• Title/Summary/Keyword: Game Experience

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A Study on the Middle and High School Students′Clothing Gift Purchasing Behavior according to the Consumption Orientation (중.고등학생들의 소비성향에 따른 의류선물구매행동)

  • 이지인;김용숙
    • Journal of Korean Home Economics Education Association
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    • v.13 no.1
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    • pp.13-24
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    • 2001
  • The purpose was to identify the middle and high school students'clothing gift purchasing behavior according to the consumption orientation. Self-administered questionnaires were distributed to 585 middle and high school students who had an experience of purchasing a clothing gift more than one time during recent one year in Chonbuk province from Mar. 6 to Mar. 15 2000. Frequency. percentage. mean. standard deviation. factor analysis. $\varkappa$$_2$-test. t-test. one way ANOVA were used for data analysis. Duncan's Multiple Range test was followed. The results of this study were as follows ; 1. The student's consumption orientation factors were consisted of plan, practicality. and pleasure. and they were divided into the practicality pursuit. the convenience pursuit. and the feeling pursuit. 2. The practicality pursuit considered practical aspects more. but considered external aspects of gifts less. gift purchasing frequencies was less. and selected cheaper gifts. The convenience pursuit considered practical aspects less. purchased gift more frequently. and selected ore expensive ones. The feeling pursuit considered practical aspects and external aspects of gift important. 3. Girls considered the external aspects of clothing gift more important than boys. and patronized the specialty store or discount outlet. The students in high schools or with more pocket money considered more criteria when selecting gifts. and selected more expensive ones. 4. Middle and high school students game and took gifts 1-3 times a year. and the common price rage was 10,000-30,000 won. Girls with more pocket money and in older ages selected more expensive gifts. On birthday or parents day. they used to select clothing as a gift more frequently. and the rank order of the favorite items were socks or stockings. handkerchiefs. and upper outer wears. They patronized specially store or opposite sexes.

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The Analysis for Key Factors of Social Network in aspect of Technology and Service (소셜네트워크의 핵심요인 분석 : 기술과 서비스 측면을 중심으로)

  • Byoun, Tae-Woon;Song, Seung-Keun
    • Management & Information Systems Review
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    • v.29 no.4
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    • pp.89-108
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    • 2010
  • Social Network Service(SNS) indicates the service to promote mutual friendship built in online focused on social relation between people. While a demand and concern of the service gets higher now more than ever, there are a lack of the approach in aspect of both technology and service still. 'Facebook' is the most famous in the world and the biggest in user number among various social network service. We investigate the key factors of 'Facebook' based on the side of approach both technology and service. We observe the behavior of users who have rich experience on using the social network service to find it. The result of this study reveals that an asynchronous method related to the technology drive to improve a sociality in social media. Furthermore, we find that openness connected with the technology force to intent the closed attribute in service through user observation. It is the unique qualities social media holds. The successful social network service can be expected if social media are developed to concern these factors.

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A Study on Safety Information Provision for Workers using Virtual Reality-based Construction Site (Virtual Reality 기반의 가상 공사현장 구축을 통한 작업자 안전정보 제공 방안)

  • Park, Junwon;Lee, Sang-Ho;Kim, Sung-Hoon;Won, Jeong-Hun;Yoon, Young-Cheol
    • Journal of the Korean Society of Safety
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    • v.35 no.1
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    • pp.45-52
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    • 2020
  • Construction industry has a relatively higher industrial accident rate than other domestic industries. Thus, to reduce the accident rate, researches on the methodology of worker's safety education combined with new technologies like IT technology have increased. In the light of workers' safety information provision, this study develops a VR(Virtual Reality)-based construction site using the BIM(Building Information Modeling) data. The target structures and geographical features are included in the VR-based construction site where the construction machinery model and worker model are also created using a game engine. For highly effective provision of safety information, video clips with suitable captions corresponding to working processes were made with proper screen directing. They should be appropriately connected to correct worker's operations to improve the work commitment level, sense of reality and inducement of interest. From this scenario, the 3D VR-based construction site, which can be experienced through a VR equipment, was created and in the same platform, the safety information was provided by the video clip combined with the suitable captions. Although the real construction site involves various requirements depending on field situation and the expertness and experience of workers are not consistent, the developed safety information provision based on the VR construction site is expected to effectively reduce the incomplete factors leading to construction accidents by improving the worker's perception of workplace safety.

Squash Athlete's Perception and Emotional Response on the Referee's Judgment (스쿼시 심판판정에 대한 선수들의 인식과 정서 반응)

  • Park, Kyoung-Shil;Kang, Ho-Seok
    • Journal of Digital Convergence
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    • v.15 no.11
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    • pp.497-511
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    • 2017
  • The purpose of this study was to explore players' perception and emotional reaction toward referee's judgment. The participants of this study were six players (three male and three female) in 2016 national team. The results of this study are as follows: First, the differences in referee judgement were dependant on referees' subjective view point, rapid judging capability, qualification and experience. Second, we found that the a referee's judgement less affected match's results. The countermeasures against the adverse referee judgment include excitement, appeal, flow interruption, thought conversion, and concentration. Third, there were many opinions that both the degree of influence of the referee's judgement and the countermeasures was such that athletes were "not affected". In conclusion, the major determinant of players' performance were game strategy and accuracy of skill although the referee's judgement affected player's emotional reaction both in positive and negative ways.

The Preference of Instructional Methods and Kolb's Learning Styles of Nursing Students (간호대학생의 교수방법 선호도와 Kolb의 학습유형)

  • Woo, Chung Hee;Park, Ju-young
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.339-348
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    • 2016
  • The purpose of this study was to identify the Kolb's learning style and preference for instructional methods of undergraduate nursing students. Data were collected from 174 students at a university in D city using a structured questionnaire from October 19 to October 21 2015. Learning style ratio of nursing students was accommodator 34.5%, converger 33.9%, assimilator 16.1%, diverger 15.5% and preference scores for instructional methods were discussion 7.27, direct instruction 7.26, peer teaching 7.22, independent study 6.54, project 6.25, instruction through technology 5.77, game 5.45, simulation 4.23. A significant difference was found in experience of flipped learning between four learning styles groups of nursing students. However, there was no significant difference in the preference of instructional methods between the four learning styles groups. Most of the students were in the middle range of the learning styles. The assessment of nursing students' learning styles is expected to help educator to plan teaching strategies.

Topophilia Convergence Science Education for Enhancing Learning Capabilities in the Age of Artificial Intelligence Based on the Case of Challenge Match Lee Sedol and AlphaGo (알파고와 이세돌의 챌린지 매치에서 분석된 인공지능 시대의 학습자 역량을 위한 토포필리아 융합과학 교육)

  • Yoon, Ma-Byong;Lee, Jong-Hak;Baek, Je-Eun
    • Journal of the Korea Convergence Society
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    • v.7 no.4
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    • pp.123-131
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    • 2016
  • In this paper, we discussed learner's capability enhancement education suitable for the age of artificial intelligence (AI) using game analysis and archival research based on the 2016 Google Deepmind Challenge match between AI that possessed the finest deep neural networks and the master Baduk player that represented the best of the human minds. AlphaGo was a brilliant move that transcended the conventional wisdom of Baduk and introduced a new paradigm of Baduk. Lee Sedol defeated AlphaGo via the 'divine move and Great idea' that even AlphaGo could not have calculated. This was the triumph of human intuition and insights, which are deeply embedded in human nature as well as human courage and strength. Convergence science education that cultivates student abilities that can help them control machines in the age of AI must be in the direction of developing diverse human insights and positive spirits embedded in human nature not possessed by AI via implementing hearts-on experience and topophilia education obtained from the nature.

Effectiveness of the Multimedia Contentware (멀티미디어 콘텐트웨어의 효과연구-교감적 의미전달을 위한 정보설계를 중심으로-)

  • 안상혁
    • Archives of design research
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    • v.11 no.3
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    • pp.165-174
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    • 1998
  • A development of the Digital Media through media convergency is creating various contents business. Basically, contentware can be explained as something watching, listening or enjoying. It has been developing to tie a moving image with a sound and a game; something that was in the entertainment business in the past. The good way to get an insight on effectiveness of the multimedia contentware would be though the understanding of the change of communication style in digital medium. Thus, this paper covers the effectiveness problems in the semantic level rather than the accuracy and efficiency in the syntactic level in the digital media mediated communication. As the trends of the media cornsumption is moving toward more an interesting way, it is essential to build up commoness in terms of sympathy between a contentware and user. So this paper introduces the concept of commom fields of experience through the fundamentals of the phatic communication as a way to architect the multimedia content effectively.

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Automatic Recognition in the Level of Arousal using SOM (SOM 이용한 각성수준의 자동인식)

  • Jeong, Chan-Soon;Ham, Jun-Seok;Ko, Il-Ju
    • Science of Emotion and Sensibility
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    • v.14 no.2
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    • pp.197-206
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    • 2011
  • The purpose of the study was to suggest automatic recognition of the subject's level of arousal into high arousal and low arousal with neural network SOM learning. The automatic recognition in the level of arousal is composed of three stages. First, it is a stage of ECG measurement and analysis. It measures the subject playing a shooting game with ECG and extracts characteristics for SOM learning. Second, it is a stage of SOM learning. It learns input vectors extracting characteristics. Finally, it is a stage of arousal recognition which recognize the subject's level of arousal when new vectors are input after SOM learning is completed. The study expresses recognition results in the level of arousal and the level of arousal in numerical value and graph when SOM learning results in the level of arousal and new vectors are input. Finally, SOM evaluation was analyzed average 86% by comparing emotion evaluation results of the existing research with automatic recognition results of SOM in order. The study could experience automatic recognition with other levels of arousal by each subject with SOM.

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Emotion Recognition Method of Competition-Cooperation Using Electrocardiogram (심전도를 이용한 경쟁-협력의 감성 인식 방법)

  • Park, Sangin;Lee, Don Won;Mun, Sungchul;Whang, Mincheol
    • Science of Emotion and Sensibility
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    • v.21 no.3
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    • pp.73-82
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    • 2018
  • Attempts have been made to recognize social emotion, including competition-cooperation, while designing interaction in work places. This study aimed to determine the cardiac response associated with classifying competition-cooperation of social emotion. Sixty students from Sangmyung University participated in the study and were asked to play a pattern game to experience the social emotion associated with competition and cooperation. Electrocardiograms were measured during the task and were analyzed to obtain time domain indicators, such as RRI, SDNN, and pNN50, and frequency domain indicators, such as VLF, LF, HF, VLF/HF, LF/HF, lnVLF, lnLF, lnHF, and lnVLF/lnHF. The significance of classifying social emotions was assessed using an independent t-test. The rule-base for the classification was determined using significant parameters of 30 participants and verified from data obtained from another 30 participants. As a result, 91.67% participants were correctly classified. This study proposes a new method of classifying social emotions of competition and cooperation and provides objective data for designing social interaction.

A Case Study of Augmented Reality Marketing (증강현실 마케팅 사례 연구)

  • Moon, Han-Byul;Kim, Jin-Hee;Park, Jin-Wan
    • The Journal of the Korea Contents Association
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    • v.17 no.2
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    • pp.160-171
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    • 2017
  • This study is intended to study the usage of augmented reality(AR) in the marketing field by classifying them into display and content types and analyzing the typical cases and characteristics. The market for AR has been on the increase and has been a big influence in the marketing field, resulting in the generalization of the term "AR marketing." By analyzing the marketing cases which use AR technology and organizing the frequency of use and characteristics, it is expected to contribute as a basic material for future studies on AR marketing. In this study, AR marketing cases are classified into different categories including display and contents. First, AR display category includes personal computers, mobile, public display, and projection display. AR contents category includes informative content, game contents, virtual experience, and visual effect. While investigating, it was found that the most used type of AR display was mobile, which has the advantage of not being limited by time and place and is also capable of one-on-one marketing with customers. The most used type of AR content was visual effect type, which evokes curiosity and is easily shared among people.