• Title/Summary/Keyword: Familiar Play Situation

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Analysis on Preschoolers' Mean Length of Utterance and Type-Token Ratio by their Sex and Play Situation Type (유아의 성별과 놀이상황 유형별 평균발화길이와 어휘다양도)

  • Sung, Mi Young;Chang, Moon Soo
    • Korean Journal of Childcare and Education
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    • v.10 no.6
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    • pp.43-56
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    • 2014
  • The purpose of this study was to analyze the differences of preschoolers' utterance features by their gender and play situation type. For this purpose, a total of 40 5-year-old children participated in this study. Dyad were participated in each play session during 10 minutes. The play session was videotaped and the videotaped data were transcribed by CBS(2014). The collected data were analyzed by using a independent t-test and paired t-test. The main results are as follows. First, girls' MLU-e, MLU-w, MLU-m were longer than that of boys in a familiar play situation. Second, preschoolers' MLU-w was longer in an unfamiliar play situation than in familiar ones and preschoolers' type-token ratio were higher in an unfamiliar play situation than in familiar ones. Implications for the importance of preschoolers' spontaneous speech are discussed.

A Play for Children Arts Education for Children in the Center of App Development (아동극 중심의 아동문화예술교육을 위한 앱 개발 연구)

  • Kang, Hyo-Soon;Park, Song-Yeon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.419-421
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    • 2012
  • The current situation and problems of sensory console games was analyzed focusing on the Nintendo 'Wii.' In order to develop the limitation of contents that lean strongly towards sports and fail to offer diversity one step further into glocal cultural contents, a solution of applying 'Bollywood,' which has a main musical format, is presented. Bollywood is a unique cultural code of India which can stimulate the purchase desires of consumers with its exotic freshness in third countries, and can be used to lead sales of a new form of game culture that is familiar yet in a new format in the 1.1 billion people Indian market. The political, social and economic codes of Bollywood are examined in this study in addition to cultural contents and codes that include Bollywood to develop contents that are not foreign to their culture.

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A Study For Gamers' Experience Patterns in mobile Games (모바일 게임에서 나타나는 게이머의 경험 패턴에 대한 연구)

  • Gwak, E Sac
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1033-1041
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    • 2018
  • This study presents an investigation into game patterns prominent in mobile games. The term "pattern" used in this study is inherited by the concept used in "A study for user experience of the game : based on the pattern type and the pattern type attribute of the game space" by Gwak E Sac(2016). There is, however, a difference between them. While the previous study limited the gamers' experience patterns to "game spaces" in the use of "pattern," the present study expanded the scope of gamers' experience patterns to the "mobile game market." Although the mobile game market is growing rapidly, there is a tendency of uniformity in mobile games due to the reduction of development time and the destruction of genres in the development of mobile games. Recognizing this situation, the investigator summarized experience patterns in the current mobile game market into: repeat familiar game play, valuable game action, value and consumption of time and preference and selection of game.

A Study on Taxation Electronic Commerce (전자상거래의 조세정책에 관한 연구)

  • Kim, Ju-Taek
    • Korean Business Review
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    • v.15
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    • pp.59-78
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    • 2002
  • It is only 9 to 10 years since the use of internet became commercial. But electronic commerce is now a familiar form of commercial transaction. Though the ratio of electronic commerce compared to total commercial transaction is still low, it is certain that electronic commerce will be the major form of transactions in the future. In July 1, 1997, United States made a public "A Framework for Global Electronic Commerce" to set up Internet to be a duty free zone and declared to play the trigger role in getting the international discussion of "A Framework for Global Electronic Commerce". In July 8, 1997, EU also adopted "Bonn Declaration"-minimizing government regulations and imposing no new tax on electronic commerce. Focusing the international trend, we need to develop the tax policy that is suitable for our country situation as soon as we can. To be able to do that, we must make an endless effort like selecting professionals, making new administrative part and supporting the research.

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A Comparison of Chunhyang's Character in the 30th Edition of and Theatre Play (경판30장본<춘향전>과 연극<성춘향>에 나타난 춘향의 인물 성격 비교)

  • Pyo, Won-Soub;Kim, Jung-Hyun
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.227-237
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    • 2020
  • In the 30th edition of , Chunhyang is conventionally presented as a woman who tries to protect her chastity and it eventually bears the fruits of her love. On the other hand in , Chunhyang is reinterpreted as a woman who strives to protect feminist self-consciousness and beliefs, even in unreasonable social situations. By comparing the two different works, we can see differences in the behavior of the characters in how to overcome various obstacles, such as irregularity, gender discrimination, and identity conflict. By reinterpreting the emotions of the characters in the classic novel into the emotions of the modern characters, we can see the how the characters grow when trying to overcome the situation and find a solution, even though there is no change yet. This can be seen as the emotions of the characters become different as time goes by. As the times go by, the world's values and inclinations also change, and the irrationalities of the world will also go in various directions. Through the fusion of culture into history, even though it's irrational but we become familiar with it and will clearly understand the absurdities, and we can look forward to changes in the process.