• Title/Summary/Keyword: 체험형태

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A study of Growth motif realization on Digital game (디지털 게임의 성장 모티프 구현 연구 -MMORPG를 중심으로-)

  • Lee, Jin;Jang, Jeong-Woon
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.527-533
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    • 2008
  • 본 연구는 기존 RPG에서 주요한 재미 요소로 기능하던 성장 모티프가 MMORPG(Massive Multi-user Online Role Palying Game)에서 어떤 식으로 변형되어 나타나는 지 살펴본다. 성장과 역할 수행을 통해 재미를 얻는 게임인 MMORPG는 성장 서사에서 많이 나타나는 구조인 여정형 혹은 탐색형의 구조를 보편적으로 차용하고 있다. 그러나 기존 서사물에서 성장 모티프가 정체성 찾기와 같은 내면적인 변화를 나타내기 위해 구조를 차용하는 반면, 게임에서는 위의 구조를 통해 얻은 성장의 결과물을 수치의 증가나 외적 형태의 변화를 통해 나타낸다. 즉, 경험치나 아이템을 통해 성장이 수치화되어 나타나는 것이다. 이는 여정형 탐색담이라는 성장 서사의 보편적 구조에서 게임적인 특수성이 더해진 것이라 할 수 있다. 성장 소설만의 서사적 유형이란 바로 주인공의 변화 양상이 미숙에서 성숙으로, 불완전에서 완전으로, 결핍에서 충족으로 변화하는 과정을 담고 있는 이야기적 특질을 의미한다. 그러한 미숙하고 불완전한 존재가 변화하게 되는 계기와 과정, 그리고 그 결과로 구조화된 유형적 특질을 갖고 있는 소설 양식이 성장소설이라 할 수 있는 것이다. 이러한 구조화된 유형적 특질은 신화나 민담에서는 탐색담이나 여행담으로 나타난다. 게임에서의 성장은 캐릭터의 성장과 직결된다. 본격적으로 플레이어와 동일시되어 성장을 대리 경험적으로 체험하는 것은 D&D 온라인을 거쳐, 현재 MMORPG의 형태를 구현해낸 울티마 온라인이 이후부터이다. 세부적으로 구현된 세계와 온라인을 통해 생성된 방대한 네트워크 안에서 플레이어는 자신과 동일화된 캐릭터를 플레이하면서 대리경험을 하게 된다. 즉, 플레이어가 캐릭터의 성장에 작용하는 여러 가지 변수를 선택하고, 조작해가면서 자신만의 캐릭터를 생성해 나가면서, MMORPG가 구현하는 게임 세계에 구성원이자 일원이 되는 것이다. MORPG는 기존의 RPG의 선형적인 성장에 비해 복합적인 양상을 보여준다. 문화에서의 성장 서사에서 일반적으로 발견되는 여정형의 탐색담은 개발자 서사인 배경 스토리에서 나타나며, 레벨시스템과 이에 따른 공간의 배치에 따라 플레이어에게 직접적인 영향'을 끼친다. 영속적인 세계와 플레이어 간의 상호작용을 통해 일어나는 사용자 서사는 완결된 형태의 캐릭터를 무의미하게 만든다. 플레이어는 비선형적인 성장을 끊임없이 계속하게 되는 것이다.

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The Effect of Military Crisis Management Communication on a Social Network Service :Focusing on the effect of message form on the crisis perception of soldiers (SNS를 통한 군(軍)의 위기관리 커뮤니케이션 전략 :메시지 형태가 장병의 위기 인식에 미치는 영향을 중심으로)

  • Kim, Tae Woong;Yang, Jong Hoon;Lee, Sang Eun
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.102-110
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    • 2019
  • The military respond well to external publics in the event of a crisis int that they are operated based on the trust of the people. Unlike other organizations, however, the Korean military has the distinctiveness that soldiers experience military life as internal publics for a certain period of time and after serving in the army, they become those who evaluate the military as external publics. Therefore, it is important to examine what would be effective crisis management strategies in terms of communicating with active-duty soldiers. Given that active-duty soldiers are accustomed to using SNS these days, this study investigated whether message forms (digital image vs. text) affect the perception of the military in crisis, acceptance of the given message, and attitude toward the military. Our empirical findings suggest that image-based messages are more likely to increase levels of message acceptance than text-based messages. Based on the results, we discussed practical implications on communication strategies for managing the military in crisis.

A Study on Public Design using Fractal-Interactive Art (Fractal-Interactive Art를 활용한 공공디자인에 관한 연구)

  • Joo, Haejeong;Kim, Cheeyong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.629-632
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    • 2009
  • The interactive art and design can be interpreted as an intelligent system in the aspect of engineering. Because this information is treated and analyzed in real time and then such results is expressed in various media such as image, graphic, sound and etc. after these information are input through the sensor, camera and etc., for the efficient communication between human and production, namely, to communicate the interactive reaction, The image utilizing such interactive is being gradually developed as it widens its region in various art design fields. This research is purposed to make the system, which lets the citizens contact the information naturally by mixing the information for the environment with the interactive art of the arty type, and which lets the citizens feel the surrounding environment directly. This research will construct the live mood in the space itself and is utilized for the public art that can be directly experienced. It can provide the experience in the participation type that acquires the information being harmonized with the human naturally in the more developed type than the concept of the existing static installation. Therefore, it is sincerely required to research the interactive art in utilizing the public design.

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A Study on the Present Condition and Prospect of Architectural Cultural Heritage Content Applied to 3D Digital Technology (3차원 디지털기술 적용 건축문화재 콘텐츠 현황분석 및 전망에 관한 연구)

  • Jung, Sung Ju;Lee, Tae Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.2
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    • pp.188-198
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    • 2021
  • Digital data was collected using modern three-dimensional digital technology. Current content-specific technologies were investigated through domestic and foreign cases so that three-dimensional digital technology could be applied to the utilization of various contents. First, the use of three-dimensional digital technology of architectural cultural assets has been changing from the restoration of cultural assets. Second, some of the contents produced were found to be underutilized. Third, the type of content has been changing in experience and exhibition, but the online approach was small. Fourth, digital restoration using domestic IT technology has been used as a technology to restore overseas cultural heritage. The fifth analysis of the relationship between the content types and 3D digital technologies shows the use of currently limited technologies. This study analyzed the status of digital architecture and the application of three-dimensional digital technologies to lay the foundation for the active development and utilization of content. Subsequent studies on various layers and digital technologies will be needed to revitalize digital architectural cultural assets in the future.

A Study on the Operation Plans for Seongnam Public Library Programs in the Post-COVID-19 Era (포스트 코로나 시대 성남시 도서관의 문화프로그램 운영 방안 연구)

  • Song, Min Sun
    • Journal of Convergence for Information Technology
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    • v.12 no.4
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    • pp.177-186
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    • 2022
  • The purpose of this study is to suggest operation plans for library programs in preparation for the post-COVID-19 by analyzing the current status of library programs before and after the outbreak of COVID-19 based on the data of the Seongnam public libraries on the Public Data Portal. So, based on 1,317 data collected through the data purification process for duplicates and errors in the files uploaded by Seongnam City, ①programs' subject & type, ②program target users, ③program operation types(online or offline), ④program operating time & number of days, ⑤characteristics of programs preferred by users etc. were analyzed. As results of the analysis, online programs were not operated at all before COVID-19, but online programs started to be operated in earnest after August 2020. Also, there were many experiential activity lectures for infants and elementary school students in 2019, but reading activity lectures for adults and elementary school students increased in 2020. There were many types of online lectures, such as real-time lectures using online video conferencing programs, YouTube video viewing & live broadcasting, and the use of Naver Band & Cafe.

Framework for Designing Explanatory Style of Interactive Agents (상호작용형 에이전트의 설명 양식을 디자인하기 위한 프레임워크 개발)

  • Oh, Se-Jin;Woo, Woon-Tack
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.45 no.5
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    • pp.63-73
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    • 2008
  • Recent years have seen an explosion of interest in interactive agents motivating human learners to engage in edutainment systems which are designed to be entertaining and educational at the same time. Especially, work on socio-emotional processes has focus on understanding of human's social behavior in training and entertainment a applications. In contrast with work on social emotion, where research groups have developed detailed models of emotional processes, models of personality have emphasized shallow surface behavior. Here, we build on computational appraisal models of emotion to better characterize dispositional differences in how people come to understand social situations. Known as explanatory style, this dispositional factor plays a key role in social interactions and certain socio-emotional disorders, such as depression. Building on appraisal and attribution theories, we model key conceptual variables underlying the explanatory style, and enable agents to exhibit different explanatory tendencies with respect to their personalities. Furthermore, we developed an interactive AR agent based on our framework and applied it into an interactive teaming system that allows participants to explore individual differences in the explanation of social events, with the goal of encouraging the development of perspective laking and emotion-regulatory skills.

Geographical Structure of View Point in the Landscape Experience on Mountain in Yangsan City (경관체함이 발생하는 조망점의 지리구조에 관한 연구;양산시 소재 산지를 대상으로)

  • Kang, Young-Jo;Cha, Young-Chae;Cha, Myeong-Sook
    • Journal of the Korean Institute of Landscape Architecture
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    • v.36 no.3
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    • pp.75-84
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    • 2008
  • The purpose of this research is to find the visual characteristics and geographic structure in a landscape of mountains in Yangsan City. In order to carry out this study, 40 view points of 6 mountains in Yangsan City were selected to experience the mountainscape. The results are as follows. The mountainscape of Yangsan City was confirmed from the view point to the object of view as ranging in middle distance reverse, the angle of elevation 11${\sim}13^{\circ}$ which give the impression of confronted to the mountain, and the horizontal angle 50${\sim}90^{\circ}$ which gives the impression of vastness. This shows that mountainscapes are perceived impressively when seeing the mountain with the meaning to feel the texture of the mountain as a confrontational relationship rather than a pictorial relationship. The geographic structure of the view point which occurs in scenes of impressive experience is classified into eight types and its characteristics are investigated. The first type is corridor, and it emerges in a long narrow linear structure made from the surrounding environment with buildings or street trees. The second is tunnel in which a vision and light hidden while passing underneath a bridge, high-level road, or inside a tunnel can be seen. Third, the maze is formed by the mountain shape. The hill spur emerges when the direction of traffic changes after turning the coner of a building or mountain edge. The hill ground emerges at the top of a hill slope. Next, parallel emerges when the observer and the mountain are in the same direction of process. Confrontation occurs when confronting an isolated mountain. Finally, the view point emerges when passing through major points such as a bridge or square and the boundary of a village or city. This research arranged visual conditions that create impressive mountainscapes. Geographic characteristics in terms of Types that make possible to experience mountainscapes were described. The results of this research will be basic data collected for the management and preservation of mountainscapes and for landscape effect evaluation. Furthermore, this research suggests theoretical evidence to preserve and manage geographic structures that create view experiences as well as to preserve the landscape in terms of view points.

A study of convergence correlation between freeform architecture classification of museum and exhibition space -Focus on the Netherlands, Germany and Singapore- (박물관의 비정형건축형태분류와 전시공간과의 융합상관성 고찰 - 네덜란드, 독일, 싱가포르를 중심으로 -)

  • Oh, Sun Ae
    • Korea Science and Art Forum
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    • v.37 no.4
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    • pp.205-216
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    • 2019
  • Today, there have been more museums with architectural freeform structure. From an academic perspective, that caused a change in the paradigm of the genealogy of architectural forms. Accordingly, it has been required to find whether the freeform architecture influences an exhibition space. Therefore, in order to analyze the correlation between freeform architecture and exhibition space, this study looks into the tendency of actual freeform architecture through case analysis after 2000. An exhibition space of museum serves as a socially, culturally, and locally symbolic icon and has the function of delivering information to viewers through the aesthetic presentation of articles on exhibition. This study is meaningful in the point that it drew the conclusion of the correlation between freeform architecture and exhibition space in order to infer that a freeform exhibition space is more effective at viewers' spatial experience. The method and results of this study are presented as follows: Firstly, literature survey on the concept of the freerform architecture of museum and the classification of architectural forms was conducted and previous studies were analyzed in order to establish criteria. Secondly, a case study was conducted through visits to Singapore, Germany, and the Netherlands in order to look into the current state and characteristics of freeform architecture and exhibition space. In this case, Karel Vollers' architectural freeform criteria were used for analysis. Thirdly, to prove the correlation between freeform architecture and exhibition space, each case was cross-checked on the basis of Karel Vollers' architectural freeform criteria and freeform exhibition classification, and then results were drawn. The study results are presented as follows: Firstly, EX(angle, ortho) of freeform architecture had a significant correlation with the diagonal form of exhibition space. That was proved 92.3% accurately more in the Netherlands and Germany than in Singapore. However, the curve form of exhibition space had a unclear correlation. In Singapore case, the curve form correlation was made through RO, FR, and TW. Secondly, freeform architecture had complex-typed combination with the diagonal and curve forms of exhibition space. In particular, N-02 and G-02 had a combination form, basically EX, and partially various forms so as to induce the complexity of free form. As such, architectural freeform makes it possible to achieve infinite transformation in various combinations. For responses, combinational approaches are required in multilateral ways. Based on this study, it will be planned to analyze the correlation between freeform architecture of museum and exhibition presentation.

A Triple Connected Teaching & Learning Model to Improve the Educational Level of Information and Communication Ethics in Elementary School (초등 정보통신윤리 교육수준 제고를 위한 3중 연계교수학습모형 연구)

  • Lee, Dae-Ho;Cho, Gi-Hwan
    • Journal of The Korean Association of Information Education
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    • v.15 no.3
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    • pp.345-353
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    • 2011
  • Information and communication brings us some degree of convenient but also serious side effects. Especially, information and communication ethics is an important issue for elementary school children who are early stage in moral value. This paper proposes a triple-connected teaching and learning model. which can be applied to the elementary school children. in order to improve the educational level. The model is formed by selecting three discretionary teaching models, and applying independently them into the different classes with linking the contents for each class. A teacher can choose the teaching models based on what he wants to teach. Caring model, Home-Connected model and Simulation model were linked in our experiment. Experiments were conducted in the same condition but different learning models, Then, an educational effect was compared and analyzed in the educational level improvement point of view, between the Triple-connected teaching and learning model and the single teaching and learning model.

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Image Types and Experience Factor for Local Identity Brand (지역 아이덴티티 브랜드 형성을 위한 이미지 유형과 경험요인)

  • Lim, Seo-Kyung;Cho, Yong-Jae
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.637-646
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    • 2009
  • This study aims at granting maximum high values to local brand images as megatrend in global markets by monitoring local differentiations which local images in each area are classified in abstraction on the side of cognitive aspects of consumers and finally achieving the redefinition of domestic markets with differentiation strategies for revitalizing cultural communication tools in terms of the creation of future local marketing strategies. This study newly classifies the cognitive aspects of domestic consumers into 4 distinguished patterns for creating an image of each local area and analyzes image creation factors for each local image in 5 aspects affecting the image creation of local brands.