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The Effect of Power Type within Supply Chain on the Information Capability: Perspective of CSV Value Creation 供应链权力类型对信息能力的影响:基于CSV价值创造的视角
IF 0.7 Pub Date : 2018-01-01 DOI: 10.5859/KAIS.2018.27.3.1
Kwang O. Park, Chang Hwal-sik, Jung Dae Hyun
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引用次数: 1
The impact of motivation of using the corporate Facebook on consumer-brand relationship : Focused on a Self-Determination Motivation Theory 企业使用Facebook的动机对消费者-品牌关系的影响:基于自我决定动机理论
IF 0.7 Pub Date : 2018-01-01 DOI: 10.5859/KAIS.2018.27.1.67
Eun-ji Lee, Koo Chulmo
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引用次数: 2
Collaborative Consumption Motivation Factor Model under the Sharing Economy 共享经济下的协同消费激励因素模型
IF 0.7 Pub Date : 2018-01-01 DOI: 10.5859/KAIS.2018.27.2.197
T. Roh, C. Yeol
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引用次数: 1
Game As Major Introducing Media To OPT For College 游戏作为专业介绍媒体选择大学
IF 0.7 Pub Date : 2017-10-19 DOI: 10.24167/SISFORMA.V4I1.1043
Inggrit Swastini Dewi, Ridwan Sanjaya, Hendra Prasetya
Today's development requires people to have higher education and expertise in a particular field. Because of th at , many universities or colleges are beginning to open new majors to suit the increasingly growing and diverse interests. However, the increasing number of majors could make it difficult for many high school students in determining the university or colleges and department they should take . A lack of understanding of their own personal interests and talents, as well as information about said universities or colleges and majors also add to the difficulty of choosing. Therefore, an interesting and simple media to help students to know their potential, provide information about the majors according to their interests, and help them determine the right path is needed . The concept of this major introducing game is based on sources such as interviews with interviewees and questionnaires . In the game, players can find out their interests , talents and appropriate majors, as well as courses and professions related to those majors. Aptitude test in this game is based on Holland’s Theory.
今天的发展要求人们在某一特定领域具有高等教育和专业知识。正因为如此,许多大学或学院开始开设新的专业,以适应日益增长和多样化的兴趣。然而,越来越多的专业可能会使许多高中生在决定他们应该选择的大学或学院和专业时变得困难。缺乏对自己个人兴趣和才能的了解,以及关于所述大学或学院和专业的信息也增加了选择的困难。因此,需要一个有趣而简单的媒体来帮助学生了解自己的潜力,根据他们的兴趣提供有关专业的信息,并帮助他们确定正确的道路。这个主要介绍游戏的概念是基于对受访者的采访和问卷调查等来源。在游戏中,玩家可以找到自己的兴趣,才能和适合的专业,以及与这些专业相关的课程和专业。这个游戏的能力倾向测试是基于Holland的理论。
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引用次数: 1
Game Utilization as a Media to Train the Balance of Left and Right Brain 利用游戏训练左右脑平衡的媒介
IF 0.7 Pub Date : 2017-10-19 DOI: 10.24167/SISFORMA.V4I1.1042
E. Wijaya
Human have two brain hemispheres, left hemisphere and right hemisphere. Left hemisphere is used for processing language, words, numbers, equations, etc. Right hemisphere is used for processing creativity, imagination, music, color, etc. Every human should have balance between left and right hemisphere. One method that could be used for balancing brain hemispheres is to use left and right hands for using tools, writing, or typing. “Typing Rhythm” is a game for PC platform, the purpose of this game is for brain balancing exercise by typing lyric of a song while the song is played.
人类有两个大脑半球,左半球和右半球。左脑半球用于处理语言、文字、数字、方程式等。右半球负责处理创造力、想象力、音乐、色彩等。每个人都应该保持左右脑半球的平衡。一种可以用来平衡大脑半球的方法是用左手和右手使用工具、写作或打字。“打字节奏”是一款针对PC平台的游戏,该游戏的目的是通过在播放歌曲的同时输入歌词来锻炼大脑的平衡。
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引用次数: 0
CLICHE: Education Games for Climate Change Countermeasures 陈词滥调:应对气候变化的教育游戏
IF 0.7 Pub Date : 2017-10-19 DOI: 10.24167/SISFORMA.V4I1.1046
Fajar As’ari, Viena Patrisiane
Game as media education to introduced, delivering and teaching about knowledge by presenting the information that contains education materials through digital game. Many education field has been adapted into game as media educations, like history, arithmetic, etc. Social and environmental issues also can be adapted into a game to overcome the issues. Climate change, an issues that being world concern. Not only the impacts that being concern, the causes of climate change as important as the impacts. Minimizing behavior that can worsen climate change it also means minimizing climate change effect. One of education games has been created to educate people about climate change, inform about climate change itself and the way to minimizing the effects. In this paper will discuss about education games: CLICHE. Game which explain concisely the cause and some action to minimizing climate change cause through digital game play that will has impact to lessening the climate change effects.
游戏作为教育的媒介,通过数字游戏呈现包含教育材料的信息,对知识进行介绍、传递和教学。许多教育领域,如历史、算术等,都被游戏作为媒介教育。社会和环境问题也可以融入游戏中去克服这些问题。气候变化是世界关注的一个问题。不仅仅是影响,气候变化的原因和影响一样重要。尽量减少可能加剧气候变化的行为也意味着尽量减少气候变化的影响。其中一个教育游戏是为了教育人们关于气候变化,告知气候变化本身以及减少影响的方法。本文将讨论教育类游戏:CLICHE。游戏,简明地解释了原因和一些行动,以尽量减少气候变化的原因,通过数字游戏,将有影响,以减少气候变化的影响。
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引用次数: 0
The Introduction of Classic Batik Motif to the Community Through Game 通过游戏将经典蜡染图案引入社区
IF 0.7 Pub Date : 2017-10-19 DOI: 10.24167/SISFORMA.V4I1.1039
E. Purnamasari, Erdhi Widyarto, Albertus Dwiyoga Widiantoro
Batik is a wealth of Indonesian nation that became a cultural heritage and has been registered in the Representative of the Masterpiece of the Oral and Intangible Heritage of Humanity by UNESCO in 2009 [1]. The appearance of a variety of batik would be a pleasure for batik lovers so often used as clothing, furniture, or other equipment in everyday life. But the lack of knowledge of meaning and philosophy in batik itself so that batik is often being used indiscriminately without knowing the intentions contained in the batik itself and being a mistake in its use [2], especially classic batik is a batik that is still thick with tradition and custom philosophy in it [3]. This report contains about the introduction of classic batik motifs and philosophies that are packaged in interactive educational games. This game is made by entering the element of trivia quiz as an evaluation material and equipped with batik information that can be read repeatedly outside the gameplay so as to enrich and give better understanding of the information in the game. From the results of a survey of 50 respondents from the age range between 13 - 30 years old located in Central Java and outside Central Java, shows that this educational game about batik can make respondents become richer with knowledge about the meaning and philosophy of classical batik. In addition, respondents also want to preserve batik as a nation's wealth.
蜡染是印尼民族的财富,已成为文化遗产,并于2009年被联合国教科文组织列入《人类口头和非物质遗产代表作代表作代表》[1]。各种蜡染的出现对于蜡染爱好者来说是一种乐趣,它们经常被用作日常生活中的服装、家具或其他设备。但由于对蜡染本身的意义和哲学认识的缺乏,使得蜡染往往在不了解蜡染本身所包含的意图的情况下被胡乱使用,成为一种错误的使用方式[2],尤其是经典蜡染是一种仍然具有浓厚传统和习俗哲学的蜡染[3]。这篇报告包含了经典蜡染图案和哲学的介绍,是包装在互动教育游戏。本游戏加入了小问答的元素作为评价材料制作而成,并配有可以在游戏之外反复阅读的蜡染信息,从而丰富和更好地理解游戏中的信息。通过对中爪哇和中爪哇以外地区50名年龄在13 - 30岁之间的受访者的调查结果表明,这款关于蜡染的教育游戏可以让受访者对古典蜡染的意义和哲学有更丰富的了解。此外,受访者还希望保留蜡染作为国家财富的地位。
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引用次数: 4
WANA WARRIOR GAME AS ANIMAL RESCUE CAMPAIGN MEDIA 娃战士游戏作为动物救援运动的媒体
IF 0.7 Pub Date : 2017-10-19 DOI: 10.24167/SISFORMA.V4I1.1040
Adi Putra, Erdhi Widyarto, Albertus Dwiyoga Widiantoro
Indonesia is a nation which rich of biodiversity. Various vegetation and good supporting climate make Indonesia a comfortable homeland for some specieses. Deforestation and illegal hunting threatened some speciecess. Seeing that situation, there are many ways to avoid that , one of them is using game as the media. Wana Warrior is a game used as education media of animal saving. The concept of this game is using game as the medium for conveying the information through design and gameplay which attract the players and they can learn without they realize from the provided information. Using Agenda Setting theory, provided informations are selected important issues . S o players are focused only on provided issues. The result of the research shows “Wana Warrior” game can educate people about animal biodiversity,  especially, in Indonesia.
印度尼西亚是一个生物多样性丰富的国家。多样的植被和良好的气候使印度尼西亚成为一些物种舒适的家园。森林砍伐和非法狩猎威胁到了一些物种。看到这种情况,我们有很多方法可以避免这种情况,其中之一就是使用游戏作为媒体。娃娃战士是一款用于动物保护教育媒体的游戏。这款游戏的理念是将游戏作为传达信息的媒介,通过设计和玩法吸引玩家,让他们在无意识的情况下从所提供的信息中学习。利用议程设置理论,提供的信息是选定的重要问题。大多数玩家只关注提供给他们的问题。研究结果表明,“Wana Warrior”游戏可以教育人们有关动物生物多样性的知识,特别是在印度尼西亚。
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引用次数: 5
Virtual Reality Game Education to Learn Traffic Regulation 交通规则学习的虚拟现实游戏教育
IF 0.7 Pub Date : 2017-10-19 DOI: 10.24167/SISFORMA.V4I1.1037
Andru Deva Lukito, Ridwan Sanjaya, Hendra Prasetya
Abstract – Traffic accident has become number 3 of children death cause in the world according to WHO [1] . Traffic accident that involve children often caused by their own by breaking the law or regulation. Therefor education about traffic regulation and law including traffic sign and its meaning must be given to children early. Because education means process to change a person or a group attitude and behavior in order to make them mature through teaching and training [2] . One of them that can be used is digital media.  One of interactive digital media is digital game, various form of digital game start from 2D, 2.5D, 3D with many point of view and new technology. VR (Virtual Reality) as new digital media where alternate reality exist to test various theory without any real consequences, according to Greenbaum “Virtual Reality is an alternate world filled with computer-generated images that respond to human movements. These simulated environments are usually visited with the aid of an expensive data suit which features stereophonic video goggles and fiber-optic data gloves” [3] . Greenbaum statement before were make VR suitable to test traffic law and regulation and educate kid to obey the traffic sign and regulation without real consequences from real world. This Journal contain the result of using virtual reality as traffic regulation education media. Education material that arranged consisting traffic sign that appear on the road and safety riding gear. Keywords – Virtual Reality, Traffic sign , Road traffic, children, education
摘要-根据世界卫生组织的统计,交通事故已成为世界上第三大儿童死亡原因[1]。涉及儿童的交通事故往往是由他们自己违反法律或法规引起的。因此,关于交通法规的教育,包括交通标志及其含义,必须尽早给予孩子。因为教育是指通过教学和训练,改变一个人或一个群体的态度和行为,使其成熟的过程[2]。其中一个可以使用的是数字媒体。数字游戏是互动数字媒体的一种,数字游戏从2D、2.5D、3D等多种形式出发,具有多种视角和新技术。根据Greenbaum的说法,虚拟现实作为一种新的数字媒体,存在替代现实来测试各种理论,而不会产生任何实际后果,“虚拟现实是一个充满计算机生成图像的替代世界,这些图像会对人类的动作做出反应。这些模拟环境通常是在昂贵的数据服的帮助下进行的,其中包括立体声视频护目镜和光纤数据手套”[3]。格林鲍姆之前的声明,我们让VR适合测试交通法规,教育孩子遵守交通标志和规则,而没有现实世界的真正后果。本期刊包含了虚拟现实作为交通规则教育媒介的成果。包括道路上出现的交通标志和安全骑行装备的教育资料。关键词:虚拟现实,交通标志,道路交通,儿童,教育
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引用次数: 5
Factors Affecting the Usage of Elderly People’s Smartphones: Based on UTAUT Model 老年人智能手机使用的影响因素——基于UTAUT模型
IF 0.7 Pub Date : 2017-03-31 DOI: 10.5859/KAIS.2017.26.1.143
Hyun-Yong Jang, Joon Koh
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引用次数: 4
期刊
African Journal of Information Systems
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