• Title/Summary/Keyword: Classification of Play

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A Study on Preferences about Play, Laughing Activity, Digital Game in Elementary School Students (초등학생들의 놀이, 웃음활동, 디지털 게임의 선호도 실태 고찰)

  • Bae, Jin-Soon
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.7-18
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    • 2016
  • This study was conducted to construct a program combining play and laughing activities with personality education. Self-recorded questionnaire was administered to investigate popularity of play(playing rules area, traditional play area, board game area), the laughing activity, digital games preference among 5th and 6th grade students. Most popular activities was board game area, followed by rule play area, traditional play area, and laughing activity in order. Group play among the rule play area, and Yutnory among traditional play, and digital games among board games were most preferred. This study suggest primitive classification and characterization of play and activities among senior elementary students. Further study for define classification of other eligible play and activities may be encouraged to establis high quality play and activity programs among elementary school students.

Free Play Activities in the Curricula of Childcare Centers and Teachers' Perceptions of Play (보육과정에서의 자유놀이 현황과 교사의 놀이인식)

  • Rim, Hyo-Shin;Rha, Jong-Hay
    • Journal of the Korean Home Economics Association
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    • v.49 no.2
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    • pp.27-36
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    • 2011
  • This study dealt with free play activities in the curricula of childcare centers in Daejeon area. 29 teachers from 21 day care centers were interviewed individually to obtain an understanding of teachers perceptions and conflicting views about play activity in the context of different day care curricula. The data were analysed qualitatively, using categorization and key word classification, frequency analyses and chi-squared tests. The results were as follows: (1) play-oriented curricula included sufficient play time and planned play activities in terms of the children's development. Children's freedom in play, optimum intercession by teachers, and interrelating activities between activity areas were included. In mixed curricula, children's freedoms were limited in many cases, and interrelating play between activity areas was hardly found. Formal lesson-oriented curricula resulted unplanned play activities and teachers' passive intercession of play. (2) Most teachers believed that play activities were more important to a child's development than formal lessons.

Type of attitude analysis of the Auto-play mobile games using user (모바일 게임 자동플레이 사용 유저의 유형별 태도분석)

  • Lee, Seung-Jae;Paik, Paul Chul-Ho
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.163-172
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    • 2016
  • This study analyzes the attitudes of users who use the automatic-play function of mobile-games. It also observes changes in different emotions to enjoyment. For the analysis, the Q methodology appropriate for the subjectivity study was used, and it classified two types of attitudes based on the analysis. After the classification, it defined the characteristic of each type based on Lazzaro's theory on classification of fun. Types with high rate of convenience feature dependency utilize automatic-play feature to play games for collecting and growth, and they prefer managing the game outdoors. Another type enjoyed the experience of problem solving through games. They want the process to be a good skill to possess in game-play. There was also a tendency to perceive oneself as the game's character. Both types were responded positively to using automatic-play to play mobile-games. This is expected to be used as important data for game production, leading to usability evaluation for analyzing the emotional sensitivity of mobile game users.

A Preliminary Study on Clinical Decision Support System based on Classification Learning of Electronic Medical Records

  • Shin, Yang-Kyu
    • Journal of the Korean Data and Information Science Society
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    • v.14 no.4
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    • pp.817-824
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    • 2003
  • We employed a hierarchical document classification method to classify a massive collection of electronic medical records(EMR) written in both Korean and English. Our experimental system has been learned from 5,000 records of EMR text data and predicted a newly given set of EMR text data over 68% correctly. We expect the accuracy rate can be improved greatly provided a dictionary of medical terms or a suitable medical thesaurus. The classification system might play a key role in some clinical decision support systems and various interpretation systems for clinical data.

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PLAY PSYCHOTHERAPY (놀이정신치료)

  • Kwack, Young-Sook
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.11 no.2
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    • pp.161-178
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    • 2000
  • The author reviewed history and development of variable approaches of play psychotherapy. To understand basic concepts and practical factors of play, the functions of play behavior and it's clinical application were summarized. As major therapeutic approaches, both theoretical concepts and practical techniques of psychoanalytic approach and those of nondirective approach were presented. For clinician it is important to know developmental theories which can be applied to various therapeutic technics and to apply these theories to play therapy situations. So, to know the developmental approach in play psychotherapy, play as a developmental process, its' therapeutic application, play in the perspective of cognitive development and the therapeutic process of play psychotherapy were reviewed. With the knowledge of developmental concept therapists can increase their abilities to prescribe an appropriate type of play therapy.

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A Study on Game Structure by User-Centered Narrative and Play (유저 중심의 서사와 놀이에 의한 게임 구조에 대한 고찰)

  • CHO, Il-hyun
    • Journal of Digital Convergence
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    • v.17 no.8
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    • pp.401-406
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    • 2019
  • Recently, as multi-platform game environments become common, many games of convergence genre have been produced, and the boundaries of genre division by existing platforms have become blurred. The game genre is convergence content consisting of user-centered 'narrative and play'. In this paper, we propose a game genre classification according to the user 's behavior type based on the essential recognition that the subject of the game is the user. The user's actions are done in different genres and goals and rules, and the interaction is an important act for immersion. Therefore, the user's behavioral classification and perception by the game genre are important and expected to help redefine the game structure.

Guitar Tab Digit Recognition and Play using Prototype based Classification

  • Baek, Byung-Hyun;Lee, Hyun-Jong;Hwang, Doosung
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.9
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    • pp.19-25
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    • 2016
  • This paper is to recognize and play tab chords from guitar musical sheets. The musical chord area of an input image is segmented by changing the image in saturation and applying the Grabcut algorithm. Based on a template matching, our approach detects tab starting sections on a segmented musical area. The virtual block method is introduced to search blanks over chord lines and extract tab fret segments, which doesn't cause the computation loss to remove tab lines. In the experimental tests, the prototype based classification outperforms Bayesian method and the nearest neighbor rule with the whole set of training data and its performance is similar to that of the support vector machine. The experimental result shows that the prediction rate is about 99.0% and the number of selected prototypes is below 3.0%.

Mathematics in Korean Traditional Music (한국 음악 속의 수학)

  • Kim Ki-Won;Ahn Sun-Phill
    • Journal for History of Mathematics
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    • v.17 no.4
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    • pp.65-76
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    • 2004
  • Even though mathematics and music play very different roles in our society, they are closely related to each other. In this paper, we studies relations between mathematics and Korean traditional music, and give some ideas to use such relations in mathematics education.

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Emotion Recognition based on Tracking Facial Keypoints (얼굴 특징점 추적을 통한 사용자 감성 인식)

  • Lee, Yong-Hwan;Kim, Heung-Jun
    • Journal of the Semiconductor & Display Technology
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    • v.18 no.1
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    • pp.97-101
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    • 2019
  • Understanding and classification of the human's emotion play an important tasks in interacting with human and machine communication systems. This paper proposes a novel emotion recognition method by extracting facial keypoints, which is able to understand and classify the human emotion, using active Appearance Model and the proposed classification model of the facial features. The existing appearance model scheme takes an expression of variations, which is calculated by the proposed classification model according to the change of human facial expression. The proposed method classifies four basic emotions (normal, happy, sad and angry). To evaluate the performance of the proposed method, we assess the ratio of success with common datasets, and we achieve the best 93% accuracy, average 82.2% in facial emotion recognition. The results show that the proposed method effectively performed well over the emotion recognition, compared to the existing schemes.