• Title/Summary/Keyword: game culture study

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Analysis and implications of North Korea's new strategic drones 'Satbyol-4', 'Satbyol-9' (북한의 신형 전략 무인기 '샛별-4형', '샛별-9형' 분석과 시사점)

  • Kang-Il Seo;Jong-Hoon Kim;Man-Hee Won;Dong-Min Lee;Jae-Hyung Bae;Sang-Hyuk Park
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.167-172
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    • 2024
  • In major wars of the 21st century, drones are expanding beyond surveillance and reconnaissance to include land and air as well as sea and underwater for purposes such as precision strikes, suicide attacks, and cognitive warfare. These drones will perform multi-domain operations, and to this end, they will continue to develop by improving the level of autonomy and strengthening scalability based on the High-Low Mix concept. Recently, drones have been used as a major means in major wars around the world, and there seems to be a good chance that they will evolve into game changers in the future. North Korea has also been making significant efforts to operate reconnaissance and attack drones for a long time. North Korea has recently continued to engage in provocations using drones, and its capabilities are gradually becoming more sophisticated. In addition, with the recent emergence of new strategic Drones, wartime and peacetime threats such as North Korea's use of these to secure surveillance, reconnaissance and early warning capabilities against South Korea and new types of provocations are expected to be strengthened. Through this study, we hope to provide implications by analyzing the capabilities of North Korea's strategic Drones, predicting their operation patterns, and conducting active follow-up research on the establishment of a comprehensive strategy, such as our military's drone deployment and counter-drone system solutions.

The effect of creativity, absorptive capacity and strategic orientation on the distribution strategy of foreign market entry : Focused on Game Industry (해외시장 진입전략에서 창의성과 흡수역량, 전략적 지향성이 미치는 효과에 대한 연구: 게임산업을 중심으로)

  • Park, Young-Eun
    • Review of Culture and Economy
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    • v.17 no.2
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    • pp.29-62
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    • 2014
  • Game industry, one of cultural-content industry which is considered as a typical knowledge-based industry and creative industry, is not like the overseas expansion of traditional manufacture, and has different strategy and performance of export expansion through product or project-based strategy. Therefore, it should be approached by each content unit, and necessary to look at the factors that make their decision makings of foreign market entry vary. This study focuses on discovering creativity, absorptive capacity and strategic orientation(market orientation and innovation orientation) which affect the difference of distribution's decision making of entry into foreign market in game industry This paper examined 252 cases of online games in order to investigate creativity, absorptive capacity and strategic orientations for each foreign market and what entry type(among licensing, joint distribution, exclusive distribution) they chose according to the products developed in team level. This helps us analyze the factors affecting market orientation and innovation orientation in the perspectives of creativity and absorptive capacity in comprehensive way, and notice the phenomena which use different foreign distribution strategy though there are company incorporated abroad and their results. This study supplements the limit of the existing Resource-Based View, Resource-Dependent View, and traditional international business theories such as Transaction Cost Theory or OLI Paradigm(Eclectic Framework), and proves how company could reduce asymmetry of uncertainty and information in creative industry and whether they accomplish successful overseas expansion according to strategic orientations.

Development of Nutrition Education Program that Promotes Eating Behavior of Preschool Children -Especially Focused on Being Familiar with Vegetable- (미취학 아동의 편식지도를 위한 영양교육 프로그램 개발에 관한 연구)

  • Yang, Il-Sun;Kim, Eun-Kyung;Bai, Young-Hee;Lee, So-Jung;Ahn, Hyo-Jin
    • Journal of the Korean Society of Food Culture
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    • v.8 no.2
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    • pp.125-137
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    • 1993
  • The purpose of this study was to develop nutrition education program that promotes eating behavior of preschool children. 118 parents of preschool children were surveyed to understand of children's food preferences and prejudices. The preference for vegetable showed the lowest score(2.345) and fruit was the favorite food(4.11). These results imply the consequence of teaching balanced diet with emphasizing vegetables for preschoolers. Thus, nutrition education program including teaching material were developed to provide the preschoolers with cognitive, affective, and psychomotor activities in order them to the familiar with vegetables. The program were consisted of following five parts: 1. Read-A-Story includes six stories with follow-up activities. 2. Grow-A-Plant gives instructions for growing vegetables. 3. Play-A-Game stimulates children's imagination and learning. 4. Take-A-Trip suggests places to visit that grow, sell, and prepare vegetables. 5. Eat-A-Treat presents easy ways to prepare and enjoy vegetables. Twenty one-Standardized recipes for vegetable dishes were also developed for preschooler's luncheon and snack in daycare center.

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Method and Case Study of Decision Tree for Content Design Education (콘텐츠 디자인교육을 위한 의사 결정 트리 활용 방법과 사례연구)

  • Kim, Sungkon
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.4
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    • pp.283-288
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    • 2019
  • In order to overcome the students' lack of information and experience, we developed a content planning tree that utilizes a decision tree. The content planning tree consists of a tree trunk creation step in which students select a theme and a story to develop, a parent branch generation step for selecting a category that can be developed based on the story, a child branch generation step for selecting the interesting "effect" method of producing the content effectively, a leaf generation step for selecting a multimedia expression 'element' to be visualized. The educational model was applied to game planning design and information visualization lectures, and provides examples of the categories, effects, and elements used in each lecture. The model was used for 145 team projects and the efficiency was confirmed by a step-by-step learning process.

Satisfaction Survey Through Multicultural Literacy Program Development and Education for Busan Youth (부산 청년을 대상으로 다문화리터러시 프로그램 개발 및 교육을 통한 만족도 조사)

  • Kang, Hyun-Joo;Jung, Se Ri;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.24 no.11
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    • pp.1567-1579
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    • 2021
  • This study describes a multicultural literacy program that can nurture multicultural people who can live in a multicultural society. A total of 10 20-hour programs were conducted for 22 youths in Busan. Through this, the current perception and acceptance of multiculturalism among young people in Busan was investigated, and a curriculum suitable for multicultural awareness, multicultural acceptance, and multicultural competency enhancement was constructed. In accordance with the goal of strengthening the multicultural competency required for multicultural activists through education, learners can exchange opinions through the activity sheet, so that learners can know the difference between themselves and others. Students could learn about each other's culture and values through cultural exchange with others, and through teachers with diverse cultures, they could learn various perspectives and cultures about culture and values. Through the results of the multicultural literacy program, I would like to suggest three methods of multicultural literacy education to strengthen multicultural competence in a multicultural society. Therefore, efforts should be made to develop various multicultural education courses to strengthen the multicultural capabilities of Koreans.

Experience and Vision of Nutrition Education by Nutrition Teacher Candidate in School (예비영양교사의 학교에서의 영양교육 경험 및 방향 설정에 대한 인식 조사)

  • Lee, Eun-Ju;Lee, Hae-Young
    • Journal of the Korean Society of Food Culture
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    • v.24 no.4
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    • pp.440-450
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    • 2009
  • The purposes of study were to survey the status of nutrition education in school and investigate the perception of nutrition teacher candidates concerning the direction and ideal method for nutrition education. A questionnaire was distributed to 554 nutrition teacher candidates from August to October, 2006. A total of 468 usable data were collected (84.5% response rate). The statistical data analysis was completed by using SPSS for Windows (ver. 10.0) for descriptive analysis, ANOVA and $X^2$-test. About 52% of respondents had nutrition education teaching experience. Half of the respondents indicated that the necessity for nutrition education stemmed from their own need for such education. The main problem in students' dietary life was 'the increasing intake of processed foods, instant foods and fast foods (4.23 out of Likert 5 point scale)' and the major nutritional problem was 'high calorie intake with low essential nutrients (3.96 out of Likert 5 point scale)'. Over half the respondents (53.4%) recommended that nutrition education be oriented towards behavioral change rather than knowledge delivery. Social learning theory was preferred mostly as an theory apt to nutrition education (60.3%) and the most effective means of education was referred to organizing the regular class for nutrition education (50.5%). The 'playing such as songs or game' was reported as both effective and realizable method in nutrition education.

A Study On the Narrative of VR Disaster and Safety Education Introduced by Disaster Film Narrative (가상현실(VR) 재난안전교육에서 재난영화 내러티브 도입 연구)

  • Kang, Nae Young
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.561-568
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    • 2022
  • The purpose of this study is to explore the narrative of VR disaster and safety Education introduced by disaster film narrative. VR(Virtual Reality) is be suitable technology for disaster and safety Education due to media characteristics as 'immersion', 'presence', 'interactivity', 'pleasure'. Disaster film narrative is able to be worth VR disaster and safety education as a variety of stories and educational effect. For this study, examine a theoretical study and a visiting research of 'Busan 119 Safety & Experience Center'. This study concludes that Firstly need to introduce catharsis effect, Secondly, build 'interactive narratives' that ensure active participation of users, Thirdly, introduce an 'adventure game' narrative element, Fourthly, introduce a hero-shaped narrative in which the user becomes a one-man hero, And lastly, need education as use user's multiple access and group experience learning. Therefore, This thesis is of academic value in that it suggest a desirable new direction of narrative in VR disaster and safety education.

An Ethnographic Study on CosPlay Group in Korea I - Analysis on CosPlay Groups in Korea - (한국 코스프레 집단의 문화기술지적 연구 I -한국의 코스프레 집단의 분석 -)

  • Koh Ae-Ran;Shin Mi-Ran
    • The Research Journal of the Costume Culture
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    • v.13 no.6 s.59
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    • pp.919-933
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    • 2005
  • This study goes into the field of CosPlay that takes place in Korea, and directly observes the people who engage in CosPlays. Based on in-depth interviews, this research identified the reasons why the CosPlay aficionados participate in this practice and their cultural preferences. Ethnography methodology was used to understand the behavior of the cultural entities of CosPlays. Moreover, this research attempted to understand their daily formalities through their own perspective and language instead of superficial language. In general, CosPlay form that they manifest is classified into two main categories: those who enjoy posing by becoming their favorite characters and those like to wear the clothes of their favorite characters and go up on the stage to perform an act of animation or game where the applicable character appears. Some of these groups are: 1) 'Bishojo CosPlay' that CosPlays mostly Bishojo cartoon characters and wants to just stand out, 2) 'Aekyo' group that CosPlays merely for the sake of the enjoyment of wearing costumes instead of having the mania-like characteristics, 3) 'CosPlayer Group' who enjoy doing organized team CosPlay in order to present a performance, 4) 'J-Rock CosPlay' group that CosPlay Japanese visual rock groups and prepare to be among a professional CosPlay team, and 5) 'People related to Cospre.com' who try to make CosPlay rooted in as one of new cultures.

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Topic-oriented Liberal English Class Plan for Foreign Learners at University (대학생 외국인 학습자를 위한 주제 중심의 교양 영어 수업방안)

  • Kim Hye-Jeong
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.111-117
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    • 2023
  • The aim of this study is to present a practical teaching plan for liberal arts English classes that target foreign students. Foreign learners who do not have Korean language proficiency at the university level may struggle to understand the contents of liberal arts classes conducted by Korean language professors. In this study, six topics were selected (K-culture, Online game, Harry Potter, Disney, Marvel, DC) and topic-centered participatory class activities using various media were developed. A questionnaire was conducted to analyze learners' attitudes toward and perceptions regarding topic-oriented classes. It showed that learners' satisfaction with topic-based classes was high (75%), and the reasons for this high level of satisfaction were the instructors' caring attitudes, the comfortable class atmosphere, and the fun learners had in class. Learners also reported high satisfaction with various participatory class activities (81.9%), citing the learning benefits, their increased interest and motivation, and the efficiency of participatory classes. As globalization continues to increase the number of foreign students in South Korea, the need to develop realistic class plans and various class activities that are suitable for them is becoming more and more urgent.

Homo Ludens, Analysis on PLAY Contents of University Campus Festival (호모루덴스, 대학 축제 놀이콘텐츠 분석)

  • Ahn, Kyungju
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.554-565
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    • 2018
  • This study is to think a new arena of collective play culture at the university campus festival for digital generation used to be individually consuming play in cyberspace. While cyberia is virtual cultural space by providing gigantic platforms in which producers and consumers meet, this space has characterized as individuality and disembodiment, that is why recalling the collective play culture at the off-line. This article is to examine the characteristics and meaning of the recent campus festivals during the history of Korean college festivals, and to analyze proposals of play-contents applied by various theories. The 2016-7' proposals include several kind of board game and experimental theatre sublimed philosophical reflection, which shows a kind of attempt to escape from the cultural industrial logic, however they are characterized by Ilinx(drinking culture) and Alea(board game) emphasized more than Agon, and Mimicry combined with paidia rule strongly. Under the neoliberalism, college students' gloomy reality is represented emasculating of the structure of competitions in the context of an unreal world and Mimicry of experience stay in front of the limen before entering the embodiment.