• Title/Summary/Keyword: a Theory of Fun

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Construct the emotional information system in product design -Focused on the cooking kit with fun- (제품디자인에 있어서 감성정보 모델구축에 관한 연구 - 푸드용품을 중심으로-)

  • Hyoung, Sung-Eun
    • Science of Emotion and Sensibility
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    • v.11 no.1
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    • pp.69-80
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    • 2008
  • The scheme to approach emotional design developed in various way of research without defining criterion of emotional way. A aim of this research to derive a new way of approaching system and construct the process in emotional design. In first experiments, analyze meaning of important factors in cooking kits to construct the model of emotional approaching system by the analysis of quantification theory type 3. This shows that four emotional factors as shape, atmosphere, functional matter, information are deeply related with emotional thinking and design. Consequently, the way of emotional approaching in cooking kit have several conditions essentially as following these; 1.Is it have functional advantages to cook? 2. Is it good looking in shape? 3. Is it possible to make some of mood on cooking? 4. How much information of cook we get in? These conditions were classified in detail to establish emotional design system.

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A study on Factors that Influence the Usage of Mobile Apps - Based on Flow Theory and Unified Theory of Acceptance and Use of Technology - (모바일 앱 이용에 영향을 미치는 요인 : - 플로우 이론과 통합기술수용모형을 바탕으로 -)

  • Kim, Young-Chae;Jeong, Seung Ryul
    • Journal of Internet Computing and Services
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    • v.14 no.4
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    • pp.73-84
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    • 2013
  • This study, based on flow theory and unified theory of acceptance and use of technology (UTAUT), examines various factors that influence the continuous use of mobile applications, particularly those providing users with satisfaction and pleasure as well as useful information. This study extends the previous studies that have been based on technology acceptance model, in which usefulness and ease of use are key determinants of use of new technology, by introducing flow theory in explaining the use of various technologies in mobile environment. For this purpose, this study employes a survey based field study and collects data from individuals who use fashion mobile apps since these are considered to provide fun and pleasures. This study finds that flow theory is a proper framework to understand the use of mobile technology, indicating flow experience is an important variable to determine the usage of fashion apps. In addition, performance expectation, effort expectation, social influence, and facilitation condition are found to be significant in influencing use of mobile apps, suggesting UTAUT still plays an important role in understanding the use of mobile technology.

Developing an Adventure Game based on the 'Patterns' of Fun Theory for Inducting the Flow : 1 Hour (재미이론의 '패턴'에 근거하여 몰입 유발을 위한 어드벤처 게임 개발)

  • Kang, Jae-Woo;Cheo, Min-A;Um, Joo-Hee;Sung, Jae-Ho;Kim, So-Young;Kim, Hyeon-Jun;Son, Yu-Jin;Lee, Ju-Yeoun;Jang, Sae-Ri;Kang, Myung-Ju;Park, Chan-Il;Lee, Jong-Won;Oh, Hyoun-Ju;Kim, Sang-Jung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.303-306
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    • 2014
  • 수많은 사람들이 게임을 제작 및 개발함에 있어, 많은 학자들이 다양한 방법으로 오랜 세월에 걸쳐 연구한 게임의 인문학적 정의 및 재미 이론은 현대의 게임 개발에 있어서도 그 이론적 배경을 담당하는 주춧돌의 역할을 맡고 있다. 본 논문에서는 청강문화산업대학교 게임전공의 게임 개발 프로젝트의 일환으로 구성된 '안드로메다' 팀이 Unity 3D 엔진을 기반으로 제작한 3D 생존 어드벤처 게임 "1 Hour"를 개발한 과정을 기술하였고, 그 과정에서 재미 이론의 '패턴'에 근거하여 플레이어로 하여금 몰입을 유발시키는 어드벤처 장르의 게임 디자인을 제시하는 것을 이번 연구의 목적으로 하였다. 연구 과정은 문헌 연구 및 개발 게임("1 Hour")의 플레이 테스트 등을 통해 게임에서의 몰입의 과정을 분석하였고, 몰입 유발 효과 증명을 위해 '패턴과 몰입의 상관관계'에 대한 가설들을 수립하고 실험을 실시하여 그 결과를 분석하였다.

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A Study on the Purpose and Method of the Reading on the Reading Theory in the Cho-seon Dynasty (조선시대 독서론에서의 독서 목적과 방법에 관한 연구)

  • Byoungmoon So
    • Journal of the Korean Society for Library and Information Science
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    • v.57 no.2
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    • pp.31-50
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    • 2023
  • The aim of this study is to explore the purpose and method of reading by examining relevant research from various academic fields. According to the reading theory in the Cho-seon Dynasty, reading was classified as either a way of gaining fame, becoming a gentle man, or solving problems. However, this views have been largely replaced by the belief that reading serves two main purposes: self-discipline and practical usage in this study (Confucian perspectives have been excluded from this approach). The traditional reading method, known as sukookdok-jeongsa, influenced by Chu-tzu's reading, emphasized a fluent reading and a deep reading. A fluent reading (sukookdok) method involved a reading aloud, memorizing, and a repeated reading for the literal decoding. After decoding, a deep reading (jeongsa) involved a reading while taking notes, a reading with reference and a repeated reading for the optimal comprehension. A fluent reading in the traditional reading theory is succeeded by 'a reading for liberal arts' and a deep reading is succeeded by 'a reading for learning'. The sukookdok-jeongsa's various reading methods are useful enough to apply to reading education in the school library. But 'a reading for fun' did not appear in the traditional reading theory.

An Exploratory Study of the Utilitarian and Hedonic Values on Buying Intention in Mobile Service

  • Oh, Young-Sam;Lee, Young-Chul
    • Journal of Distribution Science
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    • v.10 no.9
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    • pp.23-29
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    • 2012
  • Purpose - The main purpose of this study is to find consumers' usage behavior in mobile services. To achieve these research goals, we empirically estimate the relationship between characteristics related to the use and provision of mobile services and factors influencing consumers' intentions. Research design / data / methodology - This study based on TAM, in which behavior is seen as a consequence of affect and intentions and used the theory of consumption values which is a means of explaining user decisions to employ a utilitarian and hedonic facet using by smart phone. Results - The result of the study verified that specific factors, such as expectations about pleasure and monetary value, had the biggest influence on the service usage pattern of mobile consumers. And typically, when consumers are expected to monetary damages, it will be avoided. However, in result of this study, it was found that mobile service users pay a high cost, but they are in pursuit of pleasure and fun. Conclusions - These results, a variety of applications in the mobile service are being provided to users. As information technology has developed, companies should have providing diverse application programs and good quality of services with advanced information technology.

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A Research on Value Chain Structure on Experience of VR and AR Focused on Means-End Chain Theory on VR and AR (가상현실 미디어 체험이 가치사슬구조형성에 미치는 영향 연구 VR-AR 수단-목적 사슬이론 적용 중심으로)

  • Kweon, Sang Hee
    • Journal of Internet Computing and Services
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    • v.19 no.1
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    • pp.49-66
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    • 2018
  • This research explores a value chain structure of VR-AR media including user's perception, uses, and evaluation. The purpose of this research focused on factor analysis and the relationship among user's VR-AR adoption motivations and utilities. This research explores correlation between personal value and using motivation. This study was to identify the value structure of respondent on VR-AR usages based on means-end chain theory. The research used structured APT laddering questions and 251 data was analysed. Through such analysis, category difference by stage and relationship difference were identified and hierarchical value map was compared. There are four different value ladders: first is attributes, functional consequences, psychological consequences, and final value. This study is based on the analysis of the value chain structure factors that affect VR and AR use behavior (attributes, functional benefits, psychological benefits, use value), 'Hierarchical Value Map' between users' The purpose of the model is to construct a model. For this, 'means-end chain theory' was applied to measure the causal relationship between personal value and VR related use behavior. In order to solve this research problem, 135 people were analyzed through the structured questionnaire using the AR and VR content fitness measure and the second APT laddering, and the use of VR-AR : 1) Functional benefits; 2) Psychological benefits; 3) Means to reach value, 4) Objective value chain structure was identified. The results show that VR users tried to smooth the social life through the new virtual reality audiovisual element, the newness of experience, fun, and pleasure through the departure of reality, vividness of experience, and leading fashion. The AR fitness was a game and a new program, and the value of interacting with other people and the value of 'periwinkle' played an important role through the vividness and peripheral interaction of AR, It was an important choice. The important basic values of users' VR and AR selection were correlated with psychological attributes of interaction with others, achievement, happiness and favorable values.

A Study on the Comprehensive Approach to Health Education: Cooperative Learning (협동학습(Cooperative Learning)을 적용한 보건교육 수업에 관한 연구)

  • 김은주
    • Korean Journal of Health Education and Promotion
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    • v.21 no.3
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    • pp.151-177
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    • 2004
  • Recently, the educational community has attempted to implement the theory of multiple intelligences. In approaching multiple intelligences, teachers have applied the same structural approach which has been so successful with cooperative learning. Cooperative learning is easy to learn and implement, fun for teachers and students, and produce profoundly positive outcomes along a remarkable number of dimensions. Different structures are designed for different outcomes, including enhanced mastery of subject matter, improved thinking skills, team building, class building, development of social character and social skills, communication skills, classroom management, classroom discipline, and development of and engagement of each of the multiple intelligences. Cooperative learning is becoming an increasingly popular teaching strategy. In this study, it is aimed to clarify the application of cooperative learning in health education. Cooperative Learning in health education enhances student learning by: 1) providing a shared cognitive set of information between students, 2) motivating students to learn the material, 3) ensuring that students construct their own health knowledge, 4) providing formative feedback, 5) developing social and health group skills necessary for success outside the classroom, and 6) promoting positive interaction between members of different cultural and socio-economic groups. Cooperative Learning structures and techniques in health education are following. Flash Card, Focused Listing, Structured Problem-solving, Paired Annotations, Structured Learning Team Group Roles, Send-A-Problem, Value Line, Uncommon Commonalities, Team Expectations, Double Entry Journal, Guided Reciprocal Peer Questioning, What if. Because the purpose of health education is the practice, therefore health specialists have to guide powerful and effective teaching method The application of cooperative learning in health education may improve its effectiveness.

Prototype of Educational Game for Development of Creativity (창의력 계발을 위한 학습게임의 프로토타입 제시)

  • Ahn, Seong-Hye;Song, Su-Mi
    • The Journal of the Korea Contents Association
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    • v.8 no.7
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    • pp.112-119
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    • 2008
  • Today, changing to knowledge information society, creativity education is thought important in each educational institution according as the importance of creativity is emphasized more. But it focused on development of intelligence that put special stress on scholastic subject. Therefore, this paper wished to present direction of development of educational game that can develop creativity and synthetic ability to solve problem through learner's voluntary interest and participation. As a result, the researcher drew element of fun and component of storytelling of educational game that was based on design of leaning for development of creativity, a previous research, that was based on the concept of creativity and theory of multiple intelligence, and presented a development example with storyboard, interface design and element of graphic for the production of prototype of educational game, after design game structure.

An Effects of Experience Economy for Accepting Knowledge Based Mobile Augmented Reality : Hedonic Information System Perspective (체험경제요인이 지식기반 모바일 증강현실의 수용에 미치는 영향 : 쾌락적 정보시스템 관점)

  • Chung, Namho;Lee, Hyunae;Koo, Chulmo
    • Knowledge Management Research
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    • v.14 no.5
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    • pp.121-136
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    • 2013
  • Augmented reality, which has recently drawn great attention, has along history in technical terms. However, the latest emergence of mobile augmented reality using smartphones is allowing people to access augmented reality more easily and faster than ever. However, a review of existing studies shows that most of them have focused on the technical realization of augmented reality, whereas few studies have dealt with how users perceive augmented reality. For users, augmented reality is a means of knowledge transfer, which enables the experience of more abundant reality by providing additional informatio nsources to objects or landscapes. There fore, the element of experience must be considered for the perception of users. In addition, the current augmented reality technology certainly provides users with more fun than any other existing technologies. In this regard, this study intended to divided experiences not only into sensory experiences, but also into entertainment, educational, escapist, and esthetic experiences based on the experience economy theory suggested by Pine and Gilmore(1998). Moreover, this study intended to examine whether mobile augmented reality applications, which are highly popular as a means of the experience economy, influence the usefulness, convenience, and enjoyment perceived by users, and to identify which of these cognitive elements influence usage intentions.

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A Study of Evaluation Model for Culture Contents' Value Evaluation (문화콘텐츠 가치평가의 평가모형에 관한 연구)

  • Kwon, Ji Hyuk;Baik, Seung Kuk;Son, Ki Dong
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.3
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    • pp.129-144
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    • 2013
  • Recognizing a limits on quantitative evaluation of cultural contents' and for its betterment, study aims developing a qualitative evaluation model. For this study, Reception Theory, Semiotics and Psychology were derived for epistemological dimension to contemplate culture contents' essential attribute. To be concrete, cultural contents was examined as experiential products, emotional products, rememberable products and texts. Also, codes of fun, emotion and culture were discussed as intrinsic attributes for cultural contents and how those attributes were expressed or composed in cultural contents was discussed as well. Evaluation items were extracted based on final discussion at the epistemic level, set up the final evaluation model by taking experts' advices on each items. With all those outcomes, qualitative evaluation model for cultural contents was developed. For the importance of each index in the model, priority was granted by weighting on each index. Lastly, evaluation scale was developed for each index. The culture contents' evaluation model developed in study is meaningful not only in drawing qualitative evaluation items of video(image) contents and developing the index and model for the first time, but also its possibility of wide use for other genres.