. However, such legal mechanism focuses on the improvement of convenience for disabled people only and does not meet the concept of universal design that aims to satisfy every user. Therefore, this study verifies the status of web accessibility on 17 homepages of metropolitan and provincial offices of education. The status survey was carried out with 3 steps: 1) Verification through automated verification tool by National Information Society Agency, 2) Verification through Web Content Accessibility Guidelines(UD-WCAG) that adopts the concept of universal design, 3) Verification by using screen reader. Compared to the verification through automated verification tool, the overall compliance rate verified through UD-WCAG was reported lower.

A Study on Physical, Cognitive, and Social Functioning Levels in Institutionalized elderly (요양원 노인의 신체적, 인지적, 사회적 기능상태에 관한 연구)

  • Kim, Jung-Soon;Kwon, Ja-Youn
    • Research in Community and Public Health Nursing
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    • v.7 no.2
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    • pp.216-228
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    • 1996
  • The purposes of this study were to investigate levels of physical, cognitive, and social functioning in institutionalized elderly. The subjects were 78 residents of a nursing home for the elderly in Pusan. The data were collected from June 24th to July 8th, 1996 using interview and observational method. The structured questionnaires developed by Kim, by Kwon & Park, and by researcher were adopted to measure physical, cognitive, and social function, respectively. The data were analyzed using percentages, means, t test, ANOVA, Pearson correlation coefficient, Cronbach's alpha with the SPSS PC programs. The results were summarized as follows: 1. 34.2% of the subjects had a paralysis, strokes 26.3%, hearing impairment 15.9%, vision impairment 11.8%, mental disturbance 11.8%, cognitive disturbance 10.5%. 2. The mean score on the physical function for the subjects was 73.14, and the items with low functioning levels were 'ascending the stairs', 'bathing' in that order. There was no significant difference in physical function according to the following demographic characteristics: sex, age, and education level. 3. 50.0% of subjects was categorized 'definite dementia', 'questionable dementia' 11.5%, 'definite non-dementia' 38.5%. There was a significant difference in cognitive function according to sex, but were no significant differences according to following demographic characteristics: age and education level. 4. The mean score on the social function for the subjects was 17.60. The items with comparatively high score were in simple activities such as 'enjoying talking with his friends', 'watching TV or listening to the radio', and the items with low score were in complex activities such as 'enjoying a hobby',. 'enjoying a game', 'reading the newspaper or book'. There were no significant differences in social function according to sex and age, but was a significant difference according to education level. 5. Social function was positively correlated with both physical function and cognitive function.

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Analysis Structure of Educational Software as Presentation Style (자료제시형 교육용 소프트웨어의 구조 분석)

  • Shin, Sao-Bum;Han, Hee-Jeong
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.83-90
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    • 2011
  • Cyber learning goes up in the quantity of educational contents as informational technology develops in Korea. However some research for the structure of the contents has not been tried to examine its quality. Therefore this research analyzed the most popular cyber learning contents in Korea. They were characterized as "presentational contents". The main research methods are survey and execution of the presentational contents. For the survey, 100 trainee teachers were interviewed. The result of survey is that presentational contents are close to both the tutorial contents type and drill and practice type. On the other hand it is revealed that the response for simulation and game contents type is very rare. The result of the execution for presentation contents recorded high level for frequency of presentation and motivation. To solve these problems, the approach for developing presentational contents should select an appropriate curriculum for cyber learning system and incorporate effective teaching presentation with technology.

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