• Title/Summary/Keyword: playing

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Researching the self-presentation desire of decorating in-game space in Social Network Games (SNG의 공간 꾸미기를 통한 자기표현 욕구 연구)

  • Park, Jihye;Paik, Chul-ho
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.7-18
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    • 2015
  • A social network game (SNG) is the result of a combination of a life simulation game and a social networking service. These types of games are particularly popular among women. This phenomenon calls for research that focuses on the motivation behind playing SNGs, the factors that make SNGs absorbing and, particularly, the space decorating features of SNGs. The current study investigates people's experience with the space decorating features of SNGs and their motivation for playing these games. It observes the behaviors of SNG players, which were typed through Q methodology. Moreover, it specifically analyzes the motivation behind the playing of space-decorating SNGs. The study concludes that most of players were more absorbed in the space-decorating features of these games than they were in their social networking features. This also affects a player's continued playing of these games. This study proves that this phenomenon is related to players' desires for self-representation.

A Comparison of Teaching and Learning Method of Sorting Algorithm based on the Playing Activity and Animation (놀이 활동 중심과 애니메이션 기반의 정렬 알고리즘 교수-학습 방법 비교)

  • Lee, Yong-Bae;Lee, Yeong-Mi
    • Journal of The Korean Association of Information Education
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    • v.13 no.2
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    • pp.225-236
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    • 2009
  • According to the revised guideline for information & communication technology, algorithm has to be dealt with the learning contents from elementary school, so now it needs to study various educational methods for students to learn algorithm easily and effectively. In this study, after selecting sort algorithms as the content of learning, which is recognized as an important part of algorithm, an playing activity-based algorithm teaching method and an animation-based algorithm learning and teaching method were applied for the lower graders of an elementary school. Sorting algorithm education is adopted in two different ways, then we got two conclusions after analyzing the results of a specially designed achievement test and the questionnaire. First, there were not great differences in both educational methods in academic achievement, but it was clear that the lower grade elementary students can learn algorithm with ease. Second, the playing activity-centered algorithm education is more effective than animation-based education in improving students' comprehension, interest and satisfaction.

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A Study on the Chronotope of Mobile Game (모바일 게임의 크로노토프 연구)

  • Lee, Jin
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.29-36
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    • 2018
  • The purpose of this paper is to examine the temporal and spatial characteristics of mobile games through Mikhail Bakhtin's chronotope concept in order to examine the changes of mobile games and gaming. Based on chronotope, a concept that refers to the inner relation between time and space reproduced in the novel, I examined the inner relation between the space - time experience in the mobile game platform and the reconstruction of the mobile game text. The mobile game builds the present-here world based on the player's will while superimposing the act of playing through the mixed platform of existence based on the player with the time and space of everyday life. The chronotope of a mobile game with players as platforms is created in the current space of now-here rather than connecting to the virtual world. In this paper, I review the role of chronotope reproduction in mobile games, focusing on role-playing games and location based games. In the mobile role-playing game, an unhistorical chronotope appears in which the player has a loose sense of distance around the automatic combat system, while the narrative and relational experience is weakened. In a location-based game, a chronotope of player-driven generation that generates amusing meanings through the overlap of the virtual world and the real world appears.

The Effect of Pre-training about Role Behavior on Communication and Evaluation or Clinical Skills (역할행동 사전교육이 의사소통, 진료기술의 평가에 미치는 영향)

  • Kim, Kyung-Soo;Kim, Cheon-Jung;Jeong, Seo-Yun;Kim, Kyeong-Ok
    • Journal of Oriental Neuropsychiatry
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    • v.29 no.4
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    • pp.223-230
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    • 2018
  • Objectives: The objective of this study was to clarify the effect of pre-training about role-behavior on the evaluation of communication and clinical skills in clinical training using role-playing. Methods: This study used data of 116, 4th grader students from Korean Medicak College of Dongshin University in 2016 and 2017. The data was divided into two groups: those who did pre-training about role-behaviors and those who did not. After performing their role-playing, they were asked to fill out questionnaires about 2 categories-communication and evaluation skills-, composed of 10 items each. Results: 1. Through pre-education, communication skills required the form and content of questions and the practice of communicating with patients. 2. Through pre-education, there was the need to practice listening for medical history, diagnosis skills and establishing relationships with patients. 3. Pre-training of communication skills and clinical skills helps to expose the shortcomings of clinical practice. Conclusions: In conclusion, pre-training about role-behaviors can help improve communication skills and clinical skills in clerkship using role-playing.

The Effect of Ukulele Performance on Stress and Daily Hassles and Life Satisfaction of Middle-aged Woman (우쿨렐레 연주활동이 중년여성의 일상생활 스트레스 및 삶의 만족도에 미치는 영향)

  • Oh, Kyung-Ho;Choi, Bae-Suk
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.7
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    • pp.119-133
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    • 2019
  • This study has researched the effect how ukulele performance of middle-aged women effects daily hassles and life satisfaction. This study has surveyed middle-aged women from 40 to 64 years old aimed at 300 members in ukulele performance club throughout the country using structured questionnaire. Collected data have been analyzed through multiple regression analysis and regression analysis of 3 steps with spss 22.0 statistical program. The analyzed results are as follows. First, the number of times and the period of playing the ukulele by middle-aged women have a negative effect on their daily hassles. Second, the number of times and the period of playing the ukulele by middle-aged women have a positive influence on their life satisfaction. Third, the period of playing the ukulele has a partial mediated effect on life satisfaction. The number of playing has a complete mediated effect on life satisfaction.

Exploration of Teacher's Perception and Educational Meaning of Middle School Physical Education Class Using Role-Playing Game (RPG) Format from the Constructivist Perspective (구성주의 관점에서 롤플레잉게임(RPG) 형식을 활용한 중학교 체육수업의 교사 인식과 교육적 의미 탐색)

  • Seung-Yong Kim
    • Journal of Industrial Convergence
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    • v.21 no.10
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    • pp.47-56
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    • 2023
  • The purpose of this study was to explore educational awareness and meaning by applying an role-playing game (RPG) type class based on constructivism in physical education class in middle school. Regarding the research method, data collection was conducted through in-depth interviews, observations, and related documents, and data analysis was performed using case record analysis, inductive category analysis method, and case extraction process. Results of the study First, in terms of teachers' perceptions, there are both positive and negative aspects of teachers' perceptions of middle school physical education classes using the role-playing game (RPG) format. Second, in terms of educational meaning, the educational meaning of middle school physical education classes using the role-playing game (RPG) format emphasizes the need for a systematic lesson plan and sufficient support system. In conclusion, positive attitudes toward physical education as well as educational implications can be formed, and the basic foundation of the constructivist physical education class method and its preparation are thought to be of greater significance than anything else.

Sound Synthesis of Right-Hand Playing Styles Using Improved Physical Modeling of Sanjo Gayageum (개선된 산조 가야금의 물리적 모델링을 이용한 오른손 주법의 음 합성)

  • Cho, Sang-Jin;Chong, Ui-Pil
    • The Journal of the Acoustical Society of Korea
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    • v.25 no.8
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    • pp.362-369
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    • 2006
  • In this paper, we improve a Physical modeling of sanio gayageum and synthesize sounds by right-hand playing styles. Parameters of loop filter are estimated from decay region of recorded sound. That results in improved accuracy and reduction of computational costs. Body is implemented to a resonator which has characteristics of main resonances extracted from impulse response. Residual signal with main resonances removed is used as excitation signal of proposed model. Amok alter is approximated to frequency response of amok and is implemented to the 15th order all-role digital filter. Beating (by middle and index finger) among the right-hand playing styles is represented by feedforward comb filter. Parameters of this filter are extracted from recorded sound. The synthesized sounds using improved physical model of sanjo gayageum. plucking and beating, are pretty similar to original sounds.

An Exploratory Investigation Of Player Loyalty To Online Games (온라인게임 충성도에 미치는 영향요인에 관한 연구)

  • 조남재;백승익;류경문
    • Journal of the Korean Operations Research and Management Science Society
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    • v.26 no.2
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    • pp.85-97
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    • 2001
  • Online games have become the focus of entertainment and multimedia industries as the developments in computer technologies are accelerated and the use of the Internet diffuses broadly. In spite of such growth of online games, academic discussions regarding online games are relatively limited. This research examines several factors that affect player loyalty to online games. In this research, the loyalty is classified into two categories, the behavioral loyalty measured by the intensity, volume, and frequency of use, and the cognitive loyalty measured by the degree of immersion in online games. In this research, an integrated model to explain and predict player loyalty to online games in proposed. Two studies are conducted to test to research model. Throughout analyzing 334 respondents, the first study finds that the impulsive personality of individual players significantly affects both behavioral loyalty and cognitive loyalty. Additionally, it finds that, whereas the behavioral loyalty is influenced by the convenience of online game playing, the cognitive loyalty is influenced by the motive of game playing and the playfulness of games. The second study finds that the behavioral loyalty differs across demographic differences of players (age and occupation), preferred online games of players, and online game playing locations, but the cognitive loyalty differs across only age differences of players. This research has opened a forum for social awareness about the online game culture, provided information to guide online game producers to prepare customer-oriented online games, and created a foundation for academic research on online game industry.

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An Analysis on the Actual Conditions of Kindergarten Outdoor facilities in Korea (유치원의 실외 놀이 시설과 설비 실태에 대한 평가 분석)

  • Koh, Mi-Kyung;Ryue, Sook-Hee;Na, Jung
    • Korean Journal of Human Ecology
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    • v.15 no.4
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    • pp.675-689
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    • 2006
  • The purpose of this study is to examine the actual conditions of kindergarten outdoor facilities in Korea, based on their establishment types and their located areas. The subjects for the survey were 6,819 kindergartens, and the subjects for sample-depth survey were the 10% of the total group, The study was conducted with an online survey and an on-the-spot survey, Spss 12.0 was used for statistics analysis, Most outdoor facilities of kindergartens in Korea consisted of playgrounds with soil or sand and complex playing equipments, The rate of Kindergartens' owning and utilizing their educational equipments was high. The educational utility of kindergarten outdoor facilities was high, too, but the needs of public kindergartens and that of private kindergartens were different. The 3% of private kindergartens had playgrounds on the roof, so they needed to be inspected periodically by the authorities. The kindergartens attached to the primary schools needed independent playgrounds of primary schools, Most kindergartens are required to explore diverse paving materials of their playgrounds and to develop outdoor equipments for childrens' creative playing.

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Implementation of an Intelligent Action of a Small Biped Robot (소형 2족 보행 로봇의 지능형 동작의 구현)

  • Lim Seun ho;Cho Jung san;Yi Soo-Yeong;Ahn Hee-Wook;Sung Young Whee
    • Journal of Institute of Control, Robotics and Systems
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    • v.10 no.9
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    • pp.825-832
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    • 2004
  • A small biped robot system is designed and implemented. The robot system consists of a mechanical robot body, a control system, a sensor system, and a user interface system. The robot has 12 dofs for two legs, 6 dofs for two arms, 2 dofs for a neck, so it has total 20 dofs to have dexterous motion capability. The implemented robot has the capability of performing intelligent actions such as playing soccer, resisting external forces, and walking on a slope terrain. In this paper, we focus on the robot's capability of playing soccer. The robot uses a color CCD camera attached on its head as a sensor for playing soccer. To make the robot play soccer with only one camera, an algorithm, which consists of searching, localization, and motion planning, is proposed and experimented. The results show that the robot can play soccer successfully in the given environments.