• Title/Summary/Keyword: role playing

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Promoting Video Education through Facilitating and Suggesting Educational Policies

  • Gyoung Youl, Jeong
    • International Journal of Advanced Culture Technology
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    • v.12 no.1
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    • pp.11-15
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    • 2024
  • Video is already playing an educational role. Now, it is necessary to discuss the issue of the effectiveness of video education in schools. Facilitation is a great means of maximizing learning effects beyond the creativity and autonomy of video production. To prove this, a research study was conducted, and the results showed that facilitation had a significant effect on the learning effect. Based on this result, various policy suggestions such as the introduction of facilitation in the educational field are made.

Analysis of Space Organization and Classroom Zoning of Childcare Centers in Daejeon City by the Childcare Accreditation Criteria (평가인증기준에서 바라본 대전시 보육시설사례의 시설공간구성과 보육실 영역구성 조사)

  • Kim, Young-Aee;Choi, Mock-Wha;Byun, Hea-Ryung
    • Korean Journal of Human Ecology
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    • v.20 no.1
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    • pp.205-223
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    • 2011
  • This study examines diagrams of space organization and classroom activity zoning through Korean Childcare Accreditation Criteria, and compares space diagrams with childcare facilities in Daejeon, and looks at similarities and differences between them. Space diagram from accreditation criteria show the classroom, adjoining toilets, napping areas, and community areas for playing, reading, cooking, teaching and holding materials. Classroom zone diagrams show 8 activity zones for entering, washing and toilet, making art, playing, reading, studying science, resting, playing role and wooden block. Six case studies in Daejeon, Korea were surveyed and classified into big, medium and small size facilities by the number of children. The space organization of case studies are similar to the diagrams, except that outdoor playground and indoor playrooms were not large enough at the small and medium size facilities. Classroom activity zoning was very similar to the conceptions, excluding the playarea from classroom, integrating the rest areas for reading, subdividing art into music and art, science, and into math and science, roleplay into roleplay and wooden block. In conclusion childcare centers in Daejeon are designed to the concept diagram of the accreditation criteria, with some flexibility, exclusion, integration, and subdivision of space and activity zones. It has been requested as to make each criteria fit to the facility sizes-big, medium and small.

Analytic Framework of Emotion Factors for Gameplay Capability (게임플레이 가능성을 위한 감정요소 분석 프레임워크)

  • Kim, Mi-Jin;Kim, Jae-Ho
    • The Journal of the Korea Contents Association
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    • v.10 no.6
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    • pp.188-196
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    • 2010
  • This study aims at empiricallly designing method to increase player's play capability through determining of the relations of player's behavior pattern and emotion factors when having gameplay experiences in MMORPG. For modeling emotion factors on gameplay, Our preliminary studies are considered in the process of rule-based systems on cognitive science approach. These study estabilished game architecture process applied of player's cognitieve emotion reactions in specific situation of role playing games that have most noticeable interaction with players based on quest system. This approach is expected to extend instant responses, which can be controlled behind all of anti-main behavior pattern and main behavior pattern in game playing. Therefore, such study is meaningful that is proposed the analysis framework of player's emotion factors to design game playing capability in game interactions.

Evaluation of Landing Impact Force of Court Sport Shoes at Running by Finite Element Analysis (유한요소 해석을 통한 코트 스포츠화의 런닝시 충격력 평가)

  • Kim, Seong-Ho;Cho, Jin-Rae;Ryu, Sung-Heon;Choi, Joo-Hyung
    • Proceedings of the KSME Conference
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    • 2004.11a
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    • pp.498-503
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    • 2004
  • A fundamental function of court sport shoes has been considered as the protection of human feet from unexpected injuries. But, recently its role for improving the playing competency is being regarded as a more important function. In connection with this situation, intensive efforts are being world-widely forced on the development of court sport shoes proving the excellent playing competency, by taking kinesiology and biomechanics into consideration. However, the success of this goal depends definitely on the shoes design based upon the reliable evaluation of shoes functional parts. This paper addresses the application of finite element method to the evaluation of landing impact force of court sport shoes. In order to reflect the coupling effect between leg and shoes accurately and effectively, we construct a fully coupled shoes-leg FEM model which does not rely on the independent experimental data any more. Through the numerical experiments, we assess the reliability of the coupled FEM model by comparing with the experimental results and investigate the landing impact characteristics of court sport shoes.

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Evaluation of Landing Impact Force of Court Sport Shoes by Finite Element Method (유한요소법을 이용한 코트 스포츠화의 착지 충격력 평가)

  • Kim, Seong-Ho;Ryu, Sung-Heon;Choi, Joo-Hyung;Cho, Jin-Rae
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.28 no.11
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    • pp.1786-1793
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    • 2004
  • A fundamental function of court sport shoes was considered as the protection of human feet from unexpected injuries. But, recently its role for improving the playing competency has been regarded as of more importance. In connection of this situation, intensive efforts are world-widely forced on the development of court sport shoes proving the excellent playing competency by taking kinesiology and biomechanics into consideration. However, the success of this goal depends definitely on the shoes design based upon the reliable evaluation of shoes functional parts. This paper addresses the application of finite element method to the evaluation of landing impact force of court sport shoes. In order to reflect the coupling effect between leg and shoes accurately and effectively, we construct a fully coupled shoes-leg FEM model which does not rely on the independent experimental data any more. Through the numerical experiments, we assess the reliability of the coupled FEM model by comparing with the experimental results and investigate the landing impact characteristics of court sport shoes.

Modules of Directing Interactive Media Moving Images (인터랙티브미디어 영상의 쌍방향성 연출구조에 관한 연구)

  • Kim, Hyo-Yong;Kim, See-Eun
    • The Journal of the Korea Contents Association
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    • v.12 no.3
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    • pp.84-94
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    • 2012
  • The year 2011 witnessed interactive communication media and digital instrument experience a substantial growth in popularity within developed nations as well as developing nations in part due to the ongoing development of internet and information technology. The development of interactive media and technology have contributed to the increased progress of not only digital contents but also to the development of diverse interactive arts. This study will demonstrate how the direction of interactive media moving images through interactive media by utilizing the use of interactive art directing modules which will aid by expressing the theme and the directing concept of the art. To aid in the understanding of interaction directing module, two examples of art works are used as samples cases - "Room Two"(Mixing Lab in a museum; Interactive media art & Experimental mixing, Seoul Art Center, 2006) and a RPG(Role-playing game) style Game. Through these cases, this study intends to enhance the yet insufficient reference for interactive media art and assist artists attempting interactive media moving images through interactive media.

Moderating Roles of Strategy Suitability Factors between IT Factor and User Factors on Non-financial Performance (KMS의 전략 적합성 요인이 정보기술 특성 및 이용자 특성과 비재무적 성과 간에 미치는 조절적 영향)

  • Yi, Seon-Gyu
    • The Journal of the Korea Contents Association
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    • v.17 no.2
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    • pp.489-498
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    • 2017
  • This study analyzed whether the suitability of strategy is playing a regulative role between IT characteristics & user characteristics and non-financial performance empirically. To this end, this study set up IT characteristics and user characteristics as independent variables, and set up non-financial performance as the performance variable of KMS, and also set up the suitability of the management strategy & informatization strategy of a business as moderating variables. This study defined the detailed factors in IT characteristics as IT maturity and IT/IS infrastructure while defining the detailed factors in user characteristics as perceived profit, organizing of learning, and user professionalism. In addition, this study defined non-financial performance as an organization member satisfaction, and KMS availability. As a result of the analysis, IT maturity & IT/IS infrastructure, which are defined as IT characteristics, and perceived profit, organizing of learning and user professionalism, etc., which were defined as user characteristics, were found to be variables playing a regulative role in non-financial performance.

A Study on Localization in the Korean MMORPG - Focusing on the Quest of the Goonzu Online - (한국MMORPG의 현지화에 관한 연구 - 군주온라인의 Quest를 중심으로 -)

  • Kim, Ji-Sun;Park, Jin-Wan;Seo, Dong-Su
    • The Journal of the Korea Contents Association
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    • v.7 no.5
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    • pp.55-62
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    • 2007
  • The game industry of the Republic of Korea is being firmly located with great benefit and value. As internet developing quickly, the online game of the Republic of Korea boosted up to the level of the best in the world. Online Game has been developed with various types to make the user satisfy. Among those, MMORPG(Massively Multiplayer Online Role Playing Game) is the most popular game type. MMORPG games have getting more popularity in many foreign market but some have failed. Therefore this essay analyzes the MMORPG which has most popular through out the 4 kinds dividing in "Play and Human" by Roger Caillois. Moreover I try to analyze and experiment. Also through out the accomplishing Quest from the Goonzu which is developed and serviced in China, it experimented and it analyzed. With the help of information technology.

An XML-based Message Definition System for Massively Multiplayer Online Games (대규모 온라인 게임을 위한 XML 기반의 메시지 정의 시스템)

  • Piao, Xue-Feng;Oh, Sam-Kweon
    • The KIPS Transactions:PartD
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    • v.11D no.4
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    • pp.901-906
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    • 2004
  • Client- server interaction in a massive multi-player online role-playing game(MMORPG) is usually made via network-message Passing. Since the game contents and elements in such MMORPGs are consistently evolved, messages need to be added, deleted, or modified accordingly. Therefore, game programmers are repeatedly required to write new programs or at least modify existing programs. The XML-based message definition system introduced in this paper facilitates the addition and modification of messages for game interaction ; it not only allows programmers to save a considerable amount of time for modifying existing messages or adding new messages but also relieves them of a serious burden of programming bugs. In addition, this system can be used for general client-server applications.

The Characteristics of Lessons Using Student-centered Analogies by Pre-service Science Teachers (학생 중심 비유를 사용한 예비과학교사의 수업에서 나타나는 특징 분석)

  • Kim, Minhwan;Kim, Sunghoon;Noh, Taehee
    • Journal of the Korean Chemical Society
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    • v.64 no.2
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    • pp.99-110
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    • 2020
  • In this study, we investigated the characteristics of lessons using student-centered analogies by pre-service science teachers. Six pre-service science teachers at a college of education in Seoul participated in this study. They practiced lessons using student-centered analogies in teaching practices. We observed their planning lessons and the lessons. Also we interviewed them before and after their lessons. All the data collected were analyzed by using the constant comparative method. There were some cases where they did not clearly guide methods and rules of analogy activities when using physical analogy and role-playing analogy. Also, some of them invited students to predict the outcome of analogy activities. In lessons using role-playing analogy, they gave roles to only a few of students and had a trouble dealing with target concepts. In lessons using self-generated analogy, they had a hard time dealing with unexpected analogies that students generated and provided examples of analogies in order to help students to generate analogies. Educational implications of these findings are discussed.