• Title/Summary/Keyword: 포켓

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생활 속 레저 - 게임 재미에 운동 효과까지 제대로 포켓볼

  • Lee, Eun-Jeong
    • 건강소식
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    • v.38 no.12
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    • pp.20-21
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    • 2014
  • 겨울에는 평소보다 몸을 웅크리고 활동량이 줄어 체중이 늘기 십상이다. 더욱이 따듯한 실내에만 머물고 싶은 생각이 간절하다. 이런 때일수록 운동이 필요한 법. 따뜻한 실내에서 즐길 수 있는 운동으로 포켓볼보다 좋은 게 또 있을까. 천천히 걸으면서 이야기를 나누고 게임하는 동안 차 한잔을 곁들일 수 있는 흔치 않은 레저 스포츠로, 게임하는 재미에 운동 효과까지 제대로 얻을 수 있다.

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The effects of attitude toward characters, social interaction, competition, physical activity, and attention switching on user's attachment to a mobile augmented reality game (캐릭터에 대한 태도, 대인 교류, 경쟁심, 신체 활동과 주의 전환이 모바일 증강 현실 게임 사용자의 애착에 미치는 영향)

  • Lee, Gyu-Dong
    • Journal of the Korea Convergence Society
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    • v.11 no.4
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    • pp.143-149
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    • 2020
  • Many users enjoy a location-based augmented reality game such as Pokémon GO. From the perspective of attachment, this paper investigated the antecedents of Pokémon GO use. A total of 182 responses from Pokemon Go users was collected through an online survey. The result of regression analysis showed that attitude toward game characters, social interaction, competition, and physical activity increased attachment to game. Attention switching, however, decreased attachment to the game. This study suggested that attachment to mobile augmented games could be achieved through social interaction, competition, and physical activity. Implications for researchers and practitioners were discussed.

The Behavior of the Mobility Degradation in Pocket Implanted MOSFETS (Halo 구조의 MOSFET에서 이동도 감소 현상)

  • Lee Byung-Heon;Lee Kie-Young
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.42 no.4 s.334
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    • pp.1-8
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    • 2005
  • The increased effective impurity due to the pocket ion implantation is well blown to give rise to a reduction of the effective mobility of halo MOSFETs. However, further decrease of the effective mobility can be observed in pocket implanted MOSFETs above the mobility reduction due to the Coulomb impurity scattering and the gate bias dependency of the effective mobility can also differ from the simple model describing the mobility behavior in terms of the effective impurity. Phonon scattering and surface scattering as well as impurity Coulomb scattering are also shown to be effective in the degradation of the carrier mobility of pocket implanted MOSFETs. Using the 1-D regional approximation the effect of the distribution of the inversion charge density along the channel on the drain current is investigated. The inhomogeneous channel charge distribution due to pocket implantation is also shown to contribute to the further reduction of the effective mobility in halo MOSFETs.

Evaluation on Behavior Characteristics of a Pocketable Expansion Material for Ground Cavity Based on Wheel Tracking Test Results (휠트래킹 시험을 통한 포켓형 지반공동 긴급복구 팽창재료의 거동특성 평가)

  • Park, Jeong-Jun;Kim, Ju-Ho;Kim, Ki-Sung;Kim, Dongwook;Hong, Gigwon
    • Journal of the Korean Geosynthetics Society
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    • v.17 no.1
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    • pp.75-83
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    • 2018
  • This paper described a results of dynamic stability by using wheel tracking test and unconfined compression test, in order to evaluate behavior characteristics on the developed pocketable expansion material for emergency restoration of ground cavity. The wheel tracking test result showed that the settlement increment ratio of the recovered ground by the expansion material was decreased compared to the sandy ground in high load condition. That is, it was confirmed that the expansion material was able to restrain the settlement due to the material stiffness, and the same results were obtained for the dynamic stability evaluation results. From the results of unconfined compression test, the pocketable expansion material was found to be able to fully support load on the restored cavity.

Comparison on the education effects of cardiopulmonary resuscitation application using smart-phone -Focused on animation CPR and modified pocket CPR- (스마트폰을 활용한 심폐소생술 어플리케이션의 교육 효과 비교 -애니메이션을 활용한 심폐소생술과 변형된 포켓 심폐소생술을 중심으로-)

  • Park, Hee;Cho, Keun-Ja
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.1
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    • pp.480-489
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    • 2015
  • This study aimed to compare the education effect of easily accessible cardiopulmonary resuscitation (CPR) applications on smart-phones. The differences of performance and accuracy of CPR between animation CPR group and modified Pocket CPR group in Reserve Officers' Training Corps students of K university were evaluated by 2010 AHA guidelines. Data were collected from May 19, 2012 to May 20, 2012. There was no statistically significant difference between both of group in the performance and accuracy of CPR. However, the modified Pocket CPR group showed significant increase in the accuracy of chest compression depth (26.4%, p<.05), while the animation CPR group showed significant increase in the accuracy of chest compression location after the education (25.2%, p<.01). In conclusion, the methods using advantage and complementing disadvantage of animation CPR application and Pocket CPR application could help that people could easily access and perform to CPR.

The study for Korean VR/AR content policy through PokemonGo syndrome ('포켓몬GO 신드롬'으로 본 국내 VR/AR 지원정책 고찰)

  • Choi, JoongBin
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.169-178
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    • 2016
  • Awareness of Korean VR/AR industry has been spread via the success of PokemonGo syndrome. In accordance with the increase in interest VR/AR ecosystem in the domestic VR/AR industry is to equip the global competitiveness of C-P-N-D aspect is essential. This paper analyzes the state VR/AR industrial ecosystem status in the C-P-N-D perspective and examines the government and the local governments of VR / AR content policy in supporting ecological point of view. Especially, the importance of the platform and IP has been noted based on VR/AR industry.

An Analysis of cuteness and violence in games (일본 게임에서 나타나는 귀여움과 폭력성의 공존에 관한 분석)

  • Joo, Soo-jeung;Cho, Kyu-heon
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.407-408
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    • 2019
  • 일본의 게임문화에서는 서양 문화권과 달리 귀여움과 폭력성이라는 상반된 속성이 공존하며 성장하였다는 특징이 나타난다. 이는 일본의 전통적인 미의식과 연관되어 있다고 볼 수 있는데, 특히 게임 포켓몬스터 시리즈에서 이러한 경향이 두드러지는 것으로 보인다. 이 글에서는 포켓몬스터 시리즈와 페르소나 시리즈라는 두 게임 시리즈를 비교하여 귀여움이라는 속성이 게임에서 어떻게 기능하는 것인지 분석하도록 한다.

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