• Title/Summary/Keyword: Functional Game

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Theoretical Considerations for Formation and Roles of International Organizations : With Special Regard to Experiential Cases of IAEA (국제기구 형성과 역할에 관한 이론적 고찰 : IAEA의 경험적 사례를 중심으로)

  • Kim Tae-Woon
    • The Journal of the Korea Contents Association
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    • v.6 no.7
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    • pp.79-89
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    • 2006
  • This study attempted theoretical considerations for the formation and roles of international organizations. More specifically, the study examined experiential cases of IAEA's formation and roles, based on the points of realist and liberalist paradigms that show different viewpoints on the formation and roles of international organizations. The findings of this study show that many parts cannot be explained only with theoretical assumptions of liberalist paradigm, such as international organizations' functional merits, game rules, interdependent interests and role independence. Especially as seen in the formation and operation cases of IAEA, the formation of international organizations is mainly motivated by the security of vested rights among powers and their roles may be changed, depending on the mutual policy objectives of the countries concerned.. In this respect, international organizations do not seem to be strictly protected in independence or efficiency of their roles. Therefore, the liberalist hegemony stability theory is useful to explain the formation and roles of international organizations.

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Battery Pack of Elastically Adhering Protection Circuit Module (보호회로가 탄성적으로 부착된 전지 팩)

  • Cho, Kyeung-Ho;Yang, Hae-Sool
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.7
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    • pp.1740-1749
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    • 2009
  • As mobile devices evolve and digital convergence trend is here to stay, mobile phones are built with multiple functions including cameras, MP3s, TVs and game consoles. As a consequence, such multi-functional mobile phones come to spend more power, facilitating development of next-generation ultra-capacity lithium ion battery. In addition, environmental regulations and rising oil prices cause demand for hybrid cars to keep rising. Accordingly, more and more attention is being paid to medium and large batteries and more efforts are being made to realize lower battery prices, higher outputs and stability. This study presented a patent technology related to the lithium ion battery packing that allows reducing processes related, increasing productivity and recycling parts other than the body. The lithium ion battery pack to which protection circuits are elastically attached provides short circuit protection for the circuit and the body and makes electric connection of the circuit and the body easier.

A Study on the Fashion Style in Contemporary Tennis Clothing (현대 테니스 웨어에 나타난 패션성에 관한 연구)

  • Kim, Hyejeong
    • Journal of Fashion Business
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    • v.17 no.2
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    • pp.17-32
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    • 2013
  • Throughout history, tennis-wear designers have attempted reforms to the designs, which were swayed a lot by game rules, and more efforts than ever are put forth recently. The efforts to introduce fashion designers into tennis brands and to break down the barriers between sports brands and common fashions have contributed to the advancement of tennis-wear. Howver, designers are not the only contributors to the development and innovation of tennis-wear. Tennis players who are well aware of the design make-up may affect some aspects of tennis-wear. Even some tennis players launched certain tennis-wear brands. They are not just players in games, but also innovators of this certain type of clothing. In this sense, they design, select, and put on tennis-wear as designers and players, which has contributed a lot to variation and advancement of tennis-wear. Such diversified of attempts in terms of design have led to the variety of tennis-wear, and adopting certain features of other sportswear has enhanced the functionality as well. As for materials, functional materials as well as lingerie look and laceworks as in dance looks were used, and even nude-color short pants were introduced to represent such images of fantasy and illusion. As for color as well, a revolution of color, which has been a taboo, was led. The popularity of tennis-wear fashions even leads to combination with features of other areas, which has been more diversified by the collaboration with designs inspired by toga of Greece and various other areas such as films and arts.

Kiosk training strategies based on IT educational App for older adults

  • Jee, Sung-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.4
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    • pp.239-245
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    • 2021
  • Due to the fourth industrial revolution and the Corona19, the availability of digital devices such as kiosks is a matter directly related to survival for older adults with digital divide. This paper analyzes the problems of existing information service education for older adults and proposes an IT education strategy tailored to aging and life cycle of older adults. The proposed in this study is an educational application-based IT training method that supports repetitive learning regardless of time and place, developing kiosk function as a functional game-type educational application and experimenting with post-training effectiveness. The research method proposed UI usability evaluation frame for older adults, and developed educational applications based on proposed evaluation frame, and conducted kiosk education. As a result of the experiment, the mission success rate after using the IT application was 80.6%, which is a 55.1%P improvement compared to the pre-use(25.5%). This study confirmed that the proposed education for older adults is a way to overcome the limitations of existing IT education in the current situation.

Development of virtual reality contents for vocational education Research on Semiconductor production line Clean Room Tour (직업교육을 위한 가상현실 콘텐츠 구현 반도체 생산라인 클린룸 투어 VR 중심으로)

  • Lee, Sun-Min
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.191-197
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    • 2023
  • The purpose of the study was to provide an educational environment for designing and producing virtual reality practice contents that can be used in semiconductor production lines and clean rooms. Through this process, the user can acquire practical knowledge through experiences close to reality, such as experiencing the main semiconductor solar cell manufacturing facilities as well as procedural knowledge before and after entering the clean room.. In particular, it provides users with an immersion experience close to reality by creating an environment for experiential content necessary for semiconductor and solar cell manufacturing processes and clean room entrance procedure experiential content, which is expected to improve education immersion, realism, cost, efficiency, and education satisfaction. Depending on the characteristics of Dangerous, Impossible, Counter-productive etc, immersive content makes learners immersed in the learning content, induces proactive/active learning, and embodies the learning content, resulting in positive results in the field of improving educational effectiveness.

A Knowledge Structure for Physical Education Application of Ecological Marine Sports; Focusing on Volleyball Games and Swimming (생태형 해양스포츠의 체육교육 적용을 위한 지식구조; 배구형 게임과 수영을 중심으로)

  • Byung-Kweon Chang
    • Journal of the Korean Applied Science and Technology
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    • v.39 no.6
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    • pp.738-747
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    • 2022
  • The purpose of this study is to construct a knowledge structure for the application of physical education in ecological marine sports. As specific exercises, a volleyball game (beach volleyball) and open water swimming were set, and a knowledge structure analysis framework was used for the study. Expert consultation was conducted to secure the validity of the study. The study results are as follows. First, a knowledge structure based on the 2022 revised physical education curriculum was prepared. Second, the basis for the application of physical education classes for ecological marine sports was prepared. Third, learning contents in the knowledge·understanding domain, process·functional domain, and value·attitude domain of beach volleyball were proposed. Fourth, learning contents of knowledge·understanding domain, process·function domain, and value·attitude domain of sea swimming were proposed. This study is meaningful in that it prepared in advance for the realization of the 2022 revised physical education curriculum to be introduced in the future.

A Study on the Deduction of the Forest Play Activity and Space through Preschooler Participatory Workshop (유아참여 워크숍을 통한 숲놀이 활동 및 공간 요소의 도출에 관한 연구)

  • Kang, Taesun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.46 no.5
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    • pp.69-81
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    • 2018
  • Recently, user participatory workshops have been applied as a way to plan landscape spaces that reflects the needs and demands of the users. It is also required to improve the quality of the FECC (Forest Experience Center for Children), which is growing rapidly. Therefore, the purpose of this study is to deduct the design elements (forest play activities and space), the basic needs, and the demands of users in making the FECC a preschooler participatory workshop. For this, materials for preschooler participation were selected, and a step-by-step workshop was conducted to satisfy the demands of the preschooler's development. First, in the pre-workshops phase, design elements standards were deducted through the preschooler participatory results (41 children aged 6 and 7, Kindergarten). Second, in the main workshop phase, the design elements to be introduced on the site (Songsan-mulbit FECC) were deducted through the participating preschooler's selection and those results were analyzed. The materials used at the preschooler participatory process were 'drawing a picture' in the pre-workshop phase, and the design elements and the standard types charts were the forest play activity pictogram chart, and the forest play space general images chart in the main workshop. As for results, frst, there are 38 standard types of forest play activities that have been deducted. It consists of 27 cognitive activities (functional 16, constructive 4, symbolic 4, game on rule 3), 9 games (sensory 5, other 4), and two social play activities (solo, group). There are 21 standard types of forest play spaces. They consist of 8 play facility spaces (5 facility, 3 natural), 2 water spaces, and 11 spaces of 5 types. Second, as a result of applying the results to the site, the forest play activities to be introduced on the site were selected, and the functional play was most selected. Additionally, climbing and water play were most selected as the unit activities. Also, functional, constructive, symbolic, games based on rules were selected, even in the preschooler's development play. In the case of the forest play spaces to be introduced in the site, the preschooler's selection results by sex and age tended to be similar to the preschooler's comprehensive selection results, but the boys preferred function and adventure spaces more than the girls, while the girls preferred rest spaces more than the boys. This result is similar to the previous study results, which directly observed the preschooler's forest play behavior, and analysis that the preschooler recognized the site and selected the design elements introduced on the site. Therefore, the participatory workshop process and the materials process in this study are analyzed and applied to the purpose of the study. It is valuable as a case to be applied in design of the FECC from this point forward.

Analysis on the Movement Found in an Animation - Focusing on Laban's Effort - (애니메이션 <몬스터 대학교>의 움직임 분석 -라반의 에포트를 중심으로)

  • Sung, Rea
    • Cartoon and Animation Studies
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    • s.40
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    • pp.33-53
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    • 2015
  • The movement of characters is one of the crucial elements to deliver their emotion flowing inside. Though it is the same movement, it may appear or be expressed differently according to the character's personality or emotion or the particular situation. The purpose of this study is to analyze not only the movement found superficially in an animation but also a character's internal emotion and attitude with Laban's movement analysis system, particularly effort, one of its analysis categories, and examine how effectively Laban's movement analysis often employed at the circles of dance can analyze movement in an animation. is about a monster that constantly makes efforts to realize its dream to be a scarer. Functional movement forms the most part, but expressive movement to show how a character thinks or feels also appears harmoniously. Characters' externally shown movement can express their internal emotion properly sometimes, but they also often move expressing their feelings in moderation. Therefore, this study analyzes the movement of characters found in the four scenes of with LMA's effort. According to the findings, at the scene where Michael enters the door leading to the human world following the scarer, the emotional state of Michael envious of the scarer is expressed with the Vision Drive giving the strong feel of dreaming. At the scene of the second game to choose the best scare team, it shows us the Spell Drive with its careful and light movement having clear intention to survive at the game. At the scene where there is a party held for the teams that have survived, it shows the Passion Drive of being eagerly expressing happy and delightful feelings without considering what is around. At the scene where Michael and Sullivan are pursued by people, the Action Drive was used to express movement that was heavy and strong and was getting faster gradually by focusing the feelings of the characters in haste into one place.

Design and Implementation of an Industrial-Design Collaborative System to Support Scalability (확장성을 고려한 산업디자인 협력시스템 설계 및 구현)

  • Yang, Jin-Mo;Lee, Seung-Ryong;Jeon, Tae-Woong
    • Journal of KIISE:Computing Practices and Letters
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    • v.6 no.5
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    • pp.513-527
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    • 2000
  • This paper describes our experience to design and implementation of a collaborative system framework that allows to develop certain collaborative applications such as 3D animation, computer game, and industrial design. The collaborative system enables users, who located in geographically long distance, to do collaborative work in a single virtual space. The proposed system basically consists of client and server system. The goal of proposed system is to support scalability, portability, and platform independent. In order to achieve these, the server is implemented in Java platform and is adopted to the hybrid architecture which takes the advantages both in centralized and decentralized collaborative system. We construct the server base on its functional characteristics so called User Manager Server (UMS), Session Manager Server (SMS), and Information Server (IS), The UMS manages the users who are taking part in the collaborative operations. The SMS supports the conferencing in the proposed system. The IS provides the connection methods among the UMSs. For user's convenience, we implement the client using Visual C++ in Windows. We also expend the functions of 3D Studio Max to distributed environment by means of the plug-in module, and facilitate the chatting and white board functions as well.

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Creative Evolution of Digital Leisure Culture, Serious Games (디지털 레저 문화의 창의적 진화, 시리어스 게임)

  • Lee, Hye Rim;Jeong, Eui Jun
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.48-61
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    • 2013
  • At the dawn of a new digital era, people's way of spending their leisure time and leisure activity preferences changed. Accordingly, Leisure culture is in the midst of change, such as watching movie and performance, enjoy golf etc. Due to its nature as an interactive medium, the digital game offers uniquely different approaches to the leisure activity. Leisure as state of mind is much more subjective in that it considers the individual's perception of an activity. In that regard, we used the digital games for leisure activity. Digital games are powerful environments for fun, including functional nature. For that reason digital leisure culture keep creative evolving. This paper proposes a serious games as a branch of digital games that meaningful digital leisure, and introduced the concept of serious games for a serious purpose other than pure entertainment. Many recent studies have identified the benefits of using serious games in a variety of purposes. Games technology is fun and entertaining for people of all ages. Ultimately, serious games become meaningful and valuable performance tools as the Digital Leisure Culture.