• 제목/요약/키워드: Digital Game

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Analysis of Emotions of Anti-Korea and Anti-Japan in International Soccer Games of Korea vs. Japan (한국과 일본 간 축구경기와 반일·반한 감정의 관계)

  • Lee, Jong-Kil;Lee, Kong-Joo;Yang, Jae-Sik
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.463-473
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    • 2019
  • This study aimed to investigate the relationship between soccer games of Korea vs. Japan and emotions of anti-Japan and anti-Korea, empirically. For that, this study selected 2,400 comments from Naver and 5CH where people could write their SNS comments on EAFF E-1 football championship 2017. The study results got by frequency analysis and one-way ANOVA were as follows. First, Korean showed amity with own team and hostility to the opponents, and stronger hostility toward Japan. Japanese showed hostility to own team, and it was especially strong when vs. Korea. Second, Korean showed stronger hostility toward Japan than others. Japanese showed stronger hostility to own team when vs Korea. From those results, this study could conclude that soccer games of Korea vs. Japan could be a field to express those emotions rather than effect on the emotions of anti-Korea and anti-Japan. By the empirical method of this study on the emotions of anti-Japan and anti-Korea unlike advance studies, this could receive favorable evaluation.

Women's Field Hockey Pass Analysis using Social Network Theory (사회연결망 이론을 활용한 여자필드하키 패스분석)

  • Choi, Eun-Young;Kim, Ji-Eung;Lee, Seung-Hun;Park, Jong-Chul
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.471-477
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    • 2019
  • The purpose of this study is to analyse the attacking pattern of the key player through plenty of passes on field hockey between the winning games and losing ones through the preliminary game and the tournament. It has shown that the Korean women national team on field hockey is analysed all the passes through the sportscode for the 6 games of the World-League Final, and is investigated the centrality through the social network analysis using the R analytic software. The result is followed : First, It has shown three tendencies on the preliminary games that it has shown a lower Degree-Centrality, a same with Closeness, and a higher Betweenness than the tournament. Second, It has also described on winning games that it has explained a lower Degree-Centrality, a same with Closeness, and a higher Betweenness than losing games. On the conclusion, it has revealed that Korean women national team on field hockey showed a tendency that prefer to use a counter-attacking. Based on these study, expect to be used as a way to analyze performance in the field.

Effect of convergence body stabilization exercise on the visual response speed and functional movement, balance, and vital capacity of High School Football Players. (융복합적 신체안정화운동이 고등학교 축구선수의 시각반응속도와 기능적 움직임, 균형 및 폐활량에 미치는 영향)

  • Seo, Yeon-Soon;Song, In-Young;Yoon, Jong-Hyuk
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.191-202
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    • 2022
  • The purpose of this study is to examine the effect of a 10-week body stability exercise program, which was conducted on 24 male football players. The result of the Visual Response Speed Test using BlazePod, showed a significant increase of the upper arms, left foot and right foot for 15 second in number of reactions and reaction time (p<0.001). As a result of evaluating whether or not 7 functional movements were improved in order to evaluate the functional movement screen, Hurdle Step (p=0.001) and Active Straight Leg Rise (p=0.022) movements were significantly improved. significantly improved. As a result of measuring the y-balance Test in order to evaluate the balance ability, composite score(p<0.001) of both sides was significantly improved. The result of evaluating vital capacity, which was conducted to evaluate mobility and muscle endurance, showed a significant improvement in Forced vital capacity(p<0.001) and Forced expiratory volume in 1.0(p=0.003). In conclusion, a 10-week BSE program intervention in high school period, which can most improve the technical fitness necessary for the game in power, agility, leg strength, leg stability, mobility, and muscle endurance, will improve overall technical fitness, prevent football players from being injured and enhance their performance.

A Study on the Design Preference Survey for Development of Auxiliary Therapy Products Utilizing Music of Mild Cognitive Impairment (경도인지장애인의 음악을 활용한 보조 치료기기 제품개발을 위한 디자인 선호도 조사에 관한 연구)

  • Lee, Hae Goo
    • Korea Science and Art Forum
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    • v.31
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    • pp.355-365
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    • 2017
  • The future population of Korea is expected to reach the second highest level in the world by 2060 for the elderly. It is because of the rapid development of low fertility and medical technology. The burden of society for the elderly is expected to increase steadily. The elderly person firstly appears functional disorder. They have low ability in memory and in cognitive will be. Their activities are therefore limited. And economic production capacity is sharply reduced. Self-sufficiency is a difficult situation. They need help in economic and social aspects. Products for them need research and development. The elderly have a Mild Cognitive Impairment(MCI) stage with poor cognitive abilities. It is effective to combine pharmacological and non-pharmacological treatment methods for people with mild cognitive impairment. The effects of non-pharmacological treatments on music have been proven. This paper is a study on the appearance from the viewpoint of design in the development of ancillary instruments using music therapy techniques with Digital Convergence. For this study, we investigated the preference for external appearance of mild cognitive impairment. Two times surveys were conducted. As a result, the design of home care product for the hard cognitive impaired was different from that of a conventional game machine or set top box. It should be designed according to the user's special circumstances. They are memory and cognitive abilities. Products that meet physical and mental changes must be developed.

Study on Development of Digital Ocean Information Contents for Climate Change and Environmental Education : Focusing on the 3D Simulator Experiencing Sea Level Rise (기후변화 환경교육을 위한 디지털 해양정보 콘텐츠 개발 방안 연구 - 해수면 상승 체험 3D 시뮬레이터를 중심으로 -)

  • Jin-Hwa Doo;Hong-Joo Yoon;Cheol-Young Lee
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.5
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    • pp.953-964
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    • 2023
  • Climate change is undeniably the most urgent challenge that humanity faces today. Despite this, the level of public awareness and understanding of climate change remains insufficient, indicating a need for more proactive education and the development of supportive content. In particular, it is crucial to intensify climate change education during elementary and secondary schooling when values and ethical consciousness begin to form. However, there is a significant lack of age-appropriate, experiential educational content. To address this, our study has developed an innovative 3D simulator, enabling learners to indirectly experience the effects of climate change, specifically sea-level rise. This simulator considers not only sea-level rise caused by climate change but also storm surges, which is a design based on the analysis of long-term wave observation big data. To make the simulator accessible and engaging for students, we utilized the 'Unity' game engine. We further propose using this simulator as a part of a comprehensive educational program on climate change.

The Case Study of SW Education for Slow Youth Learners (느린 학습자 청년 대상 소프트웨어교육 사례연구)

  • Ryoo Eunjin;Park juyeon
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.127-131
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    • 2024
  • SW education was conducted for slow youth learners. 6 learners participatd in 8 sessions of an introductory course using several plays and 3 learners who more interested in introductory course participated in deeper course using normal method. After education, we survey and interview from learners, instructors and heads of welfare organizations. Learners showed interest and participated in the fact that they were participating in SW education, which was widely talked about. Learners were found to be more satisfied with introductory course education using play such as board games, and although they initially appeared to participate in unfamiliar learning content with low efficacy, it was observed that their efficacy increased with repetition. Additionally, it was observed that young people with an IQ of 80 or higher had a higher level of interest or interest in SW education than those with an IQ of 80 or lower. we discussed that there were not many opportunities to directly use the SW education content for youth who are slow learners in work or real life. We suggest this should be a focus education on the use of digital media - online meeting apps, office SW etc.- to improve digital literacy for life and work and that research on this should continue.

Impact of Net-Based Customer Service on Firm Profits and Consumer Welfare (기업의 온라인 고객 서비스가 기업의 수익 및 고객의 후생에 미치는 영향에 관한 연구)

  • Kim, Eun-Jin;Lee, Byung-Tae
    • Asia pacific journal of information systems
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    • v.17 no.2
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    • pp.123-137
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    • 2007
  • The advent of the Internet and related Web technologies has created an easily accessible link between a firm and its customers, and has provided opportunities to a firm to use information technology to support supplementary after-sale services associated with a product or service. It has been widely recognized that supplementary services are an important source of customer value and of competitive advantage as the characteristics of the product itself. Many of these supplementary services are information-based and need not be co-located with the product, so more and more companies are delivering these services electronically. Net-based customer service, which is defined as an Internet-based computerized information system that delivers services to a customer, therefore, is the core infrastructure for supplementary service provision. The importance of net-based customer service in delivering supplementary after-sale services associated with product has been well documented. The strategic advantages of well-implemented net-based customer service are enhanced customer loyalty and higher lock-in of customers, and a resulting reduction in competition and the consequent increase in profits. However, not all customers utilize such net-based customer service. The digital divide is the phenomenon in our society that captures the observation that not all customers have equal access to computers. Socioeconomic factors such as race, gender, and education level are strongly related to Internet accessibility and ability to use. This is due to the differences in the ability to bear the cost of a computer, and the differences in self-efficacy in the use of a technology, among other reasons. This concept, applied to e-commerce, has been called the "e-commerce divide." High Internet penetration is not eradicating the digital divide and e-commerce divide as one would hope. Besides, to accommodate personalized support, a customer must often provide personal information to the firm. This personal information includes not only name and address, but also preferences information and perhaps valuation information. However, many recent studies show that consumers may not be willing to share information about themselves due to concerns about privacy online. Due to the e-commerce divide, and due to privacy and security concerns of the customer for sharing personal information with firms, limited numbers of customers adopt net-based customer service. The limited level of customer adoption of net-based customer service affects the firm profits and the customers' welfare. We use a game-theoretic model in which we model the net-based customer service system as a mechanism to enhance customers' loyalty. We model a market entry scenario where a firm (the incumbent) uses the net-based customer service system in inducing loyalty in its customer base. The firm sells one product through the traditional retailing channels and at a price set for these channels. Another firm (the entrant) enters the market, and having observed the price of the incumbent firm (and after deducing the loyalty levels in the customer base), chooses its price. The profits of the firms and the surplus of the two customers segments (the segment that utilizes net-based customer service and the segment that does not) are analyzed in the Stackelberg leader-follower model of competition between the firms. We find that an increase in adoption of net-based customer service by the customer base is not always desirable for firms. With low effectiveness in enhancing customer loyalty, firms prefer a high level of customer adoption of net-based customer service, because an increase in adoption rate decreases competition and increases profits. A firm in an industry where net-based customer service is highly effective loyalty mechanism, on the other hand, prefers a low level of adoption by customers.

The Study on the Current Status and Condition of Internet Addiction related to Disabled Person Information Technology Education (장애인 정보화교육에 따른 인터넷 중독 현황 및 실태에 관한 연구)

  • Lee, S.D.;Hong, J.A.;Yeum, D.M.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.6 no.2
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    • pp.63-69
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    • 2012
  • The analysis was conducted for studying the degree of internet addiction and the difference between addicted group and non-addicted group based on usage time. The target group is consisted of 30 people who receive the training at home. The purpose of this training is to reduce digital divide for the disabled with reduced mobility. As a result, the typical user group, less than the 31-point appeared as 4 cases, the potentially dangerous user I group, from 31 to 54 points appeared as 25 cases, the potentially dangerous user II group, from the 54-67 points appeared as only one person. However, there was no game addiction case, more than 67 points. In addition, there was no significant difference in impulsivity and aggression between the high-risk group of 9 persons using internet more than 2.7 hours and the typical user group of 21 persons with less risk. From the result, there are two possibilities. On the one hand, an increase of the usage time for the disabled might not lead to addiction. Or, on the other hand, a measure of addiction for non-disabled might not suitable for the disabled addiction examination.

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Development of the Visualization Prototype of Radar Rainfall Data Using the Unity 3D Engine (Unity 3D 엔진을 활용한 강우레이더 자료 시각화 프로토타입 개발)

  • CHOI, Hyeoung-Wook;KANG, Soo-Myung;KIM, Kyung-Jun;KIM, Dong-Young;CHOUNG, Yun-Jae
    • Journal of the Korean Association of Geographic Information Studies
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    • v.18 no.4
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    • pp.131-144
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    • 2015
  • This research proposes a prototype for visualizing radar rainfall data using the unity 3D engine. The mashup of radar data with topographic information is necessary for the 3D visualization of the radar data with high quality. However, the mashup of a huge amount of radar data and topographic data causes the overload of data processing and low quality of the visualization results. This research utilized the Unitiy 3D engine, a widely used engine in the game industry, for visualizing the 3D topographic data such as the satellite imagery/the DEM(Digital Elevation Model) and radar rainfall data. The satellite image segmentation technique and the image texture layer mashup technique are employed to construct the 3D visualization system prototype based on the topographic information. The developed protype will be applied to the disaster-prevention works by providing the radar rainfall data with the 3D visualization based on the topographic information.

Necessity and Direction of Korean Culture Contents Development (한국 문화 콘텐츠 개발의 필요성과 방향)

  • Seo, Eun-Sook
    • The Journal of the Korea Contents Association
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    • v.9 no.1
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    • pp.417-427
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    • 2009
  • This article studies on the identity of Korean Culture and the direction of Korean culture contents. Our Korean society goes on to value-pluralism and cultural diversity. In this point, we need to confirm the identity of our Korean culture. And we meet with the crisis of Humanities. Humanities is the core of our culture. It is the key point to make identity of our Korean culture as cultural universality and to apply it to develop Korean culture contents for the revival of Humanities. The core contents of Korean culture lies in the ancient myth, the thought of Hwarang, Confucianism, Neo-Confucianism, Buddhism, Taoism, the practical thought, thought of Yangmyeong study and the thought of East study and so on. On the basis of these thoughts, the core of Korean culture are humanity, harmony, the spirit of Punglyu, thought of life- esteem, ethics of environment etc. I suggest that we can apply our cultural core ideas those I analyzed above to develop Korean culture contents in the fields of cinema, music, cartoon, animation, game, character, digitalization, cultivation of experience programs of Korean culture etc. In addition, I suggest their commercial application like e-learning and culture contents education.