This paper analyzed the user's presence experience and player experience in FPS according to game usage time using Steam's review data. Data was obtained through crawling using Python. In analysis result, it was confirmed that issues related to controllable physical presence and uncontrollable social presence emerged in the group with less game use time, and controllable physical presence was changed to controllable social presence in the group with more play timeFurthermore, through player experience analysis, it was found that the keyword "recoil," a factor in game play, was important.
Yun, Suk Young;Seol, Ga Ae;Jang, Hyun Hee;Kim, Mi Jin;Cho, Byung Jin
Journal of People, Plants, and Environment
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v.22
no.4
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pp.385-393
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2019
The purpose of this study was to investigate the effects of forest activities on the cortisol concentrations in the body and emotional vocabulary of kindergarteners. The participants were 36 kindergarten children aged 4-5, 17 in the control group and 19 in the experimental group. Forest activities consisted of six steps according to the level of kindergarteners, and the program was carried out at G City Environment Training Institute. Before and after the experiment, the children's emotional vocabulary was self-reported and salivary cortisol was analyzed to evaluate changes in the body's stress hormones. As a result, in the control group, positive words increased significantly from 0.14 to 1.53 (p=.003), but the decrease in negative words was not significant (p=.059). In the experimental group, positive words increased significantly from 0.47 to 2.84 after forest activities (p=.000). Negative words decreased significantly from 1.94 to 0.00 after forest activities (p=.000). In the analysis of salivary cortisol, the change in salivary cortisol concentrations was not significant (p=.667) in the control group, merely decreasing from 0.179 ㎍/dl to 0.161 ㎍/dl. However, the experimental group showed a significant decrease from 0.202 ㎍/dl to 0.161 ㎍/dl after forest activities (p=.049). These results suggest that forest play activities may be helpful in encouraging young children's emotional development by increasing positive vocabulary and decreasing negative vocabulary and reducing stress in kindergarteners.
The Journal of Korean Academy of Sensory Integration
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v.15
no.2
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pp.93-106
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2017
Objective : The purpose of this study is to provide an evidence for clinical practice by systemic analysis on occupational therapy interventions for improvement of children's play. Methods : Articles used in this study were collected from database of Pubmed, ProQuest, EBSCOhost, Scopus, RISS, KISS, and National Library of Korea. The key words used in the search were "Play AND Occupational Therapy AND (Intervention OR Treatment)" and the publication period was limited from January 2007 to April 2017. 11 articles in total were selected for the systematic review analysis. Results : The results revealed that the majority of studies was one-group non-randomized study and the majority of intervention used was play-based intervention in case of that play itself was the intervention goal. The most frequently used environment for the intervention was parallel setting of home and treatment room. The majority of studies was for children with ADHD and the most commonly used assessment tool was Test of Playfulness (ToP). Dependent variables measured along with play were language skills, social interactive skills, communication and pragmatic skills, problem-solving skills, caregiver responsiveness, and parent-child interaction. Conclusion : This study help to understand the current state of occupational therapy intervention for improvement of children's play. Starting with the understanding, it is expected that various studies on play of children will be done in the future.
Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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2009.05a
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pp.521-524
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2009
Everyone can easily acquire learning materials on web environment that rapidly develops. Because the importance of English education has been emphasized day by day, many English education systems are introduced. However, previous most English education systems support only single user mode, and cannot deal with a newly coined word such as 'WIKIPEDIA'. In order to lead a user's learning ability with interest and enjoyment, this paper propose an online English word game system implementing a 'scrabble' board game. The proposed English word game system has the following characteristics. First, the proposed system supports both single user mode and multi user mode with a virtual user based on artificial intelligence. Second, the proposed system can recognize newly coined words such as 'WIKIPEDIA' by using NEVER Open API dictionary. Third, the proposed system offers familiar user interface so that a user can play the game without any manual. Therefore, it is expected that the proposed system can help users to learn English words with interest and enjoyment.
This paper focused on the narrative and theme of which is one of the different versions of when published in 1910's as a modern printing. Generally researchers regarded different version as a means of research for finding best version. But this paper aimed at the characteristics of different version . This version kept in mind for play(drama), so we could easily find the purpose of change for scenario. 'Yeon-jeong' in is 연정(演訂) in Korean words in Chinese characters. It is sure that this word means that the text considered play(drama). The narrative of also told us that this old novel aimed at the stage. Tendencies are classified four features, first, abundant situation description, second, frequent direct conversation, third, concrete description about direct conversation, fourth, showing poem and appeal for audience. The theme of has an interesting differences in comparison to the group of best version. When main character awakened, this novel showed the most important message. In the group of best version, he awakened to the cloud that he couldn't distinguish anything. But in this novel, cloud didn't appear, in other words, didn't change the scene. Instead, main character realize himself that he changed from Yang-so-yoo to Seong-jin. It is probable that change of process to conclusion aroused reader and audience's sympathy. To sum up, we could know that this novel kept in mind for play(drama).
Korean 'Sin-Pa' play is a way to examine self-reliance of Korean culture and influence of Japanese culture on the Korean one in the early modern times. Although the 'Sin-Pa' play has been estimated negatively in many aspects, such an estimation can be different depending on the methodology. Therefore, I tried to explain a characteristics of the rise of 'Sin-Pa' play. While making these trials, I made efforts to reappreciate the developing process of Korean 'Sin-Pa' play and its theatrical structure and value. Particularly, I focused on structure of 'Sin-Pa' play in the context of an actual cognition of colonized Korea. Based on the 'Sin-Pa' play's repertoires I found out that one of the representative characteristics of Korean 'Sin-Pa' play is a changing process from orality to literacy. And I made attempts to uncover some ideological functions and their effects of 'Sin-Pa' play, focusing on and whose story line is usually consisted of 'provocation-pangs-defeat' while it interacted with 'provocation-pangs-penalty' of the structure of melodrama under the contemporary cultural conditions. 'Sin-Pa'' play can be considered as a performance mode to accept the Japanese value embedded in the colonized Korea since the 1910s on the one hand and to resist the overwhelming power of western culture imported through Japan on the other hand. In other words, it was closely related with the cultural-field of that period. Based on these results of this research, I tried to outline what the mode of 'Sin-Pa' was, what it reflected, and what it desired for under the influence of the contemporary cultural conditions. I analysed double qualities of 'Sin-Pa' play as a dominant narrative and/or a resistant narrative considering its relationship with the people of colonized Korea. And also I examined the place of the 'Sin-Pa' play in the history of theatre and in the history of culture.
The purpose of this study is to understand the living culture of transnational married women and to analyze the out door play of children in their hometown. The data was collected through observation from 27th June to 7th July 2008 in Jian, Jilin Province China. The children's play and lifestyles were observed, and data pertaining to the culture of the people were collected by a teacher and staff. We also visited the residents for housing information. The results are given below. 1. They dressed in Korean clothes on festive days and the boys put on a hood. They had eating habits which included cooking for themselves or buying semi-manufactured goods but did not use, instant food. The housing habits involved a combination of cooking and heating by Korean floor heating system(Ondol). They utilized outdoor space to grow vegetables. Those with a fulltime job(teacher) preferred to live in an apartment but an apartment was too expensive. Public utility charges and traffic expenses were cheap. 2. The main festive days are the lunar New Year's Day and Chuseok. The children returned home and enjoyed the festive day with their parents. The language used are Korean language and Chinese. Some Korean words and phrases in Jian Joseonjok have different meanings as compared to how they are used in Korea. A capping ceremony did not to celebrate becoming an adult from an adolescent. Couples performed a wedding ceremony at a wedding hall attended by their parents and invited relatives from both families. The relatives gave the couple a wedding gift. They did not go on a wedding trip as it was not affordable but instead spent their wedding night at a hotel in this culture. When someone dies, they bury the body after cremation. They perform a memorial service for three years on the birthday of the departed. They have a banquet on the 60th birthdays with their relatives and neighbours and are typically presented with a carp for longevity. 3. They understand capitalism and therefore send their children to school to improve their social position. The Korean and Chinese languages are required subjects in school. The students choose a second language(English or Russian). They prefer English class but at the time of this study an English class was not offered at the school in Jian Joseonjok. Therefore the children entered a Chinese school. 4. The children play outdoor games such as Y$\acute{a}$o J$\grave{i}\bar{a}$(要家), X$\grave{i}$ang g$\grave{i}$(象棋), T$\grave{i}\grave{a}$o p$\acute{i}$ j$\grave{i}$n(r)(跳皮節), D$\grave{o}$uch ing g$\grave{u}$n 凍冷根, B$\bar{e}$i B$\bar{e}$i 背背, and soccer. They play games according to the season.
Journal of Korea Entertainment Industry Association
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v.13
no.4
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pp.119-129
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2019
Traditional speech training in acting education focused on the technical aspects of expressing the lines such as finding long/short syllables in the word, exercising articulation of consonants and vowels, and practicing diction etc. There was a limit on this education to transform written words to vivid verbal words. The lines become live when the actor sees the concrete mental images hidden in the words while speaking the lines. I will bring the knowledge of cognitive brain science and NLP(Neural Linguistic Programming) to investigate what mental images are and why mental images are fundamental elements of thought and emotion. In addition to that, I will examine how the muscles of the body react in the process of visualization of delicate mental images (subordinate form) and how to use the responsive muscles to express speaking materials such as intensity, pause, pitch, intonation etc. Conclusion, I will enumerate the obstacles encountered by actors in the course of practicing mental images, and suggest 'activation of breathing' as a thesis of the follow-up paper to eliminate those obstacles. This process, I intend to make mental images to be the concrete and practical information that can be applied to speak the dialogue in the play.
Journal of Korea Entertainment Industry Association
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v.14
no.8
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pp.49-62
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2020
Musicals are plays in which songs and dances are closely aligned with the plot development of the play, and songs and dances develop specific situations and a series of events. In particular, songs perform a fuction of causing the significant changes and emotional ventilation and amplification in the play by specifically capturing the goals and actions the characters are aiming for. This paper focuses on the song that takes on the function of the plot deployment, defines songs that embody actions and stories on stage' as 'action songs' and highlights their role and importance. Action Song is not a clearly defined or prescribed term in Musical. However, 'Action Song' is a song about how a character's desire or motivation for action, given as a 'character song' inserted at the beginning of an integrated musical play, provides a conflict that is a central event of action. In other words, 'action song' means a song that organically combines music and narrative by conveying the action on the stage as a song with lyrics. In addition, it is a song that moves the plot forward and contains a series of events or actions that are the material of the plot. This paper is intended to summarize the concept of'Action song which is not well known to us, and to lay the foundation of the stud, learned the concept, function and efficiency by the analyses of script and music of the musical . As a result, action songs accumulate and amplify tension caused by conflicts and induce the audience to immerse in their emotions. At the same time, the action song multiplies fun and interest of the play while the audience's expectation increased for the next scene after the action song and the progression of the play with single action makes the contents of the drama to be understood clearly.
This study investigated the roles of name agreement and word frequency in the English-Korean word translation task. Using the low-frequency homonyms with low name agreement as stimuli, Experiment 1 revealed that the name agreement of materials is a determinant which could modulate times to translate English words into Korean equivalents. On the contrary, Experiment 2 showed that the name agreement of materials does not play a decisive role in the translation task, using the low-frequency homonyms having high name agreement as stimuli. In Experiment 3, we identified that the frequency effects observed from previous two experiments are indeed brought about during the lexical access. Our findings suggest that the word frequencies of materials have a strong influence on English-Korean word translation times, and homonyms are represented independently each other in the lexeme level.
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