• Title/Summary/Keyword: games with a purpose

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Development of NFT Platform for Improvement of Accessibility to Domestic Users (국내 사용자 접근성 향상을 위한 NFT 플랫폼 개발)

  • Lee, Hyo-Sang;Oh, Jin-woo;Oh, Am-suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.233-235
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    • 2022
  • The purpose of this paper is to develop a platform using NFT, which serves as a certificate for the service of Web 3.0, which is being decentralized and utilized in connection with blockchain technology. The NFT platform is a platform that can smoothly use platforms that existed only overseas in Korea, and develops a platform using Klaytn to increase accessibility by solving problems such as ETH fees and transmission speeds. Through the NFT platform using Klaytn, domestic users can expect high utilization through easier accessibility and can be used for metaverse, games, etc.

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Design improvement study of street furniture using the KOREA image (코리아 이미지를 이용한 환경시설물 디자인 개발 연구)

  • Kim Do-Kyung
    • Archives of design research
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    • v.19 no.4 s.66
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    • pp.31-40
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    • 2006
  • For a long time, we have been good at the static image, 'the country of calm morning' as reminding Korea. But, it became a chance that we were recognized newly and actively through the success of the Olympic games in 1988 and World cup games in 2002 all over the world. And foreigners' interest and expectation for Korea becomes much higher by these reasons. Moreover, the importance of our cultural industry, recognition for new cultural improvement have been changing step by step by the oriental trend in Asia in these days. So, this study intends to realize the Korean symbol with showing Korean Identity and its image's applying to the street furniture design through the making of special street which expresses well the Korean Image. There is a purpose of this study not to use as just street furniture but to make characterized Korean culture through showing examples which are based on Korean culture. The way of the improvement for the street furniture design using Korean image are these we analyze the character of Korean international image with the previous data for the change of Korean Image. We understand the symbol of changed Korean international Image, and extract the design elements. We analogize the shape, material and color image of the street furniture which is joined with both the Korean national image and formative traditional elements. At last, we formalize its symbolic image by applying to the street furniture according to the design improvement process with the analogized image. The formal study using Korean image makes more cleary the Korean Identity, and it doesn't influence only the actual change but also Korean cultural value equipment.

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A Study on Purchasing Behavior of Outdoor Sportswear: Based on Sports Types and Sports Participation Motivations (아웃도어 스포츠 의류 구매행동 연구: 스포츠 유형과 스포츠 참여동기를 중심으로)

  • Sung, Hee-Won
    • Korean Journal of Human Ecology
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    • v.21 no.2
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    • pp.315-329
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    • 2012
  • The purpose of this study was to examine clothing purchase behavior of sports participants based on outdoor sports types and sports participation motivation. The research was conducted with the use of a self-administered questionnaire. A total of 703 respondents between the ages of 25 and 55 participated in the research through an internet survey. Motivation for participation in particular sports was comprised of four factors: impress others, mental rejuvenation, social interaction, and health maintenance/improvement. Perceived benefits of clothing choice were categorized into three factors: brand/fashion pursuit, positive image pursuit, and practicality pursuit. Outdoor sports activities was categorized into six types, climbing, jogging, cycling, fishing, golf, and others including ball games. Each sports group presented differences in demographics, sports motivation factors, and benefit factors. Four segments were identified based on sports participation motivation: active group, social group, health and revitalization group, and inactive group. The active group considered three clothing benefits and 14 evaluative criteria as being the most important among the four segments, indicating the major target market for outdoor sportswear brands. On the other hand, the members of inactive group showed passive attitudes toward clothing purchasing behaviors. This study discusses the results of this research within the context of the managerial implication for outdoor sports marketers.

Research on Disney's 3D Animation 's Style, Layout Pipeline, and Camer a Capture System

  • Paik, Jiwon;Kim, Cheeyong
    • Journal of Korea Multimedia Society
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    • v.16 no.11
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    • pp.1348-1356
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    • 2013
  • Disney Animation has showed not only artistic excellence but also technological innovations through a lot of animation films that they released. Especially with the unique concept that free-willed game characters dive into different worlds of games in animation film, received both critical and commercial acclaim for its stunning visuals and outstanding CG (computer graphics) effects. The purpose of this study is to analyze different styles of game worlds, Disney's layout pipeline, and in-house camera capture system used in . This paper analyzes that three game worlds in this film such as Fix-It Felix Jr., Sugar Rush, and Hero's Duty express different styles by using appropriate character animation and camera movements. Especially Hero's Duty game which new in-house camera capture system is extensively used maximizes unseen visuals by perfectly making realistic and believable game world. Disney's newly developed in-house camera capture system, which is used in this film for the first time, allows real camera's motion and shake and real-time camera's movement and correction within animation set. Result of this study proves that this system improves directing of feature animation and enhance efficiency of the layout department's production process. Therefore, it contributes to a great extent to development of animation films' business.

Effects of Social Factors and Game Factors on Commitment of Mobile Social Network Games(M-SNG) (사회적 요인과 게임적 요인이 모바일 소셜 네트워크 게임 몰입에 미치는 영향)

  • HAN, Ju-Young;LEE, Sae-Bom;LEE, Sang-Chul;SUH, Yung-Ho
    • Journal of Korean Society for Quality Management
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    • v.44 no.3
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    • pp.601-616
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    • 2016
  • Purpose: The purposes of this study are (1) to examine why users commit to M-SNG and (2) to understand what factors impact M-SNG users' enjoyment, motivation and commitment. Methods: We use a questionnaire survey to collect 190 data on users' perception on M-SNG. we also use a structural equation modeling method with Smart PLS 3.0 Results: Playfulness, design aesthetics, competition and social identity are found to be statistically significant factors affecting enjoyment and motivation. Also, enjoyment and motivation are found to be statistically significant factors affecting commitment. Conclusion: We suggest three points of view as game factors, socio-game factors, and social factors. Game factors are more important than other factors. Also, enjoyment is a more powerful factor than motivation in affecting user's commitment to using M-SNG.

An Empirical Study on Effect of Marketing Public Relation on Wechat Platform of China (중국 위챗 플랫폼의 MPR효과에 관한 실증연구)

  • Yang, Yu;Qing, Cheng-Lin
    • Asia-Pacific Journal of Business
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    • v.10 no.1
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    • pp.73-86
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    • 2019
  • Since its launch, WeChat has been changing the Chinese lifestyle, changing the traditional way of distribution, and changing the way companies market with the combination of information innovation and New Media. Now, WeChat plays an indispensable role in peopl's daily lives, not only in chatting software, but also in shopping, delivery, ordering, payment, and games. This study was centered on people who have used WeChat and around these backgrounds, planned study models. Through prior research, the purpose of the research is to explore the factors influencing the effects of the WeChat platform on MPR and explore the media effects of advertising attitude between WeChat platform features and MPR effects and provide basic material on its continued development. The research has shown that the reliability and diversity of the WeChat platform has a significant impact on both advertising attitude and purchase intention and propaganda intention of MPR effects. Advertising attitude has a positive impact on purchase intention and propaganda intention, and advertising attitude is shown to have a mediated effect between the WeChat platform and the MPR effects. The results of this study suggest the theoretical enlightenment of "continuous and stable development of the WeChat platform", and it is expected that marketing development plans of various social platforms will provide basic materials.

A Comparative Study on the Kinetic Factors in Taekkyon Nakcyguri with and without Hip Bending (택견 낚시걸이 동작 시 엉덩질 유무에 따른 운동역학적 차이)

  • Oh, Seong-Geun;Yi, Jae-Hoon
    • Korean Journal of Applied Biomechanics
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    • v.24 no.3
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    • pp.277-285
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    • 2014
  • Nakcyguri is one of the offensive weapons most often used in Taekkyon games, The purpose of this study was to investigate kinetic factors on two types of Nakcyguri, one of which uses hip bending and the other uses little it. 12 taekkyoners (males) who are the students of Y University participated in this study. They have been practicing on Taekkyon for five years or more. Positions of CoM, the elapsed time of each phase, ROM of joint and segment angles, ground reaction forces, joint moments of supporting leg were analyzed for this study. The results were as follows; in Nakcyguri with hip bending than without hip bending, anterior/posterior ROM of pelvis, head and swing foot were larger by flexing-extending more, and both vertical and posterior components of GRF were larger during phase 4. It was considered that hip bending produced posterior momentum as well as vertical momentum of trunk during Nakcyguri. In conclusion hip bending was essential and so useful to the successful attack.

The Effect of Mobile Network Social Gamers' Altruism on Continuous Usage Intention: The Mediating Effect of Social Relational Capital (모바일 소셜 네트워크 게임 사용자의 이타주의적 행위가 게임 지속성에 미치는 영향: 사회 관계적 자본의 매개효과를 중심으로)

  • Chae, Seong Wook;Kang, Youn Jung
    • The Journal of Information Systems
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    • v.25 no.1
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    • pp.201-223
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    • 2016
  • Purpose As social network games (SNG) enjoy rapid growth in the market and become a major sector of the gaming industry, it is of great interest to examine the how users continuously use SNG. In SNG, the users' social interaction is the most prominent advantage of the social network, as well as the entertainment afforded by the game. This study explores the relationship between altruism, which is considered the most prominent characteristic of SNS, and the continuance usage intention, as well as the moderating role of social capital. Based on social capital theory and organizational citizenship behavior, this research model considers social bonding and bridging that are divided by social capital. Design/methodology/approach An AMOS analysis based on survey data from 223 SNG users indicated that SNG with greater altruism enhance social capital (social bonding, social bridging), which is related to the user's satisfaction and the continuance intention of SNG. Findings Social bonding is positively related to the user's satisfaction with SNG. In other words, social bridging positively affects the continuous usage intention of SNG. These findings help managers in developing and implementing altruistic relationships and social capital for continuous usage of SNG.

The Study about Undergraduate Physical Therapy Student's Participation in General Sports (물리치료학과 대학생의 생활체육 참여실태에 관한 연구)

  • Kim, Tae-Woo;Lee, Jin;In, Tae-Seung
    • Journal of Korean Physical Therapy Science
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    • v.25 no.2
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    • pp.62-72
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    • 2018
  • Background: The purpose of this study was to investigate a study about undergraduate students' participation in general sports. Method: A questionnaire survey was conducted on 200 students attending physical therapy at Gimcheon university students. four items of general characteristics, 2 conditions of sports for all, 2 activities of current sports for all, and 1 thing of sports for all, were extracted from the questionnaires of total 40 items. Result: In the present study, it was found that through the cross-sectional analysis of various variables related to life sports activities according to grade, sex, age and living cost level, students participated in less sports activities than other college students. And they participated in non-living sports activities such as appreciation and movie appreciation. In addition, it was found that factors such as watching sports games mainly affect the lives of women, especially with less sports activities, and men are more active at 20 to 28 years of age than those aged 20. Conclusion: These findings suggest that it is necessary to provide various opportunities to encourage the physical activities of female students and young students of the university and actively participate in sports for all.

The Probabilities and Expenditures of Game Users' Loot Box Purchases: Focusing on Differential Effects between Adults and Teenagers (확률형 아이템 구매 확률과 지출액에 대한 실증연구: 성인과 청소년의 차이를 중심으로)

  • Choi, Dong-Ook;Chang, Geun-Young
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.123-138
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    • 2020
  • The purpose of this study is to examine the probabilities and expenditures of game users' loot box purchases and to verify if there are differential effects on adults and teenagers. Results show that the purchasing probability of teenagers was significantly lower than that of adults, and the amount was also low or not significant. In addition, loot box purchasing has a positive correlation with the total expenditure on games, but teenage buyers have a lower game spending than adults do. This suggests the possibility that loot boxes are considered as cost-saving products for teenage gamers.