• Title/Summary/Keyword: Interactive Item

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A Thought on Efficient Item Productions and Managements for MMORPG (MMORPG에서 아이템의 효과적인 제작 및 관리 방안에 대한 고찰)

  • Kim, In-Hong;Kim, Kyung-Sik
    • Journal of Korea Game Society
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    • v.5 no.1
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    • pp.61-66
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    • 2005
  • The item is an interactive element to escalate interest in the games as well as element providing various satisfactions to players. They give satisfactions to economic desire which is intrinsic in human beings. In this paper we propose an efficient method for item productions and managements by giving name values to items and managing them by database, so that new communities of players could grow with economic systems, which would improve specialties of games as well as solve problems such as hacking, etc.

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Comparison of Usability and Prefrontal Cortex Activity of Cognitive-Motor Training Programs using Sensor-Based Interactive Systems

  • Jihye Jung;Seungwon Lee
    • Physical Therapy Rehabilitation Science
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    • v.11 no.4
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    • pp.571-578
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    • 2022
  • Objective: Cognitive-motor trainings had a positive impact on cognitive function and dual-task trainings led to improvements of global cognitive function. The brain activity of the prefrontal cortex (PFC) is another indicator that can infer cognitive function. This study aims to confirm the usability of the interactive system cognitive-motor training program and the changes in the prefrontal cortex through training. Design: Cross-sectional study Methods: In this study, two cognitive tasks were randomly applied to 20 adults as cognitive-motor training using an interactive system, and the same task was performed using the original method. During all tasks, the brain activity of the prefrontal cortex was measured by the change in oxyhemoglobin (HbO) in real-time using Functional Near-Infrastructure. After performing the tasks, the usability of the developed interactive system was evaluated by a usability questionnaire which consists of five items, and each item consists of a 7-point Likert scale that responds from 1 point to 7 points. Results: The HbO levels were increased during cognitive task performance than at the resting phase. And evaluating the usefulness of the interactive system, a questionnaire result showed that it would be useful for cognitive-motor programs. Conclusions: The cognitive-motor training using the interactive system increased the activity of the prefrontal cortex, and the developed wearable sensor-based interactive system confirmed its usefulness.

Digital Item Purchase Model in SNS Channel Applying Dynamic SNA and PVAR

  • LEE, Hee-Tae;JUNG, Bo-Hee
    • Journal of Distribution Science
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    • v.18 no.3
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    • pp.25-36
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    • 2020
  • Purpose: Based on previous researches on social factors of digital item purchase in digital contents distribution platforms such as SNS, we aim to develop the integrated model that accounts for the dynamic and interactive relationship between social structure indicators and digital item purchase. Research design, data and methodology: A PVAR model was used to capture endogenous and dynamic relationships between digital item purchase and network indicators. Results: We find that there exist considerable endogenous and dynamic relationships between digital item purchase and network structure variables. Not only lagged in-degree and out-degree but also in-closeness and out-closeness centrality have significant and positive impacts on digital item purchase. Lagged clustering has a significant and negative effect on digital item purchase. Lagged purchase has a significant and positive impact just on the present in-closeness and out-closeness centrality; but there is no significant effect of lagged purchase on the other two degree variables and clustering coefficient. We also find that both closeness centralities have much higher carryover effect on digital item purchase and that the elasticity of both closeness centralities on the purchase of digital items is even higher than that of other network structure variables. Conclusions: In-closeness and out-closeness are the most influential factors among social structure variables of this study on digital item purchase.

Creations of interactive fashion design as 'Play' ('놀이' 관점에서 본 인터랙티브 패션디자인의 창작 특성)

  • Chung, Soo-Jin;Yim, Eun-Hyuk
    • Journal of the Korea Fashion and Costume Design Association
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    • v.21 no.2
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    • pp.43-56
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    • 2019
  • The purpose of this study is to analyze the phenomenon of 'play' in contemporary fashion creation from an interactive point of view and to analyze cases in the contemporary fashion design creation process. The research method was a combined literature review and a case study. As a result of the research, we have derived the creations of interactive fashion design from the viewpoint can be categorized as 'play as creativity', 'mimesis', and 'deviance'. First, creativity can be seen in DIY products, customized products, and clothing that reflects the consumer's way of wearing. By actively intervening in the products and expressing their creativity in the product, it can be considered as a DIY creation. Second, mimesis in the creation of a fashion design that occurs when consumers imitate the designs of the famous fashion designers. Often similarity and difference are generated, while sometimes objects are newly constructed. Third, deviance means that an item is reborn with a completely different intention from the original shape and function by the intervention of the 'hacker' consumer. For example, the logo and the design of a luxury brand are transformed to satirize its legitimacy. In this paper, we analyzed the cases of fashion design creation as an interactive play and investigated their characteristics and tendencies.

A Study on Design of Physically Interactive Sport Game for Children (어린이를 위한 체감형 스포츠 게임 디자인 연구)

  • Paek, Hee-Won;Ko, Il-Ju;Bang, Green
    • Journal of Korea Game Society
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    • v.18 no.5
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    • pp.31-46
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    • 2018
  • Physically interactive sport games are emerging as a solution to increase the physical activity of children in urban life. Existing studies on physically interactive sport games have been conducted with adults, while studies on children are insufficient. The elements of physically interactive sport games for children are derived from the common elements of physically interactive sport games and design for children. The derived elements are applied to actual game item to design a game for children. In this study, the elements of physically interactive sport games for children were applied to children's screen climbing games, and games could be identify improvements through user evaluation. It is expected games to take into consideration more children's characteristics can be designed by utilizing the elements of physically interactive sport games for children.

Validation of the Penn Interactive Peer Play Scale for Korean Young Children with a Special Focus on Confirmatory Factor Analysis (확인적 요인분석을 통한 또래 놀이행동 척도의 타당화)

  • Choi, Hye-Yeong;Shin, Hae-Young
    • Korean Journal of Child Studies
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    • v.32 no.2
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    • pp.35-52
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    • 2011
  • The purpose of this study was to evaluate the validity and reliability of the Penn Interactive Peer Play Scale (PIPPS) for Korean young children, with a special confirmative factor analysis. The participants were composed of 435 5-to 6-year-old children and their parents, and 42 teachers. The instruments included the 32-item exploratory PIPPS (Choi & Shin, 2008), the Preschool Behavior Questionnaire (PBQ; Park, 1992), and the PIPPS on parental reporting. The PIPPS was confirmed, and supported the following constructs resulting in the investigation of 3 factors, 'play disruption', 'play interaction', and 'play disconnection', along with 30 items similar to the PIPPS (2008). Inter-correlations between the sub-factors of PIPPS with those of criterion measures were validated by ratings from the PBQ and the parent version of the PIPPS. The reliability coefficients of the sub-factors of the PIPPS ranged from .85 to .92. In conclusion, 3 factor structure of the PIPPS was appropriate to represent the interactive peer play of Korean young children.

A Study on Interactive Electronic Technical Manual(IETM) Implementation Approach in CALS Environment (CALS 환경에서의 대화형 전자기술교범(IETM) 구현을 위한 접근방법에 관한 연구)

  • 이남용
    • The Journal of Society for e-Business Studies
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    • v.2 no.1
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    • pp.95-115
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    • 1997
  • Over the past several years, numerous CALS technologies have been developed for improving productivity and the quality of products and services in an organization. Among these technologies, Interactive Electronic Technical Manual(IETM) has been recognized as one of the most important CALS technologies. IETM is a technical manual authored by means of an appropriate media in a digital format. This study was an attempt to establish conceptual foundations in the literature for IETM. This study described the concept of IETM and differentiated IETM from a technical manual. Also, the author suggested an effective approach to developing an ITEM and explained the relationship between HyTime/MID and IETM.

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Validation of The Parent Version of Penn Interactive Peer Play Scale for Young Children (부모용 또래 놀이행동 척도(PIPPS-P)의 타당화)

  • Choi, Hye-Yeong
    • Journal of the Korean Home Economics Association
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    • v.48 no.10
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    • pp.133-141
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    • 2010
  • The purpose of this study was to investigate the construct validity of the Penn Interactive Peer Play Scale on the parent version. The participants of this study were 231 children in the Seoul and Gyeonggi provincial areas. The instruments included the 32-item exploratory PIPPS (Choi & Shin, 2008), and the Preschool Behavior Questionnaire (PBQ; Park, 1992). The data were analyzed by descriptive statistics, factor analysis, Pearson's r and Cronbach ${\alpha}$. The results were as follows. First, the PIPPPS on the parent version was validated with supporting three factors: Play Disruption, Play Disconnection and Play Interaction with 30 items. The sub-factors of the PIPPS were related with those of the PBQ as criterion measurements. The reliability coefficients of the sub-factors of the PIPPS were ranged from .78 to .82.

TENSION CONTROL SYSTEM FOR HOT STRIP MILLS (열간 압연 공정에서의 장력 제어시스템)

  • Park, Sung-Han;Ahn, Byoung-Joon;Lee, Man-Hyung
    • Proceedings of the KIEE Conference
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    • 2001.07d
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    • pp.2267-2269
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    • 2001
  • The looper control of hot strip finishing mill is one of the most important control item in hot strip rolling mill process. Loopers are placed between finishing mill stands and control the mass flow of the two stands. Another important action of the looper is to control the strip tension which influences on the width of the strip. So it is very important to control both the looper angle and the strip tension simultaneously but the looper angle and the strip tension are strongly interacted by each other. There are many control schemes such as conventional, non-interactive, LQ, LQG/LTR, and ILQ control in the looper control system. In this paper, we present the modeling for the looper of a hot strip finishing mill to control the tension of the strip and suggest the non-interactive(cross) and LQG/LTR control method.

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Development of Verification and Interface Application for Interactive Data Broadcasting Middleware (양방향 데이터 방송 미들웨어를 위한 검증 및 정합 애플리케이션 개발)

  • Lee, Won-Joo;Lee, Ju-Yong
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.5
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    • pp.55-64
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    • 2009
  • In this paper, we design and implement verification and interface application for interactive data broadcasting middleware. This application implements ACAP and OCAP verification item according to their types (format, protocol. resource, presentation). Therefore, using this application, we can verify whether digital settop-boxes used in digital terrestrial television and digital cable television conforms to the ACAP and OCAP standards. In this paper, we evaluate our proposed application using TVPLUSiTM verifier which can verify interactive TV application in real broadcasting environment. Through performance evaluation, we show that the DTB-H650F set-top-box supports OCAP and ACAP standard 80% and 95%, respectively.