• Title/Summary/Keyword: Play Contents

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A Study on Improving Child Playground Environment in Daejon (대전시 어런이 공원 놀이터 환경 개선 방안에 관한 연구)

  • 최목화
    • Journal of the Korean Home Economics Association
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    • v.39 no.9
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    • pp.79-93
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    • 2001
  • The purpose of this study is to develop the creative play environments for children. Physical environment is very important for play of child. Play activities of chad depends on materials and resources of physical environment around housing. To achieve the purpose of the study, following research questions are performed: 1) to investigating the play environments and its maintainence in Daejon 2) examining and analyzing the contents, safety, and functions of the playgrounds selected based on above findings 3) suggesting the creating play environments for child. Eighteen playground were selected and evaluated objectively by trainned personnel; the subjects(55children and 39adults) who used the playgrounds evaluated the playground subjectively. The results were as fellows: 1) Playgrounds selected in this study were conventional playgrounds, in which child can only do simple physical activities. The playground has installed fixed equipment in a row, in an effort to utilize whatever space available. However, such places are neither developmentally or economically sound. 2) The playgrounds evaluated in this study were very poor in matter of content, safety, and functions. The playgrounds lacks play materials, equipment, national features, storage, and do not follow national safety guidelines and standards. 3) The playground should offer much wider variety of natural material- textures including grass, dirt, stone, brick, plastic, metal, bark, leaves, sand, water, and a larger variety of plants, gardens, natural areas, and animals.

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A Study on a Survey of Actual Conditions of Children Play Space's Safety Management within Commercial Facilities;Focused on five-place large-scale distribution stores in Seoul (상업시설 내 어린이 놀이공간의 안전관리에 관한 실태조사 연구;서울지역 대형 유통매장 5곳을 대상으로)

  • Hong, Yoon-Mi;Kim, Ji-Soo;Byun, Dae-Jung
    • Korean Institute of Interior Design Journal
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    • v.17 no.4
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    • pp.66-74
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    • 2008
  • A form of consumption has been changed to a form of pursuing rather qualitative sides than quantitative sides according to an improvement of the living level followed by an increase in national income and to an increase in women's advance to society in modern society. The above change had a lot of effects on children play space, a subsidiary means within commercial facilities. However, partial children play facilities have steady children injury cases by a lack of safety management facilities. Therefore, the study investigated indoor children play facilities installed in large-scale distribution stores as department stores and discount stores out of commercial facilities in Seoul. The study investigated actual conditions and collected picture data with a checklist drawn up on the basis of the safety management standard for three months from April, 2008 to June, 2008 by visiting five places under cooperation. The purpose of the study was to grasp actual conditions of safety management of play space within commercial facilities through the contents and picture data of the investigated checklist and to offer basic data in the side of safety management of commercial facilities and various indoor children play spaces by proposing security measures for the problems.

Game Contents of Ubiquitous UCC with Participation (참여형 UCC를 통한 유비쿼터스 UCC놀이콘텐츠 시스템개발 - 모바일 기반 콘텐츠를 중심으로(J.E.N))

  • Kim, Jin-Sik;Park, In-Seok;Yang, Seung-Mu
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.47-52
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    • 2008
  • J.E.N(Joint Enjoyment Network) is the ubiquitous UCC play contents system that provides amusements off-line by utilizing the UCC that people are able to participate in. It is also the entertainment service system that is devised to use contents that could be enjoyed through the cell phone and to make people participate in production, in cases of meeting people off-line during their pastime. The development of this system begins from pointing out the problem of the limitation of the UCC that does participate in production but the produced contents could only be watched, and the UCC only works on-line. The goal of researching this ubiquitous UCC play contents is to suggest the UCC entertainment service system that are available off-line by applying the interactive system to UCC and, by this, to obtain the positive responses about the off-line participating UCC contents. In this research, it chooses scenario and 테스크 performance as the method of deriving the participating UCC from the off-line, and it suggests the ubiquitous UCC play contents system through analyzing the behaviors in each off-line place. Moreover, by developing the prototype that could practically perform the system, it verifies the potentialities of the UCC entertainment service. The anticipation of this study is to make people participate and enjoy not only in production, but also in the contents made. This research will provide the modern people who concern about where to go and what to do with the amusements and will also present a way of new form of contents mixed with UCC and the entertainment service.

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Implementation of Multimedia Contents Stream Service Mobility by Location Tracking (위치 인식을 통한 멀티미디어 컨텐츠 스트림 서비스의 이동성 구현)

  • Kim, Ji-Young;Yong, Hwan-Seung
    • Journal of Digital Contents Society
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    • v.7 no.2
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    • pp.117-124
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    • 2006
  • In ubiquitous computing environment, a user can access their personalized services at anytime, anywhere, through any possible mobile or fixed terminals in a secure way. If the user wants to move to a different location, they need to stop the video play at the current location and makes a new request at the new location. As well, the user needs to manually search for the last frame to be seen at the previous location. In this paper, we proposed an implementation of multimedia contents streaming service mobility by user's location tracking. User can play video seamlessly while moving from one machine to another along the user's moving trail.

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Developing Avatar Converter by using existing Contents in Mobile Contents Development (모바일 컨텐츠 개발에서 기존의 컨텐츠를 최대한 이용하기 위한 아바타 변환기 개발 연구)

  • Park, Dae-Hyuck;Kang, Eui-Sun;Hong, Maria;Lee, Keun-Soo;Lim, Young-Hwan
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.1 s.39
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    • pp.243-250
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    • 2006
  • Mobile device has the same service as PC with the development of mobile technology, such as game, internet, economic service. This paper we play the games in Mobile Device which were popular in Pentium 1 PC, and then develop Avatar Converter by summarizing Automating Elements. In other words, we propose a method that can accelerate developing speed of Mobile Contents by recycling existing resource. The main function of Avatar Converter is that transform existing architecture with dividing logic and resource which can play in mobile by considering restriction items. It can accelerate developing speed by transforming common logic and resource in various contents development for kinds of mobile company.

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An Empirical Study for Testing the Effect of Game Contents and Brand-related Factors upon the Players' Intention to Play on-line Games : China Experiences (중국 온라인 게임의 컨텐츠와 브랜드관련 요인이 향후 이용의도에 미치는 영향에 관한 실증적 연구)

  • Eum, Myung-Yong;Jung, Jai-Jin;Kim, Tae-Ung
    • THE INTERNATIONAL COMMERCE & LAW REVIEW
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    • v.23
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    • pp.3-38
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    • 2004
  • On-line game business has emerged as the most lucrative entertainment industry, with over 4 million players in China, with more than 45% of the market dominated by Korean on-line games. While the interactive entertainment market continues to expand, with many new Korean on-line game publishers entering the market, relatively little is known about which factors influence online game players' behavioral intentions (i.e., intention to play, brand-identity, word of mouth, flow, etc.) in this area. It appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from investigating the relationships among the players' intention to play, social norms, word of mouth, flow, and the impacts of several other key game-related constructs. A conceptual framework is proposed and a simultaneous equation model is developed. This paper develops the exploratory LISREL model for identifying the factors affecting the players' intention to play for on-line games. Based on data collected from on-line questionnaire survey in China, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between the game-related constructs. It is hoped that this result might provide the useful guidelines for developing the successful on-line game contents. With better understanding of the players' behavioral intentions, Korean on-line game developers should be able to penetrate the China market with sustainable advantage over their competition.

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The Clinical Effect of Sandplay Therapy on Adolescent Behavior and Emotion - Through Minesota Multiphasic Personality Inventory (모래놀이치료가 청소년의 행동, 정서에 미치는 임상효과 - 다면적 인성검사를 중심으로)

  • An, Un Kyoung;Kwak, Hyeon Jeong;Kim, Jong Woo;Lim, Myung Ho
    • The Journal of the Korea Contents Association
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    • v.17 no.12
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    • pp.257-265
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    • 2017
  • The sand play therapy showed a clinical treatment effect to such children with lots of problem behaviors at the previous studies. This study aimed to evaluate the clinical effect to emotional and behavioral problems with 20 adolescents after 10 weeks group sand play therapy. After sand play therapy, the subjects showed a significant effect such that the MMPI depression scale score, somatic symptoms complaints, social discomfort, psychomotor retardation, somatic dysfunction, affection desire, bizarre sensation experience, shyness/self-consciousness were decreased from baseline to 10 weeks of the study. We suspected that the sand play caused to clinical effect to physical problems as well as emotional problems of the adolescents with school maladaptation.

Domestic Research Trends in Play Therapy for Adults: from 2009 to 2019 (성인을 위한 놀이치료 국내 연구 동향: 2009년부터 2019년까지)

  • Rhie, Min-Jeoung;Choi, Ji-Won
    • The Journal of the Korea Contents Association
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    • v.20 no.9
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    • pp.107-128
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    • 2020
  • This study analyzed trends in play therapy for adults in order to search trends in academic research related to play therapy for adults published in Korea. The purpose of this research is to suggest the implications for future research, clinical practice, and education and training. For this study, 73 academic papers published in Korea were selected from 2009 to 2019 on play therapy for adults. As results showed a tendency to expand to various subjects and units while quantitatively growing in a short period of time.

A Study on the Playfulness of YouTube: Focused on the Analysis of Play Types (유튜브의 유희성 연구: 놀이 유형의 분석을 중심으로)

  • Oh, Dong-Il
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.349-357
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    • 2022
  • The various types of play structures and environments in which the playful motivation of YouTube users is effectively implemented are the main backgrounds of YouTube development and activation. This study discussed the types of play in YouTube space by dividing them into 'Agon', 'Alea', 'Mimicry', 'Ilinx' categories. And, it was found that the types of play that can be experienced in YouTube spaces are not divided into clear boundaries, but the elements of 'competition', 'luck', 'mimicry' and 'vertigo', which are essential characteritiscs of each category, are fused into various combinations. As such, this study is sufficiently academic in the fact that it is a humanistic approach to YouTube. In addition, it is a practical research result that can be actually used in the process of planning and producing user-centered similar platforms in the future.