• Title/Summary/Keyword: funny

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A Case Study on AR Gamification to Help Easy and Funny College Life for Foreign Students (외국인 유학생의 대학생활 안내를 쉽게 돕는 AR 게이미피케이션 제작 사례)

  • Lan, Zi-Jie;Park, Chan;Lee, Wan-Bok
    • Journal of Convergence for Information Technology
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    • v.12 no.3
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    • pp.11-16
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    • 2022
  • Although the number of foreign students is increasing with the development of internationalization, international students are often unfamiliar to the campus environment in the early stages of their school visits. This research aims to solve the problems of foreign students' unfamiliarity with the campus and the inconvenience of study and life after enrollment and to design and produce an AR campus guide application based on gamification. The application built are designed according to the targets, missions, and rewards of different places. Through the 'A Survey on the Awareness of Kongju University's Buildings' questionnaire survey of international students at National Kongju University, six place were selected as POI (Point of Interest). Missions and questions suitable for users were designed. Through this application, it is hoped that users can learn about important places of the school interestingly and learn about the use of related convenience facilities.

Application Effects of Out-of-class Chemical Experience Learning Programs on Scientific Process Skills and Science-Related Attitude for Middle School Students (교실 밖 화학체험학습 프로그램이 과학 탐구 능력과 과학 관련 태도에 미치는 영향)

  • Mun, Seong-Bae;Jo, Mi-Ae
    • Journal of the Korean Chemical Society
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    • v.50 no.6
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    • pp.506-514
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    • 2006
  • purpose of this work was to study the applied effects of out-of-class Chemical Experience Learning (CEL) Programs on scientific process skills and science-related attitude for middle school students. The out-of-class CEL Programs which were developed to make the funny out-of-class chemistry and the exciting science class', included the nature-friendly chemical experiments suitable for natural environment and composed of real life-centered experiences. The out-of-class CEL programs were applied to natural environment through all-day improvement activity. The science club students in D middle school in Busan were selected as the objects of the study consisting of one experiment group and one control group. The out-of-class CEL programs were applied to the experiment group and traditional class method was applied to the control group. The change of scientific process skills and science-related attitudes between two groups were compared and analyzed. And students reaction on the out-of-class CEL programs was investigated. As a result, out-of-class nature-friendly chemical experiments were improved scientific process skills and science-related attitudes of middle school students. Also, more than 70% of students in the experimental group gave positive feedbacks to the out-of-class CEL programs and increased attention, interest, and degree of self-participation in science.

Interpretation of in Plural Analysis (<센과 치히로의 행방불명>의 다원적 해석)

  • Pyo, Jeong-Hee;Lee, Tae-Gu
    • Cartoon and Animation Studies
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    • s.42
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    • pp.81-104
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    • 2016
  • was released in South Korea in 2002 with more than 2million audiences and had been appraised as a successful and sensational work. The work let the audiences highly evoke interest and curiosity through offering magnificent sceneries, weird and funny creatures and stimulating imagination, before having no idea about the work producted by Miyajaki Hayao, one of the greatest directors. Well-concentrated his works seem to be easy to understand but have a variety of meanings in very different ways. Expending the range of analysis of his works, for example, from its technical to cultural and philosophical etc. has an enormous amount of value of diversity such as a ray of light passing through a prism. For this reason, has been studied in many different views. This paper will analyse this animation in respect of ideas of eastern as well as western to show differences from former papers. The ideas of eastern and western seem to be not in a line, but this study will suggest that the two different ideas are not different, actually. Through plural analysis of , ask questions about what life is and what the direction is.

Design and Implementation of the u-Health Care Services in the Life Environment (생활환경 기반 u-건강관리서비스 설계 및 구현)

  • Hong, In-Hwa;Kim, Ju-Young;Choi, Ho-Chun;Kim, Chan-Gyu;Jung, Kwang-Mo;Kim, Nam-Il;Kang, Jeong-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.6
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    • pp.107-118
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    • 2011
  • This paper shows a u-Health management system in user's Life environment, which is different from previous ones by enterprises. It's designed for users(citizens) and service provider(especially providing medical service). This paper is discussing on the proof on the service model being operated near the Tancheon stream in the city of Sung-nam. To maximize users' satisfaction, this service has been designed on four disciplines(so easy, so simple, well-customized, funny feedback) in the viewpoint for users. Its algorithm has 4 levels which are measurement, prescription, monitoring and feedback. In the system. there are HCBs(health check boothes) checking out status and assessment of users, customized health prescription customized a health management service prescription engine, exercise programs customized on exercise equipments near the stream and monitoring system.

Related Study which feeling "Fun" & "Reality" in Korean Cartoon (한국만화에서 느끼는 '재미'와 '현실'의 연관연구)

  • Chang, Jin-Young
    • Cartoon and Animation Studies
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    • s.35
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    • pp.227-253
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    • 2014
  • The purpose of this article is to prove the fun of cartoon has related in Reality. Ultimately, it will be occurred the expanding result in contact with reader's reality perception. I had pointed out this issue in introduction. Although Fun is our vital power, almost people recognize it as imagination result which is not related in Reality. As the result, we overlooked Fun is contacted in Reality recognition. Creation method of cartoon story emphasize "the Individual character" and "the original nature" also. As this result, it has limitation which neglect "Reality". In main subject, I explained the meaning of Fun and Reality in feeling Korea Cartoon. First, we looked around a theoretical background of fun. With take surveying for various fun characters in several category of cartoon. We can confirm that it was occurred the results contacting "Enlargement of actual recognition" commonly. Second, the main issue of Korea cartoon was "Reality" historically. But, described Reality in cartoon is different from true Reality. Therefore, cartoon is imagined Reality of writer. So he make a heros and make a fun putting a folk tail. Third, described Reality in Korea cartoons make a fun and reader's consensus which is from emotional reality. With limitation of writer's "Reality recognition", almost writers adapted to ideology of ruling classes. Forth, we surveyed Korean cartoons which described "true Reality". Newspaper cartoons during imperialism and Min-joong cartoon in 80' period and 2000th period life documentary cartoon, we participated three sector and surveyed each character. Especially, I am dealing with important inconsistency of true reality. As this result, My cartoon enlarge reader's true reality and make "Fun" of recognizing a true reality.

A Study on Actual Conditions and Patterns of Sexual Harassment in the Korean Adolescents (한국 청소년의 성희롱실태 및 유형에 관한 조사연구)

  • Kim, Young-Hae;Lee, Hwa-Za;Jung, Eun-Soon;Kim, Lee-Soon;Moon, Sun-Hwa;Jung, In-Kyung
    • The Journal of Korean Academic Society of Nursing Education
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    • v.7 no.2
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    • pp.196-206
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    • 2001
  • The purpose of this study was to identify Korean adolescents' sexual harassment conditions and patterns in schools as well as their psychological reactions when they are under sexual harassments or they committed sexual harassments. The subjects were 475 middle and high schoolers in Pusan and Gyeong Sang Nam-Do. The survey was executed from July 1 through Dec. 31, 2000. The collected data was analyzed by SPSS WIN 8.0 using percentage, mean. The results of this study were as follows: 1. the linguistic sexual harassment such as 'lewd jokes or dirty talks' was the major pattern(35.4%), The body touching such as 'kiss or embracing', 'internet transmission of pornography', 'sexual harassing of body characteristics', touching breast', 'grasping of hands or body touching', 'body touching in secret place', 'urging to sit in touch or on knees', 'exposing of special body areas', and 'showing pornography' followed in a row. 2. The eighteen point three percents of subjects had the experience to commit sexual harassment. The forty four point seven percent of above subjects committed it against their classmates. The first time to commit sexual harassment was their middle school period (38.4%). Their motives to commit it were as under: 'killing time'(48.8%), 'annoying', 'attracting attention from the other sex', 'expressing lovely emotions', 'urging of their friends', 'misunderstanding that the other partners felt good when they experienced sexual harassment, 'showing their strength' etc. their with committing harassments they felt as under ; 'joyful'(61.6%), 'funny,' 'desirous to try again', 'thrilling', 'breaking stress', very pleasant', 'exciting', 'regretful', 'guilty', and 'feeling fear' etc. 3. Twenty four point two percents of the population exposed to sexual harassments. The sexual harassers were almost their classmates (42.7%). And then unknown people', 'boy or girl friends and school staffs' followed in a row. The places where harassments happened were 'inside classroom'(69.8%), 'school bus and subway', 'outside school', etc. The feelings when experienced harassments were 'anger' (51.3%), 'hurting self-respect', 'embarrassing', 'rejection', 'insulting', 'shame', 'fear', 'dislike', 'anxiety', 'melancholy' etc. The reasons not to have consultations after sexual harassments were 'worrying to be well-known'(49.6%), 'believing not helpful enough', 'regarding simple mischief', 'trying to revenge directly', 'understanding their mistakes', 'worrying retaliation' etc.

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Exploring the Factors of Serendipity in Online Video Environment (온라인 동영상 환경에서의 세렌디피티 요인에 관한 탐색)

  • Baek, Sodam;Lee, Wonyoung;Chae, Anbyeong;Hwang, Eunyoung;Kim, Sungwoo
    • Journal of the HCI Society of Korea
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    • v.12 no.3
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    • pp.25-33
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    • 2017
  • Current video service market doesn't satisfy the users' needs who want to find new and interesting contents despite the vast amount of contents. Now it is continuously necessary to Study on technology and using experience is continuously required in online video service area to stimulate the watching motivation efficiently with such as recommendation or promotion. One of efficient ways of increasing the using motivation is to give the users pleasure when they use the services. This study focused on 'unexpected funny finding' as a strategy of providing pleasure of using. It was believed that it could increase the pleasure of using the service, if serendipity, which means unexpected pleasure, accidental finding such as finding a beautiful $caf{\acute{e}}$ or meeting a friend at a certain place unexpectedly, is applied. This study defines the serendipity as 'contents that give unexpected pleasure' at the online video environment. First it theoretically extracted the various characteristics of serendipity through reading many books. Next it verified the other concept of serendipity through the diary of users' survey to additionally extract the characteristics of serendipity at video environment that are hard to find in books. It formed estimation items for the characteristics of the extracted serendipity and tested them in youtube to confirm the characteristics of serendipity being found in video service and observe potential factors that make it. As a result if verified and confirmed four factors that cause serendipity at video environment. This study could be used as basic data to understand the concept of serendipity. It has an academic meaning in the point that it could be a useful reference for the future study that analyzes the role or effect of serendipity at IT area including online video service.

A study on the factors influencing the satisfaction of life of disabled children parents (장애아 부모의 삶의 만족도에 영향을 미치는 요인에 관한 연구)

  • Lee, Hyun-Suk;Ha, Kyu-Soo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.11
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    • pp.8046-8056
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    • 2015
  • The purpose of this study is the study of factors affecting the life satisfaction of disabled children parents. Survey data metropolitan area and Gyeonggi-do special schools, day shelter, Disabled Welfare, especially on the national branch in Korea Funny disabled parent meetings, through 389 branches were collected material wealth targeting parents with disabilities. Statistical analysis SPSS 19.0 program utilizes factor analysis, reliability analysis. And parents of children with disabilities and environmental factors are the demographic characteristics in order to analyze the impact on life satisfaction as a control variable, and the environmental factors as independent variables were performed hierarchical regression analysis. Results are crazy and the positive(+) influence a religious presence and the average monthly income of demographic characteristics in the satisfaction of life, environmental factors all had significant influence on life satisfaction. In other words, family support, disability, social networks, personal nature had a positive(+) influence on life satisfaction of disabled children parents, the relative influence of these factors include family support, disability, social networks, net of personality. It was in. The result is handicapped parents receive emotional support and help from family, the lower the degree of disability of the child, as participation in meetings or disability welfare various programs and handicapped parents, and the more it has a positive character increased satisfaction in life that can be interpreted.

Trend of conclusive expressions in Post-Modern Edo-language (근세후기 에도어에 나타나는 단정표현(断定表現)의 양상(樣相))

  • Um, phil kyo
    • Cross-Cultural Studies
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    • v.25
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    • pp.775-798
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    • 2011
  • From Post-Modern Edo-language of Japan, it is possible to find expression formats related to current Tokyo language. However, in some cases, Tokyo language and Edo-language has the same format but different usage. One example is the ending portion of a sentence. This research investigates conclusive expressions of Edo-language in literary works excluding the usage of "ダ". Various formats of conclusive expressions appear in a conversation, and the usage is closely related to the speaker's sex, age, and social status. Also from the study, it was possible to see that the social relationship between a speaker and a listener and a conversation circumstance has an effect on the usage of conclusive expressions. In addition, usage does not conform to the current standard Japanese. 1. Currently "である(dearu)" format is seldom used in speaking, it is used with "だ" only in writing. The study found no case of "である(dearu)" in conclusive expressions but some use of "であろうて(dearoute) であらうな(dearouna)" "であったのう(deattanou) であったよ(deattayo)" only in old aged male. 2. "であります(dearimasu)" format is a typical Edo-language used by society-women (Japanese hostess who has a good education and an elegant speaking skills). This format was used once in "浮世風呂"(ukiyoburo) and 14 times in "梅?"(umegoyomi), but speakers were always a female. The reason for 14 occurrences in "梅?" is closely related to the fact that the main characters are society-women and genre is "人情本(ninjoubourn)" which is popular type of cultural literature (based on humanity and romance) in late Edo period. 3. "でござる" format is originally used as a respect-language but later changed to a polite language. The format is always used by male. It is a male language used by old aged people with a genteel manner such as a medical doctor, a retired man, or a funny-song writer. 4. "ございます(gozaimasu) ごぜへます(gozeemasu)" The study found the speaker's social status has a connection with the use of "ごぜへます(gozeemasu)" format. Which is "ございます(gozaimasu)" format but instead of [ai], long vowel [eː] is used. "ごぜへます(gozeemasu)" is more used by a female than a male and only used by young and mid-to-low class people. The format has a tough nuance and less elegant feel, therefore high class and/or educated ladies have a clear tendency to avoiding it

The Play World Structure of EBS Character "Pengsu" (EBS 캐릭터 '펭수'의 놀이세계 구조)

  • Kim, Jeong-Seob
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.267-275
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    • 2020
  • Even ordinary-looking plays can have a profound meaning. Based on this assumption, Eugene Pink (1960) has established an analytical model of play with five elements, namely "delight", "meaning", "community", "rules" and "tools." It was an effort to reflect on the true meaning of play beyond the cortical entertaining nature of play. In this study, it was carried out that all the texts containing images and performance from the EBS character "Pengsu" were selected, since he emerged as a new star in 2019. And also his play structure was analyzed by applying the Pink's model. As a result, Pengsu's play structure was confirmed to be systematic and complete as a play prototype because it was well-organized with five elements of play. It was regarded as a successful character that skillfully attracts participants to the play world. Among the components of the play, "fun" was found to be his funny appearance, sudden and unconventional behavior, "meaning" was the elimination of authoritarianism, self-esteeming and energizing, "community" was a multi-platform media user who crossed off-on-line, analog-digital-line, "rules" was to set his concept fixed as a young stranger with an ego to unreveal his identity, and "tools" was shown as his character itself and continual discourse. It shows that until now, Pengsu has a social net function of quite spreading the positive meaning of encouragement and comfort, advice and guide, consideration and forgiveness, introspection and nirvana to all members of our society, including the youth who are struggling with uncertainty and anxiety by showing rather exaggerated and stimulating performance that precisely combines these play elements.