• Title/Summary/Keyword: Play experience

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Features of Children's Playground Space in Kindergarten According to Children's Behavior -Focused on Kindergarten of Cheongju, Chungbuk- (아동행태 특성에 따른 유치원 내 어린이 놀이터 공간 특성 -충청북도 청주지역 내 유치원을 중심으로-)

  • Jung, Eu-Gene;Jung, Jin-Ju
    • Journal of the Korean Institute of Rural Architecture
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    • v.15 no.4
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    • pp.9-16
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    • 2013
  • The purpose of this study is presented playground space for early childhood facilities. Describes whether any development of children, and how to respond in accordance with each of the activities. The infants and toddlers life cycle is a continuation of play. Toddlers to play is the essence of life itself, through play, the world embracing and digestive, raising ideas and emotions expressed through play. It is time that paves the growth of infants age children. And equipped with personality, values, emotions, attitudes, play a very important role in this process. Play it delivers, it can not learning education. Sympathetic and experience through play, and be equipped to allow the personality, social, physical. So, we have an obligation required to provide adequate facilities and play so that children can grow properly. In this paper, from the limited play space and is listed on the importance alive to give the children a sense of space to get the sympathetic. And, analysis shown about affect for children each play, and space. In this paper, we performed a study is Performed a case studies of and domestic kindergarten and foreign kindergarten where the differences between the various lists and how to derive a plan for solving the problem by comparison and analysis were performed.

The Impacts of Usefulness and Annoyingness of Cross-Promotion on Users' Flow Experience of Social Network Games (소셜 네트워크 게임의 크로스 프로모션의 유용성과 성가심이 게임 몰입에 미치는 영향)

  • Kim, Dong-Woo;Lee, Yeong-Ju
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.89-100
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    • 2015
  • This study aims to figure out the impact of cross-promotion strategy on flow experience to overcome the restrictions of social network game. Social network games faces tougher market competition and shorter product life-cycles. The results show that the less users play games, the more they feel flow experience led by interests and self-expression of SNG. On the contrary, the more they play games, self- expression and sense of competition factor are proved to be effective factor for flow. Also Users' cognition for usefulness and annoyingness of cross- promotion are different according to level of game uses and promotion uses. People who play games more and utilize promotion more appreciate the usefulness of promotion and indulge in flow experience of SNG.

The effects of an increase in self - determination experience on the behavior of young children with autism spectrum disorder by telepresence robot. (텔레프레젠스 로봇을 이용한 자기결정 경험의 증대가 자폐범주성 장애유아의 행동에 미치는 효과 (자기결정 활동 멀티미디어 콘텐츠의 적용을 통하여))

  • Kim, Su-Jin
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.12 no.1
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    • pp.38-45
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    • 2018
  • The purpose of this study was to investigate the effects of an increase in self - determination experience on the behavior of young children with autism spectrum disorder by telepresence robot. As for research method, the study used AB design, two selected children engaged in activities with a telepresence robot in free play time in the morning. The activities were conducted in 19 sessions, twice a week, 15 to 40 minutes each. To investigate the effect of the activity on the child's behavior was observed using the behaviors of free play time and work time in the afternoon. All the process was recorded by a camera and then analyzed by frequency recording. The results of the study are as follows. First, the participation of young children with autism spectrum disorder in free play time increased. Second, choice-making or preference behavior of young children with autistic spectrum disorder were increased. This study suggests that increasing the self-determination experience of young children with autism spectrum disorders using telepresence robots increases their participation and increases their choice-making or preference behavior.

A study of changes in user experience and service evaluation - Topic modeling of Netflix app reviews (사용자 경험과 서비스 평가의 변화에 관한 연구 - 넷플릭스 앱 리뷰 토픽 모델링을 통해)

  • Seon Yeong Yu;Mi Jin Noh;Yang Sok Kim;Mu Moung Cho Han
    • Smart Media Journal
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    • v.12 no.6
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    • pp.27-34
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    • 2023
  • As Netflix usage has increased due to the COVID-19 pandemic, users' experiences with the service have also increased. Therefore, this study aims to conduct topic modeling analysis based on Netflix review data to explore the changes in Netflix user experience and service before and after the COVID-19 pandemic. We collected Netflix app review data from the Google Play Store using the Google Play Scraper library, and used topic modeling to examine keyword differences between app reviews before and after the pandemic. The analysis revealed four main topics: Netflix app features, Netflix content, Netflix service usage, and Netflix overall reviews. After the pandemic, when user experience increased, users tended to use more diverse and detailed keywords in their reviews. By using Netflix review data to analyze users' opinions, this study shows the changes in user experience of Netflix services before and after the pandemic, which can be used as a guide to strengthen competitiveness in the competitive OTT market.

Effects of Aesthetic Brands on the Brand Experience and Consumer Evaluation

  • LEE, Jaemin
    • Journal of Wellbeing Management and Applied Psychology
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    • v.3 no.3
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    • pp.15-19
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    • 2020
  • Consumers exposed to aesthetic brands can not only experience sensory pleasure but also lead to strong customer loyalty. Furthermore, aesthetic brands can expect to lead to the overall experience of the brand. They include the brand's sensory, emotional, behavioral and intellectual experience. Since aesthetic brands related to the sensory representation of customers, consumers exposed to aesthetic brands can expect to have a meaningful impact on the overall experience of the brand. The study will select aesthetic brands that distributed in Korea and then compare the aesthetic characteristics of each brand. It also seeks to verify the brand attractiveness, consistency, prominence and influence of brand motifs on the brand's sensual, emotional, behavioral and intellectual experience. To verify the influence between variables proposed in this study, we would like to conduct a multiple regression analysis. SAS 9.4 used to verify the hypotheses proposed in this study. Cronbach's α measure to verify reliability of each measurement item. In particular, brand attractiveness and brand motif can verify empirically to confirm that they play an important role in inducing brand experience.

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.

A study on play beliefs, playfulness and interaction perceived by nursing students with experience in child nursing practice (아동간호학 실습경험이 있는 간호대학생이 인지하는 놀이신념, 놀이성 및 상호작용과의 관계)

  • Oh, Jae-Woo;Jeon, Mi-Kyung;Kim, Min-Suk
    • Journal of Industrial Convergence
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    • v.20 no.1
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    • pp.69-76
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    • 2022
  • This study is a descriptive survey study to identify interaction influencing factors in nursing students with experience in child nursing practice. The collected data used the SPSSwin 25.0 program, and the influencing factors on the interaction were analyzed by multiple regression analysis. As a result of the study, among the general characteristics of nursing college students, major satisfaction and play beliefs showed influence on interaction, and the explanatory power for interaction was 36.0%. Based on the results of higher major satisfaction, higher play beliefs, better interaction with children, a child nursing practice curriculum is required to improve nursing students' major satisfaction and have positive beliefs about play, and play in the theoretical curriculum before child nursing practice.It is thought that it is necessary to acquire knowledge of the law and educate on the necessity.

A Study on the Characteristics of Children's Digital Experience Center using Interection (인터랙션을 활용한 어린이 디지털체험관의 특성에 관한 연구)

  • Lee, Tae-Eun;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.16 no.10
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    • pp.437-444
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    • 2018
  • The purpose of this study is to comprehend the trend of digital experience centers' development direction and to find out the types of experiences, the characteristics of interaction and the attribute of contents by selecting 4 digital experience centers opened from 2008 to 2018. The types of digital experiences are operation, sensibility, reaction and induction based on precedent studies. The types of interaction are operation, touch and sensor. The attributes of contents are game, play and education. The result shows that the ratio of operation experiences is gradually higher. In the types of interaction, the trend is switching to operation and touch. The offer of experience activities by play type is getting higher. This study is intended to help create an empirical interaction of the content of the children's digital experience centers that will be deployed in the future.

The Development of the Field-Experience Learning Program of Environmental Education Utilizing Environmental Facilities - Focus on the sanitary landfill - (환경기초시설을 활용한 환경교육 현장체험학습 프로그램 개발 -埋立場을 中心으로-)

  • 곽홍탁;이두곤
    • Hwankyungkyoyuk
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    • v.13 no.2
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    • pp.91-102
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    • 2000
  • National curriculum for environmental education recommends various teaching-learning methods including survey and discussion of environmental problems, investigation of case studies, experiments, role play, and field-experience learning in addition to the traditional lecture-oriented teaching methods. The field experience learning in environmental education is considered to be a good method to develop environmentally sound attitude and to cultivate environmental sensitivity, but here has been very limited research concerning models for field-experience learning. The aim of this study is to develop a model of the field-experience learning program of environmental education utilizing environmental facilities. In this study a kind of such a basic model was developed and presented. The developed basic model of the field-experience learning was applied to the case utilizing landfill facilities. A specific application of the landfill program to the Bangcheon-ri landfill, in Daegu, was also presented with related teaching materials developed in this studies. And various aspects in the program was discussed.

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A Case Study of two Child-care Centers to Encourage Outdoor Play Environments and Play Programs in Daejeon (보육시설 실외놀이 환경과 실외놀이 프로그램 연계를 위한 기초 사례연구 - 대전시 A와 H 어린이집을 대상으로 -)

  • Choi, Mock-Wha;Son, Seung-Hee;Lim, Hyo-Sin
    • Korean Journal of Human Ecology
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    • v.19 no.5
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    • pp.775-794
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    • 2010
  • This study is to provided a basic model to encourage environment and outdoor play programs. The study was based on the analyses of actual activities performed in two child care centers in Daejeon area and the way in which the programs for outdoor play were related to the environment of the centers. Data were collected through 'The Daily Report of the Outdoor Play Programs: Plan and Evaluation' paper conducted at each center performed from 2007 to 2009. Following Mockwha Choi et al., (2007), the play observed and described by teachers was analyzed to classify play areas and play activities within each area. The places, equipment and, playthings using in each play period were also examined as well as the limitation and inspiration caused by the environment. The results of the study are as follows: 1) Empty and unfilled space tended to generate more types of non-structural play and role-pretend play 2)Adventurous play was rarely observed. More thoughtfully designed physical environments need to be provided for children to experience challenge and adventure through physical activities 3) Outdoor play environment should be suitable for the overall developments of infants and toddlers depending on their activities. A child care specialist should support the design such environment 4) Naturally, the programs of outdoor play will not be identical for all child care centers. Rather, they should go along with the programmatic characters and environmental attributes of each center. Therefore the awareness of teachers and parents as to the importance of must realize of outdoor play should be further increased.