• 제목/요약/키워드: Play Contents

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The behavior of mentally retarded children through play activities of body movement changes (정신지체아동들의 동작놀이를 통한 신체움직임 변화 연구)

  • Kim, Mi-Joo
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.239-240
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    • 2012
  • This study is purposed to examine the effect of motion play on the change of the body movement of a mental disabled child. The motion play program was performed by 5times, 1 hour/week for 6 mental disabled children in a special school. As the result of study, there was difference in learning capacity and learning attitude depending on the degree of the disability but it was noted that the capacity of play, behavior and motility of the physical areas was developed, and the capacity related with expression depending on self-emotion, positive aspects of the self and expression activity was improved among social areas.

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Contents Discovery in UPnP Using Semantic Annotations (시맨틱 어노테이션을 이용한 UPnP 콘텐츠 검색 방법)

  • Park, Yong-Suk;Park, Se-Ho;Kim, Hyun-Sik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.583-585
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    • 2013
  • The Universal Plug and Play (UPnP) specification enables sharing of diverse multimedia contents among different devices. Contents discovered via UPnP are organized using directory hierarchy. If there are multiple sources of content providers and if the directory becomes large, managing and searching of the shared contents can be difficult. In this paper, an enhanced contents searching method is proposed by using semantic annotations. UPnP metadata is expanded to include semantic annotations to enable natural contents searching.

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Analysis on How Online Community Affects Game Play of Video Games - Focused on Game 'Animal Crossing: Wild World' - (온라인 커뮤니티가 비디오 게임 플레이에 미치는 영향에 관한 분석 - 게임 '동물의 숲'을 중심으로 -)

  • Jung, He-Ssng
    • The Journal of the Korea Contents Association
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    • v.8 no.6
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    • pp.89-97
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    • 2008
  • Unlike Online Games, Video Games do not require Internet connection. Video Game players have their own game device to play games offline. Yet there are popular online communities based on Video Games that has lots of active, loyal members. The presence of Video Game online community indicates that online community plays an important role in "Game Play" of Video Games. In this research, in order to analyze the impact of online community, Game Play Heuristics were studied. Also, the use and the purpose of Video Game online communities was investigated. Finally, examples of the impact of online community on "Game Play"of Video Games is presented.

A Study on Digital Play Types of Virtuality through the Play Theory of Roger Caillois (로제카이와의 놀이론을 통한 가상성의 디지털 놀이 유형 연구)

  • Lee, Tae-Eun;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.16 no.9
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    • pp.383-390
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    • 2018
  • The purpose of this study is to find out how the evolution of digital play in virtualization and digital play tools are combined with and stereotyping the properties of traditional play. Virtualization characteristics and play theory were examined and the case was derived in four types and analyzed in four play properties with Roser Cailliois. In the case of Agon, the targets of mutual competition are expanded to singular and plural, computer and oneself of the future, and Mimicry showed the ambiguity of the segments and boundaries crossing the on-off line boundary, and in the case of Alea, the diversity of accident occurrence by immediacy and simultaneity has been strengthened, and in the case of Ilinx, the maximization of immersion has been developed and experimented with a variety of techniques for the utilization of senses and tools and the virtuality for this. As a result, play is developing due to the tendency to expand and coexist in time and space by various fusion combinations.

Analysis on the Influence of Player's Social Factors on Game Play (개인의 사회적 요소들이 게임 수행에 미치는 영향 분석)

  • Choi, Seong-Rak;Park, Junhwi
    • The Journal of the Korea Contents Association
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    • v.18 no.4
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    • pp.613-621
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    • 2018
  • This study analyzes the influence of player's social factors on their game play. By conducting a survey of 1,000 general public in Korea, this study aims to understand how game player's social factors influence on their game play behavior: whether they play a game or not, how long they play, and how frequent they play. The survey result suggests that there are some relations between player's social factors and their game play behaviour. The personal factors such as sex, age, monthly income level are seen to have influence on the length and frequency of their game play. Players' the social factors such as social status, social activity participation level and confidence level also have influence over their game play behaviours as well. And the influences are seen to be different depending on whether it's on online game or mobile game.

Adult Readers' Responses to Picturebooks Portraying Play (놀이를 소재로 한 그림책에 대한 성인 독자의 반응)

  • Hyun, Eunja;Lee, Jiun
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.603-614
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    • 2021
  • The purpose of this study is to explore whether reading picturebooks portraying children's play assists adult readers to recall their childhood play memories according to the narrative model of human development. In this study, adult readers recalled their play memories before and after reading a picturebook depicting children's play. Adult readers' responses to the picturebooks were also collected. The types of play from their memories were categorized and the responses were qualitatively analyzed through open coding. The results indicated that first, before reading picturebooks portraying children's play, the type of play that adult readers mostly recalled was games with rules which happened outdoor. Second, after reading a picturebook, adult readers recalled new play memories which contained more detailed elements of narratives. Third, most adult readers responded to picturebooks either emotionally or aesthetically. This study suggests the perspective on picturebooks as a literature and art genre for readers from birth to death. In addition, as an evocative object, a picturebooks could assist adult readers to recall and rediscover their childhood.

Kids Color-design Playground Apparatus Proposal (아동 색채조형 놀이기구 디자인 제안)

  • Song, Ji Hong;Choi, Kyung Ran
    • Journal of the Korea Furniture Society
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    • v.25 no.4
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    • pp.239-249
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    • 2014
  • Color is an important subject of interest for cognitive developmental stages of children and it also correlate to emotional and physical development. Children can acquire concept of color by 'play'. Color play can be experienced to children through diversity activity and theses activities contain creative craft art activity. The color-paly with art activity for kids can be called 'kids color-design play'. Recently, indoor playgrounds are rapidly grow-up because parent's concern degree that about play activity get higher. The indoor playground being enlargement and it contains various paly contents. Color-design play is also enacted animatedly in kids indoor playground. The great part of color-design plays are enacted through program that needs teaching. On the other hand, color-design play facility that children can play spontaneously is not composed sufficiently. Therefore this study aim at design proposal of 'Kids color-design playground apparatus' in indoor playground.

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Analysis on Play-games and Play-songs of Korean Chinese Children (중국 연변 조선족 어린이들의 놀이와 놀이노래 조사연구)

  • Yi, Soon Hyung
    • Korean Journal of Child Studies
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    • v.21 no.3
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    • pp.69-83
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    • 2000
  • This study purposes to analyse what games are played and what play-songs are sung among Chinese primary and middle school children of immigrants who emigrated from Korea to 延邊 about 50 years ago. Questionnaire survey, asking about the kinds of games, play-materials, the origins of the games, and the contents of play-songs, was conducted on 50 5th-grade-children and 50 middle school students. The results are as follows: The primary school children have enjoyed physical play. While playing, they sang the songs which they learned from their mother, grand parents, siblings, and teachers. The middle school children tend to play alone more than the primary ones, watching videos and listening to music. Especially they enjoy the popular songs of South Korea. This phenomena reflects the cultural change of the communist society which is struggling to transform its system to open market system.

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A Study on the Perceptions of Teachers on the Implementation of the Ordinance for Guaranteeing Right to Play and the Practice of Play: Focusing on the Ordinance of the Jeollanam-do Office of Education (놀 권리 보장조례의 이행과 놀이 실행에 관한 교사의 인식 연구: 전라남도 교육청 조례를 중심으로)

  • Kim, Jeong Wha
    • Korean Journal of Childcare and Education
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    • v.16 no.6
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    • pp.1-17
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    • 2020
  • Objective: The purpose of this study is to examine whether the 'Ordinance for Guaranteeing Children's Right to Play' is has been implemented well and investigate play practice in elementary school. Methods: For this study, a survey was conducted on 319 elementary school teachers in Jeollanam-do. Results: First, elementary school teachers' perception of the enactment of the 'Ordinance on Children's Right to Play' is high. And their perception is positive about the effect of the 'Ordinance on Children's Right to Play'. Second, among the roles of the Office of Education, play-related training and club support were relatively low. The role of the elementary school director was relatively low in the analysis and disclosure of play performance. Third, the time that children mainly play in school is the middle play time. The sufficiency and safety of play spaces differed by region. Fourth, the contents to be added to the 'Ordinance' are securing play space, budget support, and mandatory play time. Conclusion/Implications: In the future, 'Ordinance on Children's Right to Play' should go through a process of improvement so that children's play is realized as a right.

Gamification Convergence Contents Study: Formal Elements of the Game Implemented in (게이미피케이션 융합콘텐츠 연구: <잼라이브>에 나타난 게임의 형식적 요소를 중심으로)

  • Lee, Un-Jung;BYUN, Daniel H.
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.483-489
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    • 2019
  • Recently, various media such as broadcasting, movies, and mobile converge with game elements, expanding the contents and expanding the area. This study focuses on the gamification convergence contents. Among them, we examine the case of mobile application live quiz show by applying the formal elements of the game mentioned by Tracy Fullerton. The elements have all the formal elements of the game, which led to the conclusion that they lead the audience to immersion based on the play characteristics of the game. This can be attributed to the elements of the game that have penetrated into the contents, and it can be reinterpreted, and the directions of new contents can be presented, which is industrially, culturally and academically significant. This study focuses on the industrial and cultural achievements created by contents, and plans and prospects new content that balances play and usefulness.