• Title/Summary/Keyword: playing

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The Actual Conditions of Children' Utilization of Playing Fields and Playing Facilities within their Residential Area (거주지내 아동의 놀이 장소와 놀이 시설의 이용실태)

  • 석주영
    • Journal of the Korean housing association
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    • v.8 no.2
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    • pp.123-134
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    • 1997
  • The purposes of this study are to investigate the present conditions of children' Practical use of playing fields and playing facilities within their residential area, and to provide essential data relavant to building outdoor playing field for children which are fitted with children’ developmental features and also are corresponding to their needs. The subjects for this study were 866 children of the 2nd. 4th, and 6th grade living in Taegu. Data were gathered through questionnaires and analyzed by frequencies, percentile, and Chi-Sqaure test. The main results of this study are as follows : Firstly, it was found that the Playing fields children preferred most was 'within their house'. In terms of frequency making use of outdoor Playing fields. 'do not use' held the hightest proportion of children. Second, the playing facility in playing fields, being most frequently used by children, was a slide, following it a swing and a horizontal iron bar took the second, the third place respectively.

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The Relationships Among Children's/Adolescents' Frequency Levels of Playing Internet Games, Motives for Playing Internet Games and Adaptation to School (아동 및 청소년의 인터넷 게임 사용수준에 따른 인터넷 게임 이용동기와 학교생활 적응)

  • Byun, Sung-Hee;Kim, Jung-Min
    • Journal of Families and Better Life
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    • v.25 no.2 s.86
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    • pp.47-58
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    • 2007
  • The purpose of this study is to examine children's/adolescents' motives for playing internet games and adaptation to school in accordance with their frequency levels of playing internet games. Participants were 236 children from grades 4, 5, and 6 in two elementary schools and 237 adolescents from grades 1, 2, and 3 in one middle school. They were measured on frequency levels of playing internet games, motives for playing internet games, and adaptation to school. Collected data were analyzed by SPSS WIN 12.0 for reliability, frequency, Chi-square test, t-test, Pearson's correlation, and one way ANOVA. Major findings of the research are as follows: First, children's/adolescents' frequency levels of playing internet games differed by their gender. The male ratio was much higher than the female ratio in the potential risk group and the high risk poop. In contrast, no grade differences on the frequency levels of playing internet games were found. Second, children's/adolescents' motives for playing internet games differed by their gender. Especially, among the motives the greatest difference between male and female was marked for 'Social Relationship'. Third, children's/adolescents' motives for playing internet games differed by their frequency levels of playing internet games. For 'Conformity,' the low risk group differed from the high risk group. For 'Spending Time', 'Benefit', 'Competition', and 'Social Relationship', the low risk group differed from the potential risk group and also from the high risk poop. Fourth, children's/adolescents' adaptation to school differed by their frequency levels of playing internet games. The high risk group exhibited a low level of adaptation in 'Academic Activities', 'a subcategory of adaptation to school.

A Study on the Classification of Role-playing as a Design Method and Its Utilization (디자인 방법으로서의 롤플레잉의 분류와 그 활용 기법에 관한 연구)

  • Hwang, Ga Young;Yeoun, Myeong Heum
    • Design Convergence Study
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    • v.16 no.3
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    • pp.51-68
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    • 2017
  • User-centered design and Experience Design are emerging in the design area. Therefore, the Role-Playing Method has been actively utilized in the process of design development. But the terms of Role-Playing Method which follow these trends. has not been integrated. Further, it is hard to utilize the process of design development because the process method is not settled yet. Therefore, this study is into two parts of the research: Defining the concept of Role-Playing and the experiment of Role-Playing. Firstly, defining concept part is to research the design method corresponds to a wide range of Role-Playing that has a similar definition. After then, analyzed the examples of Role-Playing Methods which was derived matrix from Role-Playing classification. With this process, two axes of the matrix have been produced such as role·scenario and puppet. Through the analysis of the utility and vulnerability of the Role-Playing classification matrix, this study was able to propose the using step of the Role-Playing in the double diamond model. Secondly, two experiments were conducted in the experiment part. Through the pilot experiment explored the possibility of a study of the Role-Playing Method. In the second experiment, the process was conducted with Role-Playing classification matrix. As a result, each Role-Playing has different insights. In terms of design, different aspects of composing elements were found. Plus, in the position of the user, Role-Playing are can observe different parts of user's cognition between acting and puppet. Thus, the role-playing was proven to be useful to find out the point of improvement and insight in service from different perspectives and it resulted in the role playing which can be utilized selectively according to the type of service.

A Study on The Self-identity in Role-playing Games - Focused on Lacan's Psychoanalysis (롤플레잉 게임에서의 자아 정체성에 관한 연구 - 라캉의 정신분석학을 중심으로)

  • Xiao Zhongyi;Choi Won-ho
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.475-487
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    • 2024
  • As today's "ninth art", role-playing games recognized by most players due to their surreal themes and sustained reflection on social diseases. Through precise control of story-telling and game visuals, players develop an avatar identification during role-playing game. Based on Lacan's mirror stage theory, a new self-identity mechanism is established under the guidance of role-playing games. As a "player", the subject's interpretation of himself is shifted by the game order, and the subject identifies with the role-playing game while at the same time being structured by the desire of role-playing game. The immersive experience and emotional guidance of role-playing games all point to the most instinctive human desires. The psychoanalytic theory from Lacan's perspective explains the source of players' desire, and the expression of players' desire in the game. It also plays an important role in the emotional rendering and identity aspects of role-playing games. This paper is to establish that role-playing games do have an impact on the player's self-identity through a Lacanian psychoanalytic reading of role-playing games.

The Consumer Acceptance of MP3-playing Clothing and Bio-Signal Sensing Clothing Considered in the Technology Acceptance Model (혁신기술수용모델의 관점에서 고찰한 MP3-playing 의류와 생체신호 센싱 의류의 수용도)

  • Chae, Jin-Mie;Cho, Hyun-Seung;Lee, Joo-Hyeon
    • Science of Emotion and Sensibility
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    • v.12 no.3
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    • pp.289-298
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    • 2009
  • An analysis was carried out for this study to figure out if there exists any differences in the model consumers accept for commercialized MP3-playing clothing and bio-signal sensing clothing. To analyze the differences of the structural variables of the products types, t-test was conducted with SPSS 15.0 package and multi-group analysis with AMOS 5.0 to find out the differences of each path goes with product types in structural equation model. In analytical results of effective sample of 557 copies of questionnaire, consumers' were highly aware of MP3-playing clothing in perceived ease of use, while they were aware relatively high of bio-signal sensing clothing in perceived usefulness, attitudes, consumer acceptance. The perceived value which was input to find out consumers awareness about sale price of commercialized products, was proven to do very important moderating role in forming consumers' attitudes and acceptance intention. Besides, consumers showed a difference in path in accepting model goes with product types. In bio-signal sensing clothing case, 'the perceived usefulness$\rightarrow$attitudes' path which was backed up in MP3-playing clothing was rejected, and 'perceived value$\rightarrow$attitudes' path appeared relatively high with moderating role of perceived value higher than MP3-playing clothing. Considering the results above, as the smart clothing is in the initiative commercialization stage while consumers were in the inquiry stage into awareness or information necessary in the course of purchase decision-making, and so an effective commercialization strategy seems to be necessary.

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The Effect of Role-playing on Childeren's Pro-social Behavior(I) (역할놀이가 아동의 친사회적 행동에 미치는영향(I))

  • 이정숙
    • Journal of Families and Better Life
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    • v.16 no.1
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    • pp.63-80
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    • 1998
  • The purpose of this study is to analyze the effects of unstructured and spontaeous role-playing in pro-social behavior of a child. The experimental group in this study is 7 children who go to after-school class in J. social welfare facility and the controlled group is 7 children in composition class., While the experimental group did role-playing with each other the control group did not have any treatment, In order to find out effects of an experiment pre-test first post-test and second post-test were done. The results can be concluded as following. First in pre-test the degree of behavior resulted the same in experimental group and in controlled group. However in the first post-test the pro-social behavior of the experimental group with role-playing showed an improve than that of the controlled group. Therefore it can be emphasized once more that the role-playing improves pro-social behavior of a child. Second in the second post-test done 2 moth after the role-playing it was found that the pro-social behavior of experimental group keep the improved points as in the first post-test Therefore it can be concluded that the effect of role-playing on pro-social behavior of a child is continuous.

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A Study on the Design of Functional Playing Costumes - focusing on Female Harpist - (악기 종류에 따른 기능적인 연주복 디자인 연구 - 성인 여성의 하프 연주복을 중심으로 -)

  • 여승화;정삼호
    • Journal of the Korean Society of Costume
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    • v.54 no.4
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    • pp.75-84
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    • 2004
  • Stage costumes perform not only the instrumental but also the expressive functions. The major goal of this study is to develop the functional and aesthetic costume designs for musical players considering the characteristics of instruments. players’ postures. The scope of this study is restricted to the musical costumes for female adult soloists playing the wind and string instruments. This study is composed of theory research, empiricalresearch and manufacturing a real costume. First, theory research contains theory of musical costumes and that of pure musical areas. Concept, characteristics and wearing effects are analysed in theory of musical costumes. Second, designs of instruments and playing postures are analysed in the theory of pure musical areas. Proper and improper designs are compared based on the survey asking the favorite designs of 56 wind and string players. Third, I manufacture a stage costume for a harpist. The conclusions of this study are as follows. First, wind and string players think the functionality of costumes more importantly than the esthetic sense. And there are differences in design preferences for different playing postures. Second, string Players basically use arms, fingers and the upper body. Wind players use fingers more than string players and do abdominal breathing. Third, string players think the design of arms and sleeves because of frequent usage of bow and prefer the design without sleeves. On the contrary, wind players think the silhouette importantly because of standing playing posture. Fourth, players don't think that the accessory is not important and want it so long as it doesn't hinder playing. Fifth, shoes plays more important role than costume in case of playing posture with using pedals and moving legs frequently. Lastly, both wind and string players prefer the design with simplicity and comfort most.

The Effect of The Role-Playing Analogy Activity Class on the Academic Achievements and the Science Process Skills of Elementary School Students (역할놀이 비유 활동 수업이 초등학생의 과학 학업성취도와 과학탐구능력에 미치는 영향)

  • Jang, Jin-Hwa;Lee, Hyeong-Cheol
    • Journal of the Korean Society of Earth Science Education
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    • v.5 no.3
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    • pp.267-275
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    • 2012
  • The purpose of this study is to find out the effect of the role-playing analogy activity-based class on the academic achievement in science and the science process skills of elementary school students. One experimental group and one control group of 4th grade students were selected to perform a prior investigation on the academic achievement in science and the science process skill. Then the experimental group attended science lessons that were based on the role-playing analogy activity and the control group attended the traditional science lessons based on the text book and teacher's guide. After conducting lessons, a post investigation was performed for each group and the results were analyzed to produce the following conclusions. First, the role-playing analogy activity class was more effective to improve students' academic achievements than the traditional science class. And the role-playing analogy activity class was more effective to learners in the high-level group, which made a scores above the average in prior investigation on the academic achievement, whereas it was little effective to those in the low-level group. Second, the role-playing analogy activity class was effective to enhance students' science process skills than the traditional science class. And the role-playing analogy activity class was more effective to the learners' in the high-level group than those in the low-level group.

Two Aspects of the Game Playing Effect and Attitude toward Game Regulation :Focused on Game Genre (게임 플레이 효과의 양면성과 게임 규제 태도 연구 :게임 장르를 중심으로)

  • Jung, Chang Won
    • The Journal of the Korea Contents Association
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    • v.19 no.12
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    • pp.425-439
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    • 2019
  • This study looks at the social implications of gaming disorder by considering the situation in Korea. Focusing on specificity of game genres, this study analyzed two aspects of the game playing effect-positive(cognitive needs) and negative(game addiction)-and suggested directions for game regulation policies and game addiction studies, since game playing effects are closely related to game regulatory policy. To analyze game effects and attitudes to regulations, this study performed regression analysis based on the online survey. Results show that game playing effects and attitudes toward game regulation differ based on the nature of game genres. While longer gaming increased the effect of addiction, it also increased cognitive needs. Playing roleplaying, Aeon of Strife, and strategy game genres(RAS), which are subject to game regulation, increased game addiction levels but simultaneously contributed to increased cognitive needs. While playing augmented reality genres positively affected cognitive needs, it also showed favorable attitudes to general game regulation.

A Study on Actual Conditions of Outdoor Facilities Safety in Kindergarten Playground (유아교육기관 실외놀이 시설 설비 실태와 안전평가에 관한 연구)

  • Lee, Hee-Sun;Choi, Mi-Ran
    • Journal of the Korean Home Economics Association
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    • v.45 no.10
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    • pp.97-111
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    • 2007
  • This study examined the actual conditions of outdoor facilities and evaluated safety evaluations levels in playgrounds based on types of kindergartens. The samples for the survey were 100 kindergartens in Seongnam city Gyeonggi-Do province. Most outdoor facilities consisted of playgrounds with sand area and complex playing equipments, while wood-working area, sensory playing area, and mud playing area were less equipped than other facilities. In the case of outdoor playing facilities there were meaningful environmental differences within kindergartens. The public has less diversity in play areas and equipments and providing safety guidelines in playgrounds than privates. The score for the safety evaluations in the outdoor play environment was higher than average. As the range outdoor playing facilities increased, safety was dually considered, while kindergartens with a higher ratio of child-teacher numbers exhibited less consideration to playground safety.