• Title/Summary/Keyword: Social game

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Innovative Technologies in Higher School Practice

  • Popovych, Oksana;Makhynia, Nataliia;Pavlyuk, Bohdan;Vytrykhovska, Oksana;Miroshnichenko, Valentina;Veremijenko, Vadym;Horvat, Marianna
    • International Journal of Computer Science & Network Security
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    • v.22 no.11
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    • pp.248-254
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    • 2022
  • Educational innovations are first created, improved or applied educational, didactic, educative, and managerial systems and their components that significantly improve the results of educational activities. The development of pedagogical technology in the global educational space is conventionally divided into three stages. The role of innovative technologies in Higher School practice is substantiated. Factors of effectiveness of the educational process are highlighted. Technology is defined as a phenomenon and its importance is emphasized, it is indicated that it is a component of human history, a form of expression of intelligence focused on solving important problems of being, a synthesis of the mind and human abilities. The most frequently used technologies in practice are classified. Among the priority educational innovations in higher education institutions, the following are highlighted. Introduction of modular training and a rating system for knowledge control (credit-modular system) into the educational process; distance learning system; computerization of libraries using electronic catalog programs and the creation of a fund of electronic educational and methodological materials; electronic system for managing the activities of an educational institution and the educational process. In the educational process, various innovative pedagogical methods are successfully used, the basis of which is interactivity and maximum proximity to the real professional activity of the future specialist. There are simulation technologies (game and discussion forms of organization); technology "case method" (maximum proximity to reality); video training methodology (maximum proximity to reality); computer modeling; interactive technologies; technologies of collective and group training; situational modeling technologies; technologies for working out discussion issues; project technology; Information Technologies; technologies of differentiated training; text-centric training technology and others.

Study of the Theatrical History in Chungnam Yesan (충남 예산 연극사 연구)

  • Do, Jung-Nim;Lee, Seung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.107-117
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    • 2019
  • This paper establishes and propagates the value of the play through the study of the transition process of the yesan play from 1920 to the present, presents an alternative through the unique theatricality of the region and aims to activate it. The theater divided the theater into Yecheon, Chungnam Theater Festival, and Youth Theater Festival, which are currently active, and focused on Yedang International Performing Arts Festival, which is the only one in Yesan. The details of the performance due to the loss of data were not specified as much as possible, but the contents of the yesan play before 1990 were reviewed using the eupji and Myeonji. It also starts with a lack of diversity in plays in the developing direction of Yesan. Children's plays should be dismissed for simple commercial purposes, or the value of traditional Korean plays should be compared to Western ones, to promote the development of local plays through the natural characteristics and the basis of traditional culture, and to sustain the continuity of extreme economic performance and performances through the development of repertoires. Infrastructure deployment can be cited. The in flow of specialized actors and the use of art administrators creates a stable theater environment and activates the reeducation of local actors to promote theatrical imagination. It is also an urgent task to develop a new theatrical form by introducing experimental theatrical methods of young artists in the overseas performance business of theater troupe Yechon. Finally, Yedang International Performing Arts Festival should be characterized and differentiated from other festivals.

Developing a comprehensive model of the optimal exploitation of dam reservoir by combining a fuzzy-logic based decision-making approach and the young's bilateral bargaining model

  • M.J. Shirangi;H. Babazadeh;E. Shirangi;A. Saremi
    • Membrane and Water Treatment
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    • v.14 no.2
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    • pp.65-76
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    • 2023
  • Given the limited water resources and the presence of multiple decision makers with different and usually conflicting objectives in the exploitation of water resources systems, especially dam's reservoirs; therefore, the decision to determine the optimal allocation of reservoir water among decision-makers and stakeholders is a difficult task. In this study, by combining a fuzzy VIKOR technique or fuzzy multi-criteria decision making (FMCDM) and the Young's bilateral bargaining model, a new method was developed to determine the optimal quantitative and qualitative water allocation of dam's reservoir water with the aim of increasing the utility of decision makers and stakeholders and reducing the conflicts among them. In this study, by identifying the stakeholders involved in the exploitation of the dam reservoir and determining their utility, the optimal points on trade-off curve with quantitative and qualitative objectives presented by Mojarabi et al. (2019) were ranked based on the quantitative and qualitative criteria, and economic, social and environmental factors using the fuzzy VIKOR technique. In the proposed method, the weights of the criteria were determined by each decision maker using the entropy method. The results of a fuzzy decision-making method demonstrated that the Young's bilateral bargaining model was developed to determine the point agreed between the decisions makers on the trade-off curve. In the proposed method, (a) the opinions of decision makers and stakeholders were considered according to different criteria in the exploitation of the dam reservoir, (b) because the decision makers considered the different factors in addition to quantitative and qualitative criteria, they were willing to participate in bargaining and reconsider their ideals, (c) due to the use of a fuzzy-logic based decision-making approach and considering different criteria, the utility of all decision makers was close to each other and the scope of bargaining became smaller, leading to an increase in the possibility of reaching an agreement in a shorter time period using game theory and (d) all qualitative judgments without considering explicitness of the decision makers were applied to the model using the fuzzy logic. The results of using the proposed method for the optimal exploitation of Iran's 15-Khordad dam reservoir over a 30-year period (1968-1997) showed the possibility of the agreement on the water allocation of the monthly total dissolved solids (TDS)=1,490 mg/L considering the different factors based on the opinions of decision makers and reducing conflicts among them.

A Study on the Design Preference Survey for Development of Auxiliary Therapy Products Utilizing Music of Mild Cognitive Impairment (경도인지장애인의 음악을 활용한 보조 치료기기 제품개발을 위한 디자인 선호도 조사에 관한 연구)

  • Lee, Hae Goo
    • Korea Science and Art Forum
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    • v.31
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    • pp.355-365
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    • 2017
  • The future population of Korea is expected to reach the second highest level in the world by 2060 for the elderly. It is because of the rapid development of low fertility and medical technology. The burden of society for the elderly is expected to increase steadily. The elderly person firstly appears functional disorder. They have low ability in memory and in cognitive will be. Their activities are therefore limited. And economic production capacity is sharply reduced. Self-sufficiency is a difficult situation. They need help in economic and social aspects. Products for them need research and development. The elderly have a Mild Cognitive Impairment(MCI) stage with poor cognitive abilities. It is effective to combine pharmacological and non-pharmacological treatment methods for people with mild cognitive impairment. The effects of non-pharmacological treatments on music have been proven. This paper is a study on the appearance from the viewpoint of design in the development of ancillary instruments using music therapy techniques with Digital Convergence. For this study, we investigated the preference for external appearance of mild cognitive impairment. Two times surveys were conducted. As a result, the design of home care product for the hard cognitive impaired was different from that of a conventional game machine or set top box. It should be designed according to the user's special circumstances. They are memory and cognitive abilities. Products that meet physical and mental changes must be developed.

An analysis of students' engagement in elementary mathematics lessons using open-ended tasks (개방형 과제를 활용하는 초등 수학 수업에서 학생의 참여 분석)

  • Nam, Inhye;Shin, Bomi
    • The Mathematical Education
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    • v.62 no.1
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    • pp.57-78
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    • 2023
  • Students' engagement in lessons not only determines the direction and result of the lessons, but also affects academic achievement and continuity of follow-up learning. In order to provide implications related to teaching strategies for encouraging students' engagement in elementary mathematics lessons, this study implemented lessons for middle-low achieving fifth graders using open-ended tasks and analyzed characteristics of students' engagement in the light of the framework descripors developed based on previous research. As a result of the analysis, the students showed behavioral engagement in voluntarily answering teacher's questions or enduring difficulties and performing tasks until the end, emotional engagement in actively expressing their pleasure by clapping, standing up and the feelings with regard to the topics of lessons and the tasks, cognitive engagement in using real-life examples or their prior knowledge to solve the tasks, and social engagement in helping friends, telling their ideas to others and asking for friends' opinions to create collaborative ideas. This result suggested that lessons using open-ended tasks could encourage elementary students' engagement. In addition, this research presented the potential significance of teacher's support and positive feedback to students' responses, teaching methods of group activities and discussions, strategies of presenting tasks such as the board game while implementing the lessons using open-ended tasks.

Professional Baseball Viewing Culture Survey According to Corona 19 using Social Network Big Data (소셜네트워크 빅데이터를 활용한 코로나 19에 따른 프로야구 관람문화조사)

  • Kim, Gi-Tak
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.6
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    • pp.139-150
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    • 2020
  • The data processing of this study focuses on the textom and social media words about three areas: 'Corona 19 and professional baseball', 'Corona 19 and professional baseball', and 'Corona 19 and professional sports' The data was collected and refined in a web environment and then processed in batch, and the Ucinet6 program was used to visualize it. Specifically, the web environment was collected using Naver, Daum, and Google's channels, and was summarized into 30 words through expert meetings among the extracted words and used in the final study. 30 extracted words were visualized through a matrix, and a CONCOR analysis was performed to identify clusters of similarity and commonality of words. As a result of analysis, the clusters related to Corona 19 and Pro Baseball were composed of one central cluster and five peripheral clusters, and it was found that the contents related to the opening of professional baseball according to the corona 19 wave were mainly searched. The cluster related to Corona 19 and unrelated to professional baseball consisted of one central cluster and five peripheral clusters, and it was found that the keyword of the position of professional baseball related to the professional baseball game according to Corona 19 was mainly searched. Corona 19 and the cluster related to professional sports consisted of one central cluster and five peripheral clusters, and it was found that the keywords related to the start of professional sports according to the aftermath of Corona 19 were mainly searched.

Institutional approaches in geography -Institutional changes in the Korean financial system- (지리학에서 제도적 접근법에 관한 연구 -한국금융부문의 제도적 변 화를 사례로-)

  • Choi, Jae Heon
    • Journal of the Korean Geographical Society
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    • v.30 no.4
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    • pp.364-388
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    • 1995
  • Even though rarely recognized as a separate approach, the institutional approach in geography is defined as an attempt to seek an explanation of the phenomena of geographical interest through focusing on the effects of institutional structure and actions. It can provide interdisciplinary links with other works and can offer complementary explanations for geographical interests. The concerns for institutions in geography can be found in early studies, the study of the state, the managerial approach, and the regulation approach. The Korean financial systems can provide good examples to apply institutional concepts into creating spatial outcomes, as it has been regarded as a useful tool to promote Korean economic development. Behind the current spatial pattern of financial systems, four different stages of institutional changes are identified in Korea. Each stage has different institutional features reflecting unique spatial implication.

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A Study on the Deduction of the Forest Play Activity and Space through Preschooler Participatory Workshop (유아참여 워크숍을 통한 숲놀이 활동 및 공간 요소의 도출에 관한 연구)

  • Kang, Taesun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.46 no.5
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    • pp.69-81
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    • 2018
  • Recently, user participatory workshops have been applied as a way to plan landscape spaces that reflects the needs and demands of the users. It is also required to improve the quality of the FECC (Forest Experience Center for Children), which is growing rapidly. Therefore, the purpose of this study is to deduct the design elements (forest play activities and space), the basic needs, and the demands of users in making the FECC a preschooler participatory workshop. For this, materials for preschooler participation were selected, and a step-by-step workshop was conducted to satisfy the demands of the preschooler's development. First, in the pre-workshops phase, design elements standards were deducted through the preschooler participatory results (41 children aged 6 and 7, Kindergarten). Second, in the main workshop phase, the design elements to be introduced on the site (Songsan-mulbit FECC) were deducted through the participating preschooler's selection and those results were analyzed. The materials used at the preschooler participatory process were 'drawing a picture' in the pre-workshop phase, and the design elements and the standard types charts were the forest play activity pictogram chart, and the forest play space general images chart in the main workshop. As for results, frst, there are 38 standard types of forest play activities that have been deducted. It consists of 27 cognitive activities (functional 16, constructive 4, symbolic 4, game on rule 3), 9 games (sensory 5, other 4), and two social play activities (solo, group). There are 21 standard types of forest play spaces. They consist of 8 play facility spaces (5 facility, 3 natural), 2 water spaces, and 11 spaces of 5 types. Second, as a result of applying the results to the site, the forest play activities to be introduced on the site were selected, and the functional play was most selected. Additionally, climbing and water play were most selected as the unit activities. Also, functional, constructive, symbolic, games based on rules were selected, even in the preschooler's development play. In the case of the forest play spaces to be introduced in the site, the preschooler's selection results by sex and age tended to be similar to the preschooler's comprehensive selection results, but the boys preferred function and adventure spaces more than the girls, while the girls preferred rest spaces more than the boys. This result is similar to the previous study results, which directly observed the preschooler's forest play behavior, and analysis that the preschooler recognized the site and selected the design elements introduced on the site. Therefore, the participatory workshop process and the materials process in this study are analyzed and applied to the purpose of the study. It is valuable as a case to be applied in design of the FECC from this point forward.

Study on the Legal Issues of New Draft of Civil Aviation Law in China (중국 민용항공법 개정 최근 동향과 주요 법적쟁점)

  • Lee, Hwa
    • The Korean Journal of Air & Space Law and Policy
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    • v.31 no.2
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    • pp.177-214
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    • 2016
  • During more than 20 years of practice, Civil Aviation Law has experienced three times of amendments since it was enacted in 1995. But these revisions are limited to the technical level. The problems and limitations have become increasingly prominent in its implementation. Firstly, the civil aviation law is the result of interests game among several departments and some legal issues was left behind and the regulation was very vague as a result. Secondly, the process of aviation legislation is the process that the country has undergone profound changes and social transformation. The 20 years is long enough for the society to undergo tremendous changes and 1995 version of civil aviation law does not keep pace of development of economy. There was a serious lag between reality and the law. In order to actively promote the development of the aviation industry and overcome implementation issues of the Civil Aviation Law, Civil Aviation Administration of China (CAAC) initiated modification procedure the law and published new draft of Civil Aviation Law in August 2016. The spirit of this modification is to learn and absorb new achievements of domestic and foreign legislation and the International Convention on civil aviation. Furthermore, the purpose of the revision is to provide favorable policy for the development of civil aviation industry and improve aviation safety and supervision, strengthen and protection of consumer rights and interests, to enhance the safety of civil aviation activities, and promote the development of general aviation. This revision concerned to the 78 articles which are revised or deleted and 24 articles added. The highlights of the draft include but not limited to the enhancement of security management, clarification of the main responsibility for production safety. And also it added the provisions related to the construction of effective tracking capability of public air transport enterprises and license system on the transport of dangerous goods. Compared with the existing civil aviation law, the draft has made a great improvements. But there are several deficiencies and limitations in the drafts. These problems need to be supplemented and perfected through further amendments in near future.

An Animated Documentary Study of Korean Youth Culture and Identity (한국 청소년들의 온라인 게임문화와 정체성에 관한 애니메이션 다큐멘터리 연구)

  • Park, Man
    • Cartoon and Animation Studies
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    • s.45
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    • pp.397-415
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    • 2016
  • This paper will investigate how animated practice can be a research form as practice-led research in an ethnography approach. This practice-led research will explore the issue of the construction of contemporary identities (based on the strange case of Dr. Jekyll and Mr. Hyde) and in particular, the Korean youth culture and identity, exemplified, for example, creation of 'avatars' in the virtual characters of animated online games such as Massively Multiplayer Online Role-playing Games (MMORPGs). In this proposed discussion, I will argue that the sudden period of change in contemporary Korea bears some resemblance to the Victorian era as explored in gothic fiction (e.g. Jekyll and Hyde). In this sense, my animation investigates the connection between the fictional Jekyll and Hyde and a real murder incident by a young Korean boy, which actually happened on the 16th November 2010, in SouthKorea.I will, therefore, construct this practice-led research to obtain the primary data consisted of online and offline practices in 'social ethnography'. These practices engage with specific Korean youth identity, comparing the 'avatar' with the real lives of participants. However, this paper will only focus on the (ethnographic) research process and strategy, using animated (visual) practices, rather than giving the meaning of the specific case of 'Korean-ness'. Eventually, I will explore the four different animated representations as it presents the distinctive animated realties or documentaries by online and offline practices. My intention is to visually interpret the issue of 'Korean-ness' within its socio-cultural context, adapting the convention and code of Jekyll and Hyde concept into an animated documentary in the 'virtual' world (auto-animated documentary by recording avatar interviews and online game footages) and the 'real' world (self-created animated documentary, based on real people and events).