• Title/Summary/Keyword: game concept

Search Result 306, Processing Time 0.024 seconds

A Study on Web Accessibility Status of Metropolitan and Provincial Offices of Education from the Universal Design View (유니버설 디자인 관점에서 본 국내 시도 교육청의 웹 접근성 실태에 관한 연구)

  • Seo, Mi-Ra
    • Journal of Digital Convergence
    • /
    • v.11 no.5
    • /
    • pp.405-410
    • /
    • 2013
  • Due to the enforcement of a law about disability nondiscrimination and rights protection in 2008, the web accessibility has become an obligation. According to a survey targeting public sectors such as central administrative organization, local autonomous entity and etc., the level of compliance with web accessibility appeared to be improved every year. However, such legal mechanism focuses on the improvement of convenience for disabled people only and does not meet the concept of universal design that aims to satisfy every user. Therefore, this study verifies the status of web accessibility on 17 homepages of metropolitan and provincial offices of education. The status survey was carried out with 3 steps: 1) Verification through automated verification tool by National Information Society Agency, 2) Verification through Web Content Accessibility Guidelines(UD-WCAG) that adopts the concept of universal design, 3) Verification by using screen reader. Compared to the verification through automated verification tool, the overall compliance rate verified through UD-WCAG was reported lower.

A Study on the Meanings of Half-Life: Alyx and the Success Factors of VR Games (하프라이프 알릭사의 의미와 VR게임 성공 요소 고찰)

  • Kwon, Dong-Hyun
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.9
    • /
    • pp.271-284
    • /
    • 2020
  • Good reviews that Half-Life: Alyx received created a turning point for the vitalization of the VR market with an uncertain future due to the absence of a revenue model together with the increased sales of VR equipment. Based on previous studies, this study categorized the characteristics of VR games according to graphs, first-person system, interface, controller, interaction technology, sound and stories. The analysis results show that the seven elements corresponded with "interactions" and "virtual images," which represent the completion level of games as part of VR components, and were connected to one another, which led to the proposal of an upper-rank concept "presence" to put them together. "Immersiveness," which represents users' emotions as part of VR components, was analyzed with the immersion theory to assign tasks of proper difficulty level for users' abilities. In the research process, the Delphi technique and FGI were administered to a panel of 15 experts to ensure objectivity. Finally, "presence" and "immersiveness" are characteristics in proportion to each other and can be valid concepts in future analysis of VR games as well as Half-Life: Alyx, which led to the proposal a new concept framework called 'presence effects' by combining the two words.

Media-Content Repertoire Development and Difference Analysis: Focus on the Entertainment Content (미디어-콘텐츠 레퍼토리 개발 및 유형별 특성 분석: 엔터테인먼트 콘텐츠를 중심으로)

  • Lee, Minjoo;Ryu, Sunghan;Kim, Young-Gul
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.2
    • /
    • pp.196-207
    • /
    • 2015
  • This study introduced the concept of 'Media-content repertoire', which indicates the set of favorite media-content combinations of media users and extracted five media user types based on those combinations. We used the range of media(i.e., smartphone, tablet, PC, and TV) and entertainment content(i.e., movie, broadcasting, music, and game) for the analysis. Also, we investigated the differences between those types including demographic variables, individual characteristics, and content buying behavior and we found that statistically significant differences exist among them. Those include 'non-user'(i.e., lower level of media use), 'screen user'(i.e., 50s, TV-centered media use), 'variety seeker'(i.e., 20s. heavy public transport user), 'selective focus'(i.e., 20,30s, movie&broadcasting-centered media use), and 'heavy user'(i.e., high level of media use and consumption). The results provide both academic implications(e.g., extension of media repertoire concept) and practical implications(e.g., direction to the target marketing for each user type).

An Analysis of the Convergence Factors, Convergence Passes, and Convergence Types in Content Industries (콘텐츠의 융합요소 및 융합경로와 융합유형 분석)

  • Rim, Myung Hwan;Lee, Jung Mann
    • Journal of Information Technology Applications and Management
    • /
    • v.20 no.3_spc
    • /
    • pp.295-314
    • /
    • 2013
  • These days a great mix of traditional and digital contents such as movie, broadcasting, advertisement, e-books, music, game, animation, cartoon, character, knowledge information, and art performance are widely available. Many more are yet to come, with improved quality and added features. It is expected that all these contents will be evolved into a new breed of convergence content through the process of consolidation, expansion, integration, and recreation. Across the digital ecosystem, a new formula is being added to the industrial structure : 'Information/Content-Platform/Device-Goods/Service.' In the near future, as a result of technological innovation and convergence, the business sector will lose its boundaries as well, as businesses will be forced to look beyond the product itself and focus more on multi-functionality. Especially, in the era of creative economy, more policies need to be crafted in order to procure a new growth engine for the future with the agenda for convergence between humanities and technology. Therefore, the purpose of this paper is to analyze the concept, factors, elements, types, and cases of convergence, which are the essence of content convergence. This analysis, with its focus on the convergence process, will help identify the effects and limits of content convergence as well as the prospects for convergence contents in the smart ecosystem under the creative economic system.

A Development of Product Design for Launching in New Market - inkel Car Navigation (WideTouch) - (Car Navigation 신시장 진출을 위한 제품디자인 개발사례 연구 - 인켈 와이드터치(WideTouch) -)

  • Seo, Hong-Seok
    • Science of Emotion and Sensibility
    • /
    • v.9 no.spc3
    • /
    • pp.225-234
    • /
    • 2006
  • Car Navigation market is rapidly emerging in Korea recently. And it adds the multiple functions which are various traffic and travel information, DMB(Digital Multimedia Broadcasting) TV, game, movie and music. It is evolving as a killer application device of Car Infotainment (Information & Entertainment). On the other hand, the technical barrier which is pushing into the market is low and the competition is intense in process of time. In the market situation, the design differentiation is embossed with important element. In this case study, focused on inkel which specialized in Audio/Video launching into the Car Navigation market with the new brand 'WideTouch', we tried to provide successful product design strategy based on proactive research on the market for the design differentiation through the target segmentation of the new generation, middle-aged and a woman consumer.

  • PDF

Design of Driver License Simulation Model using 3D Graphics for beginner (운전연습생을 위한 3D 그래픽을 적용한 운전면허 시뮬레이터의 설계)

  • Won, Ji Woon;Seo, Hee Suk
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.5 no.2
    • /
    • pp.29-37
    • /
    • 2009
  • Recently, the structure of simulation environment is important issue in all fields. In case of the training for operating the machines which are costly such as airplanes or spaceships, simulators could be helpful for decreasing the costs and training effects by simulating real situation. When we get the driving license, too many peoples are waiting for their turns because of limited cars and testing spaces in Korea. To solve this problem, we've designed and developed the basic design for the simulators. We suggested the Computer 3D Simulation Model for practice of a drives's license. The concept of this simulator was from a 3D Racing-game which suit for driving exercise. We provide users with handle-controlled simulation setting in order that users feel reality as if they drive really through this simulator. We also use 'force-feedback' system which give handle vibration in case users collide against obstacles or exceed the line since users can absorb the simulation program and feel the sense for the real. This paper is the study about modeling the driving exercise model made use of 'computer 3D simulation', and producing and utilizing the simulator through this modeling.

From Specialisation to Diversification in Science and Technology Parks

  • Hassink, Robert;Hu, Xiaohui
    • World Technopolis Review
    • /
    • v.1 no.1
    • /
    • pp.6-15
    • /
    • 2012
  • Science and technology parks have been popular among policy-makers at several spatial levels to promote innovation and economic growth of certain localities. However, this mainly property-led policy tool has been criticised for two reasons. First, it often failed to successfully support regional networking and technology transfer to regional firms. Only unplanned science and technology parks, such as Silicon Valley, seem to have been successfully fostering regional networking and technology transfer which has led, in turn, to the development of competitive innovative clusters. Secondly, it has too often bet on the same horses and become too specialised in the same fields, such as in micro-electronics or in biotechnology. This specialisation has been theoretically supported by the cluster concept. It has led to both a zero sum game of competition between locations as well as potentially negative path dependence and lock-ins. This paper suggests increasingly supporting diversification in science and technology parks by bringing together hitherto unconnected technologies. Several recently discussed concepts could be used to support diversification, such as related variety (Frenken et al. 2007), regional branching (Boschma and Frenken 2011), regional innovation platforms (Harmaakorpi et al. 2011) and transversality (Cooke 2011).

Clustering Algorithm for Data Mining using Posterior Probability-based Information Entropy (데이터마이닝을 위한 사후확률 정보엔트로피 기반 군집화알고리즘)

  • Park, In-Kyoo
    • Journal of Digital Convergence
    • /
    • v.12 no.12
    • /
    • pp.293-301
    • /
    • 2014
  • In this paper, we propose a new measure based on the confidence of Bayesian posterior probability so as to reduce unimportant information in the clustering process. Because the performance of clustering is up to selecting the important degree of attributes within the databases, the concept of information entropy is added to posterior probability for attributes discernibility. Hence, The same value of attributes in the confidence of the proposed measure is considerably much less due to the natural logarithm. Therefore posterior probability-based clustering algorithm selects the minimum of attribute reducts and improves the efficiency of clustering. Analysis of the validation of the proposed algorithms compared with others shows their discernibility as well as ability of clustering to handle uncertainty with ACME categorical data.

An Instructional Learning Effectiveness of Network Concept by Problem-Oriented Learning for Computer Education in Elementary Schools (초등컴퓨터 교육에서 문제중심 학습을 이용한 네트워크 개념의 교수학습 효과)

  • Rim, Hwakyung
    • The Journal of Korean Association of Computer Education
    • /
    • v.7 no.3
    • /
    • pp.91-99
    • /
    • 2004
  • Elementary school students have a great deal of interest in Internet games which provide integrated multimedia and so they become to know well the terminology used in network such as game server, Internet service, transfer time, etc. In addition, they are used to understand the technological phenomena occurring in internet. They, however, have difficulty understanding concepts and principles regarding the phenomena mentioned above because the educational contents in elementary school computer textbooks consist of only ICT education and its applications, i.e., tool-based technology. In this paper, we apply educational learning on network concepts which are the basis on the internet to classroom instruction by using problem oriented models. We conclude that the educational contents in elementary school computer education should be transferred to the area with principles and concepts.

  • PDF

Structural Optimization of a Joined-Wing Using Equivalent Static Loads (등가정하중을 이용한 접합날개의 구조최적설계)

  • Lee Hyun-Ah;Kim Yong-Il;Park Gyung-Jin;Kang Byung-Soo
    • Transactions of the Korean Society of Mechanical Engineers A
    • /
    • v.30 no.5 s.248
    • /
    • pp.585-594
    • /
    • 2006
  • The joined-wing is a new concept of the airplane wing. The fore-wing and the aft-wing are joined together in a joined-wing. The range and loiter are longer than those of a conventional wing. The joined-wing can lead to increased aerodynamic performance and reduction of the structural weight. In this research, dynamic response optimization of a joined-wing is carried out by using equivalent static loads. Equivalent static loads are made to generate the same displacement field as the one from dynamic loads at each time step of dynamic analysis. The gust loads are considered as critical loading conditions and they dynamically act on the structure of the aircraft. It is difficult to identify the exact gust load profile. Therefore, the dynamic loads are assumed to be (1-cosine) function. Static response optimization is performed for the two cases. One uses the same design variable definition as dynamic response optimization. The other uses the thicknesses of all elements as design variables. The results are compared.