• Title/Summary/Keyword: 게임 장애

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Testing a Model to Predict Problem Gambling in Speculative Game Users (사행성 게임 이용자의 문제도박 예측 구조모형)

  • Park, Hyangjin;Kim, Suk-Sun
    • Journal of Korean Academy of Nursing
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    • v.48 no.2
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    • pp.195-207
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    • 2018
  • Purpose: The purpose of the study was to develop and test a model for predicting problem gambling in speculative game users based on Blaszczynski and Nower's pathways model of problem and pathological gambling. Methods: The participants were 262 speculative game users recruited from seven speculative gambling places located in Seoul, Gangwon, and Gyeonggi, Korea. They completed a structured self-report questionnaire comprising measures of problem gambling, negative emotions, attentional impulsivity, motor impulsivity, non-planning impulsivity, gambler's fallacy, and gambling self-efficacy. Structural Equation Modeling was used to test the hypothesized model and to examine the direct and indirect effects on problem gambling in speculative game users using SPSS 22.0 and AMOS 20.0 programs. Results: The hypothetical research model provided a reasonable fit to the data. Negative emotions, motor impulsivity, gambler's fallacy, and gambling self-efficacy had direct effects on problem gambling in speculative game users, while indirect effects were reported for negative emotions, motor impulsivity, and gambler's fallacy. These predictors explained 75.2% problem gambling in speculative game users. Conclusion: The findings suggest that developing intervention programs to reduce negative emotions, motor impulsivity, and gambler's fallacy, and to increase gambling self-efficacy in speculative game users are needed to prevent their problem gambling.

Group Key Management using (2,4)-Tree ((2,4)-트리를 이용한 그룹키 관리)

  • 조태남;이상호
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.11 no.4
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    • pp.77-89
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    • 2001
  • Recently, with the explosive growth of communication technologies, group oriented services such as teleconference and multi-player game are increasing. Access control to information is handled by secret communications with group keys shared among members, and efficient updating of group keys is vital to such secret communications of large and dynamic groups. In this paper, we employ (2,4)-tree as a key tree, which is one of height balanced trees, to reduce the number of key updates caused by join or leave of members. Especially, we use CBT(Core Based Tree) to gather network configurations of group members and reflect this information to key tree structure to update group keys efficiently when splitting or merging of subgroups occurs by network failure or recovery.

The Classification Scheme of ADHD for children based on the CNN Model (CNN 모델 기반의 소아 ADHD 분류 기법)

  • Kim, Do-Hyun;Park, Seung-Min;Kim, Dong-Hyun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.17 no.5
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    • pp.809-814
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    • 2022
  • ADHD is a disorder showing inattentiveness and hyperactivity. Since symptoms diagnosed in childhood continue to the adulthood, it is important to diagnose ADHD and start treatments in early stages. However, it has the problems to acquire enough and accurate data for the diagnosis because the mental state of children is immature using the self-diagnosis method or the computerized test. In this paper, we present the classification method based on the CNN model and execute experiment using the EEG data to improve the objectiveness and the accuracy of ADHD diagnosis. For the experiment, we build the 3D convolutional networks model and exploit the 5-folds cross validation method. The result shows the 97% accuracy on average.

The Relationship between Depression, Attention Deficit/Hyperactivity Disorder, and Internet Gaming Disorder Through Mediation Model (매개 모형을 통하여 고찰한 우울과 주의력결핍 과잉행동장애, 인터넷 게임장애 사이의 관계)

  • Lee, Seon-Gyu;Kim, Dai-Jin;Cho, Hyun
    • Korean Journal of Biological Psychiatry
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    • v.26 no.2
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    • pp.59-64
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    • 2019
  • Objectives Internet gaming disorder (IGD) is associated with attention deficit/hyperactivity disorder (ADHD) or depression etc. We tried to examine the mediating effects of depression in the relationship between ADHD and IGD. Methods This study was conducted on 2000 people who participated in on-line survey among 14-39 year-old men and women in 2017. And we clarified the relationship among IGD, ADHD, and depression and tested the mediation model. The mean and standard deviation of the main variables were calculated and correlation analysis was performed to confirm the relationship among the main variables. In order to test the mediating effect of depression on the relationship between ADHD and IGD, the structural equation model was implemented using AMOS 21 (IBM). Results There were significant correlations among the variables; IGD, ADHD and depression. Depression had a mediating effect 0.23 (95% confidence interval : 0.17-0.28) in the relationship between IGD and ADHD. Conclusions This study showed that depression can mediate ADHD and IGD. Therefore, the evaluation and management of depression and ADHD should be included in the diagnosis and treatment of IGD.

A 2MC-based Framework for Sensor Data Loss Decrease in Wireless Sensor Network Failures (무선센서네트워크 장애에서 센서 데이터 손실 감소를 위한 2MC기반 프레임워크)

  • Shin, DongHyun;Kim, Changhwa
    • Journal of the Korea Society for Simulation
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    • v.25 no.2
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    • pp.31-40
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    • 2016
  • Wireless sensor networks have been used in many applications such as marine environment, army installation, etc. The sensor data is very important, because all these applications depend on sensor data. The possibility of communication failures becomes high since the surrounding environment of a wireless sense network has an sensitive effect on its communications. In particular, communication failures in underwater communications occur more frequently because of a narrow bandwidth, slow transmission speed, noises from the surrounding environments and so on. In cases of communication failures, the sensor data can be lost in the sensor data delivery process and these kinds of sensor data losses can make critical huge physical damages on human or environments in applications such as fire surveillance systems. For this reason, although a few of studies for storing and compressing sensor data have been proposed, there are lots of difficulties in actual realization of the studies due to none-existence of the framework using network communications. In this paper, we propose a framework for reducing loss of the sensor data and analyze its performance. The our analyzed results in non-framework application show a decreasing data recovery rate, T/t, as t time passes after a network failure, where T is a time period to fill the storage with sensor data after the network failure. Moreover, all the sensor data generated after a network failure are the errors impossible to recover. But, on the other hand, the analyzed results in framework application show 100% data recovery rate with 2~6% data error rate after data recovery.

A Study on Exercise Intervention for Improving Physical Activity for the Disabled: From the Perspective of Convergence Device (장애인 신체활동 증가를 위한 운동중재에 관한 연구: 융합형 디바이스 활용 관점에서)

  • Kang, Sunyoung
    • Convergence Security Journal
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    • v.19 no.5
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    • pp.85-90
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    • 2019
  • The purpose of this study is to analyze the trend of exercise intervention applying various devices to increase the physical activity of the disabled, and to suggest the exercise intervention using converged devices that meet the needs of the times due to the increase of elderly people with disabilities. Exercise intervention using converged devices applicable to the disabled is divided into two types: first, exercise intervention using virtual reality-based gamification, and second, exercise intervention based on wearable devices of wearable or body-attached such as bands and watches. For exercise intervention using converged devices that can be enjoyed by the elderly with disability, minimize of environmental limitations, and easy to personalize, there is a need for configuration requirements such as easy operation and simple rules of operation, easy device installation and wearing, a trainer who can complement immature device utilization. In order to maintain and improve the daily living performance of the elderly with disabilities who experience a significant decrease in their cognitive and physical functions, it is necessary to use a physical activity game that can be experienced and can be interested in everyday life or a variety of devices to increase the amount of physical activity.

인간공학 프로그램 표준(Ergonomics program standard)의 미국 법제화 추진을 위한 최근 동향

  • Yun, Gyeong-Chae
    • The Safety technology
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    • no.36
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    • pp.8-11
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    • 2000
  • 최근(2000. 11월)미국에서는 근골격계 장애(MSDs ; Musculoskeletal disorfers)를 방지하기 위해 직업안전보건청 (OSHA : Occupational Safety and Health Administration)에서는 인간공학 프로그램표준(Ergonomis program standard)을 규정화하기 위해 관보(Federal Register)에 게시하는 등 법제화 추진이 이루어지고 있으며, 또한 이것이 기업체 단체에서는 규정화 무효를 위한 연방법정 소송이 전개되고 있으며 노동단체에서는 우호적 입장을 보이고 있는 등의 내용이 미국 언론 및 해외 통신(NY Times, LA Times, Washington Times, Wall ST Journal, AFP)에 보도되고 있다. 이미 미국의 반도체 기업에서는 반도체 제조설비의 인간공학을 위한 안전 지침을 정하고 있는 등 인간공학 표준화가 이루어지고 있어 그에 대한 동향을 살펴보고, 이러한 인간공학 프로그램 표준에 대해 자세한 내용을 게제할 계획이다. 금번 호에서는 그 동향과 인간공학 프로그램 표준의 필요성과 그 목적 등의 개요를 싣고 계속해서 구체적인 내용을 소개해 나갈 계획이다.

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A Study On Implementation of Digital Traditional Play using Interaction Design Technique (인터랙션 디자인 기법을 이용한 디지털 전통놀이의 구현에 관한 연구)

  • Baek, Jeong-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.01a
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    • pp.261-262
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    • 2013
  • 전통놀이는 전통문화의 일부분으로 옛날부터 민간에 의하여 전승되어 오는 놀이로서, 이를 후세에 전승시켜 유지보존하고 이어가는 것은 그 사회집단의 독특한 문화를 계승 발전시키는데 있어 매우 중요하다. 그러나 급격한 도시화와 세계화에 따른 정체불명의 미디어와 게임의 확산은 전통놀이 계승을 통한 전통문화의 보존을 방해하는 요인으로 작용하고 있다. 본 논문에서는 놀이 공간 확보의 어려움과 청소년들이 디지털 미디어 단말기의 선호에 따른 실외 및 집단놀이 활동의 외면 등, 전통놀이 확산의 장애 요인을 극복하기 위하여 최신의 인터랙션 미디어 제작기법을 활용한 전통놀이의 설계 및 구현 기법을 제안하였다. 특히, 정월대보름날에 행해지는 대표적인 전통놀이인 쥐불놀이 키트를 최근 부각되고 있는 아두이노 보드와 가속도 센서를 이용하여 제작하고 프로세싱으로 구현하는 사례를 제시하였다.

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인터넷 전자상거래 공용 프레임워크 표준화 동향 및 기술 분석

  • 한우용;함호상;박상봉
    • Proceedings of the Korean Information Science Society Conference
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    • 1999.10c
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    • pp.522-524
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    • 1999
  • 지난 몇 년간 인터넷 전자상거래는 폭발적으로 증가해왔으나 그런 증가추세도 어떤 장벽에 부딪힐 운명에 처해있다. 그 원인은 서로의 서비스들을 활용하지 못하는 폐쇄적인 전자 마켓들과 호환이 안 되는 응용들, 상호운영이 안 되는 플랫폼들, 고객들을 불안하게 하거나 혼란시키는 보안과 지불 방식등에 있다. 이런 인터넷 전자상거래의 장애 요소를 극복하고 상호 운영이 가능한 전세게 전자상거래 시장을 구축하기 위하여 인터넷 전자상거래 관련 회사들은 CommerceNet이라는 컨소시엄을 통하여 인터넷 전자상거래 공용 프레임워크인 eCo 시스템에 관한 국제 표준 스펙을 개발하고 있다. 본 논문에서는 CommerceNet에서 추진하고 있는 eCo 프레임워크 프로젝트에서 수행중인 eCo 프레임워크의 표준화 동향과 기반 기술을 분석한 내용을 기술하고 있다.

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