• 제목/요약/키워드: web game

검색결과 225건 처리시간 0.032초

패션을 콘텐츠로 한 소셜네트워크서비스의 유형화와 네트워크 형성 방법을 활용한 패션디자인프로세스 (Stereotyping of Social Network Service with Contents of Fashion and Fashion Design Process Using a Method to Form Network)

  • 임민정;김영인
    • 복식
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    • 제64권4호
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    • pp.21-36
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    • 2014
  • The purpose of this study is to suggest an effective fashion design process using social network services(SNS) as a method to develop designs. Fashion design process was systemized through literature study. The characteristics of social network, and element and method of network formation were investigated, and then design processes using SNS were suggested through survey study. This was done by applying formation of network and its method in SNS with contents of fashion to stage of process to develop fashion design. The study results are as follows. First, Fashion design process using SNS is composed of 5 stages. Second, SNS types with contents of fashion were classified to five types: blog, community, connection of fashion web service and SNS, fashion SNS, and fashion SNS game. Among them, types where development of fashion design and product distribution was done by formation of network are connected type of fashion web service and SNS, fashion SNS type. Fashion design development can be done by compiling, having contests, and cooperative work. A method that can be used for making assessments and decision is voting and predicting the market. Third, Fashion design process using SNS is composed of the stages such as planning, compiling, analysis, decision, implementation, and formation of network. It was analyzed that by connecting stages of collection and evaluation of information through participation of users, new contents were produced and there was a structure that was cycled continuously.

중ㆍ고등학생 대상 영양교육 내용 및 성취 목표 선정을 위한 교수분석과 출발점 행동 및 학습자 특성분석 (Selecting Instructional Contents for Nutritional Education Program for Junior/Senior High School Students Through Instructional Analysis and Analysis of Entry Behaviors and Learner Characteristics)

  • 강여화;양일선;김혜영;이해영
    • 대한지역사회영양학회지
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    • 제9권4호
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    • pp.464-471
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    • 2004
  • For the purpose of developing ‘Web-Based Nutritional Education Program’, this study did instructional analysis, analysis of entry behaviors and learner characteristics to select instructional contents for nutritional education program for junior/senior high school students. Survey questionnaires were distributed from October 21, 2002 to October 26, 2002 to a total of 564 junior/senior high school students in Seoul. The total number of questionnaires collected and used in our study was 479, which is 84.9% of the total questionnaires distributed. As a result of the curriculum analysis of ‘Technology-Home economics’, subjects related with ‘food and nutrition’ in the 7$^{th}$ educational course study result, lessons including the contents of food and nutrition were ‘nutrition and meal of adolescent’ in 7th grade, ‘family meal management’ in 9th grade and ‘practice of home life’ in 10th grade. According to the curriculum analysis, ‘nutrition’ and ‘food’ were chosen for the superior subjects of nutrition education program and four subordinate subjects per superior one were developed. Then, entry behaviors and learner characteristics were analyzed: life characteristics, internet usage, anthropometrics data and nutritional knowledge. Students were interested in using computer and preferred passive activity to dynamic activity. According. to the analysis of internet usage, WBI for students should composed active parts such as game, moving image, immediate reply and follow-up bye-mail, bulletin board and com- munity activity. Students’ BMI were in normal range but they were lacked nutritional knowledge. We wrote performance objectives that were specific behavior skills to be learned, the conditions under which they must be performed and the criteria for successful performance. The next step for developing the WBI nutrition education program would be based on the results mentioned above.

주문형 전자상거래를 위한 3차원 주문 프로그램 개발에 관한 연구 (A Study on Developing the 3D Interaction Program for the Customized e-commerce)

  • 이수경;임창영
    • 디자인학연구
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    • 제17권1호
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    • pp.109-118
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    • 2004
  • 네트워크 환경이 발전하고 유통되는 컨텐츠의 형태가 복잡해지면서 오늘날의 웹에서는 과거에는 불가능했던 다양한 커뮤니케이션 방식이 나타나고 있다. 이러한 추세 속에서 눈에 띄는 변화 중의 하나가 3차원 웹의 등장으로 관련 기술의 발전과 함께 교육, 게임, 채팅, 전자상거래 등 다양한 분야에 활용되고 있다. 이 중 전자상거래, 특히 주문형 전자상거래는 3차원 컨텐츠를 통해 사용자에게 보다 많은 정보를 제공할 필요가 있는 분야이다. 그러나 현재 개발된 대부분의 3차원 전자상거래 사이트들은 주문형 전자상거래에서 요구되는 컨텐츠나 인터랙션에 대한 사전 고찰 없이 단순한 tool-based 방법론을 채택하여 개발되고 있는 상태이다. 따라서 본 연구에서는 주문형 전자상거래에서 요구되는 3차원 컨텐츠와 인터랙션을 제품의 정보 요소 및 정보 요소 제어와 데이터베이스 연동으로 정의하고 이에 대한 고찰을 바탕으로 주문형 프로그램의 개발 방향을 도출한 뒤 실제 프로토타입을 제작하여 평가하도록 한다.

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객체 추적을 이용한 풋살 영상 분석 시스템에 관한 연구 (A Study on Futsal Video Analysis System Using Object Tracking)

  • 정하림;권한길;이길형;정수경;고동범;전광일;박정민
    • 한국인터넷방송통신학회논문지
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    • 제21권3호
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    • pp.201-210
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    • 2021
  • 본 논문에서는 객체 추적 기술을 이용한 분석 프로그램과 분석한 데이터를 시각화하여 제공하는 웹서버로 구성된 풋살 영상분석 시스템을 소개한다. 기존의 분석 시스템의 경우 특수한 장치나, 고비용의 카메라를 이용하기 때문에 사용자들이 쉽게 이용하기에 부담스럽다. 따라서 본 논문에서는 평면 영상만을 이용해 선수의 경기를 분석하여 데이터를 시각화하는 시스템을 설계하고 개발한다. 객체를 추적하며 누적된 값을 계산하여 객체의 픽셀당 거리를 구하고 이를 기반으로 속도 관련 데이터와 거리 기반 데이터를 추출한다. 추출된 데이터를 시각화 라이브러리를 통해 그래프와 이미지로 변환하고, 웹페이지를 통해 편리하게 이용할 수 있도록 한다. 본 분석 시스템을 통해 기존의 분석 시스템의 문제점을 개선하고 데이터 기반의 과학적이고 효율적인 분석을 이용할 수 있도록 한다.

도시지역 일부 고등학생을 대상으로 한 인터넷 중독 실태와 관련된 요인 연구 (A Study on the Related Factors with Internet Addiction of the 11th Grade Students in an Urban Area)

  • 이무식;고경재;이효진;남욱;김은영;홍지영;나백주;김건엽
    • Journal of Preventive Medicine and Public Health
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    • 제36권4호
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    • pp.390-398
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    • 2003
  • Objectives : To evaluate the degree of adolescent internet addiction, and investigate its relationship to the general characteristics, internet environments, and contents, especially the stress measured by the psychosocial wellbeing index-short form(PWI-SF). Methods : The data was obtained from self-administered questionnaires from 886 11th grade urban area students. The questionnaires consisted of general characteristics, internet user's environments, frequencies by internet contents, internet addiction test and PWI-SF. Results : The possible rate of internet use at home was 95.1%, and the area of most internet use was the home. The frequencies of internet game and porno site use were higher in males, with web searching and community uses higher in females. The total mean of internet addiction score was 56.8, and was higher for male than for female students. From multiple regression, as analyzed by the internet addiction score as a dependent variable, on-line friends, internet use times, years of internet use, frequencies of internet game, & porno site use, and PWI-SF scores were significant in male. Internet use times, the frequencies of internet game, chatting, community use, and PWI-SF score were significant in female. Four PWI-SF subscales(social role & self reliability, depression, general health & vitality, and sleep disturbance & anxiety) and internet addiction were significantly correlated in both male and female students, with depression having the most correlation. Conclusion : The results of this study suggest that intervention should be provided to prevent internal addiction, especially for coping with stress in Korean teenage students.

Cyberbullying and a Mobile Game App? An Initial Perspective on an Alternative Solution

  • Singh, Manmeet Mahinderjit;Ng, Ping Jie;Ya, Kar Ming;Husin, Mohd Heikal;Malim, Nurul Hashimah Ahamed Hassain
    • Journal of Information Processing Systems
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    • 제13권3호
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    • pp.559-572
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    • 2017
  • Cyberbullying has been an emerging issue in recent years where research has revealed that users generally spend an increasing amount of time in social networks and forums to keep connected with each other. However, issue arises when cyberbullies are able to reach their victims through these social media platforms. There are different types of cyberbullying and like traditional bullying; it causes victims to feel overly selfconscious, increases their tendency to self-harm and generally affects their mental state negatively. Such situations occur due to security issues such as user anonymity and the lack of content restrictions in some social networks or web forums. In this paper, we highlight the existing solutions, which are Intrusion Prevention System and Intrusion Detection System from a number of researchers. However, even with such solutions, cyberbullying acts still occurs at an alarming rate. As such, we proposed an alternative solution that aims to prevent cyberbullying activities at a younger age, e.g., young children. The application would provide an alternative method to preventing cyberbullying activities among the younger generations in the future.

메타버스 내 가상세계의 유형 및 발전방향 연구 (A Study on Typology of Virtual World and its Development in Metaverse)

  • 한혜원
    • 디지털콘텐츠학회 논문지
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    • 제9권2호
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    • pp.317-323
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    • 2008
  • 메타버스 내 가상세계는 가상적으로 확장된 물리적 현실과 물리적으로 영구화된 가상공간이 융합(convergence)되어 나타난 문명의 장이다. 컴퓨터 인터페이스의 기능과 역할이 확대 및 발전되고 가상에 대한 패러다임이 전환됨에 따라, 가상은 현실을 복제하는 단계를 넘어서서 상상력을 통해 독자적인 '가상 세계(Virtual World)'를 구현하기에 이른다. 가상세계는 크게 환상성, 유희성, 게임성이 강조된 '유희적가상세계(The Ludic Virtual World)'와 실재성, 효율성, 네트워크성이 강조된 '사회적 가상세계(The Social Virtual Reality)'로 분류할 수 있다. 북미의 경우 사회적 가상세계가 중시되는 반면, 유독 한국에서는 허구적 세계관에 입각한 유희적 가상세계가 각광받고 있다. 한국 가상세계의 발전방향은 반현실에 대한 욕망과 허구적 상상력을 극대화할 수 있는 장으로서 유희적 가상세계에 놓여있다.

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의사결정규칙을 이용한 아동의 교육용 인터넷 게임 활용실태 분석 (Analysis on the Usage of Internet Games for Children with Decision Tree Rules)

  • 김용대;정희석;최은정;박병선;한정혜
    • 정보교육학회논문지
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    • 제5권3호
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    • pp.389-400
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    • 2001
  • 인터넷 게임은 인터넷의 등장과 함께 급속하게 보급된 형태로 사용자가 이용하기 쉽고 게임의 종류가 다양하고 재미있다는 점에서 현재 학교현장에서 실시되고 있는 ICT 교육에 효과적인 교육방법으로 응용될 수 있다. 따라서, 본 연구에서는 ICT 교육에 활용될 수 있는 여러 자원 중 인터넷 게임에 대하여 아동들의 인터넷 게임 사용실태를 분석하고, 데이터 마이닝의 의사결정나무를 통하여 아동의 컴퓨터 사용에 따른 인터넷 게임에 대한 패턴을 도출하며, 또한 교사들의 활용실태를 조사함으로써 인터넷 게임 개발 필요성과 이를 초등 ICT 교육에 보다 효과적으로 적용할 수 있는 실증적 방향을 제시하였다.

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융합시대의 스타콘텐츠 발굴 및 선정에 관한 연구 (A Study on the Decision and Selection of the Star Contents in the Convergence Era)

  • 임명환;박용재;허필선
    • Journal of Information Technology Applications and Management
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    • 제18권2호
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    • pp.1-21
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    • 2011
  • In this era of convergence, which is characterized by the integration and combination of technology and industries, broadcasting and communications, offline and online, and devices and services, the content industry is also experiencing rapid changes including inter-genre exchange, the creation of new industries, and customized demand. Specifically, IT-based digital content industries such as the online game, e-book, mobile contents and web portal industries are no longer restricted to the boundaries of video, music and games but are being expanded into the realms of education, medicine, fashion and sports thanks to CT innovation of 3D, CG, AR/VR, VFX, etc. As such, various countries have come to recognize the convergent content industry as a new growth engine that will pick up where the IT industry left off, and are forming policies for its development accordingly. This research aims to optimize the system of content taxonomy which is currently genre-focused and unable to support technological development and convergence, and to discover and select star contents to be rigorously developed with governmental support. In this paper, 20 star contents in 8 areas were selected, and these are expected to create tremendous cultural and economic value through ongoing technological and industrial development.

올바른 외식지도를 위한 청소년용 영양교육 사이트(Health14.net) 개발 (Development of the Computer-assisted Nutrition Education Program of Eating-out Guidance for Teenagers)

  • 배은영;이경혜;류은순;허은실
    • 대한지역사회영양학회지
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    • 제12권4호
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    • pp.462-476
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    • 2007
  • This study aimed to develop a nutrition education internet program for correcting the eating-out behaviorial problems of youth. A survey was performed to investigate the eating-out behavior patterns of youth by questionnaires. A nutrition education program was developed on the basis of the survey results, and evaluated by teenagers. The results of the developed homepage are summarized as follows: The contents of this program (www.health14.net) consist of '${\times}$ Health (Teenager, My Health, Healthy life, Beautiful life)', '+ Nutrition (To find slow foods, Fast foods campaign, Selecting fast foods, The best menu for eating-out, Recipes for health, Golden bell nutrition quiz)', '${\div}$ Information (Diet mini-homepage, Q & A, My knowhow, Game, Community)' and 'Basic Menu (home, Log in, Information and news, Mini-homepage, Site map, Free bulletin board)'. It can be used as educational material for dietary behaviorial changes in school. Also teachers and parents could get information on eating-out menus. Through this site, we anticipate contributing to nutritional health promotion by correcting the eating-out habits of youth.