• Title/Summary/Keyword: Play Immersion

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How to use Board Games in the Early Childhood Education Field - Based on the 2019 Revised Nuri-curriculum (개정 누리과정에 기초한 유아교육현장의 보드게임 활용 가능성)

  • Kim, Tae-Yeon
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.147-158
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    • 2020
  • The aims of this study were to examine the grounds for the appropriateness of board games in daycare centers and kindergartens based on the child-centered, play-centerd activities of revised Nuri-curriculum and provide basic resources by the case studies of board game activities in each area of the Nuri-curriculum. For these aims, it suggested the rationale of board game use in early childhood education field: first, the value as an activity with concrete objects based on developmentally appropriate practice (DAP), second, children's voluntary participation and immersion due to the competition and rewards in gamification, third, integrated experience across all areas of the Nuri-curriculum. Also, it provided various samples of the integrated board game activities for children, and reviewed the precaution, pros and cons that emerged during the play. This study discussed the possibility and direction of board game activities in early childhood education and provided implications for organizing board game activities in the education field and developing new board game contents.

A study on the effect of alumina coating on NiO dissolution in molten carbonate fuel cell (용융탄산염형 연료전지의 NiO 공기극의 용해거동에 미치는 알루미나 코팅효과에 대한 연구)

  • Ryu B. H.;Yoon S. P.;Han J;Nam S. W.;lim T.-H.;Hong S.-A.
    • New & Renewable Energy
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    • v.1 no.1 s.1
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    • pp.64-71
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    • 2005
  • The stability of alumina-coated NiO cathodes was studied in $Li_{0.62}/K_{0.38}$ molten carbonate electrolyte. Alumina was effectively coated on the porous Ni plate using galvanostatic pulse plating method. The deposition mechanism of alumina was governed by the concentration of hydroixde ions near the working electrode, which was controlled by the temperature of bath solution. Alumina-coated NiO cathodes were formed to $A1_2O_3-NiO$ solid solution by the oxidation process and their Ni solubilities were were than that of NiO up to the immersion time of 100h. However, their Ni solubilities increased and were similar to that of the bare NiO cathode after 100h. It was because aluminum into the solid solution was segregated to $\alpha-LiAlO_2$ on the NiO and its Product did not Play a role of the Physical barrier against NiO dissolution.

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A Creation of Emotionally Intelligent NPC Reacting toward Gamer‘s Inclination in MMORPG (MMORPG에서 게이머의 성향에 반응하는 감성 지능형 NPC생성)

  • Lee, Chang-Sook;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
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    • v.6 no.3
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    • pp.23-32
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    • 2006
  • Users connect to game server for considerably many hours and perform their roles in MMORPG(Massively Multiplayer Online Role Playing Game), users' immersion degree is very higher than other games, have known affluent contents make users play various roles in game world. However, although contents of games are improved quite much, MMORPG remains still boring game. It is because that the NPC (Non Player Character)' behavior patterns that are the most important elements to make games fun are so simple. So, in this paper we proposed a method to create NPC that react in player's inclination by implanting personality and emotion to NPC.

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Sport Functional Movement for Physically Interactive Spinning Game Implementation (체감형 스피닝 게임 구현을 위한 스포츠 기능적 움직임)

  • Gil, Young-Ik;Lee, Hyeon-Ju;Ko, Il-Ju
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.139-152
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    • 2020
  • Physically interactive sports games are expanding to be training forms to replace real sports. Previous Physically interactive sports games are mostly technical studies for reality and immersion, and there is a few research related to sports movements for exercise. In this paper, we implement the physically interactive spinning game by applying the functional movement of spinning so that it can't only replace the real spinning but also an individual can play. Sports functional movement is expected to be an appropriate way to create physically interactive sports games.

HTML5_-based Mobile Web Capture Video Learning System (HTML5_기반 모바일 웹 캡쳐 동영상 학습 시스템)

  • Lee, Yean-Ran;Lim, Young-Hwan
    • The Journal of the Korea Contents Association
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    • v.13 no.2
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    • pp.8-18
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    • 2013
  • In this paper, we capture learning while taking a video, play time and time line of the video frame in the form of areas that require re-learning in HTML5 mobile web store. When you select an image frame can display a list of the frame to take advantage of HTML5 Video tag up to 9 capture and save the playing time at the position. Implemented in a manner that runs Effects as compared to learning to run the entire frame capture learning and re-learning frame partial immersion learners matchumhyeong storytelling can be implemented. Interval Iterative Learning in a random order, so learners can level alignment by iterative learning on academic performance can have a positive effect.

An Implementation of a Mobile Sudoku Game with a Step-by-Step Character Raising (단계별 캐릭터 육성을 결합한 모바일 스도쿠 게임 개발)

  • Yu, Ri-A;Yu, Su-Wan;Cho, In-Kyeong;Song, Hye-Ju;Park, Young-Ho
    • Journal of Digital Contents Society
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    • v.10 no.1
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    • pp.27-35
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    • 2009
  • Recently, an interest in mobile games is increasing according to the extension of the high speed network infra and the development of mobile devices. In the paper, we propose a mobile Stouku game which trains a brain. The proposed game is user-oriented play style that the game users can raise their characters theirselves. It gives users a sense of achievement and can also help improve intelligence by becoming familiar with a numeral. The game raises an awareness and immersion by adding various events and lowering the degree of difficulty more than previews games. In the paper, we demonstrate the proposed Sudoku game in the mobile device and present the result.

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A Study on Variables Affecting Customer Orientation of Service Organizations (서비스 조직의 고객지향성에 영향을 미치는 변수에 관한 연구)

  • Lim, Jong-Bin;Kim, Yong-Beom;Choi, Yu-Jin
    • Journal of the Korea Safety Management & Science
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    • v.18 no.4
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    • pp.139-149
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    • 2016
  • Service industry can be divided largely into commercial industry, banking industry, insurance industry, advertising industry, and tourism industry. Of these, banking industry is playing an essential role as it constitutes the backbone of economy. Banking industry, which belongs to financial industry, is sensitive to external environment. In this kind of industry, internal dynamics of an organization is very important. The purpose of this research is to find out what kind of influence the relation of internal dynamics perceived by members of Nonghyup organization has on customer orientation via quality of internal service. For the purpose, we have reviewed preceding studies on variables that affect customer orientation and developed a measuring tool in a form that fits banking organizations. Internal service quality, job satisfaction, and organizational immersion which play a mediating role in the model of this research not only turned out to have a significant influence on customer orientation, they also turned out to have the strongest influence. This research has academic significance as it carried out a research with an emphasis on variables that affect customer orientation of members of Nonghyup organization. Regarding practical significance, it was intended to present useful data that can be utilized for an analysis of internal service quality management and capability of human resource management.

A Study on the Narrative of the Interactive Movie based on the concept of Gamification - focused on (게이미피케이션 개념을 적용한 인터랙티브 영화 서사 연구 - <블랙미러: 밴더스내치>를 중심으로)

  • Kim, Hye Bin;Ahn, Sang Won
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.101-112
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    • 2019
  • This study examines the potentials and limitations of interactive movies at present by reading the narrative of the interactive movie, through the concept of gamification. The 'quest' of the is to choose an option to play out the story in unpredictable world, and the 'reward' is the hierarchy of the ending. It is necessary to reduce uncertainty between option and ending, intensify playfulness, and provide a variety of discriminative endings in order to make viewers immerse deeper in interactive movies. Such an analysis implies that the intensification of gamification elements may influence the immersion in interactive movies positively.

Development of Software Education Products Based on Physical Computing (피지컬 컴퓨팅 기반 소프트웨어 교육용 제품 개발)

  • Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.14 no.3
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    • pp.595-600
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    • 2019
  • Educational tools for infants and younger students are becoming smarter as ICT-based digital technology convergence extends according to the development of technology. As the digital interaction function of smart education tools gives students greater immersion and fun, a learning might become a play to the students. The technologies used in the implementation of smart education tools come from the disciplines of robotics, computer engineering, programming, and engineering and mathematical foundations and these can be integrated into the field of education itself. This paper designs and implements a product based on optimized physical computing for R&D and education in consideration of the characteristics of educational tool robots used in the field education. It was developed to enable physical education for sensing information processing, software design and programming practice training that is the basis of robot system.

An exploration of relationship between mobile learning system quality and learning flow and satisfaction (모바일러닝 시스템 품질과 학습몰입 및 만족도 간의 관계 탐색)

  • Kwon, Youngae;Park, Hyejin
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.16 no.4
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    • pp.111-121
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    • 2020
  • This study analyzed the effects on system quality, learning commitment, and satisfaction in a mobile environment. A survey was conducted on 192 students enrolled in K University, and the research results are as follows. first, it was found that usefulness had an effect on learning commitment, but connectivity and reliability did not affect learning commitment. second, it was found that the usefulness and connectivity of the system quality had a significant effect on the satisfaction of use. third, the intermediary effect of learning immersion was verified as the connectivity, reliability, and usefulness of the system quality influence the satisfaction of use. connectivity and reliability had no mediating effect of learning commitment, and usefulness was found to play a partial mediating role in affecting user satisfaction. This study is meaningful in that it can provide a plan for improving the quality management of mobile learning and improving the learning effect by analyzing the effects on mobile learning from multiple perspectives.