• Title/Summary/Keyword: fun theory

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Corridor and Network Analyses of Forest Bird Habitats in a Metropolitan Area of South Korea (수도권 지역 산림성 조류 서식지의 통로와 연결망 분석)

  • Kang, Wanmo;Park, Chan-Ryul
    • Korean Journal of Agricultural and Forest Meteorology
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    • v.17 no.3
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    • pp.191-201
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    • 2015
  • Measuring and mapping connectivity among habitats is a key component of sustainable urban planning and design process. In this study, we examined how functional corridors connect forest bird habitats in a metropolitan area of Korea using graph theory-based techniques. High-quality forest habitat was defined as a function of forest cover, presence of residential areas, and road networks. We then constructed a network of high-quality forest habitats using the FunConn (functional connectivity) tools, and computed metrics ($T_i$) of patch importance based on the minimum ($Q_1$) and the 25th percentile ($Q_{25}$) rank least-cost distance values. We investigated the relative influence of two values of patch importance on forest bird species richness. As a result, the patch importance index based on the $Q_{25}$ effective distance threshold was most positively correlated with species richness (P < 0.001) after controlling for the area effect. Thus, using the $Q_{25}$ effective distance threshold, we mapped not only the locations of important habitat patches and functional corridors, but also the network backbone of forest bird habitats. The network developed in this study can help guide urban planning for biodiversity conservation.

Developing an Adventure Game based on the 'Patterns' of Fun Theory for Inducting the Flow : 1 Hour (재미이론의 '패턴'에 근거하여 몰입 유발을 위한 어드벤처 게임 개발)

  • Kang, Jae-Woo;Cheo, Min-A;Um, Joo-Hee;Sung, Jae-Ho;Kim, So-Young;Kim, Hyeon-Jun;Son, Yu-Jin;Lee, Ju-Yeoun;Jang, Sae-Ri;Kang, Myung-Ju;Park, Chan-Il;Lee, Jong-Won;Oh, Hyoun-Ju;Kim, Sang-Jung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.303-306
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    • 2014
  • 수많은 사람들이 게임을 제작 및 개발함에 있어, 많은 학자들이 다양한 방법으로 오랜 세월에 걸쳐 연구한 게임의 인문학적 정의 및 재미 이론은 현대의 게임 개발에 있어서도 그 이론적 배경을 담당하는 주춧돌의 역할을 맡고 있다. 본 논문에서는 청강문화산업대학교 게임전공의 게임 개발 프로젝트의 일환으로 구성된 '안드로메다' 팀이 Unity 3D 엔진을 기반으로 제작한 3D 생존 어드벤처 게임 "1 Hour"를 개발한 과정을 기술하였고, 그 과정에서 재미 이론의 '패턴'에 근거하여 플레이어로 하여금 몰입을 유발시키는 어드벤처 장르의 게임 디자인을 제시하는 것을 이번 연구의 목적으로 하였다. 연구 과정은 문헌 연구 및 개발 게임("1 Hour")의 플레이 테스트 등을 통해 게임에서의 몰입의 과정을 분석하였고, 몰입 유발 효과 증명을 위해 '패턴과 몰입의 상관관계'에 대한 가설들을 수립하고 실험을 실시하여 그 결과를 분석하였다.

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The Effect of the Playfulness on Outdoor Recreation Decision-making Process of Audiences : Applying Extended Theory of Planned Behavior (리얼리티 프로그램 시청자의 놀이성이 아웃도어레크리에이션 의사결정과정에 미치는 영향)

  • Han, Seung-Hoon;Kim, Jin-OK;Lee, Sang-Ho
    • The Journal of the Korea Contents Association
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    • v.15 no.10
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    • pp.547-560
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    • 2015
  • The outdoor recreation fever that is drastically increasing in Korea could be the result of the interaction between mass media and popular culture as well as increase of leisure time and disposable income. Thus, the purpose of this study is to specify how the exposure of outdoor recreation through mass media influences potential outdoor recreationists. In order to specify this decision-making process, playfulness, which is the intrinsic characteristic of adults' fun and play, was added to the theory of planned behavior, which has high explanation power regarding human behavior. As a result of the study, it turned out that playfulness significantly influences attitude, subjective norm, and perceived behavioral control, and that attitude, subjective norm, and perceived behavioral control also significantly influence behavioral intention. These results specify that playfulness is a factor that has a great effect on outdoor recreation that seeks deviant behavior.

Construct the emotional information system in product design -Focused on the cooking kit with fun- (제품디자인에 있어서 감성정보 모델구축에 관한 연구 - 푸드용품을 중심으로-)

  • Hyoung, Sung-Eun
    • Science of Emotion and Sensibility
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    • v.11 no.1
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    • pp.69-80
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    • 2008
  • The scheme to approach emotional design developed in various way of research without defining criterion of emotional way. A aim of this research to derive a new way of approaching system and construct the process in emotional design. In first experiments, analyze meaning of important factors in cooking kits to construct the model of emotional approaching system by the analysis of quantification theory type 3. This shows that four emotional factors as shape, atmosphere, functional matter, information are deeply related with emotional thinking and design. Consequently, the way of emotional approaching in cooking kit have several conditions essentially as following these; 1.Is it have functional advantages to cook? 2. Is it good looking in shape? 3. Is it possible to make some of mood on cooking? 4. How much information of cook we get in? These conditions were classified in detail to establish emotional design system.

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A Search for the Meaning of Constructivism: Constructivism Revisited and Reviewed (구성주의 의미의 탐색에 대한 소고: 구성주의의 재조명)

  • Kang, Eun Kyung
    • Education of Primary School Mathematics
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    • v.21 no.3
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    • pp.261-272
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    • 2018
  • In the current era of mathematics education, constructivism is a core theory of learning. For teachers, understanding and applying constructivism to their teaching practices are crucial for student centered teaching. However, some mathematics educators understand Constructivism in a different way. For example, some future teachers view Constructivism as making mathematics 'fun' by creating game without considering conceptual understanding. In this paper, the original articles of Constructivism were revisited and investigated to understand and to search for their meanings. Also several types and sources of Constructivism were identified; Radical Constructivism, Vygotsky's social-cultural theory of development, Social Constructionism, and Social Constructivism. This paper investigated arguments of the several types of Constructivism and discussed their implications for mathematics teaching.

A study on Factors that Influence the Usage of Mobile Apps - Based on Flow Theory and Unified Theory of Acceptance and Use of Technology - (모바일 앱 이용에 영향을 미치는 요인 : - 플로우 이론과 통합기술수용모형을 바탕으로 -)

  • Kim, Young-Chae;Jeong, Seung Ryul
    • Journal of Internet Computing and Services
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    • v.14 no.4
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    • pp.73-84
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    • 2013
  • This study, based on flow theory and unified theory of acceptance and use of technology (UTAUT), examines various factors that influence the continuous use of mobile applications, particularly those providing users with satisfaction and pleasure as well as useful information. This study extends the previous studies that have been based on technology acceptance model, in which usefulness and ease of use are key determinants of use of new technology, by introducing flow theory in explaining the use of various technologies in mobile environment. For this purpose, this study employes a survey based field study and collects data from individuals who use fashion mobile apps since these are considered to provide fun and pleasures. This study finds that flow theory is a proper framework to understand the use of mobile technology, indicating flow experience is an important variable to determine the usage of fashion apps. In addition, performance expectation, effort expectation, social influence, and facilitation condition are found to be significant in influencing use of mobile apps, suggesting UTAUT still plays an important role in understanding the use of mobile technology.

A Research on Value Chain Structure on Experience of VR and AR Focused on Means-End Chain Theory on VR and AR (가상현실 미디어 체험이 가치사슬구조형성에 미치는 영향 연구 VR-AR 수단-목적 사슬이론 적용 중심으로)

  • Kweon, Sang Hee
    • Journal of Internet Computing and Services
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    • v.19 no.1
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    • pp.49-66
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    • 2018
  • This research explores a value chain structure of VR-AR media including user's perception, uses, and evaluation. The purpose of this research focused on factor analysis and the relationship among user's VR-AR adoption motivations and utilities. This research explores correlation between personal value and using motivation. This study was to identify the value structure of respondent on VR-AR usages based on means-end chain theory. The research used structured APT laddering questions and 251 data was analysed. Through such analysis, category difference by stage and relationship difference were identified and hierarchical value map was compared. There are four different value ladders: first is attributes, functional consequences, psychological consequences, and final value. This study is based on the analysis of the value chain structure factors that affect VR and AR use behavior (attributes, functional benefits, psychological benefits, use value), 'Hierarchical Value Map' between users' The purpose of the model is to construct a model. For this, 'means-end chain theory' was applied to measure the causal relationship between personal value and VR related use behavior. In order to solve this research problem, 135 people were analyzed through the structured questionnaire using the AR and VR content fitness measure and the second APT laddering, and the use of VR-AR : 1) Functional benefits; 2) Psychological benefits; 3) Means to reach value, 4) Objective value chain structure was identified. The results show that VR users tried to smooth the social life through the new virtual reality audiovisual element, the newness of experience, fun, and pleasure through the departure of reality, vividness of experience, and leading fashion. The AR fitness was a game and a new program, and the value of interacting with other people and the value of 'periwinkle' played an important role through the vividness and peripheral interaction of AR, It was an important choice. The important basic values of users' VR and AR selection were correlated with psychological attributes of interaction with others, achievement, happiness and favorable values.

A Study on the Purpose and Method of the Reading on the Reading Theory in the Cho-seon Dynasty (조선시대 독서론에서의 독서 목적과 방법에 관한 연구)

  • Byoungmoon So
    • Journal of the Korean Society for Library and Information Science
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    • v.57 no.2
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    • pp.31-50
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    • 2023
  • The aim of this study is to explore the purpose and method of reading by examining relevant research from various academic fields. According to the reading theory in the Cho-seon Dynasty, reading was classified as either a way of gaining fame, becoming a gentle man, or solving problems. However, this views have been largely replaced by the belief that reading serves two main purposes: self-discipline and practical usage in this study (Confucian perspectives have been excluded from this approach). The traditional reading method, known as sukookdok-jeongsa, influenced by Chu-tzu's reading, emphasized a fluent reading and a deep reading. A fluent reading (sukookdok) method involved a reading aloud, memorizing, and a repeated reading for the literal decoding. After decoding, a deep reading (jeongsa) involved a reading while taking notes, a reading with reference and a repeated reading for the optimal comprehension. A fluent reading in the traditional reading theory is succeeded by 'a reading for liberal arts' and a deep reading is succeeded by 'a reading for learning'. The sukookdok-jeongsa's various reading methods are useful enough to apply to reading education in the school library. But 'a reading for fun' did not appear in the traditional reading theory.

A Study of Evaluation Model for Culture Contents' Value Evaluation (문화콘텐츠 가치평가의 평가모형에 관한 연구)

  • Kwon, Ji Hyuk;Baik, Seung Kuk;Son, Ki Dong
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.3
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    • pp.129-144
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    • 2013
  • Recognizing a limits on quantitative evaluation of cultural contents' and for its betterment, study aims developing a qualitative evaluation model. For this study, Reception Theory, Semiotics and Psychology were derived for epistemological dimension to contemplate culture contents' essential attribute. To be concrete, cultural contents was examined as experiential products, emotional products, rememberable products and texts. Also, codes of fun, emotion and culture were discussed as intrinsic attributes for cultural contents and how those attributes were expressed or composed in cultural contents was discussed as well. Evaluation items were extracted based on final discussion at the epistemic level, set up the final evaluation model by taking experts' advices on each items. With all those outcomes, qualitative evaluation model for cultural contents was developed. For the importance of each index in the model, priority was granted by weighting on each index. Lastly, evaluation scale was developed for each index. The culture contents' evaluation model developed in study is meaningful not only in drawing qualitative evaluation items of video(image) contents and developing the index and model for the first time, but also its possibility of wide use for other genres.

Prototype of Educational Game for Development of Creativity (창의력 계발을 위한 학습게임의 프로토타입 제시)

  • Ahn, Seong-Hye;Song, Su-Mi
    • The Journal of the Korea Contents Association
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    • v.8 no.7
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    • pp.112-119
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    • 2008
  • Today, changing to knowledge information society, creativity education is thought important in each educational institution according as the importance of creativity is emphasized more. But it focused on development of intelligence that put special stress on scholastic subject. Therefore, this paper wished to present direction of development of educational game that can develop creativity and synthetic ability to solve problem through learner's voluntary interest and participation. As a result, the researcher drew element of fun and component of storytelling of educational game that was based on design of leaning for development of creativity, a previous research, that was based on the concept of creativity and theory of multiple intelligence, and presented a development example with storyboard, interface design and element of graphic for the production of prototype of educational game, after design game structure.