• Title/Summary/Keyword: Fun Factor

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Implementation of Natural Behavior Patterns of Monster based on Energy Model (에너지 모델 기반으로 한 몬스터의 자연스러운 행동 패턴 구현)

  • Lee, Jae Moon;Lim, Seong Kyu
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.87-96
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    • 2014
  • In developing games, realism is considered as an important factor to increase immersion. To do this, the paper developed 'Jungle Master' game applying the conventional energy model to movement of monsters in RPG. The main scenario of the game is that animals attack each other in order to survive the competition in jungle. While chasing monster : fleeing monster is 1:1 in the conventional energy model, it is extended as n:1 in order to increase fun. As the results, this paper showed that the energy model can be effectively applied to the real game and monsters can be implemented so that they can move in natural.

A Research on Gamification Methodology for Korean Language Education (한국어 교육을 위한 게임화 방법론 연구)

  • Kwon, Chong-San;Woo, Tack
    • Journal of Korea Game Society
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    • v.13 no.1
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    • pp.61-74
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    • 2013
  • In this paper we proposed a gamification methodology for Korean language education. We suggested gamification elements that increased the fun factor and induced immersion by analyzing the successful gamification cases which can be classified into three types; management, Implementation, and self-expression. Then, we analyzed Korean learning theory and methods to extract four key aspects, listening, speaking, vocabulary and culture from eight Korean learning function. Finally, by using Korean Wave contents, we proposed a Korean learning gamification methodology based on the gamification elements and the extracted four key aspects.

A theoretical study on the concept of supply chain management and strategic implications (통합적 공급체인관리의 개념과 전략적 의의에 관한 이론적 연구)

  • 장경수
    • The Journal of Information Technology
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    • v.2 no.1
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    • pp.65-78
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    • 1999
  • Nowadays, SCM(supply chain management) is recognized as a efficient way to overcome the limits of asset and capability of one fun through the synergy effects comes from strategic alliance. Traditionally material management and logistics are recognized as a simple functional activity. But as the importance and needs of customer service are increased, gradually these activities are given to strategic role of cutting off the cost and increasing the sales. But unlike traditional alliance, for example technology alliance or holding facility in common, SCM has many difficulties in action because of differences in organization structure and management system between two firms. So in this paper, I will review literatures about the concept and constructing factor of SCM, the conditions for effective doing and strategic implications.

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A Study on the Narrative of the Interactive Movie based on the concept of Gamification - focused on (게이미피케이션 개념을 적용한 인터랙티브 영화 서사 연구 - <블랙미러: 밴더스내치>를 중심으로)

  • Kim, Hye Bin;Ahn, Sang Won
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.101-112
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    • 2019
  • This study examines the potentials and limitations of interactive movies at present by reading the narrative of the interactive movie, through the concept of gamification. The 'quest' of the is to choose an option to play out the story in unpredictable world, and the 'reward' is the hierarchy of the ending. It is necessary to reduce uncertainty between option and ending, intensify playfulness, and provide a variety of discriminative endings in order to make viewers immerse deeper in interactive movies. Such an analysis implies that the intensification of gamification elements may influence the immersion in interactive movies positively.

A case study of model for playability and effectiveness analysis of serious games (기능성게임의 게임성과 효과성 분석 모델 사례 연구)

  • Yoon, Taebok;Kim, Min Chul
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.111-120
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    • 2018
  • Serious games are developed not only as a means of enjoying fun, but also as a special purpose in various fields such as education, medicine, public relations, and management. Such a serious game should have the effect of meeting the specific purpose with the game of the general game. However, it is difficult to show both game performance and effectiveness. This study examines game performance and effectiveness of serious game, and suggests a method of finding model of superior serious game. In the experiment, we examined the game performance of some commercial and general games using the proposed method and confirmed the meaningful results.

Exercise Adherence Model of Middle-Aged based on Theory of Self-determination

  • Lee, Miok
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.10
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    • pp.143-149
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    • 2018
  • The purpose of this study was to construct and validate a middle - aged exercise adherence model. The model was designed based on self - determination theory. Participants were 215 middle-aged men and women aged 40-60 who had been exercising for more than six months. Data was collected from four big cities of Seoul, Busan, Gwangju and Daejeon in Korea, using a questionnaire consisting of basic psychological needs, intrinsic motivation, social support, and exercise adherence. Data were analyzed with SPSS 19.0 and AMOS 20.0. Social support and exercise adherence of the questionnaire were partially revised and verified by confirmatory factor analysis. The results of the study were as follows. The model's fit indices: GFI = .938, AGFI) = .915, NFI = .912, CFI = .941, and RMSEA = 0.041. The model satisfied the model fit of the structural model equation. This study model based on self - determination theory was confirmed that basic psychological needs, intrinsic motivation, and social support were important factors for the middle - aged's exercise adherence. Basic psychological need and intrinsic motivation had a direct influence on the adherence of exercise, and social support indirectly influenced the exercise adherence through intrinsic motivation. Both basic psychological needs and social support directly affected internal motivation. The most influential factor in the middle - aged's exercise adherence was intrinsic motivation. In conclusion, it was found that intrinsic motivation such as interest and fun is important for the middle - aged to continue the exercise. Also, the basic psychological needs were important for middle aged's exercise adherence. The results of this study will provide basic data for restoring or maintaining health by continuing exercise. Strategies that enhance intrinsic motivation are needed when a chronic ill person needs to continue long-term exercising.

Irregular surface output using FDM (Fused Deposition Modeling) 3D printer (FDM(Fused Deposition Modeling) 방식 3D 프린터를 이용한 불규칙한 표면 출력)

  • Lee, Jung-Soo;Cha, Kyung-Chul
    • Journal of the Korean Crystal Growth and Crystal Technology
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    • v.32 no.1
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    • pp.33-39
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    • 2022
  • As 3D printer-related patents expire and major technologies are disclosed, the price of 3D printers is dropping, creating an environment where you can easily find the product you want. In particular, the cheapest FDM (Fused Deposition Modeling) 3D printer is being used in various fields. The FDM method can be manufactured without collapsing of the shape only by attaching a support under certain conditions when outputting the shape. When printing a shape without a support, the irregular surface that occurs at a certain angle is a defect in the product, but it is considered that it can be used as another fun factor in terms of arts and crafts. In this paper, to obtain such an irregular surface, factors that can affect the output were controlled and only the output angle was tested as a displacement factor. As a result of the experiment, it was possible to obtain an irregular surface without the filament flowing down when printing at an angle of 62° to 70° from the vertical. Also, artificially irregular surfaces were applied to craft products.

A Study on character create of Animation (애니메이션 캐릭터 설정 요소 분석)

  • Lim, Woon-Joo
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.659-664
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    • 2012
  • This research has chosen the animation character creation as a part of research for effective communication with audience due to the character taste getting diversity. The way of characters creation in this research suggest as follows. First, animation character action and a way of thinking, which makes regulation factor is a global outlook. It expresses a outer factors include appearance, style, action, facial expressions, tone of voice, hobbies, occupation, status and internal factors shows nature, conception, culture. Second, the given condition of general tendency of animation character, Cultural background, and Key characteristics and experiences is built up by global outlook. Third, the attractive of animation character show up the familiarity, originality, fun, various senses, and flexibility. Fourth, it is harmony of new global outlook and character. The establishment of animation character is that the familiarity which is easy approach to audience with special global outlook, the originality which is different from other works, fun with laugh, at different times in different ways to interact with more flexibility, various sense to be delivered to audience for easy setting is the most desirable.

An Analysis of Consumer Emotion for Product Planning of Smart Clothing (스마트 의류 상품 기획을 위한 감성 효과 분석)

  • Cho, Hyun-Seung;Kim, Jung-Ho;Koo, Hye-Ran
    • Science of Emotion and Sensibility
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    • v.17 no.3
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    • pp.49-56
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    • 2014
  • This study aims at providing basic data for product planning to design smart clothing and to develop applications, focusing on consumers by satisfying their emotions through analyzing emotional factors on smart clothing, comparing emotional differences between conventional clothing and it, reviewing changes of consumers' emotion by integrating the product and clothing and researching differences of preference and purchase intention between smart clothing and traditional one. As the results of the study, emotional factors for smart clothing were analyzed with total 6 including 'technical', 'comfort', 'aesthetic', 'modern', 'fun' and 'multiple' factors. Among them, except for 'comport', five emotional factors showed emotional factors between conventional sport-casual clothing and smart clothing. That is, emotional factors of 'technical', 'aesthetic', 'modern', 'fun' and 'multiple' were emphasized more in smart clothing than conventional ones, indicating that they should be considered in planning products of smart clothing. Though there was no significant difference of preference between smart clothing and conventional clothing, in case of comparison of averages, that of smart clothing was a little higher. For purchase intention, smart clothing was lower than the conventional clothing. So preference seems to be not directly related to consumers' immediate purchase. To make consumers' interests and preference to result in purchase, it is necessary to develop smart clothing with more various applications and to prepare commercializing strategies. As the results of the analysis on free-descriptive questionnaire survey, consumers were interested in development of smart clothing to help diet with functions including energy harvesting from body motion, calorification and perspiration, measurement of motion and calory consumption as well as health-care type smart clothing to measure heartbeat and ECG. Reflecting these requirements from the consumers, they should be utilized as guidance to develop smart clothing in the future.

Study of Animation Comicality, Characters in (<슈렉> 캐릭터에 나타난 애니메이션 희극성 연구)

  • Lee, Chae-Ron
    • Cartoon and Animation Studies
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    • s.38
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    • pp.145-176
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    • 2015
  • In animation, 'laughter' is an important factor for the fun. Dreamworks' animation is a successful popular animation. It has four series and spin-off animations, and settled as a successful case that created fun with strategic use of parody throughout the productions. Most preceding studies on this animation have focused on its humor, parody, and satire. However, not many studies have discussed its independent comedy as a piece of animation that satisfies the needs of public. This study considered that viewers' desire to watch an animation comes from their fantasies to discuss the comedy of based on its animated characters. Animated characters communicate with the public with wits that ignore the rules of reality. The characters that do not exist in reality are created and animated to turn the world of reality upside down. The comedy in comes from the entertaining deformation of the society's fixed ideas and prejudices. It is a fun variation of the ideology behind fairy tales created by the Disney animations to challenge Disney in the animation market in reality, and twisted the world of fairy tales in the story to quench the thirst of the public. 'Shrek', a monstrous character, stands in the center of the story. A monstrous character that always played an anti-role has become the main character to break the rule of fairy tales. This is the subjectivation of anti-character. Second, it is a new anti-character with an exaggerated and distorted body. Lord Farquad, who looks abject compared to the monstrous character for a person with so much power and ambition, brings laughter. Third, it is the variation of various characters from fairy tales. The conventional fairy tale characters, both animals and non-living things, come out of the box and appear as humorous characters that bring life to the story. uses comedy characters in the process of reinterpreting the fixed ideas, prejudices, and ideologies of the real world created by fairy tales. I hope that it helps Korean animations establish a successful format for creating characters that bring life to the stories.