• Title/Summary/Keyword: 힐링 콘텐츠

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A Study on the Concept and Characteristics of 'Healing Games' : Focusing on Comparison with Medical Serious Games ('힐링 게임'의 개념과 주요 특징에 관한 연구 : 의료용 기능성 게임을 중심으로)

  • Lee, Sung Je;Bae, Sang-Joon
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.744-761
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    • 2021
  • Recently, public interest in Healing Games is increasing. But, due to the absence in an agreed concept, an academic discussion on the healing games has not commenced. Thus, this study proposed a concept for the 'Healing Games' and sought to draw key features. First, a comparison between healing games and medical serious games were compared to confirm that key concept of healing games. Afterwards, healing games were selected and reviewed to identify the narrative, structural and sensory features.

Study on Healing Game based on Lazzro's 'Four Keys to Fun' (Lazzro의 '4가지 재미요소' 기반 힐링 게임 특성 분석)

  • Kang, Ho-In;Byun, Hae-Won
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.39-48
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    • 2018
  • Recently, some games with physical and mental healing function are released. The healing games tend to make people relax. With the features of simple healing contents, the healing games provide users psychological stability more than strong stimulus. The games don't give users continuous excitement, so the popularity of the games goes down soon. In this paper, we investigate domestic and international healing games on the basis of the platform, such as mobile, console and PC. We analyze the feature of healing games with the four keys to fun(Hard Fun, Easy Fun, Serious Fun, People Fun) suggested by Nicole Lazzro. By this analysis, we find how much of the 4 keys to fun the games include and the correlation between the 4 keys to fun and the popularity of the healing games.

Basic Study of Space Design for Healing (힐링 공간디자인의 기초연구)

  • You, Hyun-Bea
    • Journal of Digital Contents Society
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    • v.19 no.1
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    • pp.123-131
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    • 2018
  • The design of the healing space provides people with tranquility and relaxation. It restores the tired body and provides the resilience of life. We have established the importance and value of healing through the meaning of healing and foreign cases. that humans come from nature and return to nature I think it is extremely inevitable, and while living, They set their goal and finish it gradually. Then they reach the goal. You can enjoy the effect of healing by creating an atmosphere of nature that comes from nature and living in it. The use of wood inside the building is the most comfortable healing condition, and as you can see from the case of Japan, The building of Sunny Hills made of wood outside reminds me of a magpies house. Indoor desk or book case made of wood make, warmer at mosphere, and the effect of healing becomes even greater if you take the plants. In the ceiling, if you paint pictures of clouds, trees, sun, etc., and apply blue or pink color that makes you relax, then the effect of healing is doubled. Through this study, I could forming living space being in touch with nature and using natural materials which is basic of healing an bring the effect of healing.

[Healing Camp], Appearance of Sound Narrative and it's Implication (<힐링캠프>, 사운드적 서사의 등장과 그 함의)

  • Hong, Kyung-Soo
    • The Journal of the Korea Contents Association
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    • v.13 no.2
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    • pp.81-87
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    • 2013
  • SBS [Healing Camp] seems like having a different sound usage from other entertainment programs. After content analysis, I found that [Healing Camp] uses much more music & sound effects than [Muhandojeon]. Music & sound effects of [Healing Camp] has functions of tautological informing, uplush of emotion or Ancrage, narrating or Relais. It is very similar to television subtitle. Positive uses of music & sound effects are expected to catch the attention of audience and to increase the ratings. But [Healing Camp] uses music & sound effects very positively and systematically and opens a new dimension of narratives.

Development of Adventure Game that Emphasizes the Healing Elements based on Sensitivity (감성기반의 힐링 요소를 강조한 어드벤처 게임 개발)

  • Chae, Soo-Yun;Lee, Sang-Wook;Park, Kwan-Woo;Lee, Jue-Seung;Shin, Tae-Seok;Lee, Tae-Woo;Kim, So-Yeon;Kim, So-Yeong;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.469-472
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    • 2014
  • 성장 가능성이 큰 콘텐츠의 핵심으로 불리는 게임은 매년 높은 매출을 보임에도 불구하고, 사회 내 입지가 좁아지고 있다. 이를 탈피하기 위해, 힐링 콘텐츠를 통한 게임의 단점을 극복하고, 부정적인 인식을 줄이기 위한 게임 개발을 시도하였다. 본 논문에서는 게임 산업의 현재를 분석하고, 힐링 콘텐츠를 활용한 게임 개발배경을 설명하고, 힐링 콘텐츠의 정의와 그 내용을 활용한 퍼즐 어드벤처 게임을 개발하였다.

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A Research for Methodology of Culture Semiotics for Smart Healing Contents (스마트 힐링콘텐츠의 문화기호학적 방법론 연구)

  • Baik, Seung-Kuk;Yoon, En-Ho
    • Journal of Information Technology and Architecture
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    • v.11 no.3
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    • pp.347-357
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    • 2014
  • This research aims to suggest the possibility of functional culture contents based on interdisciplinary methodologies, especially for people who have Autism Spectrum Conditions, or those who have disabilities on express and receive gamsung (emotions). Recently, the development of application technologies in smartphones and tablet computers needs of functional culture contents, which are connected with the gamsung system. Moreover, the potential of marketplace of functional culture contents is emerging, as can be seen from the success of Augmentative and Alternative Communications (AAC) applications. Therefore, with the development of more applications that prevent and resolve Gamsung Disabilities anticipatively, there will be a positive economic effect of reducing back on intervention expenses as well as the construction of new contents ecosystem. So, in this research, we will attempt to make an approach of using the cultural semiotics methodology in finding attributes and features of applications that help to keep mental stability and balance for people with gamsung Disabilities. Particularly, this research will suggest an interdisciplinary theory on healing contents making methodology, using contents analysis; user interface (UI) analysis; and user experience (UX) analysis on existing smart healing applications.

A Study on the Development of Healing VR Content Based on Horticulture (원예 기반 힐링형 VR 콘텐츠 개발 연구)

  • Min-Gyeong Hwang;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.681-686
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    • 2023
  • The study aims to develop horticulture-based VR content so that users can find rest in their chaotic daily lives. Healing contents that increase user participation, immersion, emotional stability, and creativity and concentration were implemented by using teleports, plant illustrations, inventory, NPC functions, and drawing games. Garden viewing content using VR technology requires technical research and development to overcome the difference from reality, which can increase the reality of the content and the completeness of the experience. The reality of the VR experience will be increased by using high-resolution displays, high-performance processors, and sensors, and user feedback will be collected and continuously improved. Through this, users present new methods by relieving stress, feeling emotional stability, and providing experiences that are impossible in reality.

Development of VR Healing Content 'NORNIR' Using Color Therapy (컬러테라피를 활용한 VR 힐링 콘텐츠, '노르니르' 개발)

  • Choi, Seyoung;Kim, Sujin;Lee, Nayoung;Lee, Kihan;Ko, Hyeyoung
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.3
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    • pp.143-153
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    • 2020
  • This study embodies and proposes VR color therapy healing contents 'Nornir' that can manage stress in daily life. "Nornir" applies the CRR analysis method to provide a customized VR color therapy experience according to the three colors selected by the user. It is designed to enable users to understand themselves through their color journey, to rec eive various color interactions and stimuli to implement in the future, and to provide healing that lowers stress levels. Based on the results implemented, the Korean version of the mood condition test 'K-POMS' was conducted before an d after the demonstration to check the user's stress changes after the content demonstration. Experiments have shown that users clearly see a decrease in negative emotions and an increase in positive emotions. By using VR technology, color psychotherapy rules are combined to provide the possibility of relieving stress for users who are exposed to fre quent stress in daily life.

Semiotic approach to Resort's Organizational Culture : Applying Greimas Actant Model (리조트 기업의 조직문화에 대한 기호학적 분석 : 그레마스 행위소 모형 적용)

  • Yang, Soung-Hoon;Moon, Bo-Young
    • The Journal of the Korea Contents Association
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    • v.20 no.5
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    • pp.500-512
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    • 2020
  • This research aimed to verify organizational culture of resort underlying bottom of organization and shared by employees. Healing-seeking and life style oriented experiences are in prevailing recently, which resort industry insomuch as presumably held from its origin. Unfortunately, it is also widely recognized that resort lost its entity, blurring business domains with hotel industry or yielding integrated resort by imitating theme park. In order to probe organizational culture, in-depth interview with 16 resort experts conducted in resort setting, prepared by Gremeis actant model which is effective in finding myth(story) structure of interviewees. Firstly, interviewer matched six actants with resort business involving-group and asked interviewee to metaphor freely based on 3 night resort experiences. Results showed that sender, receiver, subject, object, helper and opponent were matched with resort, visitor, company, product & service, supporters, and opponent group in orderly manners and also interviewees made each actant into metaphor as healing, patient, medical doctor, medicine, helper and charlatan, respectively. Significance and limitation of research were included in the end of article.

Study on Internalization of Post-IMF Era's Competition Logic - Focusing on the Changes of Survival Program Since IMF Era (포스트 IMF 시대 경쟁 논리의 내면화 양상 연구 - IMF 이후 서바이벌 프로그램의 변화 양상을 중심으로)

  • Park, In-Seong
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.591-604
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    • 2019
  • This study examines the process of internalization and elaboration of the logic of competition in the post-IMF era through the genealogy of the survival program. Post-IMF is based on disaster reality, which reveals a specific emotional structure related to the competition, if the narrative of overcoming the IMF event finds narrative models that can be sufficiently reconciled between communityism and individual success. This study also examines the process of disaster preparedness through survival form and narrative structure embedded in such form. Thus, this study reconstructed the diachronic change to track the change of the survival program and the subsequent narrative change. Relative to the time of the healing-mentor, the survival program seems to be declining, but rather seems to have created a new transition through the logic of self-development contained in the healing-mentoring discourse. this logic leads to be ghettoized hierarchy of preferences. Now, the survival program is to perform fantastic surrogate satisfaction by delegating competition to a narrow self-directed area rather than to a big empathy within the community.