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A Study on the Line of Action Shown in Characters' Poses of a Game 'Over Watch' (게임 '오버워치' 캐릭터의 Pose에 나타난 Line of Action 연구)

  • Lee, YuSeop;Chung, JeanHun
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.489-494
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    • 2017
  • In spite of lots of differences in the production process of film animation, the animating method through computer is not much different between game animation and film animation. It is because the principles of film animation are also emphasized for the production of game animation. This study aims to consider the line of action showing the direction of movement and flow of energy among many considerations for the character pose work in case when producing game animation. Starting from the basic theory of drawing, the line of action plays a role of bible in the pose work including cell animation and 3D animation. After examining the theoretical background through preceding researches in order to understand the application of the line of action to the pose work of game characters, the poses of hero characters of a 3D online game 'Over Watch' were collected and then lines were directly drawn to analyze them. And as a result, the pose of characters with simple and clear 'Line of action' was good. This study aimed to consider the expression techniques of character pose in the production of game animation, which is expected to be used as an important reference for game animators at work.

A Study on Interaction Design for Improving Usability of Random item box in Korean Mobile Game (국내 모바일 게임의 확률형 아이템 사용성 개선을 위한 인터랙션 디자인에 관한 연구)

  • Choi, Seong-Hun;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • v.9 no.2
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    • pp.137-143
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    • 2018
  • This study is an interaction design study which can improve the usability of random item boxes that are used as in - game contents in Korean mobile games. Currently, Korean mobile game sales continue to rise. Sales of random item boxes are the main reason for the increase in sales. Problems with the use of random item boxes have been continuously raised, and legal regulations are currently in place. When using random item boxes, the user can not know the exact percentage information. There is a concern that this expresses gambling. In this context, we have studied interaction design to improve the usability of random item boxes, and conducted user online surveys and in - depth interviews to provide users with a better game experience. As a result, it is shown that providing percentage information intuitively when using random item boxes can enhance user experience. Through this study, it is expected that interaction design research will be actively conducted to provide a better user experience when using random item boxes.

A Study on the Influence of Digital Experience and Purchase in the 4th Industrial Revolution : Focusing on Differences between Satisfied, Neutral, and Dissatisfied Groups

  • Jung, Sang Hee;Lee, Sang-Jik
    • Journal of Information Technology Applications and Management
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    • v.26 no.4
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    • pp.51-69
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    • 2019
  • One of the most considerate phenomena of the era of the Fourth Industrial Revolution is the use of digital devices. Digitalization is rapidly advancing through all areas of industry and life. Customer journey with digitalization is looking totally different from previous customer journey. The research targets were users of fashion, automobiles, cosmetics and online shopping malls. We analyzed 300 people for each valid questionnaire. The results of the study are as follows. First, it has been proven that digital experience affects positive (+) impact on purchasing intention and positive (+) impact on recommending intention and negative impact (-) on switching intent and subsequently affects positive impact (+) to purchase and incase of switching intent, negative impact (-) to purchase. Unlike traditional methods such as SPC(Service Profit Chain), the Digital experience to Purchase process Chain (DPC) has been identified to be suitable in the digital age. Second, the digital satisfied group (5 score-very satisfaction) has shown same result as above. However the digital neutral group (even though 4 score- satisfaction in five-point scale), specially in a highly competitive industry, has different from the satisfied group and 3 score-normal is same as dissatisfied group. It means that this group is that If there is a high level of attractiveness of substitute goods, there is a high possibility of switching them. It has supported Jones and Sasser [1995] that there have been two types of loyalty of true long-term loyalty and what we call false loyalty in the highly competitive industry zone which is commoditization or low differentiation, many substitutes, low cost of switching. Identifying true loyalty and false loyalty is crucial to establishing a customer experience strategy. it is necessary to actively utilize long-term digital experiences strategy to increase the total satisfaction of digital experience through all of customer purchasing journey in order to enhance the digital customer experience. It is difficult to see the effect as a one-time event. It should be scaled over the entire customer purchase process over a long period of time, which can positively affect purchase intention, recommendation intention, and conversion intention. This is also why it is difficult for second-runners to overtake first-runners in a short period.

Knowledge as Marketing Message : Design and Analysis of Human-Reader Based Personal Experience Management Business Model (마케팅 메시지로서의 지식 : Human-Reader 기반의 개인 경험 관리 비즈니스 모델 설계 및 분석)

  • Jun, Jung-Ho;Lee, Kyoung-Jun
    • Journal of Intelligence and Information Systems
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    • v.16 no.1
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    • pp.17-43
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    • 2010
  • This research considers the role of knowledge as marketing message, designs and analyses the personal experience management (PEM) business model using Human-Reader system. It is difficult to save and manage person's daily experience and relevant contents due to the lack of proper infrastructure and system. On the contrary, using Human-Reader infrastructure, person's experience and various relevant contents can be easily saved and managed because seamlessness between offline and online and the various devices that person can always carry along in ubiquitous environment. Since person can store and manage information, contents and advertisements through Human-Reader system and u-PEMS, marketing messages and advertisements do not have to be repetitive and stimulating. Instead, marketing messages and advertisements in Human-Reader environment should be granting values that can be saved and managed. We propose various scenarios, processes and its issues. And we analyze the expected value of RFID tag used on the proposed business model by so-called 'Tag Evaluation Model' and assess the assumptions that are basis of the proposed business model for evaluate the feasibility of the u-PEM business model.

Meaning Structure of Green Infrastructure - A Literature Review about Definitions - (그린인프라스트럭처의 의미구조 - 기존문헌의 정의문 분석을 중심으로 -)

  • Lee, Eun-Sek;Noh, Cho-Won;Sung, Jong-Sang
    • Journal of the Korean Institute of Landscape Architecture
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    • v.42 no.2
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    • pp.65-76
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    • 2014
  • Green Infrastructure(GI) is suggested to recover urban water circulation system as a newly conceptual alternative methodology by Korean landscape field in recent years. In this context, the study considers the essential meaning of GI. The methodology of this study is literature review with 47 published papers which were peer-reviewed in international journals in the recent 5 years. These papers were collected from online database and academic archives. The main analysis targets are definition sentences about GI. The each sentences were interpreted by semantic structure between verbs and objects in the definition sentences. As the results, it figured out 5 aims('Provide', 'Improve', 'Produce', 'Conserve', 'Reduce'), 4 objects('Humanistic', 'Environmental', 'Ecological', 'Hydrological') and 3 spaces('Object space', 'Technically available spaces', 'Object or technically available spaces'). The '5 aims' connected with the elements of '4 objects' based on the '3 spaces'. The elements was connected to the '5 aims' via single form or 2~3 forms of the essential meaning networks of GI. The study provides 83 meaning networks to use landscape architecture planning and urban planning.

The emergence and ensuing typology of global ebook platform -The case study on Google eBook, Amazon Kindle, Apple iBooks Store (글로벌 전자책 플랫폼의 부상 과정과 유형에 관한 연구 -구글 이북, 아마존 킨들, 애플 아이북스 스토어에 대한 사례연구)

  • Chang, Yong-Ho;Kong, Byoung-Hun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.8
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    • pp.3389-3404
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    • 2012
  • Based on the case study methods, the study analyzes emergence and ensuing typology of global ebook platforms such as Google eBook, Amazon Kindle, iBooks Store. Global ebook platforms show adaptation process responding to rapidly changing digital technological envirment and it's fitness landscape. The critical elements in its emerging process are the distinct selection criteria, the degree of resource abundance and the search process based on open innovation. Based on these critical elements, the global platforms show speciation process, so called niche creation and are evolving into a variety of the typology based on the initial condition of key resource which makes the platform emerge and grow. Each global ebook platforms is evolving into open platform, hybrid platform, closed platform. Google eBook has openness and extensibility due to a variety of devices based on Android and a direct involvement of actors. Amazon Kindle has developed from a online bookstore and into the hybrid platform which have not only closed quality but also openness with ebook devices and mobile network. iBooks Store has developed into the closed platform through the agency model based on competitive hardwares and closed quality with iphone and ipad.

The Effect of the Passion of Preliminary Entrepreneurs on Entrepreneurial Intention (예비창업가의 열정이 창업의도에 미치는 영향)

  • Kang, Minjeong;Lee, Saerom;Kim, Byungkeun
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.16 no.4
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    • pp.71-84
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    • 2021
  • As part of the recent economic revitalization measures, the national level of encouragement for young people's entrepreneurship continues, and investment in young people's entrepreneurship and support from young people are increasing. Entrepreneurship intention is a direct factor leading to entrepreneurship, and many studies have studied the individual characteristics of entrepreneurs that influence entrepreneurial intention. In the same context, the purpose of this study was to investigate the entrepreneur's passion as a factor affecting entrepreneurial intention, divided into harmony passion and obsessive passion. In addition, the pass to need for achievement, emotion, and subjective norms, which are the individual characteristics of entrepreneurs that influence passion, were verified. To this end, an online survey was conducted for prospective entrepreneurs in universities, and data of 203 persons were collected and structural equations were analyzed. As a result of the analysis, it was found that the need for achievement and positive emotions of preliminary entrepreneurs had a positive (+) effect on the passion for harmony, while the negative emotions and subjective norms were not significant for the passion for harmony. The need for achievement had a negative (-) effect on the obsessive passion, and the positive and negative emotions had a positive (+) effect on the obsessive passion, but the subjective norm was not significant on the obsessive passion. It was confirmed that harmony passion and obsessive passion showed positive (+) effect on entrepreneurial intention. It also confirmed whether harmonious passion and obsessive passion have a mediating effect between need for achievement, positive emotion, negative emotion, and entrepreneurial intention. As a result, it has a mediating effect between need for achievement, positive emotion and entrepreneurial intention, especially need for achievement has a complete mediating effect. Obsessive passion was also confirmed to have a mediating effect in the relationship between positive emotions and intention to start a business.

Effects of Flipped Learning through EBSmath on Mathematics Learning and Mathematical Dispositions (EBSmath를 활용한 거꾸로 수업이 수학 학습과 수학적 성향에 미치는 영향)

  • Oh, Hyejin;Park, Sungsun
    • Education of Primary School Mathematics
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    • v.24 no.4
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    • pp.217-231
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    • 2021
  • The purpose of this study was to investigate the effects of flipped learning through EBSmath on Students' 'rate and ratio' learning. By increasing demands for change in education, an innovative teaching and learning paradigm, 'Flipped Learning', has been presented and drawing attentions. In South Korea, Flipped Learning is also highly recognized for its effectiveness by many scholars and various media. However, this innovative learning model has limitations in application and expansion due to the excessive burden of class preparation of teachers. As remote learning becomes more active, it would be possible to overcome the limitations of Filliped learning by using the platform provided by the Korea Educational Broadcasting System (EBS). EBSmath is an online learning module that is designed to assist students' self-directed learning. Thus, EBSmath would reduce teachers' burden to prepare mathematics classes for the application of Flipped Learning; and led to students' better understanding of mathematical concepts and problem solving. In this study, the effect of Flipped Learning through EBSmath on learning 'rate and ratio' was investigated. In order to scrutinize the effects of flipped learning, students' achievement and mathematical disposition were examined and analyzed. Students' achievement, specifically, was divided into two subcategories: concept understanding and problem solving. As a result, Flipped learning through EBSmath had a positive effect on students' 'rate and ratio' problem solving. In addition, a statistically significant change was identified in the 'willingness', which is subdomain of students' mathematical disposition.

A Study on Analysis of Importance-Performance on Teacher Librarians' Competencies (사서교사 직무 역량에 대한 중요도·만족도 분석)

  • Lee, Seung-Min;Lim, Jeong-Hoon;Kang, Bong-Suk;Lee, Byeong-Kee
    • Journal of Korean Library and Information Science Society
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    • v.52 no.3
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    • pp.177-196
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    • 2021
  • The purpose of this study is to analyze priorities of competencies and to find the direction of development of teacher librarian training and retraining program. A total of 238 subjects were used for the final analysis. They were analayzed using IPA, Borich's needs analysis and the Locus for Focus model. As a result, First, teacher librarians perceived that the importance and performance of teacher and manager competency were higher than information specialist and cooperative leader. Second, they needed competencies of data-science, coding, Internet of Things in the field of information specialist as changing educational environment. Third, they needed competencies of information ethics, copyright instruction, and digital and media literacy education in the field of teacher. Fourth, they needed competencies of facility designing for future education, online and offline school library marketing skills, and establishment of makerspaces and learning commons in the field of ibrary manager. Fifth, they needed competencies of library based instruction, library cooperative instruction, and building a collection related to subject in the field of cooperative leader. Sixth, the highest required competency for teacher librarians was suggested for teacher librarians' role area.

Empirical Analysis of SFA (Sales Force Automation) System Utilization Level and Performance in Pharmaceutical Companies in Korea (국내 제약기업에서의 SFA(sales Force Automation) 시스템 활용수준과 기업성과의 실증분석)

  • Jang, Kyoung won;Ko, Gunhyuk;Ha, Dongmun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.11
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    • pp.182-190
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    • 2018
  • Many pharmaceutical companies operate the SFA system to support salespeople. The SFA system is used for various behaviors of salespeople. However, there is a lack of empirical analysis on the performance of SFA in Korea. The purpose of this study is to investigate the utilization of SFA system and the non - financial performance of SFA system. The subjects of the survey were 347 pharmaceutical community members who consisted of pharmaceutical salespeople and surveyed online for 18 days from March 13, 2018 to April 30, 2018. and the effective response rate was 23.1% (80/347). The analysis shows that the higher the level of SFA system utilization, the higher the non - financial performance. By type of company, the utilization level of multinational companies was higher than that of domestic companies. Among the SFA utilization level items, 1.47 points (3.65, 2.18) were higher than the domestic companies in terms of the support service items. Among the SFA performance items, foreign companies were 1.47 points (3.16, 1.69) Respectively. This suggests that the SFA development and operation method of the domestic company focuses on the management service rather than the support service for the salesperson and the customer satisfaction. Through this study, it is considered that domestic companies should strengthen sales person support and customer satisfaction information providing function when operating SFA system.