Education based on synesthesia has been used to be applied for several years. Especially, We focused on the Coloured-hearing Synesthesia for music education for children who have difficulty in practicing pitch by using the serious game based on Coloured-hearing theory. Also, smart platform is flexible for several sort of video games so we expect good accessibility for children. For proving the effectiveness for education by using this technology and theory, we design the serious game for music called “Bunny’s Cave” based on Coloured-hearing theory and conduct the usability test aimed at 3rd grade student in elementary school.
The purpose of this study was to find efficient and customized tools for delivering the benefit of health functional foods (HFFs). Delivery tools which could influence the impact of advertising were images, explanations of ingredients, diagrams of health benefit, patents, and comments from authority. Six advertisements were developed using these tools: “A”: relevant image + explanation of ingredients + scientific diagram of efficacy; “B”: relevant image + explanation of ingredients; “C”: relevant image; “D”: irrelevant image; “E”: irrelevant image + explanation of ingredient + patent; “F”: irrelevant image + explanation of ingredient + comments from authority. To analyze the consumer perceptions on HFFs and advertisement effects, 300 respondents were requested to answer a questionnaire comprising of the following questions: 5 questions of attitudes (necessity of HFFs, trust in HFFs, gathering information, watching advertisements and trust in advertisement claims) and 6 questions on the 6 developed advertisements (attention, understanding, sufficiency of information, sympathy, trust, and purchase). Scoring was done as per the 5 Likert scale. There was a higher proportion of females and the elderly, as compared to males and youngsters. The overall consumer attitudes were positive. Explanation of ingredients, scientific diagram of health benefit, patents and expert comments were helpful factors in increasing the advertisement evaluation by consumer, but the images were not. Advertisement evaluation of consumer did not differ with gender and age. However, differences were observed between some of the consumer attitudes (necessity of HFFs, trust in HFFs, gathering information and trust in advertisements claim) and advertisement evaluations (attention, understanding, sympathy and purchase). Our results indicate that for consumers utilizing the HFFs, advertisements with concrete tools such as diagrams, patent, and expert comments are more helpful. However, for consumers who do not have interest in HFFs, the scientific information was irrelevant. We believe that to maximize the effect of health information in advertisements, consumers should be segmented, and customized tools for each segment needs to be developed.
Epidemic model for the serious game for prevention of infectious disease was developed based on SI(susceptible-infectious) model and social network model. Epidemic spread has been understood as phenomenon of not only medical care but also preventive administration. Thus, prediction and isolation of infectious population based on social and mathematical information is the key to decreases damage to communities. Built on analysis of two model, developed game model considered indivisual vulneraasbility and the depth of social relationships between nodes. Users of this game are expected to learn how to predict the diffusion of disease with practicing computation by playing game, and realize the importance of preventive effort to restrict social outbreak caused by fatal and acute viruses.
본 연구는 기업과 소비자 간의 기능성 의류제품의 효과적인 정보소통을 목적으로 하는 일련의 연구 중 일부로 기능성 아웃도어 재킷에 대한 인식과 행동양식에 따라 응답자를 유형화하고 각 유형별 기능성 아웃도어 재킷 구매 시 활용하는 정보원과 행택에 대한 행동의 차이를 고찰하였다. 설문조사는 기능성 아웃도어 재킷 구매 경험이 있는 20∼60대 남, 녀 472명을 대상으로 실시하였다. 기능성 아웃도어 재킷에 대한 인식은 ‘기능성’, ‘가격’, ‘경험/지식’, ‘브랜드/디자인’ 요인으로 분류되었으며 요인에 따라 응답자들은 ‘비전문적/브랜드 및 디자인 추구집단’, ‘전문적/기능 성 중시집단’, ‘고가제품 선호집단’으로 분류되었다. ‘비전문적/브랜드 및 디자인 추구집단’은 인터넷을 정보를 가장 많이 활용하는 20대, 30대의 회사원과 학생으로 구성되었으며 ‘전문적/기능성 중시집단’의 경우에는 행택(Hang-Tag) 을 정보원으로 주로 사용하는 전문직의 40대, 50대가 주를 이루었다. ‘고가제품 선호집단’은 60대 이상, 주부의 비율이 가장 높은 집단으로 판매원을 정보원으로 주로 이용하는 것으로 나타났다. 기능성 정보제공에 사용된 용어에 대해 설명의 필요성을 가장 높게 인식하고 있는 집단은 ‘전문적/기능성 중시집단’이었으며 성능정보 관심도가 떨어지는 ‘비전문적/브랜드 및 디자인 추구집단’은 오히려 상대적 만족도가 높은 것으로 나타났다. 본 연구를 통해 기능성 재킷 소비자 유형의 특징과 성능 정보에 대한 반응의 차이를 고찰함으로써 기능성 의류제품의 성능 정보 제공을 위한 효과적 인 방법과 내용에 대한 실질적이고 유용한 정보를 제공할 수 있을 것으로 기대한다.