• Title/Summary/Keyword: Toy world

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A Study on the Identity and Administration of Toy Library in South Korea (장난감도서관의 정체성 및 운영 실태 분석 연구)

  • Lee, Jong-Moon
    • Journal of Korean Library and Information Science Society
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    • v.44 no.3
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    • pp.75-98
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    • 2013
  • This study aimed to identify the problems of toy libraries by investigating and analyzing the identity and administration of toy library and so to propose the approaches to improve the legal and administrative status of toy library. In accordance with the analysis, only 9.8%(5) of 51 toy libraries in Korea was established on the basis of the Libraries Act. Most toy libraries were established and operated without any basis on legal institutions or toy library ordinances of local authorities(45%). The purposes of establishment were different from the identity of toy library specified in the provisions of Clause 1, 2 and 3, Article 2, Libraries Act, as 82.4% of toy libraries was established for rental of toys, providing game data and cultural activity service and distributing game programs. For the legal registration standards based on the Libraries Act, it was found that 96.1% exceeded the floorage requirements, 92.3% exceeded the seating requirement and 45.1% exceeded the collection requirement on the basis of the small libraries. Only 13.7% employed the librarians. Next, most toy libraries secured just 70% of the required budget. In conclusion, this study proposed the local authorities to establish the ordinances related to toy library on the basis of the Libraries Act. Next, it was also proposed for the toy libraries to register themselves in accordance with the Libraries Act for securing the legal status. Finally, the local authorities need to rationalize and support the budgets for rationalizing the administration of toy libraries.

A Study on the Elements Analysis according for the Development Characteristics of the Augmented Reality Toy-Games (증강현실 토이게임의 개발 특징에 따른 요소 분석 연구)

  • Song, Hyun-Joo;No, Hae-Sun;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.51-62
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    • 2017
  • The augmented reality toy-game is a kind of new game genre that can be seen within the concept of augmented reality games, and it is a term to refer to the content or hardware that plays the game using the toy of the real world. This study aims to analyze the elements for the model of toy-game development based on the augmented reality. This study analyzed three characteristics of toy game which are different from other games based on existing related research. and have selected important factors to consider when developing augmented reality toy-game. A questionnaire was conducted to determine the suitability of the development elements derived, and the analysis and verification of the factors derived using an exploratory analysis method. As a result, it showed a reasonable outcome of the selection of variables, with the exception of some of the questions, and the classification results of the multi-dimensional scaling methods were also classified as reasonable in the clustering analyses.

A Study on the Relations between Wooden Toy and Development of Infant and Young Children

  • Yang, Seung-Hee;Lee, Mi-Hye
    • Journal of the Korea Furniture Society
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    • v.21 no.3
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    • pp.261-272
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    • 2010
  • The aim of the present study was to investigate the relations between wooden toy and development of infant and young children by taking only the commercialized wooden furniture which would be suitable for the developmental area for infant and young children, among the physical environment influencing the balanced development and development for them. The recommended standard for them was the commercialized good and the only advanced toys for the development of infant and young children was primary selected, in case of different furniture for same purpose with regardless of manufacturer, country of origin and price. The selected wooden toys for development of infant and young children covered the following test conditions. They keep the soft and clean surfaces and the corners are the round-finished so safe. The dyeing and coloring are so clear like the rainbow-colored in compliance with the international safety norm, and the paint material used are harmless to the people, because they have already passed the European Safety Norm EN 71 which is the most authoritative and strict standard in the world and contained accordingly little heavy metals, toxic substances and also allergy pigment under the maximum permissible standard. The size of wooden toys are not small enough for infant and young children to be able to swallow and this is important check point, because infants tend to feel the object in their own touching and therefore to have everything to the lip. The paint used was the toys-oriented goods and proved by the test regarding saliva and sweat.

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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.

Online SLAM algorithm for mobile robot (이동 로봇을 위한 온라인 동시 지도작성 및 자가 위치 추적 알고리즘)

  • Kim, Byung-Joo
    • Journal of the Korean Data and Information Science Society
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    • v.22 no.6
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    • pp.1029-1040
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    • 2011
  • In this paper we propose an intelligent navigation algorithm for real world problem which can build a map without localization. Proposed algorithm operates online and furthermore does not require many memories for applying real world problem. After applying proposed algorithm to toy and huge data set, it does not require to calculate a whole eigenspace and need less memory compared to existing algorithm. Thus we can obtain that proposed algorithm is suitable for real world mobile navigation algorithm.

New 3D Animation Style in (<스파이더맨 뉴 유니버스>를 통해 본 새로운 3D 애니메이션 스타일 연구)

  • Lee, Yong Min
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.127-140
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    • 2020
  • Since the first episode of (1995) by Pixar, a world leading animation company, 3D animation has been focused on realistic motion and rendering techniques. However, in 2018, 3D animation was released, with unique backgrounds created through illustration techniques and dynamic movements of characters that seemed to be produced by hand rather than computers. It shows a lot of difference from other 3D animations. In this study, I analyzed 's new production techniques and expressions into two categories, first, the use of old comics techniques, and second, other factors that made the animation stand out. in 3D animation market focused on realistic motion and rendering techniques can have positive implications in terms of expanding animation diversity. This study is expected to be used as academic or research data for researchers studying new production techniques in related fields.

Computer Aided Learning of Mathematical Logic (컴퓨터를 이용한 수리논리학 교육)

  • 정주희
    • Journal of Educational Research in Mathematics
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    • v.9 no.1
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    • pp.111-119
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    • 1999
  • This paper discusses jLogic, a mathematical logic education software developed by the author. jLogic is basically a MS-Windows based software that can construct first-order models, formulas and thet their satisfiablity. Logical formulas are easily input by a "keyboard" maintained by jLogic. A special finite model, called the "Toy World" can be visually cinstructed and modified. The user is supposed to answer the following 3 questions about the selected logical expression: 1. Is it a grammatically correct logical formula? 2. Is it a sentence that has a definite truth value? 3. Is th sentence true or false? When the user inputs his answer in the "Inspector window" and then presses the OK button, jLogic instantly tests the validity of the answer and tells the user the result. jLogic is freely downloaded from http://gauss.kyungpook.ac.kr/~jlogic/

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Making a Transition from the OEM to the OBM in Consumer Goods Industry: Cases of Three Companies in Korea (후발 소비재 기업의 'OEM함정' 탈출과 OBM 이행 과정의 분석: 한국 3개 기업의 사례)

  • Park, Won-Myung;Kim, Sung-Hee;Kim, Yoon-Zi;Lee, Keun
    • Journal of Technology Innovation
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    • v.15 no.2
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    • pp.61-81
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    • 2007
  • A typical small firm in consumer goods sectors of developing countries is an OEM supplier to big MNCs. Lacking design and marketing capability, a small firm relies on the MNCs for survival but their long term growth is not guaranteed as the MNCs are always looking for, and ready to relocate to, cheaper production sites. In this light, we can say that there is something like "OEM trap" from which most firms from LDCs find difficult to move out (Lee 2005). In this situation, one way for long term growth and catch-up is to make a transition to the OBM (own brand manufacturer). But, the transition is not easy or even risky. This paper analyzes the cases of three companies in Korea to find out common features in their successful transition to OBM. They are Aurora World (a flush toy maker), Hankook Chinaware (a chinaware maker), and Hanacobi (a plastic-made food container maker with the Lock-and-Lock brand). These firms can be commonly characterized by 1) arranging access to external knowledge base and steady increase of in-house R&D efforts and capabilities leading to acquisition of formal IPRs and their management, and 2) establishment of global production networks with factories in lower-income countries as well as their own independent global marketing network.

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Tributyltin Induces Apoptosis in R2C via Oxidative Stress and Caspase-3 Activation by Disturbance of $Ca^{2+}$

  • Lee, Kyung-Jin;Lee, Jong-Bin
    • Korean Journal of Environmental Biology
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    • v.21 no.3
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    • pp.303-307
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    • 2003
  • Tributyltin (TBT) used world-wide in antifouling paints toy ships is a wide-spread environmental pollutant. At low doses, antiproliferative modes of action have been shown to be involved, whereas at higher doses apoptosis seems to be the mechanism of toxicity in reproductive organs by TBT. In this study, we investigated that the mechanisms underlying apoptosis induced by TBT in R2C cell. Effects of TBT on intracellular $Ca^{2+}$ level and reactive oxygen species (ROS) were investigated in R2C cells by fluorescence detector. TBT significantly induced intracellular $Ca^{2+}$ level in a time-dependent manner. The rise in intracellular $Ca^{2+}$ level was followed by a time-dependent generation of reactive oxygen species (ROS) at the cytosol level. Simultaneously, TBT induced the release of cytochrome c from the mitochondrial membrane into the cytosol. Furthermore, ROS production and the release of cytochrome c were reduced by BAPTA, an intracellular $Ca^{2+}$ chelator, indicating the important role of $Ca^{2+}$ in R2C during these early intracellular events. In addition, Z-DEVD FMB, a caspase -3 inhibitor, decreased apoptosis by TBT. Taken together, the present results indicated that the apoptotic pathway by TBT might start with an increase in intracellular $Ca^{2+}$ level, continues with release of ROS and cytochrome c from mitochondria, activation of caspases, and finally results in DNA fragmentation.