• Title/Summary/Keyword: 액션

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Development of an Action Game Using Fairy Tale Characters (동화를 소재로 한 캐릭터를 사용한 액션게임의 개발)

  • Jung, Yeon-June;Park, Se-Young;Im, Sa-ra;Bong, Won-Ju;Kim, Hye-Yeon;Jin, So-Ri;Park, Jin-Hee;Kwon, Hye-Jo;Baek, Eung-Boem;Kang, Myung-Ju;Park, Chan-Il;Kim, Sang-Jung;Lee, Jong-Won;Oh, Hyoun-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.281-283
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    • 2014
  • 본 논문에서는 동화를 소재로 제작된 캐릭터를 사용하는 액션게임의 개발에 대하여 기술하고 있다. 동화를 소재로 만들어진 캐릭터는 게임의 특징으로써 사람들의 관심을 높여주었고 액션게임에서 타격감을 부과하는 영상, 음향, 체감의 타격감 표현기법 적용하여 액션을 통한 재미요소를 갖춤으로써 독특한 캐릭터가 매력적인 차별화된 액션게임을 개발하였다.

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An Inquiry into the Meaning of Experience of Action Learning Program for Participants in Coporate Job Training: F.G.I Approach (기업체 직무교육 참여자의 액션러닝프로그램 경험의미 탐색:F.G.I접근)

  • Kim, Yeon-Chul
    • The Journal of the Korea Contents Association
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    • v.14 no.9
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    • pp.598-612
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    • 2014
  • The present study is aimed at inquiring into the meaning of experience of action learning program for adult learners who participated in action learning program of H financial company which was carried out as a means of corporate training. The goal of study is to examine the essential factors of action learning program impacting on the increase of motivation for learning and the improvement of job-related problem-solving ability of the learners who participated in the learning as well as on the increase of motivation for learning and the improvement of job-related problem-solving ability among the components of action learning program. As for research method, 3 main questions and 15 sub-questions about motivation for learning, job-related problem-solving ability, and components of action learning were prepared for 9 learners who participated in the action learning program, and then focus group interviews (F.G.I) were conducted. The results show that action learning program increased motivation for learning by combining concentration of attention and relevance to job, and the degree of organization of learning team was a key element to improving motivation for learning. Also, through development of alternatives and planning/execution, it impacted on improving job-related problem-solving ability of participants. And the interest and support of the administrator were key elements to improving job-related problem-solving ability. In conclusion, the results show that action learning program in corporate job training activities improves motivation for learning of the participants. Therefore, in order to improve job-related problem-solving ability of the participants in job training, more focus should be put on concentration of attention and reinforcement of relevance to the job and more interest and support should be given to organization of appropriate learning teams among components of action learning program. Along with this, the administrator needs to grasp participants' awareness of problems and pay attention and give support to the participants to enhance the performance of planning/execution.

이달의 통계-모바일게임 삼국지시리즈 인기

  • Korea Database Promotion Center
    • Digital Contents
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    • no.6 s.133
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    • pp.188-189
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    • 2004
  • 5월 모바일게임 다운로드 순위에서는‘삼국지’시리즈가 강세를 보였다. SKT에서는 엔텔리전트의‘삼국지영웅전4’가 1위에 올랐고, KTF에서는‘삼국지 무한대전’이 1위에 올랐다. 엔텔리전트의 삼국지영웅전 시리즈는 4개의 방대한 맵 안에서 펼쳐지는 박진감 넘치는 액션 게임으로 레벨업과 아이템 수집/장착, 퀘스트와 미션 등의 다양한 요소를 포함한 신개념 액션 RPG게임이다.

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SF&Action genre TV animation theme song lyrics feature and activity verification (SF&액션 장르 TV 애니메이션 주제가 가사의 특징과 활동성 검증)

  • Chung, jae-youn
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.57-58
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    • 2019
  • SF&액션 장르 애니메이션 주제가 가사를 메시지의 유형에 따라 분류하고 Song form 별 가사의 역할과 내포된 활동성 표현 포함 비율의 서열을 생성했다. 3가지 세부 장르의 주제, 소재, 캐릭터 유형, 주제가의 유의미한 상관성을 도출하고 장르의 영향력 안에서 자유로울 수 없는 주제가의 제한적 창작형태를 확인하였다.

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Effects of Action Learning Approach on Learning Motivation and Problem-solving Capacity in NCS Vocational Competency Class of Polytechnic College (폴리텍대학 NCS 직업기초능력 수업에서 액션러닝방식이 학습자의 학습동기와 문제해결력에 미치는 영향)

  • Kim, Yeon-Chul;Lee, Eun-Chul
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.38-52
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    • 2016
  • This study analyzed effects of Action Learning approach on enhancing learning motivation and improving problem-solving capacity in NCS vocational competency classes of Polytechnic College. Targeted group is B Polytechnic College located in Chungnam, and 53 students in experimental group and 64 students in control group. analysis of data is descriptive statistic analysis and the multivariate analysis of variance (MANOVA) method to study sub factors of learning motivation and problem-solving ability. As a result, Action Learning approach has a great influence on connection, confidence, and satisfaction, among the sub factors of learning motivation. also figured that the approach has positive effects on problem clarifying, cause analysis, alternative developing, planning/practicing, and performance assessment, among the sub factors of problem-solving capacity. Moreover, Polytechnic College's NCS vocational competency classes are desirably required to adopt the approach of Action Learning for their educational method, as it fosters basic competencies, such as understanding of diverse perspectives, communicating, leadership, interpersonal relationship, self-development, coping with conflicts, operating meetings, to be learned while students are doing problem-solving activities under a team-working atmosphere.

The Effects of Lessons Using Action Learning Teaching and Learning Method on Nursing Leadership, Academic Self-Efficacy, and Self-Leadership of Nursing College Students (액션러닝 교수학습방법을 활용한 수업이 간호대학생의 간호리더십과 학업적 자기효능감, 셀프리더십에 미치는 효과)

  • Moon, Sook Ja
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.1
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    • pp.494-503
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    • 2020
  • This study was undertaken to compare the effectiveness of imparting education to nursing college students, using traditional teaching methods and action learning teaching methods. The target of the study was to measure nursing leadership, academic self-efficacy, and self-preservation of the students, and determine the effects of action learning method imparted 2 hours daily for 8 weeks, out of the 15-week study schedule. Ed. Notes: There is a lot of repetition, and the highlighted statement lacks clarity. I am unable to understand the study period. Does the author mean 2 hrs daily for 8 weeks? I have suggested the edits as per my understanding. Please review and revise appropriately, if required. Differences obtained between nursing leadership, academic self-efficacy, and self-leadership when comparing the experimental and control groups, were analyzed by independent sample t-test. Pre and post comparisons of the domains were analyzed with a paired t-test. The study results indicate significant differences in academic self-efficacy and self-preservation between experimental and control groups after application of the action learning teaching method, leadership in nursing as a lower area, confidence in academic self-efficiency, and self-control efficacy. Our results indicate that the recently emerged action-learning teaching is an effective method to apply in existing curriculums.

A Study for Virtual Reality 360 Video Production Workflow with HDR Using log Shooting (log 촬영과 HDR을 이용한 실사 360 영상 제작흐름 연구)

  • Kim, Chulhyun
    • Journal of Broadcast Engineering
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    • v.23 no.1
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    • pp.63-73
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    • 2018
  • These days, VR contents are created in three ways: CG based method, game engine based method, and live action shooting method. The most universal method is live action shooting. So far, most live actions are shot with action cams. Therefore, this method is different from professional image production method for movies and TV dramas. This study tries to point out the difference between professional image production method and action cam based shooting method, and proposes an alternative. The proposed method is log shooting based HDR filming and editing. As the result of test shooting and editing, the proposed method was able to obtain more color information than conventional action cam based shooting method and thereby to implement high-definition images which are hard in an action cam.

A Collaboration Model Using Annotations over Shared Documents (주석을 통한 문서 기반의 공동작업 모델)

  • Lee, Eun-Jung
    • The KIPS Transactions:PartB
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    • v.10B no.2
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    • pp.205-212
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    • 2003
  • ThruBook is a collaborative work platform based on ebook documents, supporting synchronized group work sessions. Using this platform, users can participate in a group session based on a same ebook, and share group actions synchronously. In this paper, we consider annotations as all kinds of additional data on ebooks, including bookmarks, memos, and figures. Also, model shared actions such as sharing/navigating these annotations. As a result, we could model all collaborative actions as annotations, and propose a collaborative work model as communicating annotation objects between session participants. This approach implemented in ThruBook platform could easily model shared actions in collaborative systems. The collaborative work platform implemented in ThruBook can be applied to other types of collaborative work systems.

The Analysis of strengthening IT service performance through ALP(Active learning program) of LG CNS (ALP(Active learning program) 과정을 통한 LG CNS의 IT서비스 역량강화 사례)

  • Kang, Cheong-Woon;Park, Jai-Hyoung;Kim, Heung-Soo;Jang, Byeong-Kug;Won, Yong-Chun
    • 한국IT서비스학회:학술대회논문집
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    • 2009.11a
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    • pp.225-233
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    • 2009
  • 날이 갈수록 치열해지는 글로벌 경쟁 환경하에서 살아남기 위해 많은 기업들은 조직 구성원들의 역량 강화를 통한 기업의 경쟁력 강화를 위하여 다양한 활동들을 하고 있으며, 이러한 활동중 하나로 액션러닝을 많은 기업들이 채택하여 활용하고 있다. 그러나 액션러닝 과정은 경영층과 팀 리더 차원에서의 적극적인 지원 및 관심뿐만 아니라 참여하는 구성원들도 적극성을 갖고 수행되어야 역량 향상을 기대할 수 있다. 또한 기업의 문화 및 제도 역시 액션러닝이 원활하게 진행될 수 있도록 뒷받침되어야만 성공할 수 있다. 본 연구에서는 LG CNS에 도입하여 성공적으로 운영하고 있는 액션러닝의 역량강화 사례를 살펴보고 그 효과성을 분석해 봄으로서 글로벌 경쟁에서 살아남고 더 나아가 글로벌 IT서비스 기업과 대등한 수준에서 경쟁하기 위해 역량 강화를 원하는 여러 IT서비스 업체들에게 역량 향상을 위한 하나의 방향성을 제시하고자 한다.

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Development of a 3D Action Game based on the Dynamic Elements (다이내믹 요소 기반의 3D 액션 게임개발)

  • Kang, Sun-Gyu;Kim, Su-Ji;Kang, Na-Hyeon;Kim, Min-su;Lee, Song-Ju;Kang, Myung-Ju;Park, Chan-Il;Kim, Sang-Jung;Lee, Jong-Won;Oh, Hyoun-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.473-475
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    • 2014
  • 게임은 과거와는 달리 전반적인 기술이 향상되면서 표현의 한계가 넓어지면서 3D공간에서 현실과 같은 착각을 일으킬 수 있을 정도로 다이내믹한 장면이 연출이 가능해졌다[1]. 플레이어의 반사 신경을 자극하여 캐릭터를 조작하는 쾌감을 느낄 수 있는 액션요소[2]를 덧붙여 다이내믹한 연출과 게임의 액션요소를 결합한 게임을 개발하였다.

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