• Title/Summary/Keyword: Serious Game

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A Study on Serious Game Contents for Silver Generation (실버세대를 위한 기능성 게임 콘텐츠에 관한 연구)

  • Lee, Hyun-Cheol;Joo, Jae-Hong;Yang, Yong-Dae;Kim, Eun-Seok;Hur, Gi-Taek
    • Annual Conference of KIPS
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    • 2009.04a
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    • pp.200-203
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    • 2009
  • 최근 전 세계적으로 노인 인구가 차지하는 비중이 갈수록 증가하고 있어 세계적으로 고령화는 미래에 우리가 직면하게 될 가장 큰 사회적인 문제로 대두되고 있다. 고령화 사회에 삶의 질을 향상하기 위해서는 고령자가 주체가 되어 생활환경의 설계를 위한 실버 운용 시스템의 구조적 변화의 방향성을 제시 할 필요가 있다. 이 과정에서 요구되는 사회적 커뮤니티는 실버세대에게 자신감과 즐거움을 제공하고, 삶의 질을 높이는데 중요한 역할을 할 것이며 기능성 게임 콘텐츠는 실버세대의 커뮤니티에 중요한 역할을 할 것이다. 본 논문에서는 실버 세대의 여가 활용과 건강 유지를 위해 조작이 용이한 인터페이스 기술을 이용한 기능성 게임 콘텐츠인 두더지 밟기 게임을 제안한다. 제안 방법은 단순한 UI와 무선 인터페이스 기술을 활용함으로써 게임 조작의 용이성을 확보할 수 있고 근력강화, 균형성 및 유연성 기능과 더불어 재미와 흥미를 유발할 수 있도록 하였다.

Influence of Smartphone usage Types and Excessive Expectation for Smartphone on Adolescents' Smartphone Overdependence (스마트폰 사용유형과 스마트폰에 대한 과도한 기대가 청소년의 스마트폰 과의존에 미치는 영향)

  • Bae, Sung-Man
    • Informatization Policy
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    • v.25 no.4
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    • pp.65-83
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    • 2018
  • This study examined the effects of smartphone usage types and excessive expectation for smartphone on adolescents' smartphone overdependence. It utilized the data of 3,454 adolescents (1,758 males and 1,696 females), aged between 13 and 19 from a smartphone overdependence survey of the National Information Society Agency. As a result of the hierarchical multiple regression analysis, age and household income had a negative effect on smartphone overdependence. Weekly smartphone usage time positively affected the serious consequences (sub-factor of smartphone overdependence). Among the different types of smartphone usage, information seeking, SNS, gaming, and the excessive expectation for smartphones had positive impact on smartphone overdependence. Smartphone usage for leisure seeking did not affect smartphone overdependence, but it negatively influenced serious consequences. Messenger use did not affect smartphone overdependence, but the use had a positive effect on salience, and a negative effect on serious consequences. The results of this study suggest that it is necessary to identify the types of smartphone use as well as the usage time to understand the smartphone dependence of adolescents. In addition, it seems necessary to recognize and correct the irrational excessive expectation for smartphone in order to prevent dependence and implement effective interventions.

Catastrophic Art and Its Instrumentalized Selection System : From work by Hunter Jonakin and Dan Perjovschi (재앙적 예술과 그 도구화된 선별체계: 헌터 조너킨과 댄 퍼잡스키의 작품으로부터)

  • Shim, Sang-Yong
    • The Journal of Art Theory & Practice
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    • no.13
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    • pp.73-95
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    • 2012
  • In terms of element and process, art today has already been fully systemized, yet tends to become even more systemized. All phases of creation and exhibition, appreciation and education, promotion and marketing are planned, adjusted, and decided within the order of a globalized, networked system. Each phase is executed, depending on the system of management and control and diverse means corresponding to the system. From the step of education, artists are guided to determine their styles and not be motivated by their desire to become star artists or running counter to mainstream tendency and fashion. In the process of planning an exhibition, the level of artist awareness is considered more significant than work quality. It is impossible to avoid such systems and institutions today. No one can escape or be freed from the influence of such system. This discussion addresses a serious distortion in the selection system as part of the system connotatively called "art museum system," especially to evaluate artistic achievement and aesthetic quality. Called "studio system" or "art star system," the system distinguishes successful minority from failed absolute majority and justifies the results, deciding discriminative compensations. The discussion begins from work by Hunter Jonakin and Dan Perjovschi. The key point of this discussion is not their art worlds but the shared truth referred by the two as the collusive "art market" and "art star system." Through works based on their experiences, the two artists refer to these systems which restrict and confine them. Jonakin's Jeff Koons Must Die! is avideo game conveying a critical comment on authoritative operation of the museum system and star system. In this work, participants, whether viewer or artist, are destined to lose: the game is unwinnable. Players take the role of a person locked in a museum where artist Jeff Koons' retrospective is held. The player can either look around and quietly observe the works, which causes a game-over, or he can blow the classical paintings to pieces and cause the artist Koons to come out and reprimand the player, also resulting in a game-over. Like Jonakin, Dan Perjovschi's some drawings also focuses on the status of the artist shrunken by the system. Most artists are ruined in a process of competition to survive within the museum system. As John Burger properly pointed out, out of the art systems today, public collections (art museums) and private collections have become "something unbearable." The system justifies the selection system of art stars and its frame of reference, disregarding the problem of producing numerable victims in its process. What should be underlined above all else is that the present selection system seriously shrinks art's creative function and its function of generating meaning. In this situation, art might fall to the level of entertainment, accessible to more people and compromising with popularity. This discussion is based on assumption and consciousness on the matter that this situation might cause catastrophic results for not only explicit victims of the system but also winners, or ones defined as winners. The system of art is probably possible only by desire or distortion stemmed from such desire. The system can be flourished only under the economic system of avarice: quantitatively expanding economy, abundant style, resort economy in Venice and Miami, and luxurious shopping malls with up-to-date facilities. The catastrophe here is ongoing, not a sudden emergence, and dynamic, leading the system itself to a devastating end.

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Information Analyses of Child Who Needs Protection in Busan (요보호아동의 정보화 실태 분석: 부산지역을 중심으로)

  • 김옥희
    • Journal of Families and Better Life
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    • v.20 no.5
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    • pp.149-166
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    • 2002
  • In this study, 1 have analyzed the state of the use of information technology by the at-risk children who are residing in Husan metropolitan area. The ultimate goal of this study is to help ensure the healthy development of the children and improve the quality of their lives in this information-oriented society. For this research, 1 surveyed 183 children living in an institution or a low-income family in Busan metropolitan area. The survey questionnaire was designed to obtain information on the respondents, socio-demographic characteristics, computer-related conditions of the immediate and social environments, patterns of computer and Internet use, their experience and degree of so called, Net-generation syndrome, Internet addiction disorder, changes in social and familial life caused by Internet use, and exposure to pornographic materials. The results show that 95.9 % of at-risk children in Husan own a computer, 60.9 % of those computers being Pentium Ⅲ. A majority of the children (74.9 %) are connected to Internet at a high-speed, using such devices as LAN, ADSL or cables. About seventy-six percent of the children have used a PC and Internet less than two years. In other words, a majority of them have not used those for a long period of time. The main results of the research are summarized in the following: There is a significant difference among at-risk children in terms of experiences in computer and Internet use according to their grade levels. There is a gender difference in the amount of time spent on computer and Internet. Boys spend more time every week on computer and Internet than girls do. There is a significant difference in the pattern of computer and Internet use, according to the type of their risk, and grade level. The so-called 'Net Generation Syndrome' is not serious in this group. A majority of the at-risk children think that Internet is more interesting than TV. They hardly shop on Internet, and they don think the advertisements on Internet are a serious problem. Also, unlike many people assumptions, their desire to communicate through on-line chatting was very low. They do not tend to buy computer game programs, and Internet Addiction Disorder was not pronounced among them. The at-risk children rarely had an exposure to pornographic materials in the cyber space. However, the exposure was more frequent for institutionalized children than children in low-income families. These results point to a need for a policy to improve the welfare of at-risk children and guarantee their right to information.

A Study on role of Science Museum for STEAM Education (융합교육에 있어서 과학관의 역할 연구)

  • Yoon, Young-doo;Choi, Hun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.6
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    • pp.1353-1358
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    • 2015
  • The creative economy is the industrialization era, the information age, knowledge-based economy, linking the new economic paradigm. The core words of the creative economy are stand for creativity, innovation, consumer protection and utilization of intellectual property. Creative ideas are combined with software technology will make innovative ecosystem-based structured market such as Apple, Google, Facebook. Intangible assets attributable to creativity than ever before in human history that is important as the economic value. In addition, innovative ideas, creativity and economic growth beyond the knowledge and information society is required. Because the core has a fusion of science and technology, industry, culture and industry convergence, various genres of creative activity support, and cultural and high-tech fusion industries, such as content creation and job creation through economic traction is needed. In this study, we analyze the case of the US Smithsonian Institution proposes the direction of Science Museum in creative workforce.

Development of Measurement Method and Contents for Unilateral Neglect using Eye-tracking Technique (시선추적기법을 적용한 편측무시 측정 방법 및 개선 콘텐츠 개발)

  • Choi, Junghee;Shin, Sung-Wook;Moon, Ho-Sang;Goo, Sejin;Chung, Sung-Taek
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.5
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    • pp.187-195
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    • 2018
  • In this study, using real-time gaze tracking and head tracking method, we intended to quantitatively evaluate the deviation between the patient's head and gaze direction while minimizing inspection errors due to apraxia of conventional paper-based examination respectively. As a result, we developed a software that can quantitatively measure gaze and head movement information, and computerized the line bisection and star cancelation test, which are generally used as conventional paper test. In addition, for the rehabilitation training, contents corresponding to the visual technology of Warren's visual hierarchical model lower level are implemented and can be performed repetitively and independently. This allows the patient to actively participate in rehabilitation and quantitatively compare the degree of improvement.

State Transition Diagram을 이용한 신규 정보통신 서비스의 대체/보완관계 분석: 와이브로(WiBro) 서비스를 중심으로

  • An Jae-Hyeon;Kim Mun-Gu;Han Sang-Pil;Park Bong-Won;Lee Sang-Yun;Bang Yeong-Seok
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2004.10a
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    • pp.304-316
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    • 2004
  • When new services are introduced, one of the drivers for market performance of them is the interactions among existing and new services. They are characterized by the substitution or complementary effects among existing and new service or the cannibalization of existing services by new services. This paper analyzes these issues in the telecommunications service industry context. To analyze them, a simple graphical tool or State Transition Diagram(STD) is developed and used. The diagram helps to clearly represent and explain the substitution, complement and cannibalization impact. Then, using the face-to-face survey of 1,200 people, a new wireless internet access service or WiBro is analyzed to identify the substitution/complement and cannibalization impacts in relation with the other competing services. Additionally, the important factors explaining customer subscription and substitution behavior are identified. The analysis results indicate that males, students or on-line game users are more likely to subscribe WiBro. Also, among the potential WiBro subscribers, customers who are less satisfied with the existing fixed line broadband internet access services are more likely to stop subscribing the fixed line service, which implies substitution by a new service. Additionally, this raises the issue of cannibalization if the existing and new services are provided by the same company. In fact we find the cannibalization effect is more serious for the cost sensitive group. We believe that our tool, approach, analysis results and their implications would be very helpful to devise a winning strategy for the new services in the highly uncertain telecommunications business environment.

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The Effects of a Green Based Growth Education Program on Young Children's Environmental Preservation Knowledge, Attitude and Behavior (녹색성장교육에 기초한 프로그램이 유아의 환경보전지식, 태도 및 행동에 미치는 효과)

  • Lee, Mi Jin;Kim, Ji Eun
    • Korean Journal of Childcare and Education
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    • v.10 no.2
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    • pp.153-174
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    • 2014
  • This study started as an effort to solve the serious environmental program that the Korean government and internationally focused on. For the purpose of the study, a green based growth education program was composed that young children could participate in. With this program, the study participants could form attitudes, behavior, and knowledge of environmental preservation. To see the effectiveness of the green growth educational program, the study set up a control and an experimental group. The program was composed with four major content 'ecosystem', 'energy', 'resource', and 'green citizenship'. The study planned 20 sessions including fairy tales, storytelling, art, game, and science activities. The study's participants were a total of 42 five-year-old children. The result of the research showed that the experimental group's environmental preservation knowledge, attitude, and behavior score was significantly higher than the control group. The green growth educational program had a positive effect on young children's knowledge, attitude, and behavior of environmental preservation. This study included the realities of the difficulties applying green growth education in kindergarten, the result provided practical information regarding the green growth educational program to kindergarten teachers.

Improvement Study abroad School Safety Analysis (국내외 학교안전 실태분석을 통한 개선방안 연구)

  • Kim, Teahwan
    • Journal of the Society of Disaster Information
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    • v.11 no.3
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    • pp.385-392
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    • 2015
  • In hosting outdoor activities and school trips, safety issues are gaining serious attention lately. In addition to Sewol ferry tragedy and an incident at Kyungjoo Mauna Resort, there have been grown problems related to this crucial factor. This research analyzes negligent accidents occurred from domestic and foreign schools and aims to provide effective safety education and policy through comparative analysis between domestic and foreign cases. We mainly relied on documents such as newspapers, internet articles and legal papers to investigate cases and cooperated with relevant government departments for collecting references and setting agenda for safety supervision. The analysis on both domestic and foreign cases revealed that students abroad receive opportunities for first-hand experience regarding safety and systematic education, as safety maintenance is prioritized. Based on this culture, safety education should be habituated domestically, while participatory safety programs that students can actively involve must also be devised. Moreover, through preparation of entertaining contents such as SNS game programs, skits and activities employing multiple facilities and vehicles at school safety education, we must induce students to actively participate in the program with interests.

A Survey Research on the Economic Ethics and Information Literacy (정보소양과 경제윤리의 실태와 경제교육 과제)

  • Cho, Byung-Cheul;Nam, Sang-Seob
    • The Journal of Information Technology
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    • v.8 no.3
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    • pp.117-129
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    • 2005
  • The topic of this study is a survey research about the economic recognition related to economic ethics and information literacy of students(6,779) extend from elementary school to university. First, for the ability to use computers, it is recognizing that 49.6% of students are normal, 38.6% are superior, and 12.8% are inferior. In part of class, it tends to recognize that it is the superior as the level of school is the lower excepting middle school students. Second, we can find great difference between male students and female students related to purpose of using internet, 79.8% of male students are using computer to play game or entertainment(1), search data or knowledge(2), chatting or massenger(3), 70.1% of female students are using internet to search data or knowledge(1), chatting or massenger(2) and meeting of similar taste. Third, it shows a tendency that the economic activity using internet or cell-phone increases faster as the level of schools is higher. In detail, they primarily use buying or settlement of products(63%), purchasing internet service(20.9%). Fourth, for using illegal CD, not only they didn't feel guilty in all levels of schools, excepting university students, it is showed that the trust of intellectual poverty right is weaker as the level of schools is higher. So, it is becoming serious problems. It seems a task which should be supplemented through economic education of schools in the future.

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