• 제목/요약/키워드: Game Music

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Exploring Online Gamers′ Preference for Online Games (온라인 게임의 속성이 온라인 게이머들의 선호도에 미치는 영향에 대한 탐색적인 연구)

  • 백승익;송영석
    • Journal of the Korean Operations Research and Management Science Society
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    • v.29 no.1
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    • pp.71-85
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    • 2004
  • Many online content providers who use the Internet to distribute contents, such as news, music, games, books, and other types of information, have been experiencing an extremely competitive business environment. To survive in this environment, they have started charging a fee for the contents that they provide. However, there have been very few success stories in commercializing online contents. One of the biggest hurdles may be customers' psychological resistance against paying a fee for the contents that have been free of charge previously. Without examining customers' perceived prices for online contents, many online content providers have tended to decide their prices by themselves. Online games are not exceptional cases. Although many online game-related research works have focused on psychological and technical aspects, very few works have examined online garners' preference carefully. This study alms at exploring online garners' preference by measuring their WTP (willingness to pay) for online games.

Mulberry Handmade Paper Fashion Design with Embedding and Paper Casting Technique (닥 섬유 수제지 의상 디자인에 관한 연구 -임베딩과 페이퍼 캐스팅 기법을 중심으로-)

  • Lee Seung-Ok
    • Journal of the Korea Fashion and Costume Design Association
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    • v.7 no.3
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    • pp.7-15
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    • 2005
  • Culture industry is appearing as an important sector of economy. Many kinds of culture industry like movie, music, drama, animation and game are creating enormous wealth all over the world. Fashion is a kind of culture industry too and even sometimes treated as art. Korean fashion is not treated as real culture but still as a part of textile industry. Internationally Korean fashion has not yet much to show, and despite of it's potential it does not attract much interest from other countries. In this paper properties and effects of mulberry handmade paper clothes were investigated with five clothes made of it. In making handmade mulberry paper clothes various techniques could be applied and these techniques could bring new effects. Because mulberry handmade paper does not have little flexibility than ordinary texture, much efforts should be put to the detail works. Handmade mulberry paper clothes have enormous potential as art, because various approach could be applied.

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Development of English word learning contents using touch sensor based on S4A (S4A 기반의 터치센서를 이용한 영어단어 학습용 콘텐츠 개발)

  • Wi, Ji-Yeon;Lee, Jun-Hyeong;Lee, Hyeong-Ok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.317-320
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    • 2017
  • S4A (Scratch For Arduino) is a program that controls to Arduino with scratch. In this paper, We developed a simple game form for learning contents and using touch sensor that composed of scratch language based on S4A. We used background music and scores to motivate and interest that beginning to learn English for students.

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The effect of Task-Technology Fit on Smart-Phone Depedency (과업-기술적합성이 스마트폰 의존도에 미치는 영향)

  • Lee, Yun-Hee;Shin, Seong-Yoon;Lee, Hyun-Chang;Lee, Sang-Won;Kim, Do-Goan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.177-179
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    • 2014
  • Unlike using smart-phone for music, game, information searching, shopping, using smart-phone for tasks may be forced in the task environment. Therefore, attitude, usefulness, and easy of use of technology on information technology adoption mode can not fully explain using smart phone for tasks. To explain using smart phone for tasks, this paper is based on the theory of task and technology fit(TTF) that TTF influences the usage performance of technology.

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Application Of Innovative Technologies In Higher Education Institutions Of Ukraine: Forms And Methods

  • Dovgal, Olena;Havrylova, Olena;Potryvaieva, Natalia;Tolstova, Natalia;Ostapchuk, Taras;Onyshchenko, Nataliіa
    • International Journal of Computer Science & Network Security
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    • v.21 no.5
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    • pp.43-47
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    • 2021
  • In the course of this article, the concept of "innovation" was considered and analyzed, which is considered not only as a subject, something new, but also as a process. The process of introducing something new into life, and in our case, into the educational process. Innovative educational technologies are varied and plentiful. In this article, the most commonly used. Among them: the use of ICT, game techniques, the portfolio method, personality-oriented, information support of the learning process, educational and health-saving technologies, and others.

Implementation of IoT training system for piano practicing (피아노 학습을 위한 IoT 훈련시스템 구현)

  • Ryu, Sungryong;Yu, Gangeun;Kim, Dayeong;Park, Hyung-kun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.526-528
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    • 2022
  • In this study, through the capstone design project, an IoT based piano training system was developed after identifying problems in piano learning. The piano training system recognizes sheet music through image processing technology and checks whether the correct keyboard is struck through FFT transformation during piano practicing. By providing a visual effect and score display function using a rhythm game, it was possible to arouse interest in boring piano practice and increase the effect of piano learning.

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A Study on the Design Preference Survey for Development of Auxiliary Therapy Products Utilizing Music of Mild Cognitive Impairment (경도인지장애인의 음악을 활용한 보조 치료기기 제품개발을 위한 디자인 선호도 조사에 관한 연구)

  • Lee, Hae Goo
    • Korea Science and Art Forum
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    • v.31
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    • pp.355-365
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    • 2017
  • The future population of Korea is expected to reach the second highest level in the world by 2060 for the elderly. It is because of the rapid development of low fertility and medical technology. The burden of society for the elderly is expected to increase steadily. The elderly person firstly appears functional disorder. They have low ability in memory and in cognitive will be. Their activities are therefore limited. And economic production capacity is sharply reduced. Self-sufficiency is a difficult situation. They need help in economic and social aspects. Products for them need research and development. The elderly have a Mild Cognitive Impairment(MCI) stage with poor cognitive abilities. It is effective to combine pharmacological and non-pharmacological treatment methods for people with mild cognitive impairment. The effects of non-pharmacological treatments on music have been proven. This paper is a study on the appearance from the viewpoint of design in the development of ancillary instruments using music therapy techniques with Digital Convergence. For this study, we investigated the preference for external appearance of mild cognitive impairment. Two times surveys were conducted. As a result, the design of home care product for the hard cognitive impaired was different from that of a conventional game machine or set top box. It should be designed according to the user's special circumstances. They are memory and cognitive abilities. Products that meet physical and mental changes must be developed.

A Case Analysis of Entry in Global Education Market focused on Public Education : The Entry of G-Learning(Game Based Learning) into a Public School System in USA (공교육 중심의 해외 교육시장 진출 사례 분석: G러닝(게임 기반 교수학습 방법)의 미국 공교육 진출)

  • Wi, Jong-Hyun;Won, Eun-Sok
    • International Commerce and Information Review
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    • v.15 no.2
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    • pp.109-128
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    • 2013
  • With the growth of contents business, the expansion of domestic culture contents into global market became active. However, while some field such as game, music and movie have made fine results, education contents has failed to make significant success in global market. Therefore, this study intends to look into a case of Contents Management Institute(CMI), which spread G-Learning into La Ballona Elementary School located in LA. In this case, CMI successfully dealt with diverse difficulties to conduct a G-Learning class in the school and helped to increase students' achievement. Based on analyzing this case, this study suggests three reasons behind the success. First, by separating platform and learning contents in development process, CMI could save the cost in contents development and handle problems swiftly. Second, it could be possible to use human resources efficiently by constucting a support organization. Third, by sharing information and doing persuasion CMI could lead to chain persuasion process among local decision makers.

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Analysis of the dentistry-related contents uploaded on YouTube Korea (YouTube 내의 치과 관련 한국어 컨텐츠 현황 분석 및 활용 방안)

  • Jo, Jaehyun;Kwon, Hyuckjun;Jung, Seoyeon;Hu, Kyung-Seok;Jung, Il-Young;Seo, Jeong-Taeg
    • The Journal of the Korean dental association
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    • v.57 no.12
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    • pp.728-735
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    • 2019
  • Objective: Previous studies suggested the potential influence of YouTube videos regarding dentistry on the mass population. However, there was not any clear investigation for Korean population. We aimed to systemically analyze the type of the dentistry-related videos uploaded on YouTube Korea and the accounts used for uploading, and to assess their effect on the view count of the content. Methods: Classification, type of the accounts, and view count of the videos listed by the keyword 'dentistry' were analyzed, which were uploaded on YouTube Korea platform from September 2017 to April 2019. Kruskal-Wallis test with post hoc analysis was used to assess the effect of the classification of the videos and the type of accounts on the view count. Results: 1.026 videos were enrolled to the analysis. Primary classification of the videos was information/education, advertisement, life, news, child contents, autonomous sensory meridian response, broadcast, cartoon/game, humor, and music. Secondary classification of the videos was dental experience, advertisement, role-playing, information/education., humor, cartoon/game, child contents, life, and broadcast. Type of the accounts was dentistry associates, general public, media company, and government office (sorted by frequency). Subject of the most videos (93.6%) was general public. There was statistically significance in the view count of the videos according to the primary and secondary classifications, the account used for uploading, and target subject of the videos. Conclusion: Dentists and their associates should recognize the importance of YouTube platform and try to monitor and intervene the dentistry-related contents, considering its huge impact on the general public.

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Analyzing Core Competence for Culture Contents Industry Ecosystem -based on Kyunggi Region- (경기도 문화콘텐츠산업의 지역착근성 기반 산업생태계 핵심역량 분석)

  • Kim, Yeon-Jeong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.2
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    • pp.672-677
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    • 2016
  • This study examined the relative industry competence of Kyunggi regional area. The LQ index was applied to estimate the competence of 11 culture contents. In the case of the amount of revenue, cartoon, characters, knowledge information, and publishing showed a relative high competence over LQ 1.0. Regarding the number of companies, cartoon, music, game, character, and knowledge information showed LQ of more than 1.0. The criteria of the number of employees indicated publishing, cartoon, game, character industry to be significant. The common LQ index result of 3 criteria suggested cartoon and character industry to be influential. This indicates that the flow among knowledge, information and person in a regional industry cluster are most important for promoting industry core competence.