• Title/Summary/Keyword: Online Guide

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A Study of Evaluation Model for RPG Combat Balance in Mobile (RPG 전투밸런스 평가모델 연구 : 모바일 게임 중심으로)

  • Jeon, Joon Hyun;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.49-58
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    • 2015
  • Due to the improving mobile environments, we can play RPG in not only computer online field but also mobile field. It is difference from hardware environment between them so that mobile RPG has been changed and modified to play in mobile environment except RPG's frame and basic element. This Study has investigated the model to evaluate the balance of battle that is based on the RPG. Although there is an assessment model studied with a focus on the MMORPG, It is difficult to apply to the entire balance in RPG especially mobile RPG. Former model has used only basic element because there were so many kinds of variables such as user's controls, other players and objects in game. The reason why that model just gave a guide line about battle balance. In this paper, the new assessment model to include the balance factors such as BUFF, NURF and PASSIVE could be possible for applying the balance of mobile RPG on recent trends. As a result, the new model can measure numerical calculations compared to the previous model.

Design and Implementation of a Digital Geoboards for Geometrical Shapes Learning for Elementary Students (기하판을 지원하는 초등 도형 학습 소프트웨어의 설계 및 구현)

  • Choi, Jiwon;Lee, Yong-Bae
    • Journal of The Korean Association of Information Education
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    • v.22 no.3
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    • pp.385-396
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    • 2018
  • This research supports the idea that manipulative devices can be an effective modality tool for learning abstract concepts involved with identifying geometric shapes and enhance learners' problem solving and motivation. Until recently specified manipulative device has been adapted only in traditional classroom environment and it has been very rare to find devices that is designed for online-basis. This study focused on designing and implementing an educational software which guide learners with geoboard in identification and characteristics of polygons. In addition to the function to draw and to delete various shapes, this software helps learners immediately assess the outcome. The results of the Delphi Technique show promising evidence for it being a very efficient means to learn geometric shapes and increase learners' motivation to learn the subject matter.

BLE Beacon Based Online Offline Tourism and Solutions for Regional Tourism Activation (지역관광 활성화를 위한 비콘 기반의 온오프라인 관광 솔루션)

  • Ryu, Gab-Sang
    • Journal of Internet of Things and Convergence
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    • v.2 no.2
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    • pp.21-26
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    • 2016
  • In this paper, it is possible to update the tourist information in real time, on/off-line tour proposes a solution(BBTS) based on a bluetooth beacon can provide tourist information without the need for wireless data network. BBTS consists of a bluetooth based data of the low-power supply system and the beacons and interoperable smart applications. Data supply system consists of the BLE & Beacon Pairing-based / non-pairing data transmission module with integral hardware. Smart application modules that provide indoor location of users information, internal server module and tourist information collection and information guide around comprised of applications. The proposed BBTS is possible that indoor service tourism tourist demand due to utilizing the beacon technology. Outdoor tourist information is designed to be downloaded to the smartphone receives the information received from the beacon APK file to provide services. BBTS system is expected to make a big impact on the smart tourism services industry.

Meta-analysis for Exploring Predictors of Cyberbullying Perpetration among Youth in South Korea (청소년 사이버불링 가해행동 예측요인 탐색을 위한 국내연구 메타분석)

  • Kim, Shinah;Bang, Eunhye;Han, Yoonsun
    • The Journal of the Korea Contents Association
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    • v.17 no.5
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    • pp.18-33
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    • 2017
  • The purpose of this study was to examine the effect sizes of personal, family, peer, school, cyber environment, experience of bullying/victimization factors on cyberbullying perpetrating behavior among students in Korea using meta-analysis. Published academic journals and master/doctoral dissertations from 2010.01.01 to 2016.10.31 were identified using Research Information Sharing Service(RISS) data base. Keywords for search were cyberbullying, cyber-exclusion, cyber-violence, cyber-harassment, online/SNS peer harassment. A total of 43 studies were selected for meta-analysis. Personal factors and experience of bullying/victimization showed moderate effect sizes(0.28~0.29) and peer, family, cyber environment, school domains showed small effect sizes(0.08~0.13). Results of the study may be used to guide effective prevention or intervention strategies against cyberbullying among adolescents.

Review of the Research & Development of "New Retailing" (중국 "신소매(新零售)"에 관한 연구개발 동향 분석)

  • Wu, Li-Yan;Han, Jung-Soo;Kim, Hyung-Ho
    • Journal of the Korea Convergence Society
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    • v.10 no.6
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    • pp.15-24
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    • 2019
  • The development of "New Retailing" is still in its infancy. Theoretical research has just begun, showing the characteristics of practice leading theoretical research, that is, there is more practical exploration but relatively insufficient theoretical research. At present, the theoretical research and practice development of "New Retailing" is gradually clear. The future development trend is large-scale, no boundaries, and wisdom. The academic community should further study in depth with theory and practice, focusing on the deep integration of online and offline, the new logistics under "New Retailing", and the research direction of "New Retailing" driving supply chain transformation and reconstruction so as to better guide the development of "New Retailing". The purpose of the research is to sort out the research status and theoretical situation of "new retailing", so as to provide references for further research on "new retail" and guidance for practical development.

Influence of Work Meaningfulness on Work engagement, Job performance, and Flourishing: Dual mediation model (일의 의미가 번영에 미치는 영향에 대한 연구: 직무열의와 직무수행의 이중매개효과)

  • Jung, SungCheol
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.99-105
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    • 2021
  • This study aimed to verify the positive effect of work meaningfulness(WM) on flourishing(FL) with the successive positive effects of work engagement(WE) and job performance(JP) as dual mediators. We conducted an online survey of 395 incumbents working in the companies of different types and statistically analyzed data using SPSS and SPSS Process macro for hierarchical regression and bootstrapping. The results are as follows: 1. correlation coefficients of all combinations from four variables are significant, 2. simple mediation effects(WM-WE-FL and WE-JP-FL) are significant, 3. dual mediation effet(WM-WE-JP-FL) is verified. This study showed practical guide for the efficient management of employees in recent autonomous work environment and further studies with longitudinal method will be needed in order to verify substantially the dual mediation.

Knowledge Distribution of Business and Science for Development of Packaging from Water Hyacinth

  • UDOMPHOCH, Phinyo;WONGSIRI, Charoensap;MANEEDANG, Weerapattra;PORMSILA, Worapan
    • Journal of Distribution Science
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    • v.20 no.8
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    • pp.81-91
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    • 2022
  • Purpose: The work aimed to integrate and distribute the knowledge of marketing and chemistry for product development, in which individual packaging from water hyacinth was ideal. Research design, data, and methodology: A customer perception was surveyed to guide the preparation process, and eco-packaging preparation followed the perception study. The satisfaction with the packaging using the 4Ps was determined. Results: 159 samples participated in the survey to establish their perceptions. They perceived that eco-packaging was a friendly environment with a score of 4.47. The uses of chemicals and water were less. The design for other functions than a normal function of packaging was preferred. The pulping was done using 3.0 M NaOH. The natural additives of carboxymethyl cellulose (defibering) and corn starch (adhesive) were desired. The paper was characterized according to The National Standard of Kraft paper and was equivalent to the liner board. The prototype of packaging was fabricated as individual packaging. The marketing mix was used to survey 200 samples. The satisfaction with the product was the maximum at 4.53, while the minimum was on price. The online channel was preferred to access the product. Conclusions: Water hyacinth could be added value as eco-packaging that the qualities of pulp were equal to the Kraft paper. Individual packaging from water hyacinth was satisfied.

Medical Students' Perceived Changes in Life, Mental Health Problems, and Strategies for Coping with Stress during the COVID-19 Pandemic (코로나19 팬데믹 상황에서 국내 의과대학생이 경험한 일상생활 변화, 정신건강 문제 및 스트레스 대처)

  • Kim, Hae Won;Yeo, Sanghee;An, Shinki
    • Korean Medical Education Review
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    • v.24 no.3
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    • pp.231-239
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    • 2022
  • This study aimed to examine the influence of the coronavirus disease 2019 (COVID-19) pandemic on areas of Korean medical students' lives, assess concerns, and investigate the strategies they used to cope with stress due to the pandemic. An online survey with a total of 53 items on the impact of COVID-19, concerns, and coping strategies was sent to medical students, and responses were collected from April 27, 2021 to May 30, 2021. In total, 1,329 students were included in the study. Analysis was performed using the chi-square test, independent-sample t-test, and one-way analysis of variance, and the post-hoc Scheffé test or Games-Howell test was performed for multiple comparisons. The main negative impacts of the pandemic were on hobbies/leisure activities and mental health, and medical students expressed the highest levels of concern regarding restriction of movement, returning to everyday life, and risk of infection for family and friends. Female students more strongly agreed that COVID-19 had increased their depressed mood and anxiety (p<0.001 and p=0.003, respectively). Furthermore, the negative impacts of the pandemic on different areas of life significantly affected current levels of depressed mood and anxiety. To cope with pandemic-related stress, students used several strategies such as talking with family or friends (91.5%), sleeping (83.1%), exercising (72.8%), using social networking services (60.8%), drinking alcohol (37.8%), and practicing meditation/mindfulness (24.4%); the effectiveness of these strategies ranged from 3.45 to 4.19 on a 5-point Likert-type scale (1-5). The study findings suggest that COVID-19 has influenced the mental health of medical students and raised concerns in many areas of their lives. Students used various strategies to cope with the pandemic-related stress; since the effectiveness of frequently used approaches varied, it is essential to guide medical students to develop effective coping strategies.

Implementation of Digital Game-based Learning Feature for Package Tour Management Application (패키지 투어 관리 애플리케이션을 위한 디지털 게임 기반의 학습 기능 구현)

  • Wahyutama, Aria Bisma;Hwang, Mintae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.7
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    • pp.1004-1012
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    • 2022
  • This paper contains the implementation of a game as a feature of a package tour management application with the Digital Game-based Learning approach that helps tourists learn about tourism spots. The game is written in Java language for an Android smartphone that is designed to be integrated with Content Management System (CMS) to manage the game's contents and assets. The game contains one tourism spots introductory level and five quiz game levels with each having a reward (points) and punishment (time penalty) system, then summed the results to obtain the total score from all levels. The total score will determine a tourist's performance and be listed on an online leaderboard to increase competitiveness among tourists. The conducted performance evaluation of the game shows satisfactory results of 0.9 seconds of response time from the database to the game. Implementing the game presented in this paper will potentially reduce the burden of the tour guide and increase the efficiency of managing the tour group.

Implementation of total management system for exhibitions and Convention using beacon (Beacon기술을 이용한 MICE시스템 설계 및 구현)

  • Kim, Young-Ick;Kim, Mijung;Kim, Hyu-Chan
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.2
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    • pp.35-44
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    • 2016
  • MICE industry is emerging as a new growth engine recently. Most of the domestic MICE events are carried out at low cost on a small scale. The event organizers want to cut down on costs of prints such as brochures and other promotional printed materials, as well as the personnel costs for the simple guide job needed on site, which are generated repeatedly and wastefully. The existing mobile web has a defect that the participants can't easily earn the information in the fixed menu, but have to search by themselves wasting lots of time. Therefore, it is necessary to develop the solution enables providing information efficiently at low cost for short-term use during the events. In this study, we implemented specific total management system for exhibitions and convention using beacon. The information system for exhibitions and events using beacon can raise the management efficiency, and the digital brochure function based on CMS heightens the information retrieval ability and also reduces costs. Organizers can manage their event efficiently in a small exhibition and convention event by running an online website and operate a site management system by them selves.