• Title/Summary/Keyword: Quiz Game Contents

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Analysis of Korea Science Academy and Min Jok Leadership Academy Students's Leisure Activity Actual Condition (한국과학영재학교와 민족사관고 학생의 여가활동실태 분석)

  • Lee, Hoon-Sik;Song, Kang-Young;An, Jeong-Deok
    • The Journal of the Korea Contents Association
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    • v.7 no.3
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    • pp.101-109
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    • 2007
  • The purpose of this study was to analyse the actual condition of leisure activity in the case of Korea Science Academy students(KSA) and Min Jok Leadership Academy(MLA) students. The participants consisted of KSA students(male:122, female:44) and MLA students(male:71, female:113) with voluntary consent. 1) KSA and MLA's male students showed the highest ratio for participation in the sports, KSA's female students in the taste-culture activity and MLA's female students in the sight-seeing. 2) Mental stress treatment showed the highest ratio in the response to the question asking the principal straight motive of leisure activity, and $75\sim80%$ students considered the leisure activity as an important means to maintain health and physical fitness. 3) The students's 30% answered that they participate by themselves, and KSA male's 51% and female's 40%, MLA male's 40% and female's 48% participated in leisure. Activity planlessly. 4) In weekdays, KSA's male students enjoyed mostly the sport for leisure activity, but taste-culture activity showed the bighest ratio in the case of MLA students and KSA female students. 5)The mae students, 38% of KSA and 54% students of MLA did not play computer game at al in weekdays, and 70% of the female students in total did not play computer game. KSA's male students spent more time in playing computer game than MLA's male students did 6) The biggest reason for being unable to participate in the leisure activity was the insuficiency of time due to homework or studying for quiz. The laziness also showed high po-centage of $19\sim25%$ varying between the groups.

Korean TV Talk Shows Trend from a Self-disclosure Perspective (국내 오락 토크쇼 흐름과 소통 형태 및 구조에 대한 연구-자기노출 관점을 바탕으로)

  • Oh, Mee-Young
    • The Journal of the Korea Contents Association
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    • v.14 no.7
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    • pp.70-82
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    • 2014
  • The competitive circumstance among domestic TV stations caused by TV channels of comprehensive programming appearance in 2011 brought the rapid growth of talk shows. The purpose of this article is to diagnose the talk shows trend from a self-disclosure perspective to consider a social aspect and communication structure in popular TV programs. 26 domestic TV talk shows from 2011 to 2014 were collected and analyzed to understand current state and grasp genres and formats. The results show that self-disclosure talk shows are increasing under the leading of terrestrial TV channels. The talk only type of talk show is superior in numbers compare to the variety type talk show includes such as game and quiz. The popular talk shows were produced inside studio mainly with fun seeking topics. Multi MCs and guests encountered many to many communication structure. The marked changes among self-disclosure talk shows to encourage participation of entertainers' family members and ordinary people are emerging and it is a noteworthy phenomenon.

A Pilot Study for Development of the Serious Game Contents for Education in the Elderly Diabetes (노인 당뇨환자 교육용 기능성 게임 콘텐츠 개발을 위한 예비연구)

  • Kim, Yu Jeong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.7
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    • pp.184-192
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    • 2017
  • This study was a pilot test of serious educational game content(named Roly Poly 160) designed to enhance self-care by elderly diabetics. Roly Poly 160 was developed in eight steps (literature review, demand survey and consultation, extraction of serious content using games, development of Roly Poly 160, pretest for users, workshop for health care workers, final completion of Roly Poly 160 and user satisfaction survey of Roly Poly 160). Roly Poly 160 is intuitively structured in three modules (self-management, card games, and quiz games) that can be self-managed by the elderly and is designed based on six principles. First, we constructed an intuitive interface considering the age of users. Second, the menu was selected as the main menu for Koreans and calorie learning was made at the same time. Third, the calories and nutrients (carbohydrate, fat, protein, calcium, sodium) of selected foods are analyzed, and all test data recorded in the questionnaire chart are graphically displayed by year, month and week so that the change trends can be grasped at a glance. Fourth, necessary data were saved and output and used as educational data. Fifth, user data are made compatible and aggregated and up to 100 million members can be registered. Sixth, it is designed to be developed as a mobile app if necessary. Using Roly Poly 160, 119 diabetic patients were diagnosed with diabetes, and the satisfaction score was 4.26 out of 5. These findings indicate that Roly Poly 160 is appropriate as a diabetes self-care tool and suggests that there is a possibility to use it as a program to educate people about diabetes in public health centers, hospitals and clinics.

The Analysis of Korea Science Academy and Min Jok Leadership Academy Students's Leisure Activity property and Life satisfaction (한국과학영재학교와 민족사관고 학생들의 여가활동특성 및 생활만족 분석)

  • Song, Kang-Young;An, Jeong-Deok
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.133-140
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    • 2006
  • The purpose of this study was to analyse the properties of leisure activity and the life satisfaction in the case of Korea Science Academy(KSA) students and Min Jok Leadership Academy(MLA) students. The participants consisted of KSA students(male:122, female:44) and MLA students(male:71, female:113) with voluntary consent. We had achieved the following results. 1) For leisure activity, KSA and MLA's male students showed the highest ratio for participation in the sports, KSA's female students in the taste-culture activity and MLA's female students in the sight-seeing. 2) The response showed that stress treatment was the principal reason of leisure activity's need. 3) Over 50% of the male students were satisfied with the present leisure activity but 12% of the KSA male students and 14% of the MLA female 14% answered to the "unsatisfactory" or "very unsatisfactory". 4) Mental stress treatment showed the highest ratio in the response to the question asking the principal straight motive of leisure activity. 5) 75$\sim$80% students considered the leisure activity as an important means to maintain health and physical fitness. 6) Though most students participated in the activities with friends, 30% of the students answered that they participate by themselves. 7) It was shown that 51% and 40% of KSA male and female students, 40% of MLA male students and 48% of MLA female students participated in leisure Activity planlessly. 8) The average leisure time of the most students was less than 2 hours a day and Male students were observed to have more leisure time than female, and KSA students to have more time than MLA students. 9) In weekdays, KSA's male students enjoyed mostly the sport for leisure activity, but taste-culture activity showed the highest ratio in the case of MLA students and KSA female students. 10) In the case of male students, 38% of KSA and 54% students of MLA did not play computer game at all, and 70% of the female students in total did not play computer game. Also, the proper control-method was in need because the result showed that KSA's male students spent more time in playing computer game than MLA's male students did. 61% of KSA female students and 53% of MLA female students answered that they did not play compute game at all during weekends. Whereas It showed that 26% of KSA male students played computer game over 3 hours during weekends. 11) The biggest reason for being unable to participate in the leisure activity was the insufficiency of time due to homework or studying for quiz. The laziness also showed high percentage of 19$\sim$25% varying between the groups. 12) The life satisfaction of KSA male students was visibly higher(p<.05) than that of MLA male students but the significantly difference wasn't shown in the case of female students.

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A study on the effect of introducing EBS AR production system on content (EBS AR 실감영상 제작 시스템 도입이 콘텐츠에 끼친 영향에 대한 연구)

  • Kim, Ho-sik;Kwon, Soon-chul;Lee, Seung-hyun
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.711-719
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    • 2021
  • EBS has been producing numerous educational contents with traditional virtual studio production systems since the early 2000s and applied AR video production system in October 2020, twenty-years after. Although the basic concept of synthesizing graphic elements and actual image in real time by tracking camera movement and lens information is similar to the previous one but the newly applied AR video production system contains some of advanced technologies that are improved over the previous ones. Marker tracking technology that enables camera movement free and position tracking has been applied that can track the location stably, and the operating software has been applied with Unreal Engine, one of the representative graphic engines used in computer game production, therefore the system's rendering burden has been reduced, enabling high-quality and real-time graphic effects. This system is installed on a crane camera that is mainly used in a crane shot at the live broadcasting studio and applied for live broadcasting programs for children and some of the videos such as program introductions and quiz events that used to be expressed in 2D graphics were converted to 3D AR videos which has been enhanced. This paper covers the effect of introduction and application of the AR video production system on EBS content production and the future development direction and possibility.