• Title/Summary/Keyword: 'Great Game'

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Development and Evaluation of an Elementary School Nutrition Education Program to Prevent Breakfast Skipping (아침결식 예방을 위한 초등학교 영양교육 프로그램의 개발 및 평가)

  • Son, Hyeong-Gyeong;Lee, Yeon-Kyung
    • Korean Journal of Community Nutrition
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    • v.15 no.6
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    • pp.740-749
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    • 2010
  • The purpose of this study was to develop and evaluate a nutrition education program to prevent breakfast skipping for elementary school children. Subjects were 102 5th grade students (51 boys, 51 girls) as the "education group" and 200 5th grade students (102 boys, 98 girls) as the "non-education group." The nutrition education program consisted of 4 lessons over an 8-week period. Teaching materials, including flash animation, panel, PowerPoint, and a bingo game, were developed for this education program. After education, there was significant increase in the percentage of students who had eaten breakfast every day, understood that breakfast has a great effect on health, and will eat breakfast every day in the education group compared to non-education group. Parents' positive behavior toward daily breakfast preparation and the percentage of parents who had their children eat breakfast every day increased significantly. The students of the education group responded positively to the questions of the benefit and importance of nutrition education. The flash animation received high marks, especially in terms of understanding of contents, content clarity, emphasis of the core content, delivery of necessary knowledge, and applicability of breakfast. This study shows the effectiveness of a 4-lesson nutrition education taught during an 8-week time period to induce changes in recognizing the importance of breakfast and in behavior toward breakfast consumption.

Personalized Book Curation System based on Integrated Mining of Book Details and Body Texts (도서 정보 및 본문 텍스트 통합 마이닝 기반 사용자 맞춤형 도서 큐레이션 시스템)

  • Ahn, Hee-Jeong;Kim, Kee-Won;Kim, Seung-Hoon
    • Journal of Information Technology Applications and Management
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    • v.24 no.1
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    • pp.33-43
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    • 2017
  • The content curation service through big data analysis is receiving great attention in various content fields, such as film, game, music, and book. This service recommends personalized contents to the corresponding user based on user's preferences. The existing book curation systems recommended books to users by using bibliographic citation, user profile or user log data. However, these systems are difficult to recommend books related to character names or spatio-temporal information in text contents. Therefore, in this paper, we suggest a personalized book curation system based on integrated mining of a book. The proposed system consists of mining system, recommendation system, and visualization system. The mining system analyzes book text, user information or profile, and SNS data. The recommendation system recommends personalized books for users based on the analysed data in the mining system. This system can recommend related books using based on book keywords even if there is no user information like new customer. The visualization system visualizes book bibliographic information, mining data such as keyword, characters, character relations, and book recommendation results. In addition, this paper also includes the design and implementation of the proposed mining and recommendation module in the system. The proposed system is expected to broaden users' selection of books and encourage balanced consumption of book contents.

The Diagnosis and Prescription for Correcting Errors of Putting in Golf Skill : A Case Study (골프 퍼팅 시 오류동작 교정을 위한 진단과 처방)

  • Hah, Chong-Ku
    • Korean Journal of Applied Biomechanics
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    • v.16 no.2
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    • pp.21-24
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    • 2006
  • The purpose of this paper is to diagnose the errors by comparing putting motion with the single pendulum pattern applicable to putting in golf skill and order prescription that correct errors of putting. In the modern-day game of golf, putting remains the key to shooting low scores, and the ability to hole putts can turn a good round into a great round A semi-golfer, subject(sex female, age 20yrs, mass 94.3kg, height 1.65m) who has troubles to do putting is chosen. Six cameras, ProReflex MCU240(240Hz) made by Qualisys company is used to capture putting motion and data is processed by QTM(Qualisys Track Manager) and Mathematica 5.0. The result that differentiates the putting and the single pendulum pattern is acquired To make the pattern of subject's putting to the single pendulum pattern quasi-equal, one tries to lower center of mass gradually. As a result of it, one has a similar pattern like the single pendulum Conclusively, to lower C.O.M one orders prescriptions that increase the weight and length of a putter and lower C.O.M subject's segment. Further improvements to the study could be to train a subject according to prescriptions and to monitor putting again. It will probably be necessary to simulate putting motions and to research relations for body shapes and putting patterns in order to establish suitable putting-motions.

A Study on Humanity Convergence Map using space metaphor and POI (point of interest) of Big Data (빅데이터 중 POI와 공간 메타포를 활용한 인문 융합 지도 연구)

  • Lee, Won-Tae;Kang, Jang-Mook
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.3
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    • pp.43-50
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    • 2015
  • Google, Yahoo, Daum and Naver has the POI(point of interest) service. And POI on the map is expending to social commerce, SNS, social game and social shopping. At the same time the uses's position on the map is the starting point of the Humanities Story. That means our current position is the place for stories of tales, children's song, fictional characters, the film background, lyrics and the birth of great people. This study points out that service has the limited to cafe, restaurant and hospital, and suggests the Humanities fusion Map Service which is combined with the POI information.

Generative Adversarial Networks: A Literature Review

  • Cheng, Jieren;Yang, Yue;Tang, Xiangyan;Xiong, Naixue;Zhang, Yuan;Lei, Feifei
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.12
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    • pp.4625-4647
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    • 2020
  • The Generative Adversarial Networks, as one of the most creative deep learning models in recent years, has achieved great success in computer vision and natural language processing. It uses the game theory to generate the best sample in generator and discriminator. Recently, many deep learning models have been applied to the security field. Along with the idea of "generative" and "adversarial", researchers are trying to apply Generative Adversarial Networks to the security field. This paper presents the development of Generative Adversarial Networks. We review traditional generation models and typical Generative Adversarial Networks models, analyze the application of their models in natural language processing and computer vision. To emphasize that Generative Adversarial Networks models are feasible to be used in security, we separately review the contributions that their defenses in information security, cyber security and artificial intelligence security. Finally, drawing on the reviewed literature, we provide a broader outlook of this research direction.

Encountering the Silk Road in Mengjiang with Tada Fumio: Korean/Japanese Colonial Fieldwork, Research, Connections and Collaborations

  • WINSTANLEY-CHESTERS, Robert;CATHCART, Adam
    • Acta Via Serica
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    • v.7 no.1
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    • pp.131-148
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    • 2022
  • While much has been written about Imperial Japan's encounter with geopolitics and developing ideas about Geography as a political and cultural discipline, little if anything has been written about relational and research Geographies between Japan and Silk Roads both ancient and modern. Memories of the ancient Silk Road were revivified in the late 19th century in tandem with the Great Game of European nations, as Japan modernized and sought new places and influence globally following the Meiji restoration. Imperial Japan thus sought to conquer and co-opt spaces imagined to be part of or influenced by the ancient Silk Road and any modern manifestation of it. This paper explores a particular process in that co-option and appropriation, research collaboration between institutions of the Empire. In particular it considers the exploration of Mengjiang/Inner Mongolia after its conquest in 1939/1940, by a collaborative team of Korean and Japanese Geographers, led by Professor Tada Fumio. This paper considers the making knowable of spaces imagined to be on the ancient Silk Road in the Imperial period, and the projecting of the imperatives of the Empire back into Silk Road history, at the same time as such territory was being made anew. This paper also casts new light on the relational and collaborative processes of academic exchange, specifically in the field of Geography, between Korean and Japanese academics during the Korean colonial period.

Evaluation on Kinematic Factors Affecting Scores of Olympic Round Game during the Follow Through in Archery (양궁 올림픽 라운드기록에 영향을 미치는 팔로 드로우 국면의 운동학적 요인 평가)

  • Hah, Chong-Ku;Yi, Jae-Hun
    • Korean Journal of Applied Biomechanics
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    • v.18 no.1
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    • pp.227-234
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    • 2008
  • The purpose of this study was to investigate kinematic factors affecting scores of Olympic Round Game during follow through which was basic and important in archery. For this study, 8 male archers($20{\pm}1\;yrs$, $77{\pm}13kg$, $178{\pm}5\;cm$) of K university participated in the experiment. The seven infrared cameras (Qualisys MCU-240) were used to acquire raw data, and analyzed with Matlab6.5 for variables. The results were as follows: First, angular average velocity of shoulder joint affecting scores was a statistical significance (p=.65, p<.10), and the regression equation was y = - 0.0637 x + 17.074, and determinant coefficient $R^2$ = 0.874 respectively. Second, good records was acquired about $120^{\circ}$/sec. of angular average velocity of shoulder joint. Third, as records was lower and lower, a peak-pulse on angular average velocity of shoulder joint was great during follow through. In conclusion, the record was greater as angular average velocity of shoulder joint was smaller and smaller from $110^{\circ}$/sec. to $160^{\circ}$/sec. It is suggested that a lower angular average velocity of shoulder joint and no peak-pulse may obtain good scores during follow through.

Simulation of Explosion of the Semi-Fluid with Strong Elasticity Applying Coulomb-Mohr Theory (쿨롱-모어 이론을 이용한 강탄성 반유동체 폭발 시뮬레이션)

  • Kim, Gyeong-Su;Sung, Su-Kyung;Shin, Byeong-Seok
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.143-152
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    • 2015
  • Unlike simulating general 'particle-based fluid explosion', simulating fluid with elasticity requires various experimental methods in order to show the realistic deformation of the matter. The existing studies on particle-based viscoelastic fluid only focused on matters' plastic deformation which can be found in mud or paint, based on the maximum distortion energy theory and maximum shear stress theory. However, these former researches could not simulate the brittle deformation which can be seen from silicon or highly elastic rubber when great external forces above limits are applied. This study suggests a brittle simulation method based on the Coulomb-Mohr theory, the idea that a yield occurs when maximum stress on a matter reaches to its rupture stress. This theory has a significant difference from the existing particle-based simulations which measures the forces on a matter by length or volume. Using a strong-elastic semifluid which Coulomb-Mohr theory is applied, realistic deformation process of a matter was observed as its forced surface reached to the rupture stress. When semifluid hit the ground, the impact of deformation can be explained by using Coulomb-Mohr theory.

A Study on the Continuous Speech Recognition for the Automatic Creation of International Phonetics (국제 음소의 자동 생성을 활용한 연속음성인식에 관한 연구)

  • Kim, Suk-Dong;Hong, Seong-Soo;Shin, Chwa-Cheul;Woo, In-Sung;Kang, Heung-Soon
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.83-90
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    • 2007
  • One result of the trend towards globalization is an increased number of projects that focus on natural language processing. Automatic speech recognition (ASR) technologies, for example, hold great promise in facilitating global communications and collaborations. Unfortunately, to date, most research projects focus on single widely spoken languages. Therefore, the cost to adapt a particular ASR tool for use with other languages is often prohibitive. This work takes a more general approach. We propose an International Phoneticizing Engine (IPE) that interprets input files supplied in our Phonetic Language Identity (PLI) format to build a dictionary. IPE is language independent and rule based. It operates by decomposing the dictionary creation process into a set of well-defined steps. These steps reduce rule conflicts, allow for rule creation by people without linguistics training, and optimize run-time efficiency. Dictionaries created by the IPE can be used with the speech recognition system. IPE defines an easy-to-use systematic approach that can obtained 92.55% for the recognition rate of Korean speech and 89.93% for English.

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Entertainment Contents Corporation Tencent's Growth Strategy : Focusing on Imitative Innovation and M&A (엔터테인먼트 콘텐츠 기업 텐센트의 성장 전략 : 모방형 혁신과 M&A를 중심으로)

  • Liu, Yu;Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.1-13
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    • 2020
  • Tencent is an internet-based entertainment platform corporation using technology to enrich the lives of Tencent platform users and assist the contents expansion. Since 2000, Tencent have developed a great growth and innovation in entertainment contents domain. Tencent have become the market leading innovator due to the imitative innovation and M&A. The present study designed case study analyses to investigate the mechanism with regard to the growth strategy of Tencent corporation. Tencent began with imitative internet-based game and social messaging services but then added its own wechat messenger platform, now being extended to other products or services. This imitative innovation strategy enabled Tencent corporation to grow rapidly, to achieve outstanding growth. In addition, Tencent's M&A investment drive is underpinned by a vision of top management team and flexible organizational culture, from building out the Tencent's entertainment platform, game, finance, e-commerce, to global market expansion. While our results shed light on the implications to understanding Tencent's growth, there are limitations of the current study that should be considered when designing next research.