• Title/Summary/Keyword: Fun factor

Search Result 130, Processing Time 0.03 seconds

Research on Effective Use of A Serious Bio-Game (기능성 Bio-Game의 활용 방안에 관한 연구)

  • Park, Sung-Jun;Lee, Jun;Kim, Jee-In
    • Journal of Korea Game Society
    • /
    • v.9 no.1
    • /
    • pp.93-103
    • /
    • 2009
  • A Serious Game helps the learners to recognize the problems effectively, grasp and classify important information needed to solve the problems and convey the contents of what they have learned. Owing not only to this game-like fun but also to the educational effect, The Serious Game can be usefully applied to education and training in the areas of scientific technology and industrial technology. This study proposes the Serious Game that users can apply to biotechnology by using intuitive multi-modal interfaces. In this study, a stereoscopic monitor is used to make three dimensional molecular structures, and multi-modal interface is used to efficiently control. Based on a such system, this study easily solved the docking simulation function, which is one of the important experiments, by applying these game factors. For this, we suggested the level-up concept as a game factor that depends on numbers of objects and users. The proposed system was evaluated in performance comparison in result time of a new drug design process on AIDS virus with previous approach.

  • PDF

The Effect of the Playfulness on Outdoor Recreation Decision-making Process of Audiences : Applying Extended Theory of Planned Behavior (리얼리티 프로그램 시청자의 놀이성이 아웃도어레크리에이션 의사결정과정에 미치는 영향)

  • Han, Seung-Hoon;Kim, Jin-OK;Lee, Sang-Ho
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.10
    • /
    • pp.547-560
    • /
    • 2015
  • The outdoor recreation fever that is drastically increasing in Korea could be the result of the interaction between mass media and popular culture as well as increase of leisure time and disposable income. Thus, the purpose of this study is to specify how the exposure of outdoor recreation through mass media influences potential outdoor recreationists. In order to specify this decision-making process, playfulness, which is the intrinsic characteristic of adults' fun and play, was added to the theory of planned behavior, which has high explanation power regarding human behavior. As a result of the study, it turned out that playfulness significantly influences attitude, subjective norm, and perceived behavioral control, and that attitude, subjective norm, and perceived behavioral control also significantly influence behavioral intention. These results specify that playfulness is a factor that has a great effect on outdoor recreation that seeks deviant behavior.

A Study on College Women's Online Shopping Motivation Effect on Satisfaction Level in Purchasing Fashion Products (여대생의 패션제품 온라인 쇼핑동기 요인이 쇼핑 만족도에 미치는 영향 연구)

  • Kwon, Jin;Kim, Yong Mun;Um, So Hee;Lee, Young Sook;Woo, Hyun Ri
    • Journal of the Korean Society of Costume
    • /
    • v.67 no.4
    • /
    • pp.21-37
    • /
    • 2017
  • Fashion market in the past had a physical structure, and the supply and demand developed within that space. However, this has changed with the development of online fashion market, as it no longer requires physical space. The purpose of this study was to examine the satisfaction level of online shopping purchase based on the purchase motivation of women in their 20's. It aimed to look into how the online media affected the market, and find ways to improve the shopping malls according to the demands of the market. This study examined the effect of female students' online shopping motivation on their satisfaction with a premise that purchase motivation is related to the satisfaction level. The researched subjects were selected among female college students, and the regression analysis was done using the collected questionnaires. Results showed that economic purchase motivation, product purchase motivation, hedonic purchase motivation, and social purchase motivation had positive correlation to satisfaction level. The most influential factors to the satisfaction level were convenient purchase motivation and product purchase motivation, then social purchase motivation in shopping. Hedonic purchase and economic purchase were less influential than other factors in online shopping. Social purchase motivation factor is least influential when compared to others. As for detailed purchase motivations affecting the satisfaction level, reasonable price, latest fashion goods, interest and fun of online shopping, and the ease of shopping were important factors. The research result indicates that alternative shopping solutions can be better understood by examining the online shopping satisfaction according to purchase motivation, and improve current online shopping malls.

Strategies for the Improvement of Customer Satisfaction on Foodservice through Identifying the Foodservice Quality Factors in Senior Care Facilities (노인복지시설의 급식서비스 품질 요소 규명 및 급식서비스 만족도 향상 전략)

  • Chang, Hye-Ja
    • Korean Journal of Community Nutrition
    • /
    • v.13 no.1
    • /
    • pp.69-79
    • /
    • 2008
  • This study was designed to develop the strategy plans for the customer satisfaction on foodservice in the senior care facilities. For this, we examined the level of the customer satisfaction and foodservice quality. Additionally, the association between service quality, customer satisfaction, and social, psychological, physical factors of the aged were tested. Data from convenience samples from 3 senior care facilities were collected by using a questionnaire. Exploratory factor analyses were completed on 20 attributes for the food and service quality and 7 items for the social and psychological states of the aged, respectively. Cronbach's a was estimated for reliability, and Pearson correlation and multiple regression analysis were used for statistical analyses. The level of the satisfaction on foodservice was 4.01 of 5.0. The satisfaction on foodservice did not show the significant differences by gender, education level, BMI, and socio-psychological satisfaction. But the foodservice quality and the satisfaction showed significant difference by income and physical problem, and the goal of life of the eldely, respectively. Multiple regression analyses revealed that the determinants of the customer satisfaction on foodservice were the core quality of product, confidence, professionalism of employees and secondary quality of products. Especially, the kindness of employee is the most important attribute of the foodservice. Based on these results, we can set the strategy plans as follow: (1) the introduction of the foodservice evaluation system (2) the deployment of the event activities for offering fun to the customer (3) the continuous training of employees for ensuring the professional and kind service system, and (4) the introduction of selective menu system and take-out service of menu.

Design and Implementation of a Stealth Game featuring Avoidance (회피를 이용한 잠입 액션 게임의 기획 및 구현)

  • Choi, Yoonji;Han, Sang-Goo;Moon, Gyu-Song;Paik, Doowon;Oh, Kyoungsu
    • Journal of Korea Game Society
    • /
    • v.16 no.4
    • /
    • pp.25-34
    • /
    • 2016
  • Recent stealth games are mainly action games with frontal confrontation or combat features. In this paper, we designed and implemented an stealth game, where characters are weak person and play is conducted by avoiding the situation, not by frontal confrontation. We chose the light as the key factor for the avoidance. The players can survive and fulfill the missions by blocking the enemy's vision. After implementing the first version, we found that the game using only the avoidance is not as fun as expected. To make the game more interesting, we added limited attack function, provided mini map for better user interface, and this paper describes the options we had and experiences of the decision making process to make the better game.

An Artificial Intelligence Evaluation on FSM-Based Game NPC (FSM 기반의 게임 NPC 인공 지능 평가)

  • Lee, MyounJae
    • Journal of Korea Game Society
    • /
    • v.14 no.5
    • /
    • pp.127-136
    • /
    • 2014
  • NPC in game is an important factor to increase the fun of the game by cooperating with player or confrontation with player. NPC's behavior patterns in the previous games are limited. Also, there is not much difference in NPC's ability among the existing games because it's designed to FSM. Therefore, players who have matched with NPCs which have the characteristics may have difficulty to play. This paper is for improving the problem and production and evaluation of the game NPC behavior model based on wolves hunting model in real life. To achieve it, first, the research surveys and studies behavior states for wolves to capture prey in the real world. Secondly, it is implemented using the Unity3D engine. Third, this paper compares the implemented state transition probability to state transition probability in real world, state transition probability in general game. The comparison shows that the number of state transitions of NPCs increases, proportions of implemented NPC behavior patterns converges to probabilities of state transition in real-world. This means that the aggressive behavior pattern of NPC implemented is similar to the wolf hunting behavior pattern of the real world, and it can thereby provide more player experience.

Study on the Influence of Health Information from TV - Amusement Programs on Practice of Health Behavior (TV 오락 프로그램의 건강정보 실천에 미치는 영향에 관한 연구)

  • Park, Sun-Hee;Chang, Hye-Jung;Kwon, Young-Dae
    • Korean Journal of Health Education and Promotion
    • /
    • v.20 no.1
    • /
    • pp.187-202
    • /
    • 2003
  • The conveyance of health information through mass media is becoming more popular, even through recreation at television programs. This study aims to investigate the influence of health related TV programs for recreation on a practice action of health behavior. In particular, the relationship between attitude, belief, and behavioral practice of the TV audience is explored. Data was collected from 200 respondents for two weeks in May, 2002. The results showed that the motive of the TV audience for watching TV recreation programs was either entertainment or fun. They satisfied with the programs in general. However, the rate of desirable health behavior practice after watching those programs was low. The degree of practice was significantly correlated with belief, satisfaction, and application possibility of the TV audience to the program. In addition, two personal factors such as gender and subjective evaluation of personal health status were significant in influencing health behavior. The appearance of experts on programs was the most important factor influencing the belief of an audience. This implies that audiences want to have the health information fulfilling scientific evidences. It is suggested that TV recreation programs would be beneficial to most audience members for in receiving important health information, only if recreation and interest factors in the program as well as the evidence-based health information and knowledge are successfully combined.

An Analysis of Recognitions of Elementary School Students on Useful Classes among School Sport Clubs for Program Development using the IPA Method (IPA매트릭스를 이용한 초등학생의 학교스포츠클럽 유익한 수업 인식을 위한 프로그램 개발 분석)

  • MUN, Sun-Ho;KIM, Nam-Young;KWON, Il-Kwon
    • Journal of Fisheries and Marine Sciences Education
    • /
    • v.27 no.4
    • /
    • pp.1147-1159
    • /
    • 2015
  • The purpose of this study was to verify the analysis of level of importance and satisfaction in recognitions of elementary school students on useful classes among school sport clubs using Importance-Performance analysis. In order to achieve this objective, samples were taken by using convenience sampling method among non-probability sampling methods, and 384 data were used as the final valid samples for this study except 16 data with missing items or insincere responses. The results of frequency analysis, exploratory factor analysis, independent samples t-test, IPA analysis by using SPSS 20.0 were as follows. First, Iquadrant included education contents of enhance ability to ingenuity, teaching method of provides option, teaching method of encourage participation activity, education contents of the aspect of fun, evaluation of motor function and emotion, education contents of explains key contents easily, and education contents of understanding overall context. II quadrant included education environment of good sport facility, class environment of fair opportunity for activity, class atmosphere of arouses interest, and class atmosphere of autonomous and voluntary. III quadrant included diverse teaching method and instructor's demonstration, class atmosphere of systematic learning, evaluation of fairness, objectivity, and credibility, and an atmosphere that can exercise. IV quadrant included education contents of enable acquisition of knowledge and degree of improvement into consideration, and class atmosphere of trust and respect between instructor and student.

A Study on the Extraction of Emotional Words for Media Facade (내용분석 및 자유연상을 통한 미디어 파사드의 감성어휘 추출)

  • Lee, Seung-min;Bang, Kee-chun
    • Journal of Digital Contents Society
    • /
    • v.16 no.5
    • /
    • pp.741-748
    • /
    • 2015
  • The aim of this paper is to select a distinct vocabulary for understanding the media facade of user and to lay the foundation for a media facade emotional scale. Firstly, we assembled a set of emotional words that were sufficient to represent a general overview of korean emotions, collected from various literature studies. Secondly, we found emotional words from collecting user opinion on the Youtube website. Finally the emotional words were collected from phrase by using non-structural survey. The collected words were integrated according to standards and they were organized 39 pieces that can be used in the survey. As a result, we extracted 21 emotional words for measuring user's emotions expressed while watching media facade, such as 'novel', 'cool', 'awesome', 'gorgeous', 'exciting', 'amazing', 'wonderful,', 'showy', 'great,', 'intense', 'good', 'grand', 'colorful', 'unique', 'variety', 'new', 'fun', 'beautiful', 'luxurious,', 'mysterious', 'satisfactory'. And we categorized the 21 words to form 5 elements by using factor analysis such as 'surprise', 'attention', 'variety', 'aesthetics', 'interest'.

An Exploratory Study on Acceptance Factors of IPTV Healthcare Service using Delphi Method (델파이 방법을 활용한 IPTV 헬스케어 서비스의 수용 요인 탐색)

  • Cho, Hyunju;Kim, Mincheol
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.19 no.9
    • /
    • pp.2205-2212
    • /
    • 2015
  • The aim of this study was to explore the acceptance factors of IPTV healthcare users as convergence service through experts's opinion. First, this study extracted expected indicators for the acceptance factors from brainstorming and literature review. Based on the expected indicators, the Delphi method was performed in order to explore the suitable acceptance factors. The reliability of collected data was evaluated through the criteria of CV(Coefficient of Variation) and CVR(Contents Validity Ratio) on the selected indicators. The results showed a significant acceptance factors timeliness, the following appeared as entertainment, fun and self-efficacy and more. In the future, such additional step as factor analysis targeting the user to verify the validity of the selected factors is required.