• Title/Summary/Keyword: Idea Maru

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The Design of Gamification to Improve Youth's Creativity : The Cases of 'Idea League' and 'Idea Company' (청소년의 창의성 향상을 위한 게이미피케이션 설계 방안 : '아이디어 리그' 및 '아이디어 컴퍼니' 사례)

  • Chung, Do-Bum;Jang, Hye-Jeong;Lee, Kyuhong;Lee, Hwanjoo
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.47-60
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    • 2019
  • This study presents the cases of 'Idea League' and 'Idea Company' designed to improve the creativity of youth, the protagonist of the future startup in 'Idea Maru' platform. The 'Idea League' is a service where youths suggest ideas about questions that require creativity, and it can be fun to compete rankings of ideas or directly evaluate other ideas. Besides, 'Idea Company' is a service for youths to establish a virtual company, and they can receive mentoring and simulated investment for the established virtual company. The result of this study suggests that gamification can be applied in non-game areas, and it will contribute to spreading positive perception of the game.

Mobility-Adaptive Routing Update Scheme for Wireless Networks with Group Mobility (그룹 이동성을 가지는 무선 네트워크에서 이동 적응적인 라우팅 업데이트 구조)

  • Kang, Hyun-Jae;Lim, Sung-Gook;Jeon, Hahn-Earl;Lee, Jai-Yong;Park, Soo-Bum;You, Young-Bin
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37 no.1B
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    • pp.39-49
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    • 2012
  • With group mobility, minimizing routing overhead among intra-group nodes can be achieved by making longer the routing update period, which may lead to degradation of inter-group's routing performance and consequently the inter-group packet delivery success ratio will be decreased. To reduce the inter-group routing overhead without lowering the inter-group packet delivery success ratio, a mobility-adaptive routing update(MARU) scheme is proposed in this paper. Main idea of the proposed scheme is group-based mobility prediction and updating routing paths by selecting intermediate common relay groups.