• Title/Summary/Keyword: Fun-재미

Search Result 387, Processing Time 0.025 seconds

A Study on the Spatial Structure Analysis of history museum using the Complex System (행위자기반 모형 분석이론에 따른 과학관 공간구성에 대한 연구)

  • Lee, Seung Yong;Park, Ji Hun
    • Smart Media Journal
    • /
    • v.11 no.8
    • /
    • pp.21-28
    • /
    • 2022
  • Currently, as we enter the 21st century, the level and interest of society, culture, economy, and science are rapidly developing, but science education is still struggling. In order to increase the efficiency of science education, it is most important to focus on elementary education based on basic science. Therefore, this study aims to analyze the main causes of Korea's science museum's regression as a museum focusing on experience, interest, and fun such as simple science experience centers and science theme parks. To this end, the influencing factors were identified by applying the algorithm of the actor-based model based on the data on the exhibition space and the exhibition movement of the science museum completed and operated in Korea over the past 5 years, and the problem of the visitor movement in the exhibition space was analyzed through the space system. In this study, it was confirmed that the exhibition environment was the best when the linear plot movement system and the picalesque plot were applied simultaneously in the museum's exhibition narrative theory, and the arrangement of major exhibition spaces, width of exhibition spaces, and separation of spaces for exhibition purposes were derived.

A study on the psychosocial changing process of upper grade students expelled from local private university (지방사립대 남학생들의 학업중단과정에 대한 질적 연구: 고학년 제적학생을 중심으로)

  • Park, Kyungeun;Yun, Jinyoung
    • Korean Journal of School Psychology
    • /
    • v.18 no.1
    • /
    • pp.1-29
    • /
    • 2021
  • The purpose of this study was to analyze the psychosocial changing process of upper grade students expelled from local private university. For this purpose, interview were conducted with 15 students. The collected data were analyzed using a Grounded Theory. As a result, 183 concepts, 54 sub categories, and 18 essential categories were derived. The results of the process analysis showed that the process of psychosocial changing is composed of seven steps Find a sense of belonging', 'Find fun', 'Stop thinking', 'Experience the (outside) world', 'Career decision', 'Immersion', 'Finish the course'. The results of this study were compared with previous researches, and the newly discovered points and future research topics and points to be considered in local private university field were discussed.

A Study on Gameplay Narrative of Contemporary Animated Films (당대 애니메이션 영화의 게임플레이성 서사에 관한 연구)

  • Qin, Jianbo
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.4
    • /
    • pp.83-91
    • /
    • 2019
  • Gameplay exists not only in game activities, but also in other art forms. An animated film with strong gameplay whose gameplay narrative follows the presupposition principle, achieved through unimaginable sound effects, exaggerated visual styling, hypothetical time and space concepts, fictional storylines and character performances. The strength or the presence or absence of gameplay in animated films is reflected in the grasp and use of these gameplay elements in the process of animated film narratives. The gameplay narrative of animated films fully utilizes the characteristics of gameplay thinking. In the process of scriptwriting and narrative, it combines entertainment, action, adventure, competition and other elements to fully reflect the characteristics of "gameplay". Gameplay narratives often use the strategies of reverse setting, repetition and interaction, and rules and challenges setting, which not only enhances the fun of animated film narratives, but also attracts the attention of the audience, which then can enhance the audience's viewing experience.

Development of Dog Name Recommendation System for the Image Abstraction (이미지 추상화 기법을 이용한 반려견 이름 추천 시스템 개발)

  • Jae-Heon Lee;Ye-Rin Jeong;Mi-Kyeong Moon;Seung-Min Park
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.18 no.2
    • /
    • pp.313-320
    • /
    • 2023
  • The cumulative registration status of dogs is from 1.07 million in 2016 to 2.32 million in 2020. Animal registration is increasing by more than 10% every year, and accordingly, a name must be decided when registering a dog. We want to give a name that fits the characteristics of a dog's appearance, but there are many difficulties in naming it. This paper explains the development of a system for recognizing dog images and recommends dog names based on similar objects or food. This system extracts similarities with dogs' images through models that learn images of various objects and foods, and recommends dog names based on similarities. In addition, by recommending additional related words based on the image data of the result value, it was possible to provide users with various options, increase convenience, and increase interest and fun. Through this system, it is expected that users will be able to solve their concerns about naming their dogs, check names that suit their dogs comfortably, and give them various options through various recommended names to increase satisfaction.

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
    • /
    • v.32 no.1
    • /
    • pp.33-39
    • /
    • 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 intelligent services using 3D modeling (3차원 모델링을 적용한 지능형 서비스에 관한 연구)

  • Eunji Kim;Lee ByongKwon
    • Journal of Digital Policy
    • /
    • v.2 no.2
    • /
    • pp.1-6
    • /
    • 2023
  • This thesis was developed so that users can access tourism services more easily by utilizing Unity based on the metaverse. The core function and environment of the program were created using Unity, a game production tool, to create a virtual space. In the virtual space, it is implemented so that the tourist service can be used from various angles and positions through NPCs to which control and camera viewpoints are applied. This project is a content that allows you to visit tourist attractions in a virtual world without going to the site by using virtual reality technology. The background and goal of the project is to make it into a game form using a UI frame and fuse it into a simple game form to add fun elements to enable virtual reality tourist experience applying game for tourist attraction publicity.

Topic-oriented Liberal English Class Plan for Foreign Learners at University (대학생 외국인 학습자를 위한 주제 중심의 교양 영어 수업방안)

  • Kim Hye-Jeong
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.5
    • /
    • pp.111-117
    • /
    • 2023
  • The aim of this study is to present a practical teaching plan for liberal arts English classes that target foreign students. Foreign learners who do not have Korean language proficiency at the university level may struggle to understand the contents of liberal arts classes conducted by Korean language professors. In this study, six topics were selected (K-culture, Online game, Harry Potter, Disney, Marvel, DC) and topic-centered participatory class activities using various media were developed. A questionnaire was conducted to analyze learners' attitudes toward and perceptions regarding topic-oriented classes. It showed that learners' satisfaction with topic-based classes was high (75%), and the reasons for this high level of satisfaction were the instructors' caring attitudes, the comfortable class atmosphere, and the fun learners had in class. Learners also reported high satisfaction with various participatory class activities (81.9%), citing the learning benefits, their increased interest and motivation, and the efficiency of participatory classes. As globalization continues to increase the number of foreign students in South Korea, the need to develop realistic class plans and various class activities that are suitable for them is becoming more and more urgent.

A Study on Media Art using Ilwolobongdo (일월오봉도를 활용한 미디어아트 연구)

  • Kideok Park;Jeanhun Chung
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.23 no.6
    • /
    • pp.103-108
    • /
    • 2023
  • This paper conveys the limitations of analog natural history sample information in digital form, giving viewers interest and fun, and presenting the direction of digital diorama utilization of sample exhibitions. In this exhibition, through various media such as 10,000 won bill dramas and newspaper articles, the Sun and Moon and Five Peaks, a picture familiar to the public, was reproduced in media art so that it can be realized in real life. It is a Joseon Dynasty work in which five mountain peaks, a pair of waterfalls, and four pine trees are drawn symmetrically from side to side. In order to express the vividness of nature, the symbols of the sun and moon were created with the effect of light to maximize immersion, and animals such as waves, crane movements, deer, ramie butterflies, and carp were inserted under the mountain peaks to create the vividness of nature and creatures playing in them. The media art folding screen was produced and directed as a screen. In addition, the introduction of the work and information related to the living things in the work were provided through QR codes.

Mobile Shooting Game with Intuitive UI and Recommendation function (직관적 UI와 추천 기능을 가진 모바일 슈팅 게임)

  • Junsu Kim;Kuil Jung;Seokjun Yoon;In-Hwan Jung;Jae-Moon Lee;Kitae Hwang
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.23 no.5
    • /
    • pp.191-197
    • /
    • 2023
  • Mobile shooting games are a representative example of PC games being transferred as they are. In the most mobile shooting games, joystick-like UI used in PC games have been moved to touch buttons, but the display is small, so the user's fingers cover the game screen, which is inconvenient. In mobile shooting games, in order to overcome the limitations of the small display and increase the immersion of the game, this paper introduces a user interface that integrates character movement and aiming, and intuitive UIs such as display rotation, shaking, and vibration. In addition, by analyzing the match process for each round, the character's insufficient abilities are identified and synergies to supplement the abilities are recommended in order to add fun to the game. This paper proved that the proposed goals are achieved by actually designing and implementing a mobile shooting game with the proposed functions on an Android smartphone.

Research Trends and Tasks in the field of Reading Program in Korea (국내 독서 프로그램 분야의 연구 동향과 과제)

  • Pan Jun Kim
    • Journal of the Korean Society for information Management
    • /
    • v.41 no.2
    • /
    • pp.47-69
    • /
    • 2024
  • Despite many changes occurring in the objects and methods of reading, the importance of reading as the most effective means of developing human intellectual ability is consistently emphasized. However, in Korea, reading tends to be perceived as a part of tedious and rigid education or learning activities rather than an act of giving pleasure and joy while accompanied by fun and interest. In addition, compared to the high interest and emphasis on reading, discussions on reading programs to systematically implement them are relatively insufficient, and it is difficult to find a study in Korea that grasp the overall research trend in the field of reading programs. Accordingly, in order to generally examine research trends in the field of domestic reading programs, an intellectual structure analysis method based on keyword profiling was applied. In particular, basic analysis, keyword analysis, research area analysis, and analysis by period and year were performed in stages based on the keywords of theses and academic journal articles in the domestic reading program field retrieved from the RISS database. In addition, future research tasks were presented by comprehensively reviewing the research trends of domestic reading programs identified as a result of this intellectual structure analysis.