• Title/Summary/Keyword: adventure

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Study of Hero-storytelling Model in Console Games (게임에서의 '영웅 스토리텔링' 모델화 연구)

  • Choi Young-Mee;Bae Ju-Young
    • The Journal of the Korea Contents Association
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    • v.6 no.4
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    • pp.109-116
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    • 2006
  • This study is to present 'game-storytelling' is based on 'hero-storytelling' and to transform the basic pattern which is extracted from 'heroic-storytelling' so that it can be applied to 'game-storytelling'. 'Game-storytelling' has the similar foundation as 'heroic storytelling'. It begins with an extraordinary birth, introduction to the strange world, exploration, adventure, birth of a hero and finally return of a hero. The most distinctive feature of stages is the conquest of outer and internal limitation. Each stage goes through the process of compensation and outer, internal acknowledgements. These processes are the structural core of game storytelling. Generally, stage 1 to 5 includes background stories, stage 6 to 9 are the progress of game, and stage 10 to 12 are the transformation of game with rules and genre.

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Integrated Program Development for Creativity and Emotion of Elementary Lower Grade Students (초등 저학년 학생의 창의·정서 함양을 위한 통합 프로그램 개발)

  • Lew, Kyoung-Hoon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.5
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    • pp.551-558
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    • 2020
  • The purpose of this study was to develop an integrated program to improve the creative and emotional ability of lower grade students. This program aimed to cultivate creative thinking and creative personality for problem solving, and to learn how to interact positively with others by developing emotional expression and control. Creative thinking ability includes fluency, flexibility, originality, elaboration, imagination, and sensitivity. Creative personality includes curiosity, sensitivity, adventure, humor, independence, task commitment, and problem solving leadership. We selected 6 creative thinking skills such as mind-map and brainstorming. Emotional factors consist of self /other understanding, control of emotional effect, self-expression emotionally, and respect for others for cooperation. The integrated program consisted of 12 themes, and the class time was set to 40 minutes, which is the same as the elementary curriculum. The program was conducted by a teacher with 10 years' experience.

Comparative study on the satisfaction and actual conditions of playgrounds in kindergartens and child care centers in Daejeon (영유아교육기관의 실외놀이터 실태와 만족도에 대한 비교 연구 - 대전광역시를 중심으로 -)

  • Choi, Mock-Wha;Byun, Hea-Ryung
    • Korean Journal of Human Ecology
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    • v.15 no.4
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    • pp.527-539
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    • 2006
  • The purpose of this study was to investigate the satisfaction and current conditions of playground environment in kindergartens and child care centers in Daejeon. Data were collected from 112 directors of kindergartens and child care centers through a structured questionnaire. Data were analyzed by using of frequency, percentage, mean, reliability analysis, crosstab, independent sample t-test, multiple regression. The major results showed the following. 1) 89.3% of subjects(100.0% of kindergartens and 79.7% of child care centers) have a playground. Most of playgrounds were located in the front yard. The playground's play equipments/areas were usually composed of slides, sand play areas, benches, empty playing fields, swings. Flowers/plants, shrubs were most of the natural factors of the playgrounds. 2) Slides and swimming pools of play equipments/areas were rated highest on the satisfaction level. Grass, flowers/plants, and shrubs as the natural factors of the playgrounds, were rated highest on the satisfaction level. 3) The playground was divided into 5 categories, which were made of manufactured play equipment settings, manipulative settings, rest settings, natural settings, adventure settings. Manufactured play equipment settings were rated highest on the satisfaction level. 4) Among 5 categories of the playground's play area, manufactured play equipment settings showed valid variables to playground's satisfaction level.

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Implementation of 3D mobile game using radiosity model and AI algorithm (Radiosity model과 AI 알고리즘을 이용한 모바일 게임 구현)

  • Kim, Seongdong;Chin, Seonga;Cho, Teresa
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.7-16
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    • 2017
  • The 3D game graphic technology has become an important factor in the contents field with the game contents development. In particular, game character technology provides a realistic technique and visual pleasure, as well as an intermediate step in the immersion of the game in which the game might create an optical illusion that enables the player to enjoy heroic adventure in the game. The high expression level of characters in 3D games is a key factor in the development process, with details and carefulness of the character setting work [3]. In this paper, we propose a character representative technique applied to mobile games using mathematical model of radiosity energy, spectral radiance model, and ray tracing model method using 3D unity game engine with sensible AI algorithm for game implementation. As a practical application to the game contents, it was found that the projection of the surface in the rendering process and the game simulation might change according to the lighting condition of the game content environment, so that the high quality of game characters was simulated.

The Effect of Physical Computing Education to Improve the Convergence Capability of Secondary Mathematics-Science Gifted Students (중등 수학과학 영재를 위한 피지컬컴퓨팅 교육이 융합적 역량 향상에 미치는 영향)

  • Kim, Jihyun;Kim, Taeyoung
    • The Journal of Korean Association of Computer Education
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    • v.19 no.2
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    • pp.87-98
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    • 2016
  • Our study is composed of Arduino robot assembly, board connecting and collaborative programming learning, and it is to evaluate their effect on improving secondary mathematics-science gifted students' convergence capability. Research results show that interpersonal skills, information-scientific creativity and integrative thinking disposition are improved. Further, by analyzing the relationship between the sub-elements of each thinking element, persistence and imagination for solving problems, interest of scientific information, openness, sense of adventure, a logical attitude, communication, productive skepticism and so on are extracted as important factors in convergence learning. Thus, as the result of our study, we know that gifted students conducted various thinking activities in their learning process to solve the problem, and it can be seen that convergence competencies are also improved significantly.

Identifying the VeLLOs in the Spitzer Gould's Belt Survey

  • Kim, Mi-Ryang;Lee, Chang-Won;Dunham, M.;Allen, L.;Myers, Philip C.;Evans, N.
    • The Bulletin of The Korean Astronomical Society
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    • v.35 no.2
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    • pp.67.2-67.2
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    • 2010
  • We present results of searching for the Very Low Luminosity Objects (VeLLOs; internal luminosity : $L_{int}$ < $0.1(d/140pc)^2\;L\odot$) in the Gould's Belt clouds using observations from 3.6 to 70 micron by the Spitzer Space Telescope. The clouds are California, Chamaeleon I, III, Musca, Lupus V, VI, Scorpius, Serpens, Corona Australis, Cepheus, and IC 5146 having the properties of active low-mass star-forming such as the Taurus cloud. The observing sensitivity of the Spitzer data is estimated to be about $L_{int}\;\geq\;5\times10^{-3}(d/140pc)^2\;L\odot$, a factor of 20 better than that of the Infrared Astronomical Satellite (IRAS). The observing data were processed by the c2d Legacy pipeline. As the criteria to select the VeLLOs, we slightly modified previous ones by Dunham et al. The most important criterion is a flux density at 70 micron that is directly converted to the internal luminosity. Also, we used additional criteria to remove the contamination of evolved stars and extragalaxies which have colors or SEDs very similar to YSOs. We identified a total of 64 new embedded VeLLO candidates with $L_{int}$ < $0.1(d/140pc)^2\;L\odot$, consisting of 8 in California, 15 in Chamaeleon-Musca, 13 in Scorpius-Lupus, 20 in Serpens, 3 in Corona Australis, 3 in Cepheus, and 2 in IC 5146. The classification of the spectral index (${\alpha}$) fitted to the shape of the Ks-24 micron SEDs shows most of VeLLO candidates (89%) are in types of Class I and Flat spectrum. We plot various diagrams based on their 2MASS-Spitzer bands colors and magnitudes to discuss properties of the VeLLOs. This search will lead us new adventure toward a future systematic study of the VeLLOs.

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Mobile game meet Reality (모바일 게임, 현실과 만나다)

  • Park, Joon-Won
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.215-220
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    • 2006
  • 오늘날 우리는 모바일 기기의 눈부신 성장과 보급으로 인해 누구나 손쉽게 모바일 게임을 즐길 수 있게 되었다. 많은 게임 제작 업체들은 모바일 게임개발에 총력을 기울이고 있고, 단말기 제조업체들 역시 게임 전용폰을 출시하는 등 모바일 게임에 대한 호응이 고조되고 있는 상황이다. 이는 모바일 게임이 시간과 공간적 개념을 뛰어넘는 이동성(Mobility)이라는 큰 장점을 가지고 있기 때문이다. 그러나 이러한 장점에도 불구하고 현재까지 모바일 게임의 컨텐츠는 기존의 다른 게임에 비해 그다지 큰 차별성을 가지고 있지 않다. 고스톱이나 단순한 퍼즐게임 등이 호응을 얻고 있기는 하지만 '이동성' 이라는 큰 장점을 살리기 위해서는 거 적극적이고 새로운 개념의 접근이 필요하기 때문이다. 더구나 요즘은 PSP 와 같은 막강한 휴대용 게임기가 등장하면서 휴대폰에서 즐기는 모바일 게임은 작은 화면이나 낮은 메모리 등의 한계로 인해 점점 더 그 자리를 내어주고 있는 실정이다. 그렇다면 '이동성'을 적극적으로 활용할 수 있는 모바일 개임 제작에 대한 새로운 접근방식은 어떻게 이루어져야 할까? 이를 위한 효과적인 방법으로 본 논문에서는 게임의 무대를 우리가 살고 있는 '현실-Reality'로 옮겨 올 것을 제안한다. 그렇게 되면 게이머는 모바일 기기가 가진 제약에서 벗어나 그 자신이 직접 현실세계를 배경으로 한 게임캐릭터가 되고, 물리적 이동에 따라 게임이 진행되는 전혀 새로운 방식의 모바일 게임을 경험할 수 있게 될 것이다. 현재 국내외적으로 이러한 실험적 시도가 조금씩 이루어지고 있기는 하지만 아직 호응은 그리 높지 않다. 그리하여 본 논문에서는 그러한 사례들을 조망하고 가장 효과적인 방법을 국내의 현실에 적합하게 적용할 새로운 모바일 게임의 방식을 제안하고자 한다. 연구사례로 제안 할 모바일 게임은 인터넷 미니홈피, GPS, 멀티미디어 메시지, 카메라 폰, 전자상거래의 기능을 통합하여 활용하는 'Dice Adventure Meeting'이라는 이름의 모바일 미팅 게임이며, 게임의 구체적인 시나리오를 살펴보면서 현실을 배경으로 한 새로운 모바일 개임의 제작에 대한 접근방법을 제시하고자 한다.

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Eyeblinks, EP Augmenting / Reducing and Personality (눈깜작임, 증감뇌유발전위와 성격의 상호관계)

  • Lee, Sung-Hoon;Haier, Richard J.
    • Sleep Medicine and Psychophysiology
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    • v.1 no.2
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    • pp.156-162
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    • 1994
  • Objectives: Eyeblinking varied depending on individual cognitive abilities or personality traits thought to related to brain mechanisms of sensory modulation. This study explored whether personality traits are related to the rate of eye blinks and how eyeblink and evoked potential augumenting-reducing(EPAR) interact Methods: Forty four students were studied with EPAR topography to explore how eyeblinks, personality and EPAR interact The Zuckerman Sensation Seeking Scale(SSS) and Eysenck Personality Questionnaire(EPQ) were used as personality measured by a stimulus response program during EP study. Results: Rate of blink increased as intensity of light increased. The General(GEN), Thrill and Adventure Seeking(TAS), Experience Seeking(ES) and Disinhibition(DS) subscales in SSS and Extraversion-Introversion(E) subscale in EPQ showed significant negative correlations with number of eyeblinks in the hightest intensity of light, whereas Neuroticism(N) subscales in EPQ showed a positive correlation. Correlation between number of eyeblinks with the brightest light and EPAR slope varied topographically. The strongest positive correlation was noted in right posterior temporal area. Conclusion: High sensation seekers blinked significantly fewer times than lower sensation seeker did. Higher personality correlations with eyeblink than with EP may imply that the eyeblink works as a primary filter since it is more directly related to central mechanisms of sensory modulation than EP. The right posterior temporal area may play an important role in modulation of visual stimuli.

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A Study on the Buying Behavior of Fashion Products in the Group Buying Type of Social Commerce - Focused on Shopping Value, Attitude, Purchase Intention, and Clothing Involvement - (공동구매형 소셜커머스를 통한 패션제품 구매행동 연구 - 쇼핑가치, 태도, 구매의도, 의복관여도를 중심으로 -)

  • Cho, Yunjin;Seo, Sangwoo
    • Journal of the Korean Society of Costume
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    • v.62 no.8
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    • pp.134-148
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    • 2012
  • Social commerce is not only a new form of shopping malls that did not exist in the past, but also a new form of media as it gets combined with social networking services. The purpose of this study is to analyze the influence of clothing involvement on the relationship between shopping values, attitudes, and purchase intentions of consumers in the group-buying type of social commerce. A specialized Internet survey company carried out the survey targeting consumers in their 20s and 30s with experience of purchasing fashion products using group-buying type of social commerce. A total of 200 questionnaires were used for the final analysis. Descriptive statistics, factor analysis, t-test, and regression analysis were conducted by using SPSS 12.0 and AMOS 19.0. The results are as follows. First, diversity/informativeness, impulse/accumulation, price, convenience, reliability, interaction, and adventure were identified as shopping value dimensions. Second, especially in cases of diversity/informativeness, price, and interaction, there were significant differences between the high involvement group and the low involvement group. Third, five of the categories, which were diversity/informativeness, price, convenience, reliability, and interaction, had significant influence on attitude and purchase intention. When the attitude variable was included with shopping value as independent variables in the regression model to predict purchase intention, the attitude variable presented a full mediating effect or a partial mediating effect between shopping value and purchase intention. Also, the relationship among shopping value, attitude, and purchase intention was different to some degree according to the level of consumer clothing involvement.

The Definition of the Expression 'Perils of the Seas' in Marine Policies (해상보험증권상(海上保險證券上) 'Perils of the Seas'에 관한 연구(硏究))

  • Lee, Jay-Bok
    • THE INTERNATIONAL COMMERCE & LAW REVIEW
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    • v.13
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    • pp.411-437
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    • 2000
  • It is unsafe to attempt a complete definition of the expression 'perils of the seas', because in practice the question 'what is a peril of the seas' is inextricably woven up with the further question, 'was the loss proximately caused by the sea peril ?' Such casualties as stranding, collision and heavy weather appear with monotonous regularity in the daily reports, and are the obvious examples. However, what can be included in the term 'perils of the seas' seems to be inexhaustible, although most circumstances appear to have been covered by the Courts. Two cases heard in 1887 were instrumental in defining perils of the seas. In The Xantho Lord Herschell made the following remarks: "The term ... does not cover every accidents or casualty which may happen to the subject matter of insurance on the sea. It must be a peril 'of' the sea. Not every loss or damage of which the sea is the immediate cause is covered by these words. They do not protect, for example, against that natural and inevitable action of the winds and waves which results in what may be described as wear and tear. There must be some casualty, something which could not be foreseen as one of the necessary incidents of the adventure. The purpose of the policy is to secure an indemnity against accidents which may happen, not against events which must happen. ... If a vessel strikes upon a sunken rock in fair weather and sinks, this is a loss by perils of the sea."

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