• 제목/요약/키워드: creative fun

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Classification of fun elements in metaverse content (메타버스 콘텐츠의 재미 요소 분류)

  • Lee, Jun-Suk;Rhee, Dea-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.8
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    • pp.1148-1157
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    • 2022
  • In 2019, COVID-19 changed many people's lives. Among them, metaverse supports non-face-to-face services through various methods, replacing daily tasks. This phenomenon was created and formed like a culture due to the prolonged COVID-19. In this paper, the fun elements used in the existing game were organized to find out the fun factors of the metaverse, and the items and contents were reclassified according to the metaverse with five experts. Classification was classified using reproducibility, sensory fun [graphic, auditory, text, manipulation, empathy, play, perspective], challenging fun [absorbedness, challenging, discovery, thrill, reward, problem-solving], imaginative fun [new story, love, freedom, agency, expectation, change], social fun[rules, competition, social behavior, status, cooperation, participation, exchange, belonging, currency transaction], interactive fun[decision making, communication sharing, hardware, empathy, nurturing, autonomy], realistic fun[sense of unity in reality, easy of learning, adaptation, intellectual problems solving, pattern recognition, sense of reality, community], and creative fun[application, creation, customizing, virtual world].

Analysis of Visual Culture Contents -Focusing on the Analytic Methodology for Visual Fun (시각 문화콘텐츠 분석에 관한 연구 -시각적 재미의 분석 방법론을 중심으로)

  • Park, Young-Won
    • The Journal of the Korea Contents Association
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    • v.12 no.6
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    • pp.170-181
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    • 2012
  • The study on the analytical and productive methodolgy of visual culture contents is meaningful because cultural contents are regarded as a national growth industry. The fundamental notion of cultural contents is researched based on the notion of visual culture, and important factors of the fun are analyzed as a creative motive of visual culture contents. So this paper provides anaytical methodologies for the fun in visual culture contents, which are based on semiotic theories of Charles Morris, Roland Barthes and Roman Jakobson. These analytical matrix can be references for the study of the mechanism of fun and the basic theory for using fun effects in the visual culture contents.

The Customized Modern Fashion Product Design (소비자 중심의 현대 패션제품 디자인 개발에 대한 연구)

  • Ko, Hyun-Zin
    • Journal of the Korean Society of Costume
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    • v.58 no.3
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    • pp.93-104
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    • 2008
  • The purposes of this study are to examine the concept of customized fashion product design as a new industrial paradigm reflecting individual customers' needs in modern society, and to grasp its sociocultural meaning. It is thought that this study will be helpful to investigate the cultural thinking of contemporaries represented through the consumption. For this, the documentary study and practical case study have been executed. As modern fashion business becomes more consumer-oriented due to the industrial paradigm shift, there appeared the prosumer as both consumer and producer. The type of customized fashion product design can be classified as 1) the traditional custom-made design in haute couture and classic tailoring 2) the tailor-made design in the prestige line of ready to wear 3) DIY custom design 4) mass customized design of customer involvement. The traditional custom-made design in haute couture and classic tailoring and the tailor-made design in the prestige line of ready to wear is to provide the distinguished product which has the best quality as well as the excellent beauty for VIP consumer. The DIY custom design is for creative consumer searching for the fun of craftsmanship to take part in producing personally. The mass customized design of customer involvement is to personalize product by selecting design module in mass production. Ultimately the sociocultural meaning of the customized fashion product design can be interpreted as (1)endowing special meaning to personal identity (2)distinguishing the privilege by rarefied authenticity (3)returning to analog sensibility 4)pursuing creative fun 5)thinking in a user-centered way.

A Study on the Fun Factor Evaluation Model for Online Game (온라인 게임의 재미요소 평가모델 연구)

  • Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.01a
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    • pp.187-188
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    • 2012
  • 전반적인 경기 침체에도 불구하고 게임산업은 급속하게 성장하고 있다. 매년 새로운 게임이 계속 쏟아져 나오지만 시장에서 성공하는 게임은 드물다. 이는 게임의 핵심적 요소인 재미요소를 제대로 구현하지 못했기 때문이다. 이에 따라 본 논문에서는 온라인 게임의 재미요소를 평가할 수 있는 평가모델을 제안한다. 이 평가모델은 재미요소를 게임연출, 사운드, 조작성, 그래픽, UI, 기획성, 기술성 등 7개의 영역으로 구분하였다. 각 영역별로 세부 평가항목을 제시하고, 이를 기반으로 설문을 개발하였다. 실험결과 논문에서 제안한 평가영역으로 게임의 재미요소를 수치화할 수 있으며, 여러 게임의 재미요소 정도를 비교하는 것이 가능함을 입증하였다. 본 논문에서 제안한 평가영역을 기반으로 해당 게임의 특성에 맞게 항목을 조절하여 게임의 재미요소 평가에 활용할 수 있다.

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A Study on Characteristics of Funology Spatial of the Fashion Flagship Store (패션 플래그쉽 스토어에 나타난 퍼놀로지(Funology) 공간 특성연구)

  • Oh, Hye-Lin;Kim, Kai-Chun
    • Korean Institute of Interior Design Journal
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    • v.26 no.6
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    • pp.191-201
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    • 2017
  • In the 21st century, modern society is rapidly changing paradigm of environment with advancement of advanced technology and improving income levels. Such a paradigm reflected in modern design and emerged as a new spatial aspect through various cultural and artistic expressions, thus becoming a crucial role in commercial space. Reflecting on this phenomenon, fashion brands have expanded the concept of a variety of cultural, artistic, and experience cultures with a variety of cultural and artistic sectors in each of the world's major cities. The fashion companies began to focus on fashion programs featuring "Funology" as the fun which creates a sense of curiosity rather than a meaningless space and a fun experience. Therefore, this study analyzes the spatial characteristics of fashion flagship store sites using characteristics of fashion flagship store presented in the expressions of fashion, and analyzes the spatial characteristics of the fashion flagship store based on the spatial characteristics derived from the spatial characteristics of the fashion scene. Based on these results, we confirm the relationship between the Fashion Flagship and the Funology. Design Aspects of the Fashion Flagship Store with Elements of Fun and We expect continuous research as a strategic factor that provides limitless ideas for many design and creative activities.

Production of Symbol mark in Creative and Personality Lab (창의·인성 연구소의 심벌마크 제작)

  • Lee, Young-woo;Kim, Byung-man;Lee, Kang-Hoon;Kim, Jung-in
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.315-316
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    • 2021
  • This study intended to suggest three drafts for the Symbol mark in Creative and Personality Lab and used four colors to express 4C's in common. The first draft focused on fun and dynamism to express freedom, and the second draft was in the form of a square shape to express static and stable, maintaining calmness. Finally, the third draft was produced using only the consonants of creative personality writing.

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A Study on Spatial Concepts and Expressions shown in Common Areas of Domestic Offices - Focused on Concepts of Non-territoriality, Eco-Friendly, and Play - (국내 오피스 공용공간에 나타난 공간특성 및 표현방법에 관한 연구 - 탈경계성, 자연친화성, 유희성을 중심으로 -)

  • Kim, Jee-Ie;Shim, Eun-Ju
    • Korean Institute of Interior Design Journal
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    • v.18 no.3
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    • pp.84-92
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    • 2009
  • Sociological, technical, and organizational changes have affected the culture of business in many ways. These changes are now encouraging new concepts in the workplace environment such as emotional approaches for a more creative and humanistic workplace let alone enhancing image of the company. The aim of this study is to understand current situations of common office areas and serve as a stepping stone for designing more creative and stimulating work environments. The study first examines concepts of new office designs in our modem society, then defines categories such as territorial fuzziness, eco-friendly, fun and play. Secondly, by using content analysis as research tool the researchers have investigated how the conceptual categories and detailed design presentation methods are shown in workplace designs in Korea. Scope of study is limited to 39 office design projects from 2002-2008 presented in the Korean monthly magazine 'Interiors'. As results. territorial fuzziness was found to be most popular method while play the least. For application wise, meeting rooms, rest area and hallways were places where these concepts appear the most. Even though, these new approaches in office designs can be found in our domestic offices, still more experimental and active approach seems to be needed.

Mixed Display Platform to Expand Comfortable Zone of Stereoscopic 3D Viewing

  • Yang, Ungyeon;Kim, Namkyu;Seo, Jinseok;Kim, Ki-Hong;Lee, Gil-Haeng
    • ETRI Journal
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    • v.35 no.2
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    • pp.352-355
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    • 2013
  • Common stereoscopic three-dimensional (3D) display has a convergence and accommodation conflict that violates the natural human cognitive process of viewing. This weakness exposes the challenge in supporting fun factors while eliminating safety problems in the 3D viewing experience. Thus, human factors have become a major research topic. In this letter, we propose a 3D stereoscopic visualization platform that can expand the sense of a 3D space by fusing organically mixed stereoscopic displays to provide a continuous feeling of 3D depth. In addition, we present pilot test results to show the possibility of the technical implementation of the proposed platform and note ongoing research issues to be addressed.

The Design and Implementation of Gamification for Online Mentoring : Focusing on the Case of 'Idea Community' in Creative Economy Town (온라인 멘토링을 위한 게이미피케이션의 설계와 구현 : 창조경제타운의 '아이디어 커뮤니티' 사례를 중심으로)

  • Chung, Do-Bum;Jang, Hye-Jeong;Lee, Kyuhong
    • Journal of Korea Game Society
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    • v.18 no.1
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    • pp.39-50
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    • 2018
  • Today, gamification that appeal to people and provide fun by applying game thinking and elements in many non-game fields is becoming a big issue. This study analyzed the case of 'Idea Community' in Creative Economy Town that combines online mentoring and gamification. In order to foster and select ideas, we conducted the open simulated investment and mentoring. In this process, members are able to acquire experience points and raise the level when doing certain activities. Besides, members felt their sense of accomplishment by receiving internal/external rewards for their activities. The results will be an importance reference for the application of gamification in various fields.

Development of Dietary Life Education Textbook and Teaching Manual for Creative Activities in Elementary School (초등학교 중학년의 창의적 체험활동을 위한 활동중심의 식생활 교재 및 지침서 개발)

  • Her, Eun Sil
    • Korean Journal of Community Nutrition
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    • v.18 no.3
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    • pp.203-212
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    • 2013
  • This study was conducted to develop a dietary life education textbook and teaching manual for creative activities of elementary school students in middle grade. First, we extracted dietary life related contents from textbooks for third and fourth grade and created systematization of contents involving educational objectives, goals, contents and activities. The development of textbook and teaching manual were based on systematization of contents. The textbook was composed of five major chapters, which were 'nutrition', 'cooking', 'environment and hygiene', 'food' and 'dietary culture'. Each major chapter having six to seven smaller chapters, adding up to a total of 34 smaller chapters. The textbook was in activity format so that can be readily and directly used in actual classes. The textbook had fun characters and various activities (particularly a lot of cooking activities) to deliver the main theme of each chapter. The teaching manual was composed of background, goal, teaching plan and teaching point. The smaller chapters had learning goal, teaching-learning resources, important points, teaching-learning process and reference material. In evaluation after operating the model school, the developed textbooks were suited for students' needs and cognitive level. This textbook can be utilized at creative activities consisting of ten to fifteen students.