• Title/Summary/Keyword: Scenario Based Design

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Development of Digital Games Based on Historical Material and its Design Components - With History Based Games of 5 Countries (역사소재 기반 디지털게임의 발전과정 및 기획요소 연구 - 동.서양 5개국의 역사소재 게임을 중심으로)

  • Moon, Man-Ki;Kim, Tae-Yong
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.460-479
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    • 2007
  • When culture took large part in industrial area, every country has tried to utilize own cultural contents for educational or commercial purpose and the various cultures and histories are recognized as a main concept or subject so that a number of scholars who study history increase. In video game field, special characteristics of interface that audiences participate in the game to complete story-telling is considered as efficient material for learning process. As observed above, it is important to analyze the games that every country makes and export to the world in which the video games is understood as a play of human in general. This Paper has firstly analyzed the most favorite historical games developed in Korea, the USA, Japan, Taiwan and Germany from 1980 to 2005 and secondly, compared that wars and historical origin appears in game scenario, a world view and background story and finally after point out the preferable era and genre of the countries then propose the promising way of design for historical video games. In the process of analysis of a view and heroes in historical games, we compared the real persons, the real historical events and novel in which 11.8% only employed the real persons in 8 out of 68 games. Also the real history and background story are appeared in 37 games which is 54.4% of them. We discovered that the main material that is popular for each country is the historical backing rather than real persons where the favorite historical background is chosen at which they are proud of; 3-Throne era with strong ancient Gogurye for Korea, the 1st and 2nd World Wars and the Independence War for the USA, the tide of war around Middle age for Japan, ancient history of Europe for Germany. The favorite age for video games is Ancient times with 37 games for 54.4%, Middle Age with 7 games fer 10.3%, the prehistoric age with 5 games for 7.35%, remote age with 1 for 1.47%, while current historical games favor Ancient or Modern Age.

Methodologies for Enhancing Immersiveness in AR-based Product Design (증강현실 기반 제품 디자인의 몰입감 향상 기법)

  • Ha, Tae-Jin;Kim, Yeong-Mi;Ryu, Je-Ha;Woo, Woon-Tack
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.44 no.2 s.314
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    • pp.37-46
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    • 2007
  • In this paper, we propose technologies for enhancing the immersive realization of virtual objects in AR-based product design. Generally, multimodal senses such as visual/auditory/tactile feedback are well known as a method for enhancing the immersion in case of interaction with virtual objects. By adapting tangible objects we can provide touch sensation to users. A 3D model of the same scale overlays the whole area of the tangible object so the marker area is invisible. This contributes to enhancing immersion. Also, the hand occlusion problem when the virtual objects overlay the user's hands is partially solved, providing more immersive and natural images to users. Finally, multimodal feedback also creates better immersion. In our work, both vibrotactile feedback through page motors, pneumatic tactile feedback, and sound feedback are considered. In our scenario, a game-phone model is selected, by way of proposed augmented vibrotactile feedback, hands occlusion-reduced visual effects and sound feedback are provided to users. These proposed methodologies will contribute to a better immersive realization of the conventional AR system.

A Study on the Profitable Urban Park Model using Smart Street Light System (스마트 가로등 시스템을 적용한 수익형 도시공원모델에 관한 연구)

  • Lee, Ji-Hee;Cho, Han-Bo;Kim, Tae-Han
    • Journal of the Korean Institute of Landscape Architecture
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    • v.40 no.4
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    • pp.28-35
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    • 2012
  • Recently, as the social interest increase has been focused on new renewable energy system to build-up sustainable urban planning system, the related studies have been actively conducting. As well as in other areas, the construction area, which accounts for over 40% of the total energy consumption, clearly showed this tendency. Whereas, various landscape facilities applying renewable energy equipments have been manufactured and installed, systematic study available for planning and designing is rarely found in Korea. This study is expected to contribute to the landscape planning and designing by quantifying the energy-efficient and economic advantages of the renewable energy system for landscape facilities. For this purpose, the analysis on the energy-efficiency and economic values under the scenario that the current fossil power supply for the streetlights in urban parks in Seoul, Daegu, and Incheon were replaced by photovoltaic power generation were performed through RETScreen$^{(R)}$ a clean energy simulation program based on the NASA Satellite Meteorological Data. As a result, the generated power and the economic values vary depending on the climatic features of the appointed cities. This study will be used to build up the effective decision-making in applying the clean renewable system to the plan and design of landscaping.

Development and Application of Integrated-Simulation Practice Program using Standardized Patients : Caring for Alcoholism with Diabetes Mellitus in the Community (표준화 환자를 활용한 통합시뮬레이션 실습 프로그램 개발 및 적용 -지역사회에 거주하는 당뇨를 동반한 알코올중독대상자 간호-)

  • Kang, Gwang-Soon;Kim, Younkyoung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.8
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    • pp.662-672
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    • 2016
  • The purpose of this study was to develop an integrated-simulation practice program using standardized patients and to identify the effects of such program. The present study used a pretest-posttest design with a single group applied to 30 fourth-year nursing students in a university and developed a case scenario for alcoholism patients with diabetes mellitus in a community. As results showed, communication skills were significantly improved (t = 4.24, p < .001), but the learning of self-efficacy and motivation of transfer were insignificantly improved compared with the pretest. Moreover, motivation of transfer showed a positive correlation with the learning of self-efficacy (r = .758, p < .01). The purpose of utilizing an appropriate case development based on practical experience and hands-grade students was to improve the motivation of transfer and increase self-efficacy through problem solving. Therefore, we identified that an integrated-simulation practice program using standard patients was useful in the improvement of client centered nursing competence, such as communication skills. In addition, further studies would help develop various scenarios for the integrated-simulation practice program to improve not only communication skills but also increase self-efficacy and motivation of transfer.

Analysis of behavior a River Levee based on the Earthquake Scenario (지진 시나리오 기반 하천 제방의 거동 변화 분석)

  • Kim, Jin-Man;Jin, Yoon-Hwa;Han, Heui-Soo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.3
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    • pp.481-487
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    • 2020
  • This study examined the behavior change of river levees during an earthquake by numerical analysis. Unlike conventional research using artificial earthquake waves, earthquake analysis was performed using real earthquake waves. The behavior of a river levee before and after an earthquake was compared and analyzed quantitatively. Studies show that the river levee has a safety factor of approximately 28.5% due to an earthquake. On the other hand, the minimum standard safety factor is satisfied. Vertical effective stress has decreased by 81.8% due to excess pore-water pressure generated by the earthquake. In addition, liquefaction occurs in most of the foundation soil. An examination of the stress-displacement behavior due to the earthquake revealed a large amount of settlement in the backfill layer. Most of the foundation soil yielded. Therefore, the target river levee is quite vulnerable to earthquakes. Through the results of this study, the necessity of refreshing the seismic design standards for river levees is required. This study can be used as basic data for estimating the approximate damage level and vulnerable areas.

The Mechanism of the Influence of Advanced Selling on Consumer Choice (사전예약을 통한 구매결정이 소비자의 선택에 미치는 영향력의 작동원리에 관한 실증연구)

  • Kim, Kyung-Ho;Lee, Hyoung-Tark;Seo, Heon-Joo
    • Journal of Distribution Science
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    • v.14 no.6
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    • pp.81-87
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    • 2016
  • Purpose - In recent, a research finds that advanced selling can influence a consumer's choice(Kim et al., 2013). Advanced selling is defined as the new product launching strategy which company allows consumers to preorder new product before its release(Chu & Zhang, 2011). Prior researches have focused on the benefits of advanced selling(e.g., information gathering for demand prediction, an advantage for pricing strategy, and so on) for companies using this strategy(Chen, 2001; Chu & Zhang, 2011; Li & Zhang, 2013; Tang et al., 2004; Xie & Shugan, 2009). However, Kim et al.(2013) find it can also influence a consumer's choice. In detail, they suggest that when consumers use advanced selling, they are likely to prefer high-performance options rather than low-price options based on construal level theory(Trope & Liberman, 2003). In this paper, we tried to expand the prior researches for finding the mechanism of the influence of advanced selling on a consumer's choice. The purpose of this research is to test the mediating effect on the influence of advanced selling. Research design, data, and methodology - To find the mechanism of the influence of advanced selling, we designed an experiment for testing mediation effect. we recruited 93 students from a university. We assigned participants into one of two groups using randomization method. The participants with each group were given a scenario describing the sales strategy. Finally, they made a choice between high-performance option and low-price option. Sequentially, they also responded some questions for testing mediation effect. Results - First, we replicated prior research to test the influence of advanced selling. As a result, we could find that consumers prefer the high-performance option when they preorder it to purchase at the time of consumption. Thus, the replication result is the same as prior research. Second, we tested that advanced selling can influence the perception of temporal distance. The results confirmed that consumers perceived longer temporal distance in advanced selling condition(β = 1.575, SE = 0.272, p < 0.001). Third, we predicted that temporal distance can increase the importance of desirable attributes and decrease the importance of feasible attributes. The results suggested that temporal distance decreased significantly the importance of attributes related to feasibility(β = -0.19, SE = 0.07, p < 0.01), however, it had non-significant effect on increasing the importance of desirable attributes. Finally, we used Sobel-test for testing mediation effect, and it confirmed that the importance of feasible attributes had mediating role of the influence of advanced selling(Sobel test statistic = -2.110, SE = 0.111, p < 0.05). Conclusions - In this paper, we tried to find the mechanism of the influence on advanced selling from a consumer's choice. With an experiment, we confirmed that the importance of feasible attributes could mediate the effect on advanced selling. Therefore, we suggested some theoretical and practical contributions from this research. Finally, we discussed research limitations and suggested future research topics.

Marketing Strategies in the Film Industry: Investment Decision Game Model (영화산업에서의 마케팅 전략 : 투자 결정 게임 모형을 중심으로)

  • Hwang, Hee-Joong
    • Journal of Distribution Science
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    • v.13 no.10
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    • pp.109-114
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    • 2015
  • Purpose - The movie market has the characteristics of being a perfectly competitive market as well as a pure monopolistic market at the same time. This is because there are competitors in the industry but prices, although not fixed, have not changed a lot. Price competition may not have spread, but the competition is focused on artistic value, and the degree of box office success is most important. The artistic value is determined in the course of the production process. However, the degree of box office success is dependent upon the marketing manager. The marketing strategy represents the difference in the standard or quality of the movie. Inherently, the marketing manager adopts the entertainment strategy based on the quality of the foundation of the completed movie. At this time, the marketing manager knows the pertinent information (high quality/low quality) regarding the movie. This research study tries to reveal what should be the reasonable movie marketing expense, dependent on the quality of the movie. Research design, data, and methodology - Using a game scenario with different market players, the goal of the research analysis is to find out the following. First, the marketing expense is determined to maximize the profits after film production. Second, after the production costs are already committed, the manufacturer gets to choose the marketing level. At this time, there will be a profit maximization point, considering the competition. The premise of the research is as follows: if it is a good movie of quality, positive word of mouth increasing the audience continuously slows down the speed of the demand curve. If the movie quality is bad, the negative word of mouth decreasing the audience gradually hastens the speed of the demand curve. On the marketing side, when the manufacturer invests heavily in the marketing expense of the movie, consumer expectations increase to drive up the audience numbers. On the other hand, it is difficult to improve the profits excessively. When the manufacturer invests in marketing a little bit, the marketing expense is only relatively committed, therefore a lot of demand cannot be gained. Results - If a fixed market share is in a competitive situation, a low quality manufacturer expends relatively more marketing expense. If the situation assumes two manufacturers spend the same for the cost of production, the high quality manufacturer takes more profit. If the manufacturer expends less marketing budget to save costs, the optimum profit cannot be achieved since the other party (opponent) grabs the initial market share. Conclusions - In conclusion, investment is essential for market share to increase. We must refrain from a zero-sum game and have models where the game participants pursue the creative profits together. In the current film industry, there is the dominating logic of winner and loser but we have to create a film industry environment where the participants can be altogether satisfied and live together.

Effects of Perceived Benefits and Costs of Traditional Market Support on Relationship Quality and Support (전통시장 지원에 대한 지각된 혜택과 비용이 관계품질과 지지에 미치는 영향)

  • Seo, Jung-Suk;Yang, Jaejang;Lee, Yong-Ki
    • Journal of Distribution Science
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    • v.12 no.12
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    • pp.43-54
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    • 2014
  • Purpose - This study examines how perceived benefits and costs of traditional market support affect relationship quality and support for a marketeer. In addition, it investigates whether support for traditional market aid programs leads to support for the government. The author developed a structural model comprising several variables, in which perceived benefits and costs comprising economic, social, and environmental costs were proposed, to affect the relationship quality (satisfaction and trust) of traditional market aid programs and the government. Consequently, marketeers satisfied and trusted by traditional market aid programs and the government would support the traditional market aid program, resulting in higher support for the government. The model proposed that customer satisfaction would improve customer loyalty and business performance. Thus, the relationship quality (satisfaction and trust) of the traditional market aid program and government was proposed as a core mediating variable between perceived benefits and costs and support. Research design, data, and methodology - To analyze the proposed model, this study investigates the scenario with a traditional marketeer. Data were collected from 331 respondents, and analyzed with SPSS/PC 18.0 and AMOS 18.0. To test the unidimensionality and nomological validity of the measures of each construct, we employed a scale refinement procedure. The result of the reliability test with Cronbach's and confirmatory factor analysis warranted unidimensionality of the measures for each construct. In addition, nomological validity of the measures was warranted from the result of correlation analysis. Results - First, perceived benefit affects the relationship quality of traditional market aid programs and government. Second, perceived costs affect the satisfaction of traditional market aid programs and government. Third, the relationship quality of a traditional market aid program affects the support of a traditional market aid program, and the relationship quality of government affects the support of government. Finally, the support of traditional market aid program affects support of government. The results confirm the findings of previous studies that local development positively influences support, based on the social exchange theory. Conclusions - The theoretical and managerial contributions of this study are as follows. First, it is the first such study, and defines mediating variables, analyzing relationship quality (satisfaction and trust) between perceived benefits and costs and support for the traditional market industry. Further, it investigates the structural relationships between them with the AMOS program. Second, while most previous studies investigating the relationship between similar variables and those of the present study analyzed how perceived benefits and costs influenced support, this study identified the transfer relationship between the support for traditional market programs and support for the government. This study confirms that support for traditional market aid program increases support for the government. Therefore, government policy makers for traditional market aid programs should explain to marketeers the benefits and costs of traditional market development in terms of economic, social, and environmental factors. At the end, limitations, further research directions, and implications are suggested.

A risk management system applicable to NATM tunnels: methodology development and application (NATM 터널의 리스크 관리 시스템 개발 및 현장적용)

  • Chung, Heeyoung;Lee, Kang-Hyun;Kim, Byung-Kyu;Lee, In-Mo;Choi, Hangseok
    • Journal of Korean Tunnelling and Underground Space Association
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    • v.22 no.2
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    • pp.155-170
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    • 2020
  • In this paper, a risk management system applicable to NATM tunneling projects is proposed. After investigating case histories in NATM tunnel collapse, this paper analyzes the potential risk factors and their corresponding risk events during NATM tunnel construction. The risk factors are categorized into three groups: geological, design and construction risk factors. The risk events are also categorized into four types: excessive deformation, excessive deformation with subsidence, collapse inside tunnels, and collapse inside tunnels with subsidence. The paper identifies risk scenarios in consideration of the risk factors and proposes a risk analysis/evaluation method for the NATM tunnel risk scenarios. Based on the evaluation results, the optimal mitigation measure to handle the risk events is suggested. In order to effectively facilitate a series of risk management processes, it is necessary to develop a risk register and a management ledger for risk mitigation measures that are customized to NATM tunnels. Lastly, the risk management for an actual NATM tunnel construction site is performed to verify the validity of the proposed system.

A study on the evaluation of fire safety according to the ventilation mode in a train fire at the subway platform (지하철 승강장에서 열차 화재시 제연모드에 따른 화재 안전성 평가 연구)

  • Ryu, Ji-Oh;Lee, Hu-Young
    • Journal of Korean Tunnelling and Underground Space Association
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    • v.22 no.3
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    • pp.293-310
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    • 2020
  • The purpose of this study is to present the most effective smoke exhaust mode by comparing the quantitatively evaluated risks according to the smoke exhaust mode when a train fire occurs in a subway platform. Therefore, applying the typical subway platform as a model, train fire scenarios are developed with the evacuation start time and location of the fire train for each exhaust mode. The fire accident rates (F) are calculated and the number of fatalities (N) was quantitatively estimated by fire analysis and evacuation analysis for each scenario. In addition, the F/N curve compared with the social risk assessment criteria and the following conclusions were obtained. In the event of a train fire at the subway station platform, the evacuation must start up within 600 s in maximum to ensure the evacuees' safety. To secure evacuation safety, it is advantageous to operate the HVAC system of the platform in the air-supply mode at station without TVF. Comparing the F/N curve for each exhaust mode with the social risk criteria, it turned out that the risk significantly exceeds the social risk criteria in case of no mechanical ventilation. As a result, this paper shows that the ventilation mode in which TVF are exhausted and HVAC system is operated in the pressurized mode are the most effective smoke exhaust mode for ensuring evacuation safety.