• Title/Summary/Keyword: 숙련

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Measurement Method of User's Gameplay Skill Level in a Computer Game (컴퓨터게임에서 유저의 게임플레이 숙련도 측정 방법)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.12 no.5
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    • pp.23-34
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    • 2012
  • Computer games should keep user's immersion for fun. Flow can be occured on the balance of user's game skill level and the difficulty level of the challenges by an immersion theory. Computer games can make automatic control of the challenge difficulty level but user's game skill makes difficult to know instantly its level on gameplay because the skill is decided by game goals, user tendency, or user experience. In this paper, we proposed a method of measurement of user's gameplay skill level that we can know the skill level instantly on gameplay. The proposed methods require to be implemented in the stages of the design and implementation of the computer game to be used. Computer games can keep continuously the balance of user's game skill level and the difficulty level of the challenges in order to occur flow immersion by using the proposed measurement method and automatic control methods of the difficulty of game challenges.

Diffusion of software innovation: a Petri Net theory perspective (Petri Net 이론 관점에서 본 소프트웨어 혁신의 확산)

  • Han, Jiyeon;Ahn, Jongchang;Lee, Ook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.2
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    • pp.858-867
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    • 2013
  • Hardware and software field are developed by environment of MPSOC. Also it is still working with economic world and academic world. This study focus on software side and try to classify from parallel programming design world. It can be divided by three; Data, Tasks, and Data flow model. Then we used Petri Net to CUDA and HOPES programmer and found how much they understand parallel programming for each side. We focus on two sides and what is different between their experience. Petri Net is easy to descript parallel program or parallel design pattern for Task, Data, and Hybird. This research can explain how they know and how much they know about parallel programming.

Exemplary Teachers' Teaching Strategies for Teaching Word Problems (숙련된 교사의 문장제 문제해결 지도 전략 - 미국 교사들을 중심으로)

  • Lee, Kwang-Ho;Shin, Hyun-Sung
    • Journal of the Korean School Mathematics Society
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    • v.12 no.4
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    • pp.433-452
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    • 2009
  • This study investigated the teaching strategies of two exemplary American teachers regarding word problems and their impact on students' ability to both understanding and solving word problems. The teachers commonly explained the background details of the background of the word problems. The explanation motivated the students' mathematical problem solving, helped students understand the word problems clearly, and helped students use various solving strategies. Emphasizing communication, the teachers also provided comfortable atmosphere for students to discuss mathematical ideas with another. The teachers' continuous questions became the energy for students to plan various problem solving strategies and reflect the solutions. Also, this research suggested a complementary model for Polya's problem solving strategies.

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Categorization of two different swing styles using weight transfer patterns of golf swing (압력 중심 및 지면반력 이동 패턴에 의한 두 가지의 다른 골프 스윙 스타일 분류)

  • Linm, Young-Tae
    • Korean Journal of Applied Biomechanics
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    • v.14 no.2
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    • pp.179-186
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    • 2004
  • 본 연구의 목적은 숙련된 골프선수들의 골프 스윙동작 시 상이한 무게중심 변환 형태가 존재하는지 그리고 만약 이 상이한 무게중심 변환 형태가 존재한다면 어떤 형태로 나타나는지를 알아보고자 하였다. 본 실험을 위해 13명의 남자 대학 엘리트 골프 선수들을 대상으로 드라이버를 이용한 스윙을 실시하게 하였다. 수직 지면 반력과 압력중심 이동 패턴을 측정하기 위해 지면반력기 2대와 스윙 동작 시 critical event 설정을 위해 1대의 고감도 비디오 카메라를 사용하였다. 또한 스윙 결과로 나타나는 비거리, 클럽헤드 속도를 측정하기 위해 스윙 분석기를 이용하였다. 피험자 간 상호 비교를 위해 측정된 수직 지면반력 성분은 몸무게를 이용하여 표준화하였고 압력중심은 어드레스시의 압력중심을 원점으로 재 계산하였다. 또한 임팩트 시 측정된 좌우 수직 지면반력 성분을 이용하여 두 가지의 상이한 스윙 스타일로 구분하였다. 연구결과 8명(62%)의 피험자에게서 좌측 수직력 성분이 상대적으로 높은 전족(FFS) 스타일임이 밝혀졌고 5명(38%)은 그 반대인 리버스(RFS) 스타일임이 밝혀졌다. 이 전족 스타일은 대부분의 골퍼들이 선호하고 또 그렇게 하여야만 한다고 믿고 있는 스윙방식이다. 이와 반대인 리버스 스타일은 코치들이 금기시 하는 스윙의 형태로서 초보자, 즉 비숙련 자에게만 나타나는 전형적인 스윙형태라고 인지되고 있다. 하지만 이 두 가지 스윙 스타일이 초보자가 아닌 숙련된 골프 선수들에게서도 실제 존재한다는 것이 본 실험 결과로 나타났다. 평균 압력중심 이동 패턴은 전후축 방향의 경우 RFS 스타일 그룹이 RFS 스타일 그룹에 비해 압력중심 이동이 크게 나타났고 좌우축의 경우에도 RFS 그룹이 FFS 그룹에 비해 압력중심 이동이 크게 나타났다. 특히 임팩트 시 압력중심의 위치가 FFS 그룹은 전족 근처에 있는 반면 RFS 그룹은 후족(rear foot)에 위치하여 두 스윙 스타일의 차이점을 분명하게 보여주었다. 따라서 비록 이 RFS 스타일이 대부분의 코칭 이론과는 상반되는 무게중심 이동 패턴을 보여주었지만 이 스윙 스타일이 잘못된 것이 아닌 실제 존재하는 하나의 스윙 스타일로 인식하여 스윙 지도 시 이에 알맞은 적절한 교습법을 마련해야 할 것이다.

Current Status of Technical Development for TBM Simulator (국내·외 TBM 시뮬레이터 개발 현황)

  • Choi, Soon-Wook;Lee, Chulho;Kang, Tae-Ho;Chang, Soo-Ho
    • Tunnel and Underground Space
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    • v.30 no.5
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    • pp.433-445
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    • 2020
  • Professional TBM Operator is in short supply worldwide, and insufficient construction experience of new personnel using TBM can lead to a decline in response capabilities when various construction risks occur. The fact that the TBM construction quality greatly depends on the skill and experience of the TBM operator, and the decrease in productivity due to insufficient skilled manpower, and the decrease in safety due to the decrease in skill level are frequently discussed problems in the TBM industry. To this end, several overseas companies and organizations have developed simulators, and a simulator is being developed in Korea. The International Tunneling Association is planning a comprehensive training, including classroom training, e-learning, simulator training and field training. Given the progress at home and abroad, TBM driver training and formal recognition of training through certification or licensing is expected to become the norm in the near future.

The Characteristics of Japanese Vocational Education and Training System and Its Recent Changes (일본의 직업교육·훈련제도의 특성과 최근의 변화)

  • Kim, Sam-soo
    • Journal of Labour Economics
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    • v.26 no.2
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    • pp.61-95
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    • 2003
  • This paper investigates the characteristics of Japanese vocational education and training(VET) system and its recent changes with regard to the labour market changes under the long-term economic depression. The employment system model of Marsden(1999) is used as an analytical framework. By the review of 'the debate of intellectual skill', it is pointed out that the fundamental characteristic of Japanese VET system lies in forming multi-functional workers by the internal promotion in connection with the OJT-focused enterprise training along the job-competency rank system. In this system 'the skill as work-competency' is not institutionalised. By the long-term depression this type of internal labour market (ILM) has been under serious changes. By the policy analyses it is made clear that the direction of its change is not toward the collapse of the ILM. A series of labor market and VET policies does aim at sustaining the ILM by the introduction of the unified job qualification system, which is expected to institutionalise the widening external labour market into the craft-based labour market.

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Quality Control on Neutron Activation Analysis for Urban Dust by the Proficiency Test (비교숙련도 시험을 통한 도시대기분진에 대한 중성자방사화분석법의 품질관리)

  • Moon, Jong-Hwa;Kim, Sun-Ha;Chung, Yong-Sam
    • Analytical Science and Technology
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    • v.15 no.5
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    • pp.433-438
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    • 2002
  • Trace elements in two air filters (V-50, P-50) artificially loaded with urban dust provided from IAEA were determined non-destructively using instrumental neutron activation analysis. Standard reference material (Urban Particulate Matter, SRM 1648) of National Institute of Standard and Technology was used for analytical quality control. About 20 elements in both of loaded filter samples were determined. To evaluate inter-laboratory comparison and proficiency test, analytical data were statistically treated with the results which collected from 49 laboratories, 40 countries participated in this study using neutron activation analysis, particle induced X-ray emission, inductively coupled plasma mass spectroscopy, etc,. From the results of statistical treatment, Z-scores are within ${\pm}2$. Furthermore, accuracy and precision of obtained analytical values are passed according to the criteria of the proficiency test. Consequently, it was proved that analytical quality for air dust samples being performed has been controlled properly.

Middle School Students' Perceptions about and Mathematical Proficiency in Constructed-Response Items (수학 논술형 문항에 대한 중학생들의 인식 및 수학적 숙련도)

  • Park, SeokSun;Kim, Gooyeon
    • Journal of the Korean School Mathematics Society
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    • v.16 no.1
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    • pp.63-86
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    • 2013
  • This study aimed to explore how middle school students perceive constructed-response items and how they solve those items and the patterns of the processes. For this purpose, data were collected from middle school students through survey, written responses on those items that were developed for this particular purpose, and interviews. The survey data were analyzed by using Excel and the written responses and interview data qualitatively. The findings about the students' perceptions about the constructed-response items suggested that the middle school students perceive the items primarily as involving writing solutions logically(17%) and being capable of explaining while solving them(7%). The most difficulties they encounter when solving the items were understanding(26%), applying(12%), mathematical writing(25%), computing(23%), and reasoning(14%). The findings about the students' mathematical proficiencies showed that they made an error most in reasoning (35%), then in understanding(31%), in applying(9%), and least in computing(3%).

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Estimation Method of User's Gameplay Skill Level through the Performance of Gameplay Status (게임플레이 상태의 성과를 통한 게임숙련도 평가방법)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.17 no.3
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    • pp.21-32
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    • 2017
  • Computer games must keep the user immersed for fun. According to the immersion theory, maintaining the user's immersive state requires a continuous balance of game skill level and game difficulty level This study proposes a game skill estimation method of 9th grade that can be applied to a casual action game that can assume a zero-sum game, and additionally proposed a difficulty guessing method. The proposed methods can be implemented quickly and easily because it is a method determining by conditional mathematical expressions. Experiments on the accuracy of the proposed methods for the customized Pac-Man game show that the accuracy of the skill level was 1.2 grade as the difference on the average and the accuracy of the game difficulty level was 1.81 grade the difference on the average. The results show that the proposed methods are accurate enough to be applied to casual action games satisfying the zero-sum condition.

Automatic Classification Method for Time-Series Image Data using Reference Map (Reference Map을 이용한 시계열 image data의 자동분류법)

  • Hong, Sun-Pyo
    • The Journal of the Acoustical Society of Korea
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    • v.16 no.2
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    • pp.58-65
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    • 1997
  • A new automatic classification method with high and stable accuracy for time-series image data is presented in this paper. This method is based on prior condition that a classified map of the target area already exists, or at least one of the time-series image data had been classified. The classified map is used as a reference map to specify training areas of classification categories. The new automatic classification method consists of five steps, i.e., extraction of training data using reference map, detection of changed pixels based upon the homogeneity of training data, clustering of changed pixels, reconstruction of training data, and classification as like maximum likelihood classifier. In order to evaluate the performance of this method qualitatively, four time-series Landsat TM image data were classified by using this method and a conventional method which needs a skilled operator. As a results, we could get classified maps with high reliability and fast throughput, without a skilled operator.

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