• Title/Summary/Keyword: Enjoy

Search Result 1,311, Processing Time 0.024 seconds

New Input Device for Large Screen First Person Shooter Games (대화면 FPS 게임을 위한 새로운 레이저기반 입력장치)

  • Han, Ngoc-Son;Kim, Seong-Whan;Park, In-Kyu
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2007.11a
    • /
    • pp.183-186
    • /
    • 2007
  • In this paper, we present a new game interface design for First Person Shooters (FPS). Previously, FPSs on computer are commonly played using keyboard/mouse or joystick along with PC display. We improve the communication environment between player and game world by means of new control system including large screen, laser gun, and directional device, which create a real life-like space for players. Because traditional display for FPS uses CRT, it cannot support large screen display due to limitation of CRT technology. We designed and implemented a new input device using laser recognizable display. We implemented a new FPS based on Quake III that is in accordance with the new devices. Results suggest that the combined interface creates a method which helps beginners to enjoy playing a FPS immediately and gives experienced players a new gaming experience.

Haptic-based Music Experience Technology Trends for the Hearing Impaired (청각장애인을 위한 햅틱 기반 음악 실감 기술 동향)

  • Y.M. Song;S.Y. Shin;C.Y. Jeong;M.S. Kim
    • Electronics and Telecommunications Trends
    • /
    • v.39 no.1
    • /
    • pp.74-82
    • /
    • 2024
  • Music is a means of emotional expression and self-expression. In addition, it allows to interact with others and communicate with the world. Music may be considered as inaccessible for people with hearing impairment, who are sometimes discriminated from the music community. We explore trends in various technologies and research that enable everyone to access and enjoy music through experiences that leverage new and innovative technological approaches and bridge the gap between people with and without hearing impairment. Various aspects of haptic systems are being studied, but most of them are performance-oriented and focus only on technical functions. As research matures, more detailed and new studies that converge with various senses are being attempted. These studies will likely evolve into influential research areas that can positively affect the lives of people in terms of accessibility and inclusion by providing detailed functions and stimuli to specific users, including those with hearing impairment.

Why A Multimedia Approach to English Education\ulcorner

  • Keem, Sung-uk
    • Proceedings of the KSPS conference
    • /
    • 1997.07a
    • /
    • pp.176-178
    • /
    • 1997
  • To make a long story short I made up my mind to experiment with a multimedia approach to my classroom presentations two years ago because my ways of giving instructions bored the pants off me as well as my students. My favorite ways used to be sometimes referred to as classical or traditional ones, heavily dependent on the three elements: teacher's mouth, books, and chalk. Some call it the 'MBC method'. To top it off, I tried audio-visuals such as tape recorders, cassette players, VTR, pictures, and you name it, that could help improve my teaching method. And yet I have been unhappy about the results by a trial and error approach. I was determined to look for a better way that would ensure my satisfaction in the first place. What really turned me on was a multimedia CD ROM title, ELLIS (English Language Learning Instructional Systems) developed by Dr. Frank Otto. This is an integrated system of learning English based on advanced computer technology. Inspired by the utility and potential of such a multimedia system for regular classroom or lab instructions, I designed a simple but practical multimedia language learning laboratory in 1994 for the first time in Korea(perhaps for the first time in the world). It was high time that the conventional type of language laboratory(audio-passive) at Hahnnam be replaced because of wear and tear. Prior to this development, in 1991, I put a first CALL(Computer Assisted Language Learning) laboratory equipped with 35 personal computers(286), where students were encouraged to practise English typing, word processing and study English grammar, English vocabulary, and English composition. The first multimedia language learning laboratory was composed of 1) a multimedia personal computer(486DX2 then, now 586), 2) VGA multipliers that enable simultaneous viewing of the screen at control of the instructor, 3) an amplifIer, 4) loud speakers, 5)student monitors, 6) student tables to seat three students(a monitor for two students is more realistic, though), 7) student chairs, 8) an instructor table, and 9) cables. It was augmented later with an Internet hookup. The beauty of this type of multimedia language learning laboratory is the economy of furnishing and maintaining it. There is no need of darkening the facilities, which is a must when an LCD/beam projector is preferred in the laboratory. It is headset free, which proved to make students exasperated when worn more than- twenty minutes. In the previous semester I taught three different subjects: Freshman English Lab, English Phonetics, and Listening Comprehension Intermediate. I used CD ROM titles like ELLIS, Master Pronunciation, English Tripple Play Plus, English Arcade, Living Books, Q-Steps, English Discoveries, Compton's Encyclopedia. On the other hand, I managed to put all teaching materials into PowerPoint, where letters, photo, graphic, animation, audio, and video files are orderly stored in terms of slides. It takes time for me to prepare my teaching materials via PowerPoint, but it is a wonderful tool for the sake of presentations. And it is worth trying as long as I can entertain my students in such a way. Once everything is put into the computer, I feel relaxed and a bit excited watching my students enjoy my presentations. It appears to be great fun for students because they have never experienced this type of instruction. This is how I freed myself from having to manipulate a cassette tape player, VTR, and write on the board. The student monitors in front of them seem to help them concentrate on what they see, combined with what they hear. All I have to do is to simply click a mouse to give presentations and explanations, when necessary. I use a remote mouse, which prevents me from sitting at the instructor table. Instead, I can walk around in the room and enjoy freer interactions with students. Using this instrument, I can also have my students participate in the presentation. In particular, I invite my students to manipulate the computer using the remote mouse from the student's seat not from the instructor's seat. Every student appears to be fascinated with my multimedia approach to English teaching because of its unique nature as a new teaching tool as we face the 21st century. They all agree that the multimedia way is an interesting and fascinating way of learning to satisfy their needs. Above all, it helps lighten their drudgery in the classroom. They feel other subjects taught by other teachers should be treated in the same fashion. A multimedia approach to education is impossible without the advent of hi-tech computers, of which multi functions are integrated into a unified system, i.e., a personal computer. If you have computer-phobia, make quick friends with it; the sooner, the better. It can be a wonderful assistant to you. It is the Internet that I pay close attention to in conjunction with the multimedia approach to English education. Via e-mail system, I encourage my students to write to me in English. I encourage them to enjoy chatting with people all over the world. I also encourage them to visit the sites where they offer study courses in English conversation, vocabulary, idiomatic expressions, reading, and writing. I help them search any subject they want to via World Wide Web. Some day in the near future it will be the hub of learning for everybody. It will eventually free students from books, teachers, libraries, classrooms, and boredom. I will keep exploring better ways to give satisfying instructions to my students who deserve my entertainment.

  • PDF

The Study on the Effects of Hospice Care on the Pain Management of the Terminal Cancer Patients (호스피스간호가 말기암환자의 통증에 미치는 효과에 관한 연구)

  • Yoon, Mae-Ok
    • Journal of Hospice and Palliative Care
    • /
    • v.6 no.1
    • /
    • pp.34-44
    • /
    • 2003
  • Purpose : The purpose of this study was to elucidate the effects of hospice care on pain management of the terminal cancer patients. Method : The subjects of the study were 37 terminal cancer patients hospitalized in the general hospital in JeonJu with the hospice care nit. The data were collected using the questionaire with interviews from July to Nov. in 2000. The severity and interference of pain were examined with the self reported survey based on the Korean version of Brief Pain Inventory (BPI-K). The data were analyzed with the mean, SDs, paired t-test. The hospice care to provide for three weeks. Results : 1) The mean scores of the worst pain for the last 24-hours measured with the pain severity of BPI-K were pre-intervention (6.35) and post (4.76). The pain interference of BPI-K in pre-intervention was enjoy (8.22), work (7.46), walk (7.08) and activity (7.08), while post was of enjoy (6.62), work (6.43), walk (6.11) and activity (5.78), respectively. 2) In pain severity, significant difference was found between the pre-intervention and post in all of followings. - worst pain for last 24 hours (t=4.085, P=.000) - least pain for last 24 hours (t=4.020, P=.000) - average pain for last 24 hours (t=4.254, P=.000) - pain right now (t=4.017, P=.000) 3) In pain interference, significant difference was found between the pre- intervention and the post in all of followings. - activity (t=3.137, P=.003) - mood (t=6.713, P=.000) - walk (t=2.027, P=.050) - work (t=2.132, P=.040) - relate (t=4.143, P=.000) - sleep (t=4.071, P=.000) - enjoy (t=3.881, P=.000) Conclusion : The terminal cancer patients who were offered hospice care had significantly lower hospice care pain and pain interference than those without hospice care. According to these results, hospice care can be regarded as an effective modality in relief of pain in the terminal ill-patients.

  • PDF

A Study on the Improvement of UI Design for Online Craft Learning Platform (온라인 공예 학습 플랫폼 UI디자인 개선 방향 연구)

  • Jang, Hui-Su;Nam, Won-Suk
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.11
    • /
    • pp.145-156
    • /
    • 2020
  • Recently, as a culture that values work-life balance has become more important in society as a whole, interest in hobbies and leisure activities that will enrich life is increasing. This phenomenon is due to an increase in platforms where people can enjoy and learn hobbies online. Among them, craft-related content is growing rapidly, and as offline education has been brought online, learning immersion has been reduced online. Therefore, in this study, we want to identify current problems in online and offline craft learning and seek ways to improve UI design to solve them. To this end, we conducted a literature survey on the online learning platform, online craft learning platform and UI design, and based on this, conducted case investigation and analysis to derive the third stage of the learning process of the online craft learning platform. Subsequent surveys showed that as a result, the online craft learning platform was able to find improvements in terms of differentiating the content exploration process, visualizing the craft progress stage, ease of working with video tools, and providing smooth feedback, and in addition to the need for a device for active learning. Through the results of this study, we hope to expand the craft content market by making it easier for users to enjoy the contents provided on the online craft learning platform.

An Analysis Study on Correlation Between Academic Background and Information Culture Index (학력과 정보문화지수와의 상관관계 분석연구)

  • Bae, Ye-sun;Jun, Woo-chun
    • Journal of Internet Computing and Services
    • /
    • v.17 no.4
    • /
    • pp.127-133
    • /
    • 2016
  • In the present knowledge and information society, every citizen can enjoy benefits of various advanced technologies such as information and communication technology(ICT) and smart technology. Nowadays everybody has to have some level of information literacy and application ability in order to enjoy benefits from various advanced technologies. In additions, knowledge and practice will about information and communication ethics are also required for all. Currently we need some kind of standards to evaluate and model everybody's information literacy and application capability. In this sense, information culture index has been developed to check information literacy and application capability of every citizen for various aspects of daily life. Information culture index consists of three standards, that is, application, awareness, and norm, respectively. Application standard indicates how information contents and skills are generalized for all. In other words, it is concerned with how every citizen can understand information literacy and use information skills in his or her daily life. Awareness standard is concerned with how well everyone can respect and trust others in the current information culture community. Norm standard is concerned with how everyone can use information communication services according to his or her desirable sense of information and communication ethics. The purpose of this paper is to analyze correlation between academic background and three standards of information culture index, that is, application, awareness, and norm. For this purpose, we use 2-year national survey works for information culture. After thorough statistical analysis, we can conclude that, awareness and norm standards do not show a meaningful correlation with academic background while application standard shows a meaningful correlation with academic background, It means that, the higher academic background one has, the higher application standard one can achieve. We expect that our correlation analysis results can be helpful to spread of information education and information culture in the future.

Improvement of indoor mushroom kit (소비촉진을 위한 가정재배용 버섯키트개발 연구)

  • Jo, Woo-Sik;Rew, Young-Hyun;Choi, Sung-Kuk;Yoon, Jae-Tak
    • Journal of Mushroom
    • /
    • v.5 no.1
    • /
    • pp.29-33
    • /
    • 2007
  • This study for establishment of cultivation technique was carried out in home, Pleurotus ostreatus, Ganoderma lucidum. The mushroom kit allows you to grow some of the mushrooms used by the finest chefs in the world easily and quickly almost anywhere in your own home or office. Mushroom kits may be placed on a coffee table, counter, or desk. They will produce mushrooms virtually anywhere room temperature is maintained. Now we have the opportunity not only to enjoy watching these exotic mushrooms grow but also to enjoy eating the freshest organic mushrooms possible. To study for the possibility of indoor cultivation of P. ostreatus, and G. lucidum, we invested cultivation status with two kinds of sawdust, cotton waste and rice straw in washroom, kitchen, living room, and bedroom. It took 2~4 days to make primordia formation in a block of P. ostreatus, and G. lucidum was 11 days. Weight of P. ostreatus on cotton waste, rice straw, and willow sawdust were 2,060g, 90g, and 770g, respectively. and weight of G. lucidum on oak sawdust was 172g. Th best result was achieved in washroom, among used washroom, kitchen, living room, and bedroom.

  • PDF

On the Real Variety Show since "Infinite Challenges": A Study of its Expandability and Comparison with Traditional Theatrical Performances (리얼 버라이어티쇼의 확장성과 전통 연희에 대한 소고(小考): 2006년 <무한도전> 등장 이후를 중심으로)

  • Kim, Jin-Seob
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.8
    • /
    • pp.95-109
    • /
    • 2014
  • The variety show has expanded as a contemporary genre of popular culture since it first appeared as the Industrial Revolution allowed the public to enjoy their leisure time. In Korea, it has developed itself in similar ways, but it also has been criticized as low-brow. Recently, however, the real variety show has caught great attention as one of the social phenomena and is winning fervent responses from general publics as it is not consumed as a kind of entertainment show but is establishing its form and style as Korean real variety show. On the basis of these features, this paper focuses on the characteristics of real variety show as openness and expandability which can be found in the pre-modern Korea's traditional theatrical performances. Quite different from the cases in the Western culture, the Korean traditional theatrical performances used to set a stage up around the living space, attract audience to willingly approach the stage and participate in the theatre, and let them enjoy their participation. At the same time, however, The perfection of the shows had not been missed. And in comparison with the traditional theatrical performances, the present real variety show reveals the anticipation that the real variety show will not settle down just as a certain format or a genre, but accumulate its abundant contents and continue its new attempts and changes.

A Study of design component of character that appear Mobile game (모바일게임에 나타난 캐릭터의 디자인요소에 관한 연구)

  • Choi, Tae-Jun;Ryu, Seuc-Ho;Lee, Heung-Woo
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2006.05a
    • /
    • pp.204-210
    • /
    • 2006
  • Mobile phone has become one of the most essential thing in modern life. In the past, it was only means of cummunication among people. But now, the function of mobile phone is getting diversified. People listen to music, take pictures and play games with their mobile phone. According to the Research in Jan. 2005, members of Korean 3 mobile cummunication companies were 36 million. And the Research in Jan. 2006 shows that number of 2 million and 16 thousand of members are incresed in a year. (36million to 38million 16 thousands) Mobile game is the most popular fuction among teenagers. People like mobile game becase they can enjoy the mobile game anywhere with easy and simple way. So some companies are even launching dedicated phone for mobile game. And with the unification of platform, people can enjoy various kinds of mobile game now. Most of the mobile character bobies are divided into 2 parts such as 'Head parts' and 'Body parts'. If the body is divided into more than 4 parts, it is difficult to express emotions and actions of the character becase of the small screen of mobile phone. That is why most of the characters have 2 parts - divided body. I stadied how the Design Factor of Mobile Characters such as materials of characters, shape of characters and Frame of accessory's movement are used in the mobile game.

  • PDF

Study on the Characteristics of Pop Art shown in Nam June Paik's Media Art Focused on 'Media Extension' and 'Audience Participation' - (백남준 미디어 아트에 나타난 팝 아트의 특성 연구 '매체 확장'과 '관객 참여'를 중심으로 -)

  • Hong, Mi-Hee
    • Cartoon and Animation Studies
    • /
    • s.42
    • /
    • pp.195-212
    • /
    • 2016
  • An interest in 'ordinary things' has been increased because public things become issues as the influence of mass media including mass production has been increased in the 1950s. And this phenomenon drew an art style of pop art in the world of art. Media art means that the fine arts are expressed by means of media such as TV and monitors because media has been developed in the modern society. It started emerging through the artists such as Nam June Paik, Bill Viola, and others in the 1960s. Recently, it can be easily accessible not only at the art museum but also in everyday life such as cafe, park, fashion show, performance, and etc. This study analyzed that how many different techniques of pop art were borrowed by especially Nam June Paik media art and how they influenced it. Accordingly, this study respectively analyzed expressive techniques and characteristics of both pop art and Nam June Paik's media art and then searched for their similarities based on the analysis. Both Nam June Paik's media art and pop art extended media by using various ordinary things in everyday life neglected previously as a material. Next, the characteristic of pop art shown in Nam June Paik's media art is participation with audience. While the arts in the past were high-level culture that only certain people could understand and enjoy, pop art or Nam June Paik's media art is an art trend that has led the popularity of fine arts and audience participation in order to let diverse classes enjoy without any specific knowledge.