• Title/Summary/Keyword: Play World

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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.

DEVELOPMENT OF VIRTUAL PLAYGROUND SYSTEM BY MARKERLESS AUGUMENTED REALITY AND PHYSICS ENGINE

  • Takahashi, Masafumi;Miyata, Kazunori
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.834-837
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    • 2009
  • Augmented Reality (AR) is a useful technology for various industrial systems. This paper suggests a new playground system which uses markerless AR technology. We developed a virtual playground system that can learn physics and kinematics from the physical play of people. The virtual playground is a space in which real scenes and CG are mixed. As for the CG objects, physics of the real world is used. This is realized by a physics engine. Therefore it is necessary to analyze information from cameras, so that CG reflects the real world. Various games options are possible using real world images and physics simulation in the virtual playground. We think that the system is effective for education. Because CG behaves according to physics simulation, users can learn physics and kinematics from the system. We think that the system can take its place in the field of education through entertainment.

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Clinical Application of Digital Therapeutics for Insomnia (불면증 디지털 치료제의 임상 적용)

  • Cho, Chul-Hyun
    • Sleep Medicine and Psychophysiology
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    • v.28 no.1
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    • pp.6-12
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    • 2021
  • Insomnia is one of the most common sleep disorders experienced by modern people, and treatment is often not adequate due to various limitations. Digital therapeutics for insomnia are expected to play a revolutionary role in supplementing and satisfying unmet needs in real-world clinical treatment. Digital therapeutics for insomnia were developed based on cognitive-behavioral therapy for insomnia, which is the first standard treatment for insomnia. The effectiveness of digital therapeutics for insomnia developed by several companies has been proven through well-designed clinical research. Various approaches have been used for practical application of digital therapeutics for insomnia. Thus far, meaningful results have been drawn, but there are areas that need to be improved upon based on real-world evidence. Sleep researchers need to validate the safe and effective application of digital therapeutics for the treatment of insomnia.

Key Trends in Supertall Buildings - A Review of the World's 100 Tallest Buildings in the Last 30 Years

  • Shasha Wang;Daniel Safarik;Zhendong Wang
    • International Journal of High-Rise Buildings
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    • v.12 no.1
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    • pp.1-9
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    • 2023
  • The last 30 years have seen a rapid growth in the number of supertall buildings across the world, with newly completed buildings continuing to rank among the tallest 100 every year. Chinese projects notably play a pivotal role in these constant updates. It is caused by the interweaving of population and urbanization, economic considerations, and further, a series of accompanying urban problems. This paper focuses on the world's 100 tallest buildings in the last 30 years, and compares this collection of projects across five years via the dimensions of height, distribution, function and structural material. The intention is to discuss and interpret the influence factors and developing trends, some of which have been apparent over a dozen years, while others are just beginning to take shape, thus to provide an opportunity to preview the types of supertall buildings in the future.

A Study on the Free-to-Play Model for Digital Games (디지털 게임의 부분유료화 모델에 관한 연구)

  • Lee, Dong-Eun;Lee, You-Ho
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.107-120
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    • 2015
  • Free-to-Play of Digital Game became to be one of the largest profit business models because of its stable profit and ability to attract new players. However as the services that are provided gets diversified, some problem come up with mass imbalance in the gameplay experience. Therefore in this process to organize the concepts and features of the Free-to-Play and typing research depending on the acquisition method, durability, and function of revelation target. It was able to derive the three problems, which are inequality in the gameplay experience, economic imbalance in the game world, and player's breakaway. The goal of study is to explain by giving specific examples with these three problems and offer rational solutions. These kinds of study will give a lead on how the Free-to-Play model should be applied to the Korean game market.

Pre-visualization of Interaction on Game Character's Quest Play : Towards of Narrative Structure (내러티브 구조 관점에서 본 게임 캐릭터의 퀘스트 플레이에 대한 인터랙션 사전 시각화)

  • Kim, Mi-Jin;Woo, Kim-Sang
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.3-11
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    • 2011
  • A game designer is the initial design of the quest based on narrative. It is important that to predict game character of play experience to establish these static content. This paper deal with player's affective interaction distinguishing among game characters are perform quest-play based on their characteristic status. To achieve this, First of all, previous studies regarding pre-visualization of narrative structure for other visual media are reviewed. Secondly, it is specified that quest-play experience and player's cognitive behavior. At last, these features of status by character were pre-visualized with QUG(Quest Unit Graph), which could be represented differences in precess of quest-play through analysis on world of warcarft game. Previous research is about of numerical balance in terms of character's achievement, whereas this study is meaningful that is proposed that visual model of quest-play interaction focused on narrative structure to predict game designer's architecture of quest experience.

Childrens' Experience in the Forest Kindergarten (숲유치원에서의 유아의 경험 세계)

  • Jeon, Ju Young;Son, Won Kyoung
    • Korean Journal of Childcare and Education
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    • v.9 no.5
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    • pp.357-379
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    • 2013
  • 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 research regarding 'Game system does simulation Phisical Phenomenon that happen on the earth' at online games (온라인게임상에 '지구환경의 물리적 현상을 시뮬레이션 한 게임 시스템'에 관한 연구)

  • Lee, Ji-Won;Cho, Sam-Ha;Kyung, Byung-Pyo
    • Journal of Korea Game Society
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    • v.4 no.1
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    • pp.26-33
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    • 2004
  • OlineGame Player suffers very big impact in environment of game World. Therefore, physical environment that is embodied to Gameworld is truth and immersion important element that experience to Player. Also, Game-System that embodied physical environment influences in Game Play can give more game player truth and immersion. I mainly MMORPG that is serviced present in this study investigated. 'What earth habitat factor was embodied and What influence does embodied earth habit at factor exert on game play'. I searched what problem is to design game system that do earth environment simulation. And I asserted development of environment information system to approach game system that do earth environment simulation by easier method. Environment information system is system that process status information of stand-by status, wind, wind speed, topography etc.. of game World.

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Device and Contents development for children applying Mixed Reality Technology - Based on Children's toy 'Smart Car' (혼합현실을 활용한 어린이용 디바이스와 콘텐츠 개발 - 어린이 완구 '스마트카' 개발을 중심으로 -)

  • Kong, Soo-Kyung
    • Journal of Digital Contents Society
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    • v.17 no.5
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    • pp.339-348
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    • 2016
  • While the development of digital media has positive aspects of knowledge enlargement and a new communication channel, it also demonstrates a lot of unexpected defects, such as personal isolation, addiction, obsession or Attention Deficit Hyperactivity. Thus, the author considers it is urgent to develop the contents specifically designed for children in this new digital environment and would like to propose the combined Children's device and contents using the new concept of Mixed Reality. The Mixed Reality that mixes real world and virtual world provides the opportunity that can experience the new concept of play education by using touchable interface of children's real life toy cars together with the virtual world in the smart phones. This Mixed Reality that is extended from sole senses will lead the children to develop the concentration, sense of reality and imagination and also to experience the enlarged play and education concept.

A Proposition of Incorporating Time and Space in a Virtual World (다차원 가상세계 모델 개발을 위한 연구 -시간축이 부여된 가상세계 모델을 중심으로-)

  • Kihl, Tae-Suk;Chang, Ju-No;Baek, Hyoung-Mok;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.21-32
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    • 2009
  • In this paper, we present a model of a virtual world that incorporates different time periods, in contrast to current popular virtual worlds like Second Life, to utilize the digital space fully. The construction of a virtual world in which we include historical information in the virtual life simulation utilizing the world map and current space information is proposed. The reason for incorporating time is that the virtual world varies according to the politics, economics, society, and culture of a particular time period, so users are able to play in a distinct virtual world as a resident and make their communities of their own free will. Like the online encyclopedia Wikipedia, the model proposed in this paper is a project designed to be maintained by and expanded through the interactivity of users, but unlike Wikipedia, users of this virtual world will be able to live and interact in a world of their own creation in addition to contributing real information.

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