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      • KCI등재

        매체 풍요도 이론에 입각한 디지털기술 기반 교육의 방향성 연구

        서갑열(Gapyuel Seo) 한국애니메이션학회 2015 애니메이션연구 Vol.11 No.5

        현대 디지털 기술의 발달은 우리 사회의 변화와 발달을 가능하게 하였다. 교육계도 마찬가지로 디지털 기술발달에 따라 많은 변화를 맞게 되었다. 최근 디지털 기술을 기반으로 한 다양한 교육 플랫폼이 개발되고 있는데, 전 세계적으로 확산되고 있는 디지털 교육방식은 전통적인 교육의 한계를 탈피하려는 노력의 일환으로 시작된 교육개혁이다. 기술과 네트워크의 발전을 바탕으로 디지털 기반 교육 환경은 급속히 발전되고 있다. 하지만 디지털기술 기반의 교육 환경의 빠른 발전에 비하여 학습자들의 습득력 증대에 대한 연구, 그들의 인지나 태도에 미치는 효과에 대한 체계적인 연구는 부족한 상황이다. 본 연구에서는 기술의 발달과 그에 따른 새로운 교육 플랫폼의 개발과 더불어 다양한 매체를 활용한 효율적인 교육방법과 학습자의 집중도와 흥미도를 향상시켜 학습 효과를 증대시킬 수 있는 이론적 연구가 선행돼야 한다고 판단하고, 대프트와 랜겔(Daft & Lengle, 1986)의 매체풍요도이론의 4가지 요소인 ① 멀티플 큐(Multiple cues), ② 피드백의 즉시성(Immediacy of feedback), ③ 언어의 다양성(Language variety) ④ 개인화(Personal focus)를 기반으로 디지털 기반 교육의 현황과 연계하여 요소별 특징을 분석하고 발전 방향을 분석하였다. 분석 결과 현재 디지털 기반 교육 환경은 다양한 감각을 활용과 증강현실 등의 보조도구를 이용한 멀티플 큐의 활용, 강사와 학습자는 물론 학습자 서로 간의 피드백 즉시성의 증대, 각 문화와 언어권에 맞춘 플랫폼 개발, 더욱 체계적인 학습자 개개인의 관리 등, 매체 풍요도의 4요소에 근거하여 디지털 기반 교육 환경의 발전 현황을 설명할 수 있었으며, 이를 통해 앞으로의 발전 방향을 연구하였다. 연구 결과 도출과 검증을 위하여 서울과 충청도 소재 대학생 50명을 대상으로 설문하였으며 도출된 결과를 통해 디지털기반교육 시스템 내에서 애니메이션의 활용 방향성을 분석하고 효율적인 활용 방향성을 제시하는 후속 연구가 지속될 것이다. The development of modern digital technology have changed the culture within our society. In the field of education also has influenced by the development of digital technology. Recently, the method of digital education has started from an innovation of education in order to overcome the imitation of traditional education. The digital technology-based education environment rapidly developed over the last years based on the development of technology and network. However, There are the lack of systematic researches on the improvement of learner’s acquisition skills and the effects of cognitive improvement compared to rapid development of digital technology-based education environment. This paper introduce an effective educational method and the development of new educational platform by analyzing the theory of media richness based on ‘Multiple cues’, ‘Immediacy of feedback’, ‘Language variety’, ‘Personal focus’ by Daft and Lengle. These findings suggest that the usage of multiple cues by utilizing auxiliary devices , the increase of an immediacy of feedback between teacher and leaner, the development of platform based on culture and language, and the systematic management of learner. This paper explores the present condition of digital technology-based education development, and suggest the future direction of digital technology-based education based on the utilization of the 4 elements of media richness.

      • KCI등재

        Study on Elementary Coding Education through Animation Production Learning Model

        Gapyuel Seo(서갑열),Heehyeon Park(박희현) 한국디지털콘텐츠학회 2018 한국디지털콘텐츠학회논문지 Vol.19 No.12

        Today, digital technology is rapidly evolving and the importance of coding and programming education is emphasized. However, coding education for children is focused on teaching programming languages and there is not much research on how to efficiently educate and utilize them. In this study, we used a scratch - based animation production method as a coding education method for learners to learn quickly and interestingly. As a result of this study, 10 students were trained and experimented for 7 weeks. As a result, it was confirmed that the learners learn the programming language naturally through the process of animation using scratch and learn interesting coding.

      • KCI등재

        모바일 게임의 분석으로 바라본 교육용 콘텐츠로의 활용 방법에 관한 연구

        서갑열(Gapyuel Seo) 한국디지털콘텐츠학회 2013 한국디지털콘텐츠학회논문지 Vol.14 No.2

        The mobile device users have been increasing significantly because of the development of Social network system and network technologies. Because of this popularity, there are various games in market based on the combination of the mobile device with social networks. It will be the potential market within the mobile games with the growth of popularity in various users. This paper proposes the possibilities for the development of mobile game in educational contents through the case study of the popular mobile games.

      • KCI등재

        가상현실 게임의 UI 사례분석을 통한 UI의 효율적 활용방안에 대한 연구

        서갑열(Gapyuel Seo) 한국디지털콘텐츠학회 2021 한국디지털콘텐츠학회논문지 Vol.22 No.3

        This paper analyzes the UI case applied to virtual reality games and proposes a method of utilizing the UI to create a highly immersive game. As the representation elements applied to the virtual reality game, we analyzed with diegetic, non-diegetic, spatial, and meta user interfaces. The player can increase the sense of immersion through natural interaction with the diegetic user interface composed of the entities that exist in the virtual world. Based on this argument, we suggested that appropriately mixing and using various expression elements and UI types according to the genre and planning intention of the virtual reality game can be effectively used for intuitive information and immersion improvement in virtual reality game production.

      • KCI등재

        Study on the character design of monster in game

        Xiao Ou Ji(기소구),Gapyuel Seo(서갑열) 한국디지털콘텐츠학회 2017 한국디지털콘텐츠학회논문지 Vol.18 No.8

        China, Korea and Japan are all neighbors, but there are quite a few differences in monster culture. In this article, through studying of Korea games highest export countries--China and Japan, as well as analysis on their historical origin of development of “Monster culture”, so as to explore the similarities and differences between development of monster culture. In addition, combining these differences and similarities, through the study of “monster culture” related game works, it aims to explore the impact of these countries’ monster culture on modern life culture and the development characteristics of all kinds of monsters under the background of modern culture. Besides, based on above analysis, developed a monster character design that can form a bond of sympathy in three countries by comparing and combining the most popular parts of the monster characters in this three countries. The final aim is to create a game monster character that both in rich ancient culture charm and loved by all people, so as to being taken as an example to illustrate the significance and value of promoting the development of monster culture. The result of this research will help to design monster characters in game production in the future.

      • KCI등재

        Study on the design of game Horror character - Focused on the graft design Method of creatures

        Pan Xiao Tian(반소천),Gapyuel Seo(서갑열) 한국디지털콘텐츠학회 2019 한국디지털콘텐츠학회논문지 Vol.20 No.2

        The purpose of this study is to propose an efficient methodology of horror character design by sorting the types of fear and analyzing the characteristics. First, it is the study of the character form centering on the graft design method of creatures. Second, analyze the color as a crucial factor of emotional conveyance in character design and research the relation between the sense of horror and the color. Third, it is a study on the application of the component of fear feeling through psychological analysis. We propose a method of analyzing and making a horror character utilizing the analysis of forms such as mammals, reptiles, and birds including humans, and propose a horror character coloring method through color and human emotion research, and we also analyzed the character elements based on the psychological research such as trypophobia, hematophobia and belonephobia.

      • KCI등재

        A Study on Game Character Design Based on Mythical Motif - Focused on League of Legends

        Hyemin Park(박혜민),Gapyuel Seo(서갑열) 한국디지털콘텐츠학회 2019 한국디지털콘텐츠학회논문지 Vol.20 No.12

        The game industry has settled a culture as the number of users around the world increases every year. Most game characters are represented in the game as different appearances and stories. There are characters generated from past stories such as myths, legends, and folk tales. These mythical characters appear in various shapes and contents. Especially, in the case of Multiplayer Online Battle Arena(MOBA) genre, the ability and appearance of characters are most important, because users play different characters in the same space. Therefore, the unique background story of mythical characters in games can be an interesting resource when designing characters in MOBA and is already widely used. Among MOBA genres, the League of Legends(LOL) is a popular game with a lot of popularity and users. In this study, we categorize identity, creativity, and diversity in character component, and human, half-human, half-animal, and animal as composition type in the LOL. Also, we compared characters’ component and composition type of the LOL based on myth. Based on this analysis, we designed four characters. Based on the results of this study, we hope that it will be helpful in the future production of game characters in the MOBA genre.

      • KCI등재

        Study on fear-inducing factors in game

        Jia-Li Zhu(주가려),Gapyuel Seo(서갑열) 한국디지털콘텐츠학회 2018 한국디지털콘텐츠학회논문지 Vol.19 No.2

        This study mainly focused on horror movies and horror games. Camera angles of horror movies and compositions of horror games are main factors that can cause fear in people’s minds. Through analyzing four kinds of factors, including sensual, expectant, restrictive and executive fear elements, in horror games, and combining with the patterns of camera angles and film techniques that Alfred Hitchcock applied in his horror movies, this research investigated certain types of compositions and concluded ones that were more effective on growing fear in players’ minds and enhancing their involvement. In conclusion, only the combination of factors in horror-game compositions, like diagonal composition, dual-diagonal composition and inverse triangle-line composition, with visual elements enables player’s growing sense of fear and the increase in involvement. Therefore, future works should apply more of these fear-inducing compositions.

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