• Title/Summary/Keyword: Play World

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Night lighting design of Sky 72GC (SKY 72골프클럽 야간조명시설 공사)

  • Ki, Yoo-Kyung;Lee, Won-Seo;Choi, An-Seop
    • Proceedings of the Korean Institute of IIIuminating and Electrical Installation Engineers Conference
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    • 2007.05a
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    • pp.79-84
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    • 2007
  • Recently, there are rapid increases in golf population. People are enjoying play golf not only during the day but also at night as well. Although there are not many golf courses that offer night play, people inquire place where they can play night games due to their busy daily lives. To supply the demand in national golf courses night-lighting has been pushed ahead competitively, however there are few standards of lighting design in golf course. Because it is not clear that the standards of lighting in the world yet, this study aimed at presentation of standard of lighting design for planning golf course. Investigating the cases of golf course, this study suggested illumination standard of golf course to support comfortable visual-environment and measures to prevention glare for visitors.

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Convergence Learning Program based on Childhood's Sociopsychological Development and Design Thinking

  • Kim, Sunyoung
    • International Journal of Advanced Culture Technology
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    • v.8 no.2
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    • pp.176-183
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    • 2020
  • This study inquired about the convergence learning program for childhood based on Erikson's play theory and design education for children's behavior development. I analyzed the convergence learning programs of Summer Camps in the Pacific Science Center, Galileo Learning. The contents of the programs show the most used imaginary and symbolic contents that represent the real-world problems which are related design thinking process. The curriculums and structure of the programs are based on the design thinking method and K-12 theory. The visual thinking method and the applications are used for expressing their creativity and approaching the technical skills easily. The play concept theory is an affirmative way to strengthen the children's psychological and social development. Therefore, the convergence learning program should integrate the design thinking process and apply the play concept theory for supporting and developing the children's behavior.

A Exhibition Design of Digital Pavilion in DMC (디지털파빌리온 전시공간계획)

  • Kwon, Soon-Kwan
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2007.11a
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    • pp.210-213
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    • 2007
  • The direction of this project is creates a future and it experiences ubiquitous world. The subject of the space is 'Ubiquitous Creative World' which Imagining the past becomes actuality and imagining in future become actuality and future when it will approach at once. The storyline of this space is as belows; 1 Zone - Ubiquitous life Gallery : it will be able to experience the future world ; home, office, street, school and the others. 2 Zone - Interactive Play Gallery : it will be able to explore the interactive media with information technology ; digital cafe, imagining jump, digital art and the others. 3 Zone - New product and Business Gallery : it composed with business, new product, and demonstration gallery such as public information space. The space concept makes connection and concentration which uses unit and line for world which becomes accomplished by the network. Connection of digital and the human being to make the center of new digital life.

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Narrative Structure in "World of Warcraft" ("World of Warcraft"의 서사 연구)

  • Lee, Jae-Hong
    • Journal of Korea Game Society
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    • v.8 no.4
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    • pp.45-53
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    • 2008
  • This paper analyzed the narrative construction of ‘World of Warcraft’ which is very popular worldwide. Narratology and ludology should be interrelated in the larger area of art, rather than existing as separate fields. Dramatic narrative constructions of game would be made when the rules of game emerge with the circumstances of play. This paper reviews how 'World of Warcraft' generates its tremendous popularity through analyzing the overall narratives of 'World of Warcraft' and sub-narratives such as quest, PvP and hunting systems. The distinctive feature of this game is its well-designed story flow which is emerged by both underlying linear original story and non-linear multi-scenario that offers rich interactivities to the game users.

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Gratitude and sympathy are the first steps to healing: focusing on Hope World Song (希望世上歌)

  • Kyung Ja Ko;Hyun-Yong Cho
    • CELLMED
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    • v.13 no.6
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    • pp.8.1-8.4
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    • 2023
  • The purpose of this study is to suggest that activities consisting of sympathy and gratitude are the way to healing. In our team's Hope World (希望世上), we changed the lyrics of GunbamTaryeong, which Koreans know the most, to create a healing Taryeong. The iterative refrain changed to "It's nice, it's hope, it's a good world for everyone." "The Wind Blows, Spring Has Come, The Moon Is Bright" will be the beginning of each chapter in GunbamTaryeong. It looks like a bright lyric, but it also shows both sides. All members participated in changing the lyrics, harmonizing the lyrics and rhythm, preparing props, playing musical instruments, and exciting performances. Therefore, it can be said that it is the story of healing where everyone is together. The song of Hope World is a real Taryeong that heals those who plan together, sing together, play musical instruments together. It's a "hope-Taryeong (希望打令)" who dreams of a "everyone good world." It's a Taryeong that lingers in my mouth and comes to mind. In this way, activities consisting of mutual cooperation and love doubled gratitude and sympathy for each other, and we think healing was achieved in the process. In this study, we suggest that sympathy and gratitude are perhaps the first steps towards healing. The Hope World Song (希望世上歌) is available on our channel YouTube (https://youtu.be/hgPiD4g2-iM).

Mechanism of Permanent Death in Rogue-like Games (로그라이크 게임에 나타난 영속적 죽음의 매커니즘 연구)

  • Ahn, Jin-Kyoung
    • Journal of Korea Game Society
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    • v.16 no.1
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    • pp.33-42
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    • 2016
  • The Purpose of this study is to analyze the mechanism of permanent death and playing aspects in Rogue-like games. The death in digital game is not only punishment of failure, but reward for player's growth. However the mechanism of permanent death which does not allow to resurrect is critical penalty for players and causes play-cycle with high anxiety. In the mechanism of permanent death, players do critical play to evade the death. But when they replay the game they modify their unethical choices to build alternative game world. Through the mechanism of permanent death which demands critical and alternative play, it could be possible to find the way to design games with serious choice.

Physical Properties of Soil and Turfgrass Wear Characteristics of Soccer Fields - A Simulation of the Inchon 2002 World Cup Stadium - (축구경기장 토양의 물리적 특성과 잔디 마모특성 - 2002년 월드컵 인천경기장 모형돔을 대상으로 -)

  • 심상렬;정대영
    • Journal of the Korean Institute of Landscape Architecture
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    • v.30 no.1
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    • pp.96-104
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    • 2002
  • This study was conducted to investigate physical properties of soil and turfgrass wear characteristics within turfgrasses inside or outside the stadium A 1/1000 scale model Inchon world cup soccer d[me was constructed for this test. Turfgrasses planted inside and outside the model dome were; Kentucky bluegrass(KB), Kentucky bluegrass + perennial ryegrass mixture (KB+PR), Kentucky bluegrass + tall fescue + perennial ryegrass mixture (KB+TF+PR), Zoysia japonica 'Anyangjungzii'(ZA) and Zoysia japonica 'Zenith\`(ZZ). The rootzone was constructed by the multi-layer method (United States Golf Association method). Traffic on turfgrasses was treated with a 120kg roller. Surface soil hardness, soil penetration and water infiltration values on cool-season grasses(KB, KB+PR, KB+TF+PR) was found to be better for soccer play compared to zoysiagrasses(ZA, ZZ). No big differences in surface soil hardness, soil penetration and water infiltration values were found between inside and outside of the model dome. Wear damage on cool-season grasses caused by the traffic treatment was low compared to zoysiagrasses. However, there was no difference in wear damage by the traffic treatment within cool-season grasses while wear damage on ZA was higher than on ZZ within zoysiagrasses. It could be concluded that physical properties and wear characteristics on cool-season grasses were much better for soccer play than on zoysiagrasses.

Analysis of Ontological Representation of AOS Game Character - focused on - (AOS 게임 캐릭터의 존재론적 재현 양상 분석 - <리그 오브 레전드>를 중심으로 -)

  • Han, Hye-Won;Koo, Hye-In
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.185-198
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    • 2015
  • The purpose of this study is to analyze representation of characters of AOS online-game in order to find out the meanings of ontological game characters. This study selects characters of on-line game to analyze representations of game characters by Pierre L$\acute{e}$vy's ontological theory. The characters which represented in on-line games reproduced by costume play in off-line world reflect human desire and construct human existence. Online game character is an existing substance, which could expand human experiences by crossing virtual game world and reality in digital era.

Development of Multi User Games using 3D Graphics and Multicasting (원격 다중 참여자 3차원 그래픽스 게임 개발)

  • Kim, JongSeong;Park, JiHun
    • Journal of the Korea Computer Graphics Society
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    • v.4 no.1
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    • pp.67-77
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    • 1998
  • In this paper we describe a development of a multi user game using 3D graphics and multicasting. First, we represent a virtual reality world by 3D graphics technology. Next, we use computer communication technology for the purpose of interaction among multi users. As a result, multi users share 3D graphics objects and play games. The goal of this paper is a development of a system that enables multi users to play games sharing a virtual world represented by 3D graphics. We use the OpenInventor library and C++ language for 3D graphics scene representation, and IP multicasting protocols for computer communication. The system allows to use Polhemus Fastrak 3D input device that recognizes the 3D position and 3D orientation. As an example we present a game that demonstrates the effect of piano concert by multi piano players who are distributed in a computer network.

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Universities and Development of Regional Innovation Ecosystems: Case of Kenya

  • Osano, Hezron M.
    • World Technopolis Review
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    • v.6 no.2
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    • pp.113-129
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    • 2017
  • Universities are considered important actors and drivers of socio-economic development in the regional innovation eco-system. This article investigates the role Kenyan universities and research institutes play in the development of regional innovation eco-system in the context of triple and Quadruple helices. A model involving Government, Industry, Universities and Society (Public) linkages in the regional innovation eco-system and with Information and Communication Technology as an enabler is used as a framework for analysing the nature of linkages in Kenya. The article uses literature review and case study methods to examine how universities and research institutes can spur the development of the innovation eco-systems. The research question is: what is the role of Kenyan universities and research institutes in spurring innovation ecosystems? Six cases of Kenyan universities and research institutes are considered in the light of Government Policy on Science, Technology and Innovation (STI) which is underpinned in Kenyan constitution 2010. The study contributes to the understanding of how deep collaboration among universities, government, research institutes, Science Cities, local, regional, national and international players spurs the creation of world-class innovation ecosystems which can contribute to regional development in developing countries like Kenya.