• Title/Summary/Keyword: Play aspect

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A Research on the Characteristics of Japan's Video Games Focused on the Connection of Japan's Traditional Play Culture

  • Oh, Dong-Il
    • International Journal of Contents
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    • v.7 no.3
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    • pp.29-37
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    • 2011
  • This research discusses the unique characteristics of Japanese video game from the cultural viewpoint of Japan's traditional play. It starts with the possibility that Japanese video game can share the characteristics of traditional Japanese play. Accordingly, this research first considers the connection between play and video game for a theoretical background, by comparing their theoretical definitions and characteristics. Particularly, it shows the research direction from the viewpoint of Ludology that approaches video game from the aspect of play. Second, the characteristics of traditional Japanese play are examined in connection with Japan's inherent animism culture. Based on such characteristics, the common characteristics and backgrounds of Japanese video game and traditional Japanese play are discussed from the 'spatial' aspect of game, from the 'identity' aspect of game characters, and from the 'motive' behind playing game.

Analysis of the Playful Characteristic of Virtual Reality(VR) Games - Focusing on Huizinga and Caillois's Play Theory (VR(Virtual Reality) 게임의 놀이적 특성 분석 - 하위징아와 카이저의 놀이 이론을 중심으로)

  • Park, Man Su;Jin, Qian Xiong;Han, Dong Sub
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.148-156
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    • 2018
  • This study focuses on the play aspect of the existing digital games and VR games as part of a basic research for facilitating discussion on VR games. As a method for this research, the play aspect of digital games was classified based on the play theory by Johan Huizinga and Roger Caillois, followed by examination on the play characteristics of VR games according to the established classification. As a result, VR games share a significant portion of play characteristics with digital games. Nevertheless, in VR games the player is allowed unimpeded physical activity while having the HMD on and complete disconnection from the real world via new input/output devices. In the end, the transformation of play environment results in various sensory stimulation, and in turn influences the player's experiences in areas such as presence, immersion, emotional enjoyment and satisfaction. This study is expected to serve as an important indicator for studies on the characteristics of VR contents which is certain to develop in a wide range of directions in the future.

The Effects of Fathers' Playfulness and Play Participation on Preschoolers' Peer Competence (아버지의 놀이성과 놀이참여도가 유아의 또래유능성에 미치는 영향)

  • Park, Hayan;Pae, Sunyoung
    • Korean Journal of Childcare and Education
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    • v.14 no.6
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    • pp.123-141
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    • 2018
  • Objective: The purpose of this study was to investigate the effects of fathers' playfulness and play participation on preschoolers' peer competence. Methods: The participants in the study were 325 preschoolers and their fathers. The survey method was used to investigate fathers' playfulness, fathers' average level of play participation as well as playtime with their children and preschoolers' peer competence. In order to analyze the data, one-way ANOVA and regression analysis were utilized. Results: The results showed that fathers' playfulness and play participation were different according to the fathers' weekly working hours. It was found that the higher the cheerfulness of the sub-factors of fathers' playfulness was, the higher the sociability of sub-factors of preschoolers' peer competence was. The amount of fathers' play time with children as well as the average level of play participation, which is the qualitative aspect of fathers' play participation, was found to affect preschoolers' peer competence and the three sub-factors of competence. Conclusion/Implications: The findings implied that fathers' active play participation with children is important and that there is a need to improve working conditions in order for fathers to have time to play with their children.

Optimum Radial Build of a Low Aspect Ratio Tokamak Reactor

  • Hong, B.G.;Hwang, Y.S.;Kang, J.S.
    • Proceedings of the Korean Vacuum Society Conference
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    • 2011.02a
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    • pp.397-397
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    • 2011
  • In a low aspect ratio (LAR) tokamak reactor with a superconducting toroidal field (TF) coil, the radial build of TF coil and the shield play a key role in determining the size of a reactor. For self-consistent determination of the reactor components and physics parameters, a system analysis code is coupled with one-dimensional radiation transport code. Conceptual design study of a compact superconducting LAR tokamak reactor with aspect ratio less than 2.5 was conducted and the optimum radial build was identified. It is shown that the use of an improved shielding material and high temperature superconducting magnets with high critical current density opens up the possibility of a fusion power plant with compact size and small re-circulating power simultaneously at low aspect ratio, and that by using an inboard neutron reflector instead of breeding blanket, tritium self-sufficiency is possible with outboard blanket only and thus compact sized reactor is viable.

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Social aspects of computer based mathematics learning (컴퓨터를 활용한 수학학습에서의 사회적 측면)

  • 류희찬;권성룡
    • Journal of Educational Research in Mathematics
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    • v.9 no.1
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    • pp.263-278
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    • 1999
  • Computer with various powerful functions has profound potential for mathematics instruction and learning. As computer technology progress, its applicability to mathematics education become more comprehensive. Not only its functional development but various psychological positions also changed the way computer technology utilized in mathematics education. In behaviorist's perspective, computer viewed as a teaching machine and constructivist viewed computer as microworld where students could explore various mathematical contents. Both theoretical positions emphasized individual aspect of learning because behaviorist tried to individualize learning using computer and constructivist focused on the process of individual construction. But learning is not only a individual event but also a social event. Therefore we must take social aspect into account. This is especially important when it comes to computer based learning. So far, mathematics loaming with computer weighed individual aspect of loaming. Even in microworld environment, learning should be mediated by teacher and collaborative learning activities. In this aspect, the roles of teacher and peers are very important and socio-cultural perspective sheds light on the computer based learning. In socio-cultural perspective, the idea of scaffold is very important in learning and students gradually internalize the social dimension and scaffolding is gradually faded. And in the zone of proximal development, teacher and more competent peers guide students to formulate their own understanding. In sum, we must take following points into account. First of all, computer should not be viewed as a medium for individualized teaming. That is, interaction with computer should be catalyst for collaborative activities with peers. So, exploration in computer environment has to be followed by small group activities including small group discussion. Secondly, regardless of the role that computer would play, teacher should play a crucial role in computer based learning. This does not mean teacher should direct every steps in learning process. Teacher's intervention should help student construct actively. Thirdly, it is needed to conceptualize computer in learning situation as medium. This would affect learning situation and result in the change of pre-service and in-service teacher training. Computer to be used effectively in mathematics classroom, researches on assessment of computer based learning are needed.

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The tradition and musical aspect of the Saeteo-gaeulgut-nori(Play) (새터가을굿놀이의 전승과 음악적 양상)

  • Seo, Jeong-Mae
    • (The) Research of the performance art and culture
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    • no.38
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    • pp.111-142
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    • 2019
  • Saeteo-gaeulgut-nori(Play) is derived from the fact that the folk song that was played when harvesting in the Shinhori (aka Satter) in Chongdong, Miryang City was associated with the play and played a sacrificial feast at the end of autumn threshing. Saeteo-gaeulgut-nori(Play) consists largely of three chambers. The first one is the entrance gut, 2) the second one is SeonghwangGosa(城隍告祀), 3) the sound of bench threshing(空床 打作), 4) the harvesting chapter 5) the dry grass threshin, 6) the wooden millstone play, and the third one is 7) Pan-gut. Milyang has developed a sense of agriculture to the extent that both the Sangwon play and the Jungwon play are designated as intangible cultural properties. Especially, since the tradition of the House of Representatives is weak nationwide, the status of Milyang Saeteo-gaeulgut-nori(Play) has a very important value. The overall sound of the autumn good play is that the characteristics of Gyeongsang Folk Song are rooted in the structure of the menaritri, It has the characteristics of folk songs well.

An Ethnographic Study on CosPlay Group in Korea II - Analysis on CosPlay Culture in Korea and Japan - (한국 코스프레 집단의 문화기술지적 연구 II - 한국과 일본의 코스프레 문화에 대한 비교 분석 -)

  • Koh, Ae-Ran;Shin, Mi-Ran
    • The Research Journal of the Costume Culture
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    • v.14 no.1
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    • pp.1-15
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    • 2006
  • This study examines the social meaning of the CosPlay, the growth potential of CosPlay culture and its effect on the related industry through the perspectives and language of the youths who enjoy CosPlay, based on the ethnographic research. Also, this study presents a comparative description of Korea and Japan CosPlay culture by the ethnographic methodology whose purpose is to define relationship of cause and effect with phenomenon. For further step, this study plans to emphasize the need to link culture, clothes and related industry in order to create a cultural environment where diversity co-exists. CosPlay is the mania culture of Japan that emulated the Halloween party of the West and that developed the party into a unique form. In Korea, this practice was accepted for the first time among a handful of youths, starting from the 1990s, after which, it was introduced to the masses while holding CosPlay related events. While CosPlay is succeeded as an industry in Japan, CosPlay in Korea is considered childish play due to the Korean culture of considering cartoon as a childish and low class genre which is enjoyed by youths. CosPlay in Korea faces the following changes: aging of the members who comprised the CosPlay culture at the initial stage; population increase, centered on middle and high school students; interest of the government and the businesses that wish to produce economic wealth by organizing CosPlay events into events for youths; and changes in the environment that comprised the surrounding of the CosPlay culture. CosPlay is an honest play that demonstrates one's effort on the stage through performance. Moreover, most of the middle and high school students who comprise the CosPlay culture demonstrate similar characteristics as mania type of people when it came to the reason that they enjoy CosPlay. However, they did not consider CosPlay culture as an important aspect of their lives. Instead, most of them said that they participate to relieve stress. Thus, they have the potential to move onto another form of youth culture that may appear more attractive to them. To them, it is not the CosPlay culture that is important, but the fact that CosPlay provides a forum where they can freely engage in play.

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Receptive Aspects of Rituals appearing in Korean Theatric Arts - With a focus on ritualistic characteristics presented in the play "Sanssikgim" and "Ohgu-formality of death" (한국 연극에 나타난 제의 수용 양상 - 연극 「산씻김」과 「오구-죽음의 형식」에 나타난 제의적 특성을 중심으로)

  • Choi, Kyoungsung
    • (The) Research of the performance art and culture
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    • no.23
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    • pp.245-280
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    • 2011
  • One of the major streams of modern play in Korea is the work of introducing Korea's traditional ritual-'gut' into a play. Such work, together with the stream of diversification of culture, has brought about the tendency to induce 'gut' into a play in a creative way. The research on ritual plays in Korea has been done in the direction of studying the ritual plays in the West centering on the work of theoretically inquiring into histrionic features inhering in 'gut' as a ritual. This research made an analysis of the receptive aspect of rituals and histrionic characteristics presented in Korea plays through "Sanssikgim" and "Ogu" on the basis of the theory of ritual plays established by Artaud. In an effort to understand the receptive aspect of rituals, this research analyzed what forms these Korean works are borrowing from "Ssikgim gut" and "Ogu gut" while analyzing these works differently from the viewpoint of Artaud regarding characteristics of ritual plays. Accordingly, this research made an analysis of the structure and characteristic of "gut" with the aim of understanding in what form "gut" is absorbed into Korean plays by looking at the theatric receptive forms of "gut." The ritual plays in Korea originated in "gut." Likewise, the theater of cruelty by Artaud was greatly influenced by the belly dance stemming from "mudang-gut" in Asia. Accordingly, there is considerably exposed something in common between the ritual play in Korea and Artaud's theater of cruelty. "Gut" in Korea, or ritual plays are a little different from Artaud's work which makes its audience feel unfamiliar in that 'gut' or ritual plays in Korea are pursuing ritualistic quality and playing quality simultaneously, but there exists a similarity between the two in that they both desired to have communication with audiences. This researcher strongly believes that for the time to come, when the receptive aspect of the modern play assuming ritualistic quality is developed using the medium of communication with audiences, purification and play therapy, its direction will be more noticeably exposed.

Buckling analysis of functionally graded material grid systems

  • Darilmaz, K.;Aksoylu, M. Gunhan;Durgun, Yavuz
    • Structural Engineering and Mechanics
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    • v.54 no.5
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    • pp.877-890
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    • 2015
  • This paper aims to fill the technical gap on the elastic buckling behavior of functionally graded material (FGM) grid systems under inplane loads on which few research has been done. Material properties of an FG beam are assumed to vary smoothly in the thickness direction according to power and exponential laws. Based on a hybrid-stress finite element formulation, buckling solutions for FGM grid systems consisting of various aspect ratios and material gradation are provided. The numerical results demonstrate that the aspect ratio and material gradation play an important role in the buckling behavior of FGM grid systems. We believe that the new results obtained from this study, will be very useful to designers and researchers in this field.

Systematic influence of wind incident directions on wind circulation in the re-entrant corners of high-rise buildings

  • Qureshi, M. Zahid Iqbal;Chan, A.L.S.
    • Wind and Structures
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    • v.22 no.4
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    • pp.409-428
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    • 2016
  • The mechanical and aerodynamic effect of building shape plays a dominate role in the pedestrian level wind environment. These effects have been presented in numerous studies and are available in many wind codes. However, most studies have focused on wind flow around conventional buildings and are limited to few wind directions. The present study investigated wind circulation in the re-entrant corners of cross-shaped high-rise buildings from various wind directions. The investigation focused on the pedestrian level wind environment in the re-entrant corners with different aspect ratios of building arrangements. Ninety cases of case study arrangements were evaluated using wind tunnel experimentation. The results show that for adequate wind circulation in the re-entrant corners, building orientations and separations play a critical role. Furthermore, in normal wind incident directions and at a high aspect ratio, poor wind flow was observed in the re-entrant corners. Moreover, it was noted that an optimized building orientation and aspect ratio significantly improved the wind flow in re-entrant corners and through passages. In addition, it was observed that oblique wind incident direction increased wind circulation in the re-entrant corners and through passages.