• Title/Summary/Keyword: amusement

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Design and Implementation of a RPG edugame for Learning of History in Elementary School (초등학교 역사학습을 위한 RPG 에듀게임의 설계 및 구현)

  • Hong, Ki-Cheon;Chin, Sang-Deok
    • Journal of The Korean Association of Information Education
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    • v.10 no.3
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    • pp.327-340
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    • 2006
  • EduGame is suitable to create interesting and self-directed education environment. This paper develops edugame applicable to learning of History centered on Goguryeo history in elementary school. It is named to 'Bukbeol'. The main theme is that we must let elementary students to have a correct understanding about Goguryeo history. It is time to consider that China distorts Goguryeo history. To implement this game we have to consider the interesting elements in contexts and technology in order to overcome the formal combination of education and amusement. Bukbeol is developed with RPG making 2003(RPGツワ一ル2003) made by Enterbrain company in Japan. And this edugame is applied to students to investigate the degree of satisfaction. Results show the possibility for the study of history and necessity of graphic interface.

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An Extracted Communication and Amusement from the Convergence of Information Technology and Modern Poet (정보기술과 현대시와의 융합에서 추출한 '소통과 유희')

  • Choi, Sunyoul
    • The Journal of the Convergence on Culture Technology
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    • v.1 no.1
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    • pp.27-36
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    • 2015
  • The purpose of this research is to try to enrich human life by applying the convergence energy of humanities and science to modern poetry. "Communication and entertainment", as modern poetry with modernist aesthetics, must indulge people's lives, which is simply to live happy lives. Entertainment is especially crucial because it is a method through which people can lead humane and satisfactory lives. The prerequisites for achieving this are true liberty and happiness. If these two prerequisites derive from humanity's consciousness, "communication and entertainment" can be born from "convergence of information technology and modern poetry", as the author insisted.

Implementation of Educational Game to Accompany Exercising and Generating (운동과 발전을 동반하는 학습게임 설계 및 구현)

  • Lee, Kyong-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.12
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    • pp.47-55
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    • 2010
  • In this paper, we implemented a serious game system for study to accompany exercising and generating to keep on computer game side effect. The implemented serious game system was divided into the game part and the athletic part. The athletic part for whole body exercising was composed of health bicycle for lower body exercise and additional apparatus for upper body exercise, that was attached to the rear side of health bicycle and several generator was attached to the power point of athletic part. The circuit board and logic program was composed to adjust the exercise strength control, to get data and to communicate with the computer. The game part was composed to promote and educational effectiveness, the whole system emphasized on amusement side while avoided violence side. We confirmed the effect of the serious game system with the fourteen fun form which Garneau insists.

The Design and implementation of the game for improving disabled children's intelligence

  • Kim, Jong Kyum;Kweon, Soon Nyu
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.6
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    • pp.39-46
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    • 2016
  • In this paper, I proposed the general children's games and showed the design and implementation of children's games which are non-violent, emotionally helpful and good for the development of intelligence. I designed the user interface of the game for children, proposed relevant algorithms, and showed resultant screens of the game. Most of contemporary games are violent to children. To solve such problems, I designed and implemented the game which is not violent but educative and child-friendly. These days, entertainment games or Internet online games have been developed highly biased to children's interest and amusement rather than children's intellectual development. Usually, disabled children are inferior to normal children in movement of their hands and bodies. Therefore, it is hard for them to follow speedy games. This paper shows that the proposed intellectual development of the game can help disabled children not to be violent and to be more intelligent. That was proved by the results through the question investigation. According to the survey, disabled children's any violent actions were not reported after they played this game. Also, this game helped their intellectual development in accordance with the results of this study.

The Humorous Beauty of Makeup Shown in TV Entertainment Programs (TV 오락프로그램에 나타난 메이크업의 해학미)

  • Kim, Min-Shin;Chae, Keum-Seok
    • Journal of the Korea Fashion and Costume Design Association
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    • v.16 no.2
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    • pp.127-137
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    • 2014
  • The following are summary and result of this study. The purpose of this study was to research into TV makeup types focusing on Korean aesthetics with recognizing importance of Korean thought amid what the global interest pays attention to South Korea thanks to the recent influence of Hanryu(Korean wave). The humorous beauty reflects Korean people's optimistic attitude dubbed the realization of joy, anger, sorrow, and pleasure through opposition and convergence in ambivalent emotion with the superb attitude available for escaping from a stoic life. This is being indicated in the shocking form of embracing the avant-garde experiment through transforming and distorting by positively accepting humor and ugliness, which are the form of distortion and exaggeration, which strive for departing from sorrow through TV entertainment programs. This trend is being shown similarly to the tendency of giving mental satisfaction to human being with amusement while accepting ugliness as new beauty with the de-centralized recognition in the late 20th century. Accordingly, as the makeup of focusing on presenting character begins to be noted even in makeup, the similarity was being shown to the recent trend. This study is expected to contribute to continuous development in our country's makeup and TV broadcasting art field by being expanded the atmosphere of more systematic and in-depth research.

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Planning and Design of Quingming Shanghe Park in Kaifeng

  • Liu, Xiao-ming
    • Journal of the Korean Institute of Landscape Architecture International Edition
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    • no.1
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    • pp.202-207
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    • 2001
  • Covering an area of about 39 ha, Qingming Shanghe Park is located in the northwest of Kaifeng, formerly the capital of seven dynasties in China. It is intended to serve as a tourist attraction based on a painting 〃Qingming Festival at Riverside〃 by Zhang Zeduan of the Northern song Dynasty, which vividly illustrates a real life on the both sides of the Bian River as well as in the urban area, Kaifeng, in early Spring. The park is a collection of varied buildings such as shops, restaurants, tea-houses, theaters, and hotels in the North song style, with an introduction of the history of Kaifeng, this paper examines design philosophy and methodology of the park, and discusses the creative design of the first stage development known as known as The South Area of the park. Marked by the Rainbow Bridge and the City Gate, the South Area is divided into three parts, the rural, suburban, and urban parts which are organized according to the spatial order showed in the painting. The South Area proves to be very successful because of its amazing sense of history and interesting folk performance. Furthermore, the preliminary 9planning of the second stage development known as The North Area is presented with references to culture, history and customs. The North Area is proposed to include the Old Sports & Games Garden, the Exhibition Garden, and the Hot Spring Garden with an appearance of the imperial gardens in the Northern Song, integrated with participation of old sports and games, display of old science & technology achievements, and enjoyment of hot spring bath.

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Comparative Study on the Characteristics of Interaction Design in the Design Hotel (디자인 호텔의 인터랙션디자인 속성 비교 연구)

  • Lee, Mi-Kyung
    • Korean Institute of Interior Design Journal
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    • v.19 no.1
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    • pp.208-216
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    • 2010
  • The design hotel where new life styles of users were created and the exchange of one's identity and the culture was executed was employed the interaction design which considered the attendance and experience of users as the important motives. This study is to discuss on the relationship between the design hotel and interaction design, and to compare and analyze the differences in the expression methods of them. It was concluded that the design hotel had a close relation with the properties of information supply, amusements, narrative, personalization, and social exchange in the interaction design, and it mainly used the digital media of non-material, the juxtaposition of strangeness, the change of structure, substitution of values, appropriation of hybrid as a means of its expression. In addition, it was revealed that the properties above did not simply apply to an open space but were connected as a dominant-subordinate relationship into one subject. It is expected that the field of interaction design in the design hotel will be expanded due to the spread of digital technology and its role and importance will be increased. Therefore, it is thought that the study to provide the development of a variety of contents of design hotel should be kept through the study of organic relation between different subjects, avoiding the indiscriminate use of the contents.

A Study on the Appraisal of Appropriate Planning in Public-Toilet of Amusement Park in Kangwon-Do (강원지역 주요 유원지 공중화장실의 적정설계 평가에 관한 연구)

  • Kim Eun-Joong
    • Korean Institute of Interior Design Journal
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    • v.14 no.4 s.51
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    • pp.62-69
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    • 2005
  • This study shows the present conditions and the appraisal of Public-Toilet in ammusement park of Kangwon-Do. The areas of Public-Toilets are various from over $30m^2\;to\;230m^2$ and the construction costs are also various. The exterior designs aim at Provincial characteristics, traditional images, or modem minimal styles. The floor plans are usually symmetric forms by rectangular or circular spaces. There are some laws and manuals from related association to regulate Public-Toilet. By appraising with these laws and manuals we can notice that there are many problems to improve in Public-Toilet. As the survey, we can find that the unpreparedness of the cognition equipment about whether someone uses the public-toilet has most frequency in related laws. And by the laws about multipurpose toilet, the insufficiency of the accessing space to the chamber pot has most frequency. By the manual of related association, there are much more indications - for example, the unpreparedness of wind protection room or etiquette bell, so on - than by related laws. For the improvement of the culture In Public-Toilet, we should not only improve the related laws, but also activate the deliberation about the appropriate planning in Public-Toilet.

A Study on the concept of 'Open space' in Coop Himmelblau's (Coop Himmelblau의 ‘열린 공간’ 개념에 관한 연구)

  • 윤재은;이규홍
    • Korean Institute of Interior Design Journal
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    • no.40
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    • pp.34-41
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    • 2003
  • A purpose of this study is to comprehend a concept of 'Open Space', realization of a deconstruction, presented in his works, based on a deconstruction and surrealism Coop Himmelblau's philosophical contemplation and to look into how this concept is interpreted in spaces. A concept of 'Open Space' is functioned as not a singular meaning but a multiple meaning accompanied with other formative ingredient and contemplation, scientific paradigm and a realation with a surroundings. The concept of 'Open Space' in their architentural space is applied. First, the space openness that represents to the extreme a concept 'Open Space', as a 3D designing ways that demolishes a structure and outgrows an ex siting thinking pattern, represents multiple grade spaces and an anti-gravity space. In a material, using glass and iron provides a spacial transparency and through this, visibly liberal sense that an interior and exterior is felt as an unification. Second, an non-expressive box pattern repulses to a spatial rank nature, outgrowing an uniform geometrical system, through demolishing a geometrical system, an edge and fold pattern. This is, as an anti-gravity, dynamic a typical structure, outgrowing an orthogonal system, interpreted as a composite meaning without division in spatial area. Third, the collage is used to represent a complexity and pluralism in representing 'Open space'. The collage that forms a image through combining a fragmentary elements into being a space change, composite constitution and spatial amusement. Thus, It is worthwhile to study how the collage that forms a diverse shape will be developed making what impact as an age and surroundings changed. As we contemplate in former part, Coop Himmelblou has deployed 'deconstruction beyond deconstruction' realm as just their midterm concept in their works like the words 'The architecture must climb', the deconstructive architect. A studying for their works reflecting the 'Open Space' concept based on deconstruction must be lasted and this enables us to comprehend space concept containing an architecture and interior design.

An Impact Analysis of Policy Change in the Game Industry -the Arcade Game Industry approach- (게임산업의 정책 변화에 따른 영향 분석 -아케이드게임 산업을 중심으로-)

  • Jeon, Hong Sik;Koh, Chan
    • Journal of Digital Convergence
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    • v.11 no.2
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    • pp.59-70
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    • 2013
  • The arcade game market is 2nd big market in the world following console game market. It is a driving force of growth for game industry but its Korean case was decreasing growth of game industry by various kinds of factors. Therefore, it is placed too much emphasis on online game industry and it lost industry growth power. The characteristics of arcade game are spatiality, expandability of device, rewardability, amusemenability. The importance of arcade game are development of new device and freedom of application it but it is restricted by prior deliberation and regulation of industry in korea. Many problems arise from classifying speculation device to arcade game and relaxation of regulation. In this paper, we analyze effectiveness from policy change in Arcade game industry, especially we focused on regulation policy. Also, we found problems and suggested alternatives by comparision on policy of foreign country.