• Title/Summary/Keyword: CulturalContents

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CKG-Scrum: Design of Scrum Based Methodology for Game Developlement Education (CKG-Scrum: 스크럼 기반의 게임개발교육 방법론 설계)

  • Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.07a
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    • pp.361-362
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    • 2012
  • 대학의 게임 개발 프로젝트 교육을 수행함에 있어 개발 방법론을 적용하여 체계적인 단계를 거치도록 하는 것이 필요하나 기본의 소프트웨어 개발 방법론들은 복잡성과 기간 등의 제약으로 적용하기 어렵다. 애자일 방법론 중 하나인 스크럼은 주기적인 개발을 지원하고 있어 프로젝트 교육에 적합한 특성을 가지고 있다. 본 논문에서는 기존의 스크럼 방법론을 한 학기의 게임 개발프로젝트 교육에 적합하도록 최적화한 CK-Scrum 방법론을 제시한다. CK-Scrum 방법론을 적용할 경우 주기적으로 산출물을 생산하여 검토하고 반복적으로 개발함으로써 학생들이 프로젝트를 수행하며 품질이 높은 게임을 개발하고 방법론에 대한 학습도 병행할 수 있다.

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A Study On Learning Game App Using An Android Smart Phone (안드로이드 기반 학습용 게임 앱 개발)

  • Yoon, Seok-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.07a
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    • pp.355-357
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    • 2012
  • 본 논문에서는 안드로이드 기반 스마트폰을 이용하여 모바일 게임개발을 위한 기초 학습용 앱의 구현 내용을 소개하였다. 이미 상용화 되어 있는 학습용 앱의 용도 외에 게임적 요소를 접목하여 학습의 효과와 흥미를 높일 수 있도록 하였다. 누구나 배우고 즐길 수 있는 학습용 앱으로 평가할 수 있다. 디자인적 요소와 게임 기능의 확대 후 안드로이드 마켓에 배포하여 서비스를 할 수 있으며 본 연구의 과정은 게임 앱 설계 관련 프로젝트의 수행이나 학습용 게임 앱 개발의 학습 모형을 제시한 사례로 활용할 수 있다.

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A Study on the Space Use Patterns of Urban Housing (도시주택 평면류형별 공간이용의 행태적 특성에 관한 연구)

  • 정전현
    • Journal of the Korean housing association
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    • v.9 no.1
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    • pp.63-73
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    • 1998
  • This study has a subject for the detached houses and mass housing ( alias dictus, Apartment) on the Dae Gu urban area, and has a process of surveying and analyzing the actual using states of dweller in the residential space and has an object of finding the behavioral pattern of the spatial using corresponded to the living activities. As its result, a cultural searching for urban housing is disciplined with the positive study for surveying the living contents emerged form the residential spaces. Limited into sleeping, eating, hosting, familiarity and family ritual, where and how the living activities is appeared according as the housing types and floor types, and what different and common features of its spatial using is possessed, is focused on this study. As Conclusion, it is found that each living activities are differed in the spatial using behavior according to the housing and floor types, but genetically are inherited by the traditional custom. Thus two behavial directions of dweller in public residential architecture have to be reconsidered in the urban housing culture.

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On the Concept of Oceanic Architecture With Design Characteristics (디자인특성을 고려한 해양건축개념의 설정에 관한연구)

    • Journal of Korean Port Research
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    • v.12 no.2
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    • pp.363-372
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    • 1998
  • Oceanic architecture means architectural space created by directly or indirectly using the features of the ocean in the design. A range of marine structure for residential, leisure, cultural, and industrial uses has been and will be created by adopting these features in spatial composition, program, function, and form. This is a clearly distinct category of architecture which can produce unique and creative environments for man's living. Here this kind of architecture is called oceanic architecture. Nowadays the demand for ocean space is increasing and in the near future the law of oceanic architecture will be established by the government. Even with the present trend in design practice, few academic researches on the new architecture have been executed from an architectural design viewpoint. Accordingly, this study aims to examine the design aspects of oceanic architecture. In this paper firstly the design characteristics and contents of oceanic architecture are dealt. And then the concept architecture is defined on the basis of design characteristics.

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Light and Shade in the Image of Africa (아프리카 이미지의 명(明)과 암(暗))

  • KIM, Kyung-Rang
    • Cross-Cultural Studies
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    • v.27
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    • pp.145-166
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    • 2012
  • In this Study, the search and analysis for the contents of the mass media, especially, such as newspaper articles, broadcast campaigns, broadcating advertisings, the Internet, etc, are accomplished under the assumption that the cause of the negative and fragmentary images about Africa holds a place in Korea's heart resulting from Korean mass media. Africa was seen as not only the continent of famine and diseases, but also a safari and the Nature's repository. However, these images are only the fragments of information about the African continent. So, we have to understand and recognize the origin of Africa in aspect of its learning and the mythology as well as the truth of the African as modern human origins. Moreover, we have to do our endeavor to have a good perspective about Africa as our future partner somewhat less than the wretched continent that we applaud their effort to the pursuit of stability and the development in terms of their modern cities, economy and politics and we have to aid and send relief cargoes simply.

Some Suggestions for Improving Environment of Chinese Reading Class: Focused on Blended Learing (중국어 읽기 수업 환경 개선을 위한 제안: 블렌디드 러닝을 중심으로)

  • Park, Chan Wook
    • Cross-Cultural Studies
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    • v.29
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    • pp.413-452
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    • 2012
  • The purpose of this study is to examine and apply Blended Learning to Chinese reading class and give some suggestions for Chinese reading class for realizing the interactive model for reading. For learner's improvement in Chinese reading level, various teaching methods need to be applied to Chinese reading class. Among teaching methods, this article tried to apply Blened Learning in terms of interaction, because Blended Learning can follow the general trend that all of people use laptop, smartphone, etc., and also can be contribution to reading as performance in foreign language learning. As a result, Blended Learning can make learner prepare class for giving online contents, and can make teacher and learner have more chances of interaction in class for improving reading competence.

The Effect of Experience Economy of VR Contents on Satisfaction

  • Hwang, Kyunghwa;Yoo, Kunwoo
    • Asia Pacific Journal of Business Review
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    • v.5 no.2
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    • pp.45-57
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    • 2021
  • The COVID-19 pandemic has ushered in a new era of untact and we are quickly adapting to this untact era. In the current situation where it is difficult to contact each other face-to-face, Virtual Reality (VR) is an opportunity factor for indirect tourism and a good alternative to viewing cultural heritage. This study showed that the effects of experience economies such as entertainment experience, aesthetic experience, escapist experience, and spiritual experience on VR content satisfaction. Furthermore, we examined whether consumers' perceived risks to COVID-19 moderate the relationship between experience economy and satisfaction. This study investigated 149 people who experienced VR content about Jerusalem. The results have shown that entertainment experience and aesthetic experience have a positive effect on the satisfaction with the VR content. Furthermore, perceived risks about COVID-19 have been shown to moderate the effects of aesthetic experience and spiritual experience on satisfaction. Finally, we provided implications based on our findings.

A Study on the Face Ratio of Mammals Based on Principal Components Analysis (PCA) - Focus on 20 Species of Animals and Humans (주성분분석(PCA)기반 포유류의 얼굴 비율 연구 - 인간과 동물 20종을 중심으로)

  • Lee, Young-suk;Ki, Dae Wook
    • Journal of Korea Multimedia Society
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    • v.23 no.12
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    • pp.1586-1593
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    • 2020
  • This study was conducted on the face ratio of mammals. It can also be applied to character automation by checking factors about the difference between animal and human face shapes. This paper used the face and face area data generated for Deep Learning learning. In detail, the proportion factors of the area comprising the faces of 20 species of animals and humans were defined and the average ratio was calculated. Next, the proportion of each animal was analyzed using the Principal Component Analysis (PCA). Through this, we would like to propose the golden ratio of mammals.

A Study on the Strategy of Sub-Character in Entertainment Programs (예능프로그램의 부캐릭터 전략 연구 - <놀면 뭐하니?>를 중심으로 -)

  • Lee, EuiJung;Lee, JongHoon
    • Journal of Korea Multimedia Society
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    • v.24 no.5
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    • pp.709-716
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    • 2021
  • The current trend of entertainment programs is an "Sub-character." This study is to find out which strategies were chosen, considering the entertainment program "Hang Out With Yoo" as the beginning and front-runner of craze for Sub-characters. The following results were deduced: implementation of trendy characters, aggressive acceptance of growth narrative and expansion of episodes. The success or failure of an entertainment program depends on the implementation method of differentiated characters. At this point in time when Sub-characters are continuously developed, this program is meaningful in that it has presented the strategies for Sub-characters reflecting the demand of audience.

A Study on the Classification Model of Minhwa Genre Based on Deep Learning (딥러닝 기반 민화 장르 분류 모델 연구)

  • Yoon, Soorim;Lee, Young-Suk
    • Journal of Korea Multimedia Society
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    • v.25 no.10
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    • pp.1524-1534
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    • 2022
  • This study proposes the classification model of Minhwa genre based on object detection of deep learning. To detect unique Korean traditional objects in Minhwa, we construct custom datasets by labeling images using object keywords in Minhwa DB. We train YOLOv5 models with custom datasets, and classify images using predicted object labels result, the output of model training. The algorithm consists of two classification steps: 1) according to the painting technique and 2) genre of Minhwa. Through classifying paintings using this algorithm on the Internet, it is expected that the correct information of Minhwa can be built and provided to users forward.