Journal of the Korean Institute of Landscape Architecture
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v.13
no.1
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pp.67-77
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1985
The purpose of this study is to establish the principles of an arrangement planning for children's playgrounds which can be contributed to offer the recreation opportuqities to all urban children equally. The study is specially focused on the service radius and the inducement rate in children's playground. The data in this study were made into field survey, dividing the park users into preschool children (below 6- year-old)and school children (7 to 12-year - old), through six sampling places in Taegu City. The results are summarized as follows : The using distance was becoming shorter according as the dencity of population was becoming high. There wart 75% of the users to service radius 250m prescribing in the present City Park Law. The service radius of preschool children was 260m and that of school children was 300m in average. To investigate the effects of several attributes on the inducement of children's playground, three of six children's playgrounds were selected based on three attributes of those which were width of area, percentage of green coverage and the pattern of facility arrangment. Of three children's playgrounds, Sankyok 3- dong which had the highest percentage of green coverage, the greatest width of area and the corner type in the arrangement was a slight tendency to become the same in the inducement rate of the two age group. In the using pattern of this Sankyok 3-dong. preschool children usually used a play facility, on the contrary, school children showed the active play pattern by using space.
KSII Transactions on Internet and Information Systems (TIIS)
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v.13
no.4
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pp.2042-2059
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2019
Digital shadow puppet has traditionally relied on expensive motion capture equipments and complex design. In this paper, a low-cost driven technique is presented, that captures human pose estimation data with simple camera from real scenarios, and use them to drive virtual Chinese shadow play in a 2.5D scene. We propose a special method for extracting human pose data for driving virtual Chinese shadow play, which is called 2.5D human pose estimation. Firstly, we use the 3D human pose estimation method to obtain the initial data. In the process of the following transformation, we treat the depth feature as an implicit feature, and map body joints to the range of constraints. We call the obtain pose data as 2.5D pose data. However, the 2.5D pose data can not better control the shadow puppet directly, due to the difference in motion pattern and composition structure between real pose and shadow puppet. To this end, the 2.5D pose data transformation is carried out in the implicit pose mapping space based on self-network and the final 2.5D pose expression data is produced for animating shadow puppets. Experimental results have demonstrated the effectiveness of our new method.
Iim, Won-Gyu;Lee, Byeong Cheol;Kim, Soo Kyun;An, Syoungog
Journal of the Korea Society of Computer and Information
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v.24
no.8
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pp.45-50
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2019
Oculus Rift is the most universal VR (virtual Reality) headset for gamers and FPS (First Person Shooting) is the most suitable game genre to play with VR. Using VR can increase the player's sense of reality and make them feel as though they are in direct contact with the enemy while battling. The suggested VR game is a first person game where the player must defend a specific target against the surging enemy all within the time limit. Many objects will need to be used in this method. Object pooling will be used in order to manage all the numerous objects. When an object is repeatedly created and deleted it typically overwhelms the memory. To resolve this issue the game initially summons the object at the beginning of the scene and afterwards only uses the object when needed, lessening the burden on the memory. A ranking system is implemented to keep the game records in order to stimulate a competitive spirit between the players, and the game has received positive response during test play among college students in their 20s.
The Journal of Economics, Marketing and Management
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v.4
no.4
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pp.29-35
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2016
This study has focused on the transfer of infants and Toddlers-protecting responsibilities from families to infants and Toddlers education agencies due to an increase of a double-income family and nuclear family. It is because there is insufficient safe play space from the moment when infants and Toddlers return from infants and Toddlers education agencies to home due to a high crowding of housing and increase of vehicle, and there can be difficulties to take responsibilities of infants and Toddlers safety with a mere recognition and effort of parent. Thus, to suggest a safety education through mutual contact between the communities and agencies supporting parent role in a level of social welfare, its potential has been identified through a frequency analysis on 60 participants of experimental group who have trained a safety education and 60 participants of control group who have not trained a safety education. As a result of frequency analysis, the increase in safety condition in Korea, safety and development of infants and Toddlers, safety of play materials, and safety knowledge on general part of facility safety has detected and the practice of safety and safety consciousness has also identified to be more effective. The results of this study has shown a potential to verify its efficacy if it is verified through an elaborative model of safety education based on parents of young infants and Toddlers family.
International Journal of Internet, Broadcasting and Communication
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v.16
no.3
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pp.64-76
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2024
We study three sports media start-ups that seek to promote business model innovation (BMI) in which Web 3.0 and metaverse are converged. In results, LM starts from an innovative digital space platform offering a unique combination of virtual real estate, games, and non-fungible tokens (NFTs) which come with real-world earning potential. It creates value by integrating virtual real estate, training academies, blockchain games, and meta shops to offer a unique experience, capture value by offering monetization tools for buying and trading limited edition NFTs of favorite influencers from various sports leagues, offering access to premier real-world events and VIP game contests, and delivers value by building community to play games with favorite athletes or teams including trivia games, allowing fans to engage with their favorite athletes in a unique exclusive way. SL starts from the customizable digital identities especially for young sports fans like generation (gen) Z to play, hang out, and express themselves with their own avatars. SI starts from a leading Web3.0 metaverse innovator creating NFTs with the greatest athletes of all time, allowing athletes and creators to set up a profile and mint NFTs directly onto the blockchain. It tries to have the partnerships with great athletes revolutionizing the sports media industry to connect sports heroes and their super fans through an immersive, artistic, inspirational NFTs and unlockable content creating a sticky community between them.
This study is aimed at comparing and analyzing the response of playfulness level by personality type of players, according to the observations and results of behavior shown in SNG (Social Network Game) players during their play, in particular based on social behavior of SNG players. For this, the behavior of SNG players is classified into SC (Social Connectedness) and NC (Non-Social Connectedness) by space where they play games and the relations between behavior of each SNG player and their playfulness are confirmed by empirical experiment based on big-five personality traits possible standards of disposition expected from players. The results are presented that the playfulness for behavior of SNG players has distinct features by personality types and there is a significant difference between personality types for SC behavior. It could be useful for determining the proportion of playing behavior for Social Connect, generally known as one of main sources SNG provides when designing SNG play and considering personality types of players.
The purpose of this study was to have a more perfect understanding of forest kindergartens, to examine educational values important for the actualization of forest kindergarten education and to suggest some of the right directions for forest kindergartens. To serve the purpose, it was necessary to conduct qualitative research to closely observe the experiences of preschoolers in a forest kindergarten and grasp the meaning of their experiences. As a result, it has been found that the world of experiences among the preschoolers in the forest kindergarten consisted of the following three fields: The first was the field of real nature. The preschoolers found their own nature in the forest kindergarten. The second was the field of aesthetics. The preschoolers acquired aesthetic experiences in the forest kindergarten. And the last was the field of genuine play. The findings of the study had the following implications for education: First, it's important to provide enough time to preschoolers. Second, it's important to reconsider the meaning of preschooler's activity spaces. Third, it's important to see the meaning of genuine play and things to play with in a new light. The findings of the study show that a forest kindergarten could serve as a meaningful space to provide happiness for preschoolers.
The purpose of this study is to clarify the characteristics between the type of daily routine and spatial configuration of activity areas in classroom and provide alternatives for space planning of activity areas in classroom of child-care centers. This study used the content analysis on daily activity plan and floor plans through field survey. Analysis on floor plans was conducted for 35 classrooms in 9 child-care centers which allowed field survey. The results of this study were as follows; There was no significant difference for classroom size according to the type of daily routine in 3 to 5-year-old classrooms. The average size of classrooms was $61.6m^2$ for care oriented type, $41.4m^2$ for indoor activity oriented type and $48.8m^2$ for group activity oriented type. There was no significant difference in composition of activity areas in classrooms according to the type of daily routine. In case of 0 to 2-year-old classrooms, they were composed of 6 activity areas including gross-motor, role play, block building, language, creative expression, exploration/manipulation. Activity area of the most low frequency was gross-motor area. In case of 3 to 5-year-old classrooms, most classrooms were composed of all the 7 activity areas including art, tone and rhythmic, block building, role play, language, math and science. Most accessible and central areas in 0 to 2-year-old classrooms were gross-motor and role play. Also, most separate areas were exploration/manipulation and block building. Most accessible and central areas in 3 to 5-year-old classroom were art and math. Also, most separate areas were tone and rhythmic and science.
The Journal of the Institute of Internet, Broadcasting and Communication
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v.9
no.4
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pp.39-45
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2009
With the rapid growth of recent wireless mobile computing application technology and handheld mobile terminal device development technology, one of the big issue in these fields is to design online games in wireless mobile ad hoc network environment. Online games in mobile computing environment have lots of constraints for developing online games because mobile terminals have many limitations such as low performance of processor, limited memory space, small bandwidth of wireless communication, and confined life of battery power. Therefore, most of mobile games are restrictive in the function of online and multi-play up to date. In this paper, the online MMORPG game, capable of multi-play with many other mobile users using mobile terminals in wireless mobile computing environment, is designed and implemented. Proposed mobile online game uses bluetooth to construct temporary wireless mobile ad hoc network with other mobile clients, and designed to carry out online MMORPG game with these clients. It also supports multi-play among them.
The purpose of this study is to understand the living culture of transnational married women and to analyze the out door play of children in their hometown. The data was collected through observation from 27th June to 7th July 2008 in Jian, Jilin Province China. The children's play and lifestyles were observed, and data pertaining to the culture of the people were collected by a teacher and staff. We also visited the residents for housing information. The results are given below. 1. They dressed in Korean clothes on festive days and the boys put on a hood. They had eating habits which included cooking for themselves or buying semi-manufactured goods but did not use, instant food. The housing habits involved a combination of cooking and heating by Korean floor heating system(Ondol). They utilized outdoor space to grow vegetables. Those with a fulltime job(teacher) preferred to live in an apartment but an apartment was too expensive. Public utility charges and traffic expenses were cheap. 2. The main festive days are the lunar New Year's Day and Chuseok. The children returned home and enjoyed the festive day with their parents. The language used are Korean language and Chinese. Some Korean words and phrases in Jian Joseonjok have different meanings as compared to how they are used in Korea. A capping ceremony did not to celebrate becoming an adult from an adolescent. Couples performed a wedding ceremony at a wedding hall attended by their parents and invited relatives from both families. The relatives gave the couple a wedding gift. They did not go on a wedding trip as it was not affordable but instead spent their wedding night at a hotel in this culture. When someone dies, they bury the body after cremation. They perform a memorial service for three years on the birthday of the departed. They have a banquet on the 60th birthdays with their relatives and neighbours and are typically presented with a carp for longevity. 3. They understand capitalism and therefore send their children to school to improve their social position. The Korean and Chinese languages are required subjects in school. The students choose a second language(English or Russian). They prefer English class but at the time of this study an English class was not offered at the school in Jian Joseonjok. Therefore the children entered a Chinese school. 4. The children play outdoor games such as Y$\acute{a}$o J$\grave{i}\bar{a}$(要家), X$\grave{i}$ang g$\grave{i}$(象棋), T$\grave{i}\grave{a}$o p$\acute{i}$ j$\grave{i}$n(r)(跳皮節), D$\grave{o}$uch ing g$\grave{u}$n 凍冷根, B$\bar{e}$i B$\bar{e}$i 背背, and soccer. They play games according to the season.
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