• Title/Summary/Keyword: Game Elements

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Design the Customer-Retailer Collaboration Model Using Gamification for In-Store Management (게임화(Gamification)을 이용한 매장 관리 디자인 : 고객-매장관리자 협업모델)

  • Paik, Sihyun;Wen, Zhezhu
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.38 no.2
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    • pp.8-16
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    • 2015
  • How to measure and evaluate the performance of managing a store? Although it is important for a retailer to execute good management in a store, there are few efficient measurement tools and methods for In-store management. Also few people are trying to deal with variety of goods (number of categories), depth of a catagory (number of stock-keeping units within a category), and stock level (the number of individual items of a particular SKU) in a store. To solve the problem, this paper suggests the Customer-Retailer Collaboration (CRC) model that utilizes Gamification. By embedding gaming elements, the store management activities can be viewed as more game-like processes. Customers find some problems they encountered in the store and send the related signals via mobile APP, and the relevant store personnel copes with the signals. As the return for their collaboration, they both will obtain points and badge. This paper designs the CRC model and shows the flow of the model briefly.

Method and Case Study of Decision Tree for Content Design Education (콘텐츠 디자인교육을 위한 의사 결정 트리 활용 방법과 사례연구)

  • Kim, Sungkon
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.4
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    • pp.283-288
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    • 2019
  • In order to overcome the students' lack of information and experience, we developed a content planning tree that utilizes a decision tree. The content planning tree consists of a tree trunk creation step in which students select a theme and a story to develop, a parent branch generation step for selecting a category that can be developed based on the story, a child branch generation step for selecting the interesting "effect" method of producing the content effectively, a leaf generation step for selecting a multimedia expression 'element' to be visualized. The educational model was applied to game planning design and information visualization lectures, and provides examples of the categories, effects, and elements used in each lecture. The model was used for 145 team projects and the efficiency was confirmed by a step-by-step learning process.

Directed Identification, Synchronization by Aesthetic Recognition of Animation Field (애니메이션 분야의 심미적 인식에 의한 동일시와 동기화 연출)

  • Lee, Hyun Woo;Ryu, Chang Su
    • Journal of Korea Multimedia Society
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    • v.25 no.10
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    • pp.1475-1482
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    • 2022
  • Mickey Mousing perfect match between animation sound and image was an aesthetic in the field of animation, but since the 2000s, works such as and released by producers such as DreamWorks and Pixar have expanded the perfection of synchronization to irony. It also influenced the identification system of sentiment. It is time to view the directing attempt of these elements as a factor that changed the new paradigm of narrative, and related research is needed. In this study, the scene of was analyzed as a case study for the synchronization of animation sound and image components and the boundary direction on the recognition of identification between reality and fiction. Aesthetic recognition of the research work is based on the premise of real time and space perception, and the audience can recognize in the conceptual world as an integrated art by playfully producing fictional time and space. The direct antithesis of synchronization and identification was drawn to maintain the curiosity of the next scene by repeating selective concealment and disclosure of information in the direction of conveying an unfamiliar and heterogeneous feeling to the audience.

The Effect of Gamification on Employee Behavior: The Mediating Effects of Culture and Engagement

  • HAMZA, Ibrahim;SAROLTA, Tovolgyi;SHATILA, Khodor
    • The Journal of Asian Finance, Economics and Business
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    • v.9 no.5
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    • pp.213-224
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    • 2022
  • In recent years, gamification has been a hot issue due to its positive impact on organizational success. The proper application of game elements in an organizational context is required for gamification implementations. Gamification remains an area of active research for its behavior molding potential. Employee engagement is a critical component in assessing employee behavior and is considered crucial for organizational success. Research questionnaires were completed online between March 2021 and February 2022. Our targeted sample encompassed low and mid-level personnel of Asian and Middle eastern employees working in Hungary. The questionnaire was introduced using google forms. Our sample size consisted of 203 respondents (N = 203). Research results indicated gamification's significance in increasing employees' intrinsic motivation and therefore boosting organizational engagement levels. Gamification improved employees' task performance and the overall quality of work. Organizational culture had a mediating role between gamification and employees' behavior. Organizational culture and employee behavior are in close correlation. Research findings also proved engagements' mediating effect on employees' behavior. The results of the research showed that gamification in human resources has risen in popularity, especially in terms of its impact on employee behavior and performance. The study's findings demonstrated that gamification has a positive impact on organizational performance and collaboration.

Evaluation of Smart-phone Applications for Young Children and Analysis of Differences according to Review Scores (유아용 스마트폰 애플리케이션 평가 및 리뷰점수에 따른 차이분석)

  • Koo, Heejeong
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.228-236
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    • 2020
  • As of March 2020, this study divided the applications for young children installed on Android-based smart-phones in Korea into top and bottom groups according to review scores, and selected 30 applications each, conducted content analysis and application evaluation, and looked at differences between groups. Through this, by providing objective information on the smart-phone application for young children, it is intended to help parents and early childhood education professionals select high-quality applications, and to present ideas and directions for developing applications suitable for development to application developers. As a result of application content analysis, only data presentation type, simulation type, and game type were found in all the top and bottom groups as for the application type. There was a difference in order. In the case of app purchase cost, the top group in the review score was evenly distributed from the low price to the high price of 100,000 won or more, while the bottom group had few high-priced applications. On the other hand, as a result of application evaluation, a significant difference was found in the entire evaluation score, including all functional elements and all content elements, between the top and bottom groups of the review score. In the case of detailed sub-factors, significant differences were shown in all factors except 'technicality' of functional elements.

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.

A Study on gamification exercise encouragement app based on GPS location information (GPS위치 정보를 기반으로 한 운동독려 게임화 앱 연구)

  • Park, Hyun-Joo;Keum, Chung-Ki
    • Journal of the Korea Convergence Society
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    • v.11 no.4
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    • pp.119-124
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    • 2020
  • In this paper, in order to encourage the user's exercise, we presented an exercise goal that considers the user's weight and exercise state, and dealt with a study on an app that gives a goal using GPS information. Unlike the vague numbers and times suggested in the existing app, it is presented specifically with the surrounding buildings or structures using GPS information. In addition, to use competitive psychology to exercise encouragement, it shows the movement information of people connected to the app and allows users to use the competitive psychology to get the effect of exercising many people. The app creates coordinates of major buildings and sets markings using the Naver Map SDK location information to present specific targets. It is easy for users to get bored if they give a goal every time, and the boredom that the user feels decreases the interest in the exercise. In order to not to lose interest in athletic interest. the app switches to game mode and give a light goal that doesn't matter user's weight or exercise status, and rewards user for achieving the suggested goals. Game mode is added to app that connects a person's will to practice. It adds fun elements to create interest, and uses competitiveness to help you live a healthy life with a steady workout. Technically, to improve the accuracy of smart-phone map display using GPS and the tilt processing was to be able to display the exact location.

Research on Geometric Shape in the 20th Century Design Education - Focused on the relation of $Fr{\ddot{o}}bel$ Kindergarten Education - (20세기 디자인교육의 기하학적인 형태에 대한 탐구 - 프뢰벨 유치원 교육과의 연관성을 중심으로 -)

  • Bang, Kyung-Rhan
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.325-334
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    • 2005
  • The purpose of this thesis is to explore the fundamental reasons and general circumstances of the introduction of geometric shape to the 20th century's design education. The modern design education was directly influenced by the German Kindergarten Movement and its educational ideal, so they began to employ geometric shapes in visual education. When Friedrich Frobel, a professional German child educator of the 19th century, invented the 'Spielgaben,' it soon became a popular educational tool. It was a turning point in the child educational system, from then they began to actively employ 'tools' in art education. The Spielgaben was created based on the geometric principle of a popular block game of the 19th century. On the other hand, a game program called 'Bechaftigungsmaterial' led early Modernists to adopt geometric shape in their works. Then, geometric shape were applied to a primary educational program designed by the Bauhaus that gave birth to the Modern design education in the 20th century. likewise, the substantial reasons why the principles of point/line/plain and geometric shapes had been taken in the 20th century design education can be explained through this historical background. This research is to investigate how Kindergarten Movement and Modern design education can be associated with each other, particularly in the light of geometric elements. Therefore, I first referred to the historic records in order to reveal their relation, and then analyzed the similarities and differences between the two activities. In result, I could explore the relationship between child educational tools and the 20th century's design education.

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Minimum-Cost Path Finding Algorithm in Real-Time For Computer Generated Force (실시간성을 고려한 가상군 최소비용 길 찾기 알고리즘)

  • Han, Chang-Hee;Min, Young-Hye;Park, Sang-Hyuk;Kim, Jai-Hoon
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.48 no.1
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    • pp.17-25
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    • 2011
  • At the computer games, we can experience a variety of environments using a virtual object. It is similar to that be trained in War-game simulator of the defense. Actual soldiers and a computer-generated virtual group(Computer Generated Force: CGF) in 3-D virtual battlefield environment are training. However, path finding algorithm, one of the techniques of simulation models, to the current level only considers the shortest time path. So, this current level at the special situation of the army in the battlefield for selecting the optimal path is limited. The focus of this paper is to select the least-cost path using the deadline with several different mission conditions(METT+TC). For the only shortest time path algorithm and the least-cost path algorithm using dealine,($d_t$, one of METT+TC elements), Its usefulness is verifying the change of the move spent time(t) for all possible paths and the fighting power of the combat troops(Troops ability, a) through a comparison of the total cost of moves(c(t)). According to the results, when considering the deadline, the proposed algorithm saves about 62.5% of the maximum cost.

Study on Character Licensing in connection with Animation Gamification - Focus on (애니메이션의 게이미피케이션과 캐릭터 라이선싱 연계 연구 - <터닝메카드>를 중심으로)

  • Lee, Seon-Young;Lee, Seung-Jin
    • Cartoon and Animation Studies
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    • s.41
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    • pp.357-378
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    • 2015
  • The recent domestic toy market is filled with the fever of 'Turning Mecard' produced as a character product of units showing in . The toy market of the domestic character licensing industry has shown such rapidly changing trends during the period of broadcasting contents like animation or special films targeting children. Through these contents, the characters are cognized, and also the immersion and loyalty can be increased depending on the progress of the story, on top of marketing effect while the animation is broadcasted. This effect is called gamification meaning that consumers voluntarily participate in the contents after receiving fun. Through the purchase of character products, the immersion and loyalty participate in the animation. Thus, this study analyzed the gamification elements by examining the animation and toy products of currently gaining popularity in the toy market. In the results of the study, the story structure of has the sustainment just like game, which is connected to its character product. Therefore, the users who have watched build up the relationship with each other, and the competition and reward can be done through the game using the character products, which is connected to such high immersion and loyalty.