• Title/Summary/Keyword: Nature Game

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Effects of the Nature Game Experience Learning on Schoolchild's Environmental Sensitivity Change in Jeju Gotjawal Forest (제주 곶자왈 숲 자연 놀이 체험 학습이 초등학생의 환경 감수성 변화에 미치는 영향)

  • Ko, Sung-Woo;Hong, Seung-Ho
    • Hwankyungkyoyuk
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    • v.23 no.3
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    • pp.97-114
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    • 2010
  • The aims of this study are to develop and apply a Nature Game program for the ecological experience learning in Jeju Gotjawal forest and analyze the environmental sensitivity change of the students. The results obtained in 4th graders of A elementary school of Seogwipo-city are as follows: It was found that attention, susceptibility and practice will of environment protection for forest environment of the experimental class were significantly higher than those of the comparison class. And it was found that interest and curiosity into forest environment were also elevated in the results of the qualitative evaluation, suggesting that we could get the effect of developed Nature Game program on ecological experience learning. If various ecological experience learning programs considering the regional-specific characteristics are developed to cause students' interest and curiosity, students would come to participate in the protection activity of environment aggressively a little more.

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Methods for Solving the Game against Nature with Vector Payoffs (벡터이득 대자연게임의 해법)

  • Kim Yeo-Geun
    • Journal of the military operations research society of Korea
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    • v.9 no.2
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    • pp.61-68
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    • 1983
  • The traditional theories of games are based on an assumption that the payoffs have a single dimension. In reality, any alternative is likely to imply more than one payoff. This paper deals with the game against nature with vector payoffs. The purpose of this paper is to develop methods for finding the practical optimal strategy in the game against nature with vector payoffs. Under the assumption that a prior probability over the stats of nature is given, this paper shows that a practical optimal strategy in this game can be obtained by applying a entropy method in order to assess the payoff weight and by employing the concept of compromise solutions in order to reduce the non-dominated solutions. When subjective payoff weights are unknown as well as known, these methods can be used. A numerical example is given.

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The Ramp-Rate Constraint Effects on the Generators' Equilibrium Strategy in Electricity Markets

  • Joung, Man-Ho;Kim, Jin-Ho
    • Journal of Electrical Engineering and Technology
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    • v.3 no.4
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    • pp.509-513
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    • 2008
  • In this paper, we investigate how generators' ramp-rate constraints may influence their equilibrium strategy formulation. In the market model proposed in this study, the generators' ramp-rate constraints are explicitly represented. In order to fully characterize the inter-temporal nature of the ramp-rate constraints, a dynamic game model is presented. The subgame perfect Nash equilibrium is adopted as the solution of the game and the backward induction procedure for the solution of the game is designed in this paper. The inter-temporal nature of the ramp-rate constraints results in the Markov property of the game, and we have found that the Markov property of the game significantly simplifies the subgame perfect Nash equilibrium characterization. Finally, a simple electricity market numerical illustration is presented for the successful application of the approach proposed.

The Ugliness Expressed in On-line Game Character's Fashion on Cyber-Space (가상공간의 온라인 개념 캐릭터 패션에 표현된 추[醜])

  • Seo Jung-Lip;Jin Kyung-Ok
    • Journal of the Korean Society of Costume
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    • v.56 no.1 s.100
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    • pp.106-120
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    • 2006
  • Using aesthetics of Rosencranz as the basis, this study contains the peculiarities of 'ugliness' and the obscured conceptual meaning of 'avant-garde', 'grotesque', and 'decadence' that are being utilized under ambiguous significance are defined through modern fashion and fashion of online game characters. Forms of 'ugliness' expressed in modern fashion and in games characters display distortion of form through incongruity, unbalance, disproportion and disharmony, and with this lack of form and expressional imprecision, both contain the elements of comical characteristics of vulgarity and repugnance. The difference in 'ugliness' between modern fashion and game character fashion is, the significance of 'ugliness' being expressed in modern fashion challenges new concepts by refusing tradition and recovering the human nature that has become turbid. On the other hand, 'ugliness' in game character fashion complements the story of the game that uses legends, fantasies or novels as its basis. Opposed to the significance of recovering human nature that is displayed in modern fashion, in order to terminate the opposing game character, the fashion of game characters exaggerates the form of modern fashion with added brutality. In addition, with the advantage of virtual reality that allows a more flexible expression than in the real word, images created are more sensational and excessive use of grotesque images are being expressed.

The Nature of Gamestorytelling as Action-Narrative (행위서사로서의 게임스토리텔링의 본질)

  • Kihl, Tae-Suk
    • Journal of Korea Game Society
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    • v.11 no.3
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    • pp.31-42
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    • 2011
  • This article is designed to investigate the nature of gamestorytelling as action-narrative through analyzing player acting in game context. Gamestorytelling is a narrative product which makes up of acting by players with story elements by producers, in a different such as novels, movies that express of showing and telling. The tradition of action-narrative can be found in myth and play.

A Study of the Mimesis in Internet Online Video Game Apparel Design (인터넷 온라인게임 의상디자인에 표현된 미메시스 연구)

  • Yang, Su-Mi;Kwon, Mi-Jeong
    • Journal of the Korean Society of Costume
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    • v.61 no.8
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    • pp.1-17
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    • 2011
  • Ever since Homeros in Greece, Mimesis was thought to be an art that imitates nature, especially the classicism of nature. Mimetic theories were used in the artworks in the era of the Renaissance, and the terminology 'mimesis' replaced the idea of originality in the 15th century. The purpose of this study is to understand the aesthetics of mimesis expressed in Online video game apparel design. For this purpose, I researched different theories of 'mimesis' and applied them to Online video game apparel designs. The research was conducted using various books on aesthetics and fashion, and demonstrative studies were processed by analyzing photos from Internet video game websites. In the history of aesthetics, the term mimesis is divided into three categories: external, internal and multiple mimesis. External mimesis represented the historical point of view in the design, which showed the beauty of the ancient times. Internal mimesis displayed the metaphorical symbols of religion, character, psychology, sexuality and fear. Multiple mimesis was the hybrid and the distortion of the different aspects of mimesis. Applying this research on mimesis and expressing them in Online video game design may be an excellent method for understanding human aesthetics in video game apparels.

A Study on the Direction of 'Korea Game Forum' ('대한민국게임포럼'의 방향성 연구)

  • Lee, Jae-Hong
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.43-52
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    • 2014
  • The direction of the Korea Game Forum is to check on the nature of games and to create a positive ecosystem of the game industry. And it would also be to promote the public understanding of the cultural and artistic values of games so as to promote the good effects image, and to induce supporting policies of the government, which will strengthen the global competitiveness of the game industry. Thereby the Forum would contribute to the establishment of the government policies on game industry, and lead the positive game manufacturing climate, which will induce the spreading of good game movement in the industry.

Development Direction for Game Industry Development (게임산업 발전을 위한 개발방향 제안)

  • Han, Sang-Beom;Oh, Hyoun-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.89-92
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    • 2017
  • This study critically analyzes the present situation of the domestic game industry that infringes game nature or diversity, which is the essence of game contents such as copycat, auto play, excessive billing inducement, indiscriminate advertisement developed by focusing on commercial aspect, It suggests the necessity of creative and various game development environment. It suggests development direction for the development of domestic game industry through game case analysis which shows the possibility of game media out of existing success formula and does not concentrate only on commerciality and makes effort to give new fun to users.

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Development of a Computer Game "Ecopoly" for Education on Relationship between Environment and Economy

  • Komuro, Tasuya;Matsumoto, Toshiyuki
    • Industrial Engineering and Management Systems
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    • v.10 no.4
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    • pp.264-271
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    • 2011
  • It is necessary for humans who have been facing environmental problems to build a sustainable society in which economic activities coexist with nature. To realize such goals, it is essential to promote and enhance environmental education, and to raise global awareness of environmental issues. As a preceding study, a board game "Ecopoly" based on the Kyoto protocol and the estate dealings game, was developed and the validity of environmental education was verified. This study further aims to develop a computer game "Ecopoly", based on the board game which enables us to learn the relationship between environmental problems and economic activities, and to learn more about environmental problems. This computer game enables to concentrate on it by automatic complicated calculations, and to get a higher visual effect compared with the board game. Experimental testing of the game was conducted with 13 college student subjects, and the validity of the game was verified.