• Title/Summary/Keyword: 기능성 게임 효과

Search Result 181, Processing Time 0.029 seconds

A study on the natural history virtual reality contents using depaysement (데페이즈망 기법을 활용한 자연사VR 콘텐츠 연구)

  • Park, Ki-Deok;Chung, Jean-Hun
    • Journal of Digital Convergence
    • /
    • v.17 no.6
    • /
    • pp.365-371
    • /
    • 2019
  • In this study, VR contents were produced by using the rose which is the material of the tomb of the surrealistic work wrestler of Rene Magritte, an artistic genre, as a motive. In conclusion, the distortion (spatial modulation) of the image scale is connected to the dynamic-curve and texture-soft areas, and the superposition (combination of contradictory images) is called the big-size, irregular-depth area, Are connected to the positions of big-size and irregular-space regions. The theme of the work was Dream, and the plants and roses patterns were produced in each timeline, and overlap, scale, distortion, overlap, distortion, and scale were used.

Effects of MMORPG-Based Hanja Learning for Elementary School Students on Self-Directed Learning Ability (MMORPG 기반 초등한자 학습이 자기주도 학습능력에 미치는 효과)

  • Park, Hee-Jin
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2012.01a
    • /
    • pp.135-138
    • /
    • 2012
  • 본 연구는 다중참여역할수행게임(Massive Multiplayer Online Role Playing Game, 이하 MMORPG)이 자기주도 학습능력에 미치는 효과를 살펴보는데 목적이 있으며, 초등학교에 재학중인 4, 5, 6학년 3개 학급을 실험 대상으로 4주간 실험하였다. 실험집단은 방과 후 수업시간을 이용하여 일주일에 2시간 이상 MMORPG를 활용한 한자수업을 학습하도록 지도하였고, 통제집단은 교사의 수업 진행으로 학습하였다. 실험 전 두 집단 간의 자기주도 학습능력에 대한 동질성을 검증하기 위하여 자기주도 학습준비도 검사(Self-Directed Learning Readiness Scale, 이하 SDLRS)를 이용하여 자기주도 학습능력 사전검사를 실시하였고, 4주간 실험이 끝난 후 자기주도 학습능력 검사의 차이를 알아보았다. 더 나아가 하위요소인 효율적인 학습자라는 개념, 학습에 대한 솔선수범 및 독립성, 창의성, 자신의 학습에 대한 책임감, 기본학습 기능과 문제해결 기술, 미래 지향적인 자기이해 학습기회에 대한 개방성, 학습에 대한 애정과 열성을 다변량분산분석(MANOVA)를 실시하여 통계분석 하였다. 이러한 연구결과들을 바탕으로 다음과 같은 결론을 내릴 수 있다. 첫째, MMORPG를 활용한 한자학습과 일반교실 한자학습은 독립표본 t검정 결과 자기주도 학습능력에서 유의미한 차이가 나타났다. 즉, MMORPG를 활용한 한자학습이 일반교실수업에 의한 학습보다 높은 자기주도 학습능력 정도를 보여 주었다. 둘째, MMORPG를 활용한 한자학습이 하위요소 간에 어떠한 여향을 미치는가를 알아보기 위해 실시한 MANOVA 결과 효율적인 학습자라는 개념, 학습에 대한 솔선수범 및 독립성, 창의성, 자신의 학습에 대한 책임감, 기본학습 기능과 문제해결 기술, 미래 지향적인 자기이해에서는 유의미한 것으로 나왔지만 학습기회에 대한 개방성, 학습에 대한 애정과 열성에서는 유의미한 결과를 얻지 못하였다.

  • PDF

Implementation of Image Block Linked Contents to Improve Children's Visual Perception and Cognitive Function (유아의 시지각 인지기능 개선을 위한 이미지 블록 연동형 콘텐츠 구성과 구현)

  • Kwak, Chang-Sub;Lee, Young-Soon
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.9
    • /
    • pp.76-84
    • /
    • 2022
  • In this paper, in order to compose the visual perception cognitive function training content that can be linked with the IPUZZLE image block, an interactive content device that utilizes photos and videos of smartphones. Four areas of visual memory, visual continuity, spatial relationship, and visual discrimination were derived and the content operation, application method, and scenario were written. It was intended to continuously give and induce children's desire to participate in training by designing the content image and developing the existing learning terrain visual and perceptual cognitive function training materials in the form of mobile mini-games. Experiential activities were conducted for general children and their guardians using the developed contents, and the results were found to be significant in terms of concentration, effect, and effect compared to basic puzzle toys. It is expected that this thesis will be a meaningful data for the study of cognitive function improvement activities based on digital toys and contents.

Developing a Cyber Home Learnning System: Jeju e-study 2.0 (사이버가정학습 제주e-study 2.0 활성화 방안)

  • Kang, Nam-Cheol;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
    • /
    • 2010.01a
    • /
    • pp.157-161
    • /
    • 2010
  • 2010년부터 운영되는 사이버가정학습 2.0은 참여, 개방, 공유로 대표되는 Web 2.0을 기반으로 웹 접근성, 시스템 효율성 등을 높이고 위키, 이포트폴리오 등 새로운 기능을 접목시켜 이러닝에서의 학습 효과를 극대화 시킬 수 있을 것으로 기대되고 있다. 그러나 그 동안 온라인 학습 시스템으로 이루어지는 사이버가정학습의 참여도는 그리 높지 않은 게 사실이었다. 따라서 차세대 사이버가정학습 2.0의 특징과 시범 운영을 통한 문제점과 개선사항을 연구함으로써 2010년 적용될 제주 e-study 사이버가정학습 2.0의 효율적인 운영 방안을 제시하고 이를 활성화시키고자 한다.

  • PDF

Study on the N-Acetyl-D-glucosamine as the Anti-aging Cosmetic Ingredients (항노화 화장품 원료로서의 N-Acetyl-D-glucosamine에 관한 연구)

  • Pyo, Young-hee;Kim, Young-eun;Moon, Ji-sun
    • Journal of the Korean Applied Science and Technology
    • /
    • v.33 no.4
    • /
    • pp.706-716
    • /
    • 2016
  • In this study we applied the NAG obtained by the deacetylation of chitin extracted from the shells of crabs and shrimp as cosmetic ingredient. In order to compare NAG with GLC we identified the influence of cytotoxicity, anti-inflammatory, melanin biosynthesis formation inhibition on skin cell, and we measured the effects of the change of melanin and red spots. The results show that there was not any attentive cytotoxicity on the Raw 264.7 cell and B16F10 cell, and NO formation anti-inflammatory hindrance effect induced from Raw 264.7 by LPS was slight, and NAG suppressed the increase of melanin generation concentration-dependently after we induced the melanin generation with ${\alpha}$-MSH on B16F10 and measured the melanin biosynthesis inhibition. From this result, we identified the applicability of the cosmetics containing NAG as functional cosmetic for enhancing skin-lightening because when cream containing NAG was applied to skin the index of melanin red spots showed statistically meaningful changes.

Find Maze Functional Devices using Wireless Communication (무선 통신을 활용한 기능성 미로 찾기 장치)

  • Kim, Ho-Joon
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
    • /
    • v.8 no.6
    • /
    • pp.478-482
    • /
    • 2015
  • With the analysis result about previous curative effect researchs, It has been reported that game play therapy is effective for enhancing social intelligence of handicappted children who have ADHD, tic disorder, communication disorder, or autism. This study was designed to develop a digilog game play therapy contents that was combined analog and digital. We infer that this contents is effective game play therapy not only for ordinary people but also for dementia old man, or intellectual disorder man. Also We are going to develop a new digilog play game system for preventing children's smartphone addiction.

The Proposal for the Model of Users' Addictions in Social Gaming

  • Anuar, Tengku Fauzan Tengku;Song, Seung Keun
    • Cartoon and Animation Studies
    • /
    • s.40
    • /
    • pp.337-365
    • /
    • 2015
  • The objective of this study proposes the new user's addiction model in 'Social Network Games' (SNGs). Research model is derived from the separation of two characteristics. First one is logical characteristics that includes 'Functional' (F), 'Keystroke' (K), and 'Goal' (G). Second one is feeling characteristics that consists a few factors such as 'Emotion' (E), 'Social' (S), and 'Affection' (A). For the pre-test, a total of 30 participants responded to survey in order to inspect the fitness of research questionnaire, roughly validity of the proposed model, and the direction of this reseach. After that for the main test, a total 300 users participated in this research. The final number of effective participants were 261 because 39 were insincere respondents and without playing SNGs who were excluded. Then we examined the measurement model by performing 'Partial Least Squares - Structural Equation Modeling' (PLS-SEM) analysis to test the research hypothesis empirically. The results of the measurement and structural model test lend support to the proposed research model by providing a good fit to the construct data. Interestingly, the model showed the significant effects of the interaction between eleven hypothesis(H1,H2,H3,H4,H5,H6,H7,H8,H9,H10, H12). Only one hypothesis decision t-value not supported that is involved the relationship between SNGs Addiction and Keystroke, H11(1.193). This research expect to contributes to an exploratory SNGs research to clarify the base of addition and will aids understanding of users' behavior associated with SNGs development.

A Study on an Efficient Web Interface Design for Improving Education Effects on Cyber Spaces (사이버 교육효과 향상을 위한 효과적인 웹 인터페이스 디자인 방안 연구)

  • Park, Eun-Young;Park, Young-Ho
    • Journal of Digital Contents Society
    • /
    • v.8 no.3
    • /
    • pp.289-300
    • /
    • 2007
  • Recently, the number of People who want to study by online has been gradually increased. In addition, people's desire is increasing that represents their special knowledge and personality with new paradigm of UCC(User Created Contents). Most of the educational web-sites offer currently boring and unified educational contents without interesting objects. Therefore I want to solve these problems of existing online educational web-sites and I strongly propose the method of design to make the place educational and useful that everyone can enjoy and manifest the user's dispositions. On this study, it's possible to make pleasant environment and improve educational effects on cyber space by designing it in accordance with the individual tastes which have various design elements, beauties and facilities by the customized design method. As a result, this study proposes the model of online educational web-site having various interfaces and focusing on the customized design.

  • PDF

Kiosk training strategies based on IT educational App for older adults

  • Jee, Sung-Hyun
    • Journal of the Korea Society of Computer and Information
    • /
    • v.26 no.4
    • /
    • pp.239-245
    • /
    • 2021
  • Due to the fourth industrial revolution and the Corona19, the availability of digital devices such as kiosks is a matter directly related to survival for older adults with digital divide. This paper analyzes the problems of existing information service education for older adults and proposes an IT education strategy tailored to aging and life cycle of older adults. The proposed in this study is an educational application-based IT training method that supports repetitive learning regardless of time and place, developing kiosk function as a functional game-type educational application and experimenting with post-training effectiveness. The research method proposed UI usability evaluation frame for older adults, and developed educational applications based on proposed evaluation frame, and conducted kiosk education. As a result of the experiment, the mission success rate after using the IT application was 80.6%, which is a 55.1%P improvement compared to the pre-use(25.5%). This study confirmed that the proposed education for older adults is a way to overcome the limitations of existing IT education in the current situation.

A Software Method for Improving the Performance of Real-time Rendering of 3D Games (3D 게임의 실시간 렌더링 속도 향상을 위한 소프트웨어적 기법)

  • Whang, Suk-Min;Sung, Mee-Young;You, Yong-Hee;Kim, Nam-Joong
    • Journal of Korea Game Society
    • /
    • v.6 no.4
    • /
    • pp.55-61
    • /
    • 2006
  • Graphics rendering pipeline (application, geometry, and rasterizer) is the core of real-time graphics which is the most important functionality for computer games. Usually this rendering process is completed by both the CPU and the GPU, and a bottleneck can be located either in the CPU or the GPU. This paper focuses on reducing the bottleneck between the CPU and the GPU. We are proposing a method for improving the performance of parallel processing for real-time graphics rendering by separating the CPU operations (usually performed using a thread) into two parts: pure CPU operations and operations related to the GPU, and let them operate in parallel. This allows for maximizing the parallelism in processing the communication between the CPU and the GPU. Some experiments lead us to confirm that our method proposed in this paper can allow for faster graphics rendering. In addition to our method of using a dedicated thread for GPU related operations, we are also proposing an algorithm for balancing the graphics pipeline using the idle time due to the bottleneck. We have implemented the two methods proposed in this paper in our networked 3D game engine and verified that our methods are effective in real systems.

  • PDF