• Title/Summary/Keyword: Game Use

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Improvement in the Future of the Dental Internet Homepage (치과 인터넷 홈페이지의 개선 방안)

  • Kim, Bit-Na
    • Journal of dental hygiene science
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    • v.3 no.2
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    • pp.77-82
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    • 2003
  • The purpose of this study was to examine the characteristics of dental homepages in korea to discuss how they could be improved better. The findings of this study could be described as below : First, dental homepage should include differentiated, specialized content and features. Second, the use of three-dimensional image or multimedia would contribute to increasing people's understanding of dental treatment or general dental information and elevating the effectiveness of dental publicity activities. Third, the want ad and order system used by the business sector or hospital would serve to multiply the management efficiency of dental institutions. Fourth, dental hospitals and clinics that belong to the same network or franchise need to make publicity banner for feasible mutual link, and the use of the same homepage design or common logo would be effective for better image and publicity activities. Fifth, it would be convenient to add the map search function or inquiry system. Seventh, if multiple types of services, such as entertainment or game, are prepared, it would be possible for dental institutions to project a better image and to induce visitors to hit the sites again.

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The Significance of Korean Proverb and Riddle in the sense of Bias (편향의 관점에서 본 한국의 속담과 수수께끼)

  • Kim, Kyung-Seop;Kim, Jeong-Lae
    • The Journal of the Convergence on Culture Technology
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    • v.3 no.4
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    • pp.35-42
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    • 2017
  • Behavior Economics, a branch of social sciences, which seeks to find the answers about why man sometimes does absurd economy-related things, came into existence through combining economics and psychology. To the contrary of the traditional economics', behavior economics has developed by explaining how man makes economy-related choices by means of applying their own cognitive principles. Individuals lack the information on the goods and services in the market, and don't know how to make best use of the obtained information, failing to achieve maximum utility. Therefore, man's rationality is meant to be confined to bounded rationality. It is the very Heuristic that does work in the process of this simplified decision making process. Heuristic utilizes established empirical notion and specific information, and that's why there can be cognitive biases sometimes leading to inaccurate judgment. As Oral Literature is basically based on heavy guesswork and perceptual biases of general public, it is imperative to contemplate oral literature in the framework of Heuristic of behavior economics. This thesis deals with thinking types and behavioral patterns of the short-piece proverbs, folklore language-game riddles on the basis of personal or public memory. As a result, it is evident that proverbs point out biases arising from human behaviors, while riddles make full or active use of biases.

An analysis of Adolescents' media literacy: How do they read, write, and enjoy information and communication media? (읽기, 쓰기, 향유 체험을 중심으로 본 청소년의 미디어 리터러시 분석)

  • Shin, Namin;Ahn, Hwasil
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.8
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    • pp.3777-3785
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    • 2013
  • This study aimed to find out adolescents' media literacy in terms of reading, writing, and enjoying media or messages. For the purpose, we analyzed the data garnered from 1,036 students enrolled in 5 middle and 5 high schools, respectively. The analyses of the data are summarized as follows: First, mobile phone was most widely used among others, followed by TV, the Internet, mp3 player, computer or video game, radio, a video or DVD in the order. Second, a gender effect was significant in terms of the variety of activities with the Internet, mobile, and SNS: boys were more active in the use of the Internet while girls carried out more activities with a mobile phone and SNS media. Third, high school students showed more critical attitude towards information on the Website than did the middle school students. Fourth, Girls than boys, and high schoolers than middle schoolers, tended to be more active in the production of contents, self-expression, as well as participating in social and political issues online. Fifth, for the enjoyment experiences, time spent for games took up the most of the students' leisure activities, followed by watching TV and the use of the Internet. The findings of the study were discussed in light of media convergence, with implications for developing media literacy education for the youth.

An Empirical Study Applying the Self-Determination Factors to Flow and Satisfaction of SmartPhone (자기결정성 요인이 스마트폰 몰입과 만족에 미치는 영향)

  • Kwon, Do-Soon;Kim, Jin-Hwa;Yu, Cheol-Ha;Kim, Say-June
    • The Journal of Society for e-Business Studies
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    • v.16 no.4
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    • pp.197-220
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    • 2011
  • The smartphone is simply beyond the means of communication equipment, to line up the turning point of mobile convergence, is recognized as a service tool of new concept the camera, game, multimedia function, digital multimedia broadcasting, mobile internet etc, that use of smartphone is working toward developed a variety and new business models. The study is empirically studied casualties that self-determination influences flow and satisfaction which is intrinsic motivation of smartphone. There are many studies on flow, is intrinsic motivation, influencing satisfaction and Loyalty, but there are little studies which variables influences flow. this study is explore causality of autonomy, competence, relatedness which are major variables of self-determination theory that studied factors effecting intrinsic motivation influencing flow and satisfaction. This study developed a research model to explain the use of smartphone, and collected 670 survey responses from the office workers of seoul S company who had experiences with such smartphone. To prove the validity of the proposed research model, SEM analysis is applied with valid 670 questionnaires. The results, firstly, autonomy positively influences flow. secondly, competence significantly influences flow. thirdly, relatedness significantly influenced flow. also, upper above results shows that flow influences satisfaction.

The differences in Constellation drawings among different countries

  • Karimova, Ulkar;Yi, Yu;Oh, Suyeon
    • The Bulletin of The Korean Astronomical Society
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    • v.37 no.2
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    • pp.95-95
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    • 2012
  • Constellations are formed of bright stars which appear close to each other on the sky, but are really far apart in space. The shapes you see all depend on your point of view. Back before people had televisions and electricity to light their homes at night, they spent a lot more time looking at the stars. People all over the world used their imaginations to draw pictures in the sky, as if it were a giant connect-the-dot game. The patterns they imagined are called constellations. People usually saw patterns that reflected their different cultures. Native Americans in North America imagined many animals and shapes from the natural world. The ancient Greeks found images of gods and goddesses in the stars. Sometimes people from very different parts of the world even imagined the same animal or shape in the same stars. Most of the constellations we recognize today were made up by the ancient Greeks around 6,000 years ago. Different constellations are visible at different times of year, so the first appearance of these patterns told farmers of the changing seasons and reminded them to plant or harvest their crops. The constellations also help us to find our way around the night sky and to remember which stars are which. The star names we use today are mostly from Greek and Arabic, but many are changed a bit from the original, as often happens when words are passed from one language to another. It can be difficult to picture just what those folks long ago were seeing in the stars, so don't be discouraged if you have trouble seeing their patterns. You can even make up your own! In ancient world all the countries or regions had their own way to name things up in the sky, make up stories and draw different shapes for constellations. Today there are 88 official constellations, but you may find that different books show their stars connected in slightly different ways. The official constellations are specific regions of the sky, so the exact patterns are not all that important. However in various cultures there are some famous star patterns that use stars from only apart of a constellation, or even connect stars from different constellations. These patterns of stars that are not official constellations are called asterisms. The Big Dipper is a very famous asterism, found in the constellation Ursa Major, or Great Bear.

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The Case Study of SW Education for Slow Youth Learners (느린 학습자 청년 대상 소프트웨어교육 사례연구)

  • Ryoo Eunjin;Park juyeon
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.127-131
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    • 2024
  • SW education was conducted for slow youth learners. 6 learners participatd in 8 sessions of an introductory course using several plays and 3 learners who more interested in introductory course participated in deeper course using normal method. After education, we survey and interview from learners, instructors and heads of welfare organizations. Learners showed interest and participated in the fact that they were participating in SW education, which was widely talked about. Learners were found to be more satisfied with introductory course education using play such as board games, and although they initially appeared to participate in unfamiliar learning content with low efficacy, it was observed that their efficacy increased with repetition. Additionally, it was observed that young people with an IQ of 80 or higher had a higher level of interest or interest in SW education than those with an IQ of 80 or lower. we discussed that there were not many opportunities to directly use the SW education content for youth who are slow learners in work or real life. We suggest this should be a focus education on the use of digital media - online meeting apps, office SW etc.- to improve digital literacy for life and work and that research on this should continue.

A Study on Educational Content Based on Virtual Reality (가상 현실 기반의 교육 목적 콘텐츠에 대한 연구 - VR 키오스크 시뮬레이션)

  • Junseop Lee;Byeongil Lim;Jiyoung Han;Taekhee Lee
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.179-188
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    • 2024
  • Recently, unmanned terminals (kiosks) have greatly increased their scope of use by allowing orders or payments to be made efficiently while replacing existing manpower. With the acceleration of digital transformation, the rate of kiosk installations has soared, making it an important task to help all age groups easily use kiosks. In this study, based on the function of the game engine and Hand Tracking technology, we developed content that can conduct kiosk education in a virtual world. The goal of this content is to help users unfamiliar with kiosks confidently cope with real-world situations by experiencing visual and auditory stress caused by waiting guests in virtual reality. To this end, two VR contents were developed. One is a simple kiosk experience content, and the other is specialized content that causes visual and auditory stress. The experiment was divided into two groups: one group experienced general VR content, while the other group experienced specialized VR content. After the experience, both groups proceeded to place orders in an actual store. Survey results showed that 85% of the experimental group and 95% of the control group were satisfied with the training. This confirms that the specialized experience described in this paper is effective for kiosk education.

Impact of Net-Based Customer Service on Firm Profits and Consumer Welfare (기업의 온라인 고객 서비스가 기업의 수익 및 고객의 후생에 미치는 영향에 관한 연구)

  • Kim, Eun-Jin;Lee, Byung-Tae
    • Asia pacific journal of information systems
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    • v.17 no.2
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    • pp.123-137
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    • 2007
  • The advent of the Internet and related Web technologies has created an easily accessible link between a firm and its customers, and has provided opportunities to a firm to use information technology to support supplementary after-sale services associated with a product or service. It has been widely recognized that supplementary services are an important source of customer value and of competitive advantage as the characteristics of the product itself. Many of these supplementary services are information-based and need not be co-located with the product, so more and more companies are delivering these services electronically. Net-based customer service, which is defined as an Internet-based computerized information system that delivers services to a customer, therefore, is the core infrastructure for supplementary service provision. The importance of net-based customer service in delivering supplementary after-sale services associated with product has been well documented. The strategic advantages of well-implemented net-based customer service are enhanced customer loyalty and higher lock-in of customers, and a resulting reduction in competition and the consequent increase in profits. However, not all customers utilize such net-based customer service. The digital divide is the phenomenon in our society that captures the observation that not all customers have equal access to computers. Socioeconomic factors such as race, gender, and education level are strongly related to Internet accessibility and ability to use. This is due to the differences in the ability to bear the cost of a computer, and the differences in self-efficacy in the use of a technology, among other reasons. This concept, applied to e-commerce, has been called the "e-commerce divide." High Internet penetration is not eradicating the digital divide and e-commerce divide as one would hope. Besides, to accommodate personalized support, a customer must often provide personal information to the firm. This personal information includes not only name and address, but also preferences information and perhaps valuation information. However, many recent studies show that consumers may not be willing to share information about themselves due to concerns about privacy online. Due to the e-commerce divide, and due to privacy and security concerns of the customer for sharing personal information with firms, limited numbers of customers adopt net-based customer service. The limited level of customer adoption of net-based customer service affects the firm profits and the customers' welfare. We use a game-theoretic model in which we model the net-based customer service system as a mechanism to enhance customers' loyalty. We model a market entry scenario where a firm (the incumbent) uses the net-based customer service system in inducing loyalty in its customer base. The firm sells one product through the traditional retailing channels and at a price set for these channels. Another firm (the entrant) enters the market, and having observed the price of the incumbent firm (and after deducing the loyalty levels in the customer base), chooses its price. The profits of the firms and the surplus of the two customers segments (the segment that utilizes net-based customer service and the segment that does not) are analyzed in the Stackelberg leader-follower model of competition between the firms. We find that an increase in adoption of net-based customer service by the customer base is not always desirable for firms. With low effectiveness in enhancing customer loyalty, firms prefer a high level of customer adoption of net-based customer service, because an increase in adoption rate decreases competition and increases profits. A firm in an industry where net-based customer service is highly effective loyalty mechanism, on the other hand, prefers a low level of adoption by customers.

A Study on the Current Rotation System of Hunting Ground (현행(現行) 순환수렵장(循環狩獵場) 제도(制度)에 관(關)한 연구(硏究))

  • Byun, Woo Hyuk
    • Journal of Korean Society of Forest Science
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    • v.74 no.1
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    • pp.47-55
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    • 1986
  • During the past 4 years, I have made a careful analysis of the present rotating system of hunting areas, on the one hand, by asking a group of hunters to fill out a questionnaire, and on the other hand, by referring to the written documents on the subject. And, as a result, it is concluded that this system, by varying the hunting grounds each year, contains in itself several problems as follows. 1. The hunters find it quite inconvenient to use a different hunting ground year after year and they also complain that the present hunting ground charge is more than it is worth. Therefore, it is expected that the number of hunters will explosively increase in the future with the betterment of hunting conditions. 2. The hunters have almost no information about game and they are, as a whole, lacking in the ethics of hunting. 3. The allotment of time in hunting training courses is not so sufficient that it is next to impossible to improve the quality of hunters. 4. As a rule, the population density of wildlife is so sparse that it falls short of the proper standard of it. 5. The present hunting system does not seem to contribute to the advancement of tourism. 6. It is absolutely necessary to make a general survey of the situation of wildlife for the legal protection of it. Besides, the interests of hunters are so closely tied up with those of farmers and foresters that dreastic measures should be taken to settle their conflicting differences. For the purpose of solving the above-mentioned problems and at the same time, of developing sound hunting practices in the long run, I hereby make two suggestions. 1. The Establishment of the Hunting License Test System It is desirable to issue a license to a prospective hunter after he has met a special qualification and then passed a test so that he may have bits of information needed for his hunting activities. 2. The Introduction of The Revier System The fundamental concept of this system is based on the assumption that the private landowner should reserve a right to the pursuit of game and take responsibility for wildlife management.

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A Research on the Regulations and Perception of Interactive Game in Data Broadcasting: Special Emphasis on the TV-Betting Game (데이터방송 인터랙티브 게임 규제 및 이용자 인식에 관한 연구: 승부게임을 중심으로)

  • Byun, Dong-Hyun;Jung, Moon-Ryul;Bae, Hong-Seob
    • Korean journal of communication and information
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    • v.35
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    • pp.250-291
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    • 2006
  • This study examines the regulatory issues and introduction problems of TV-betting data broadcasts in Korea by in-depth interview with a panel group. TV-betting data broadcast services of card games and horse racing games are widely in use in Europe and other parts of the world. In order to carry out the study, a demo program of TV-betting data broadcast in the OCAP(OpenCableTM Application Platform Specification) system environment, which is the data broadcasting standard for digital cable broadcasts in Korea was exposed to the panel group and then they were interviewed after watching and using the program. The results could be summarized as below. First of all, while TV-betting data broadcasts have many elements of entertainment, the respondents thought that it would be difficult to introduce TV-betting in data broadcasts as in overseas countries largely due to social factors. In addition, in order to introduce TV-betting data broadcasts, they suggested that excessive speculativeness must be suppressed through a series of regulatory system devices, such as by guaranteeing credibility of the media based on safe security systems for transactions, scheduling programs with effective time constraints to prevent the games from running too frequently, limiting the betting values, and by prohibiting access to games through set-top boxes of other data broadcast subscribers. The general consensus was that TV-betting could be considered for gradual introduction within the governmental laws and regulations that would minimize its ill effects. Therefore, the government should formulate long-term regulations and policies for data broadcasts. Once the groundwork is laid for safe introduction of TV-betting on data broadcasts within the boundary of laws and regulations, interactive TV games are expected to be introduced in Korea not only for added functionality of entertainment but also for far-ranging development of data broadcast and new media industries.

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