• Title/Summary/Keyword: English Game

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Prediction of English Premier League Game Using an Ensemble Technique (앙상블 기법을 통한 잉글리시 프리미어리그 경기결과 예측)

  • Yi, Jae Hyun;Lee, Soo Won
    • KIPS Transactions on Software and Data Engineering
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    • v.9 no.5
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    • pp.161-168
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    • 2020
  • Predicting outcome of the sports enables teams to establish their strategy by analyzing variables that affect overall game flow and wins and losses. Many studies have been conducted on the prediction of the outcome of sports events through statistical techniques and machine learning techniques. Predictive performance is the most important in a game prediction model. However, statistical and machine learning models show different optimal performance depending on the characteristics of the data used for learning. In this paper, we propose a new ensemble model to predict English Premier League soccer games using statistical models and the machine learning models which showed good performance in predicting the results of the soccer games and this model is possible to select a model that performs best when predicting the data even if the data are different. The proposed ensemble model predicts game results by learning the final prediction model with the game prediction results of each single model and the actual game results. Experimental results for the proposed model show higher performance than the single models.

A Study on English Vowel Perception and Production by Native Korean Speakers

  • Han, Yang-Ku
    • Proceedings of the KSPS conference
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    • 2000.07a
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    • pp.332-332
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    • 2000
  • The purpose of this study is to investigate the perception and production of English vowels by native speakers of Korean. In perception test, twelve English vowels /${\ae},{\;}a,{\;}{\Game},{\;}e,{\;}{\varepsilon},{\;}i,{\;}I,{\;}a,{\;}o,{\;}u,{\wedge},{\;}{\mho}$/, as in had, hard, hoard, hayed, head, heed, hid, hod, hoed, whod, Hudd, and hood produced by native speakers of English were used as perception test materials and subjects were asked to identify the vowels. Two different groups of subjects participated in the perception test. One consisted of 90 students who were taking an English phonetics course, and the other consisted of 64 who were not. The results showed that the former did better than the latter m identifYing English vowels, and that vowels in 'head' and 'had' were relatively hard to identify, while vowels in 'hayed', 'hard', and unexpectedly, 'heed' and hid' were easy to perceive. In production test, two native English speakers and 4 native Korean speakers served as subjects. The 4 native Korean speakers were divided into two groups as in the perception test, experienced and inexperienced, depending on whether they were taking an English phonetics course or not. Native English speakers generally showed significant differences both in vowel duration and in FI & F2 values between members of the vowel pairs which are of special interest of this study: /i/ vs. /I/, /${\ae}$/ vs. /$\varepsilon$/, and /u/ vs. and /$\mho$/. There was no significant difference between the two Korean groups. Native Korean speakers showed much difference in neither duration nor FI & F2 values except significant durational difference in /i/ vs. /I/ pair.

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Study on Explicitation Strategy in English-Korean Game Translation A Case Study of 'League of Legends' - (영한 게임 번역에서의 명시화에 관한 고찰 게임 '리그 오브 레전드'를 중심으로 -)

  • Kim, Hong-kyun
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.117-132
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    • 2021
  • This paper investigates how information game users needs to play game is offered to game user by applying the notion of explicitation toward translated game texts. By using League of Legends' Character lines, Character Abilities and Equipment Description texts as a case, this paper focused on how 'Insertion(addition)' and 'Replacement' method are applied toward game translation and which information is being explicitated. As a result, this paper found out that translation on Player vs. Player genre game, explicitation occurs by adding or replacing words containing information needed, and information about game control was prioritized among other information related with game universe and culture.

Investigating Multiple Intelligence Theory in the 5th Grade English Textbook (초등학교 5학년 영어 교과서 활동 분석: 다중지능이론을 중심으로)

  • Youngjee Yoon;Jaeseok Yang
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.53-59
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    • 2023
  • We aim to investigate whether the activities in the 2015 revised elementary English textbooks are reflected in terms of Multiple Intelligences. Specifically, we analyze three types of activities including project, game, and cultural activities in three types of the 5th grade English textbooks. Additionally, we compare the differences in the Multiple Intelligences according to three different publishers. The data includes three different sorts of fifth-grade English textbook activities. We found that verbal-linguistic intelligence, interpersonal intelligence, and visual-spatial intelligence are heavily involved in project activities. Verbal-linguistic intelligence, interpersonal intelligence, visual-spatial intelligence, and kinesthetic intelligence are all utilized in game activities. Lastly, cultural activities demonstrate verbal-linguistic and visual-spatial intelligence. In consideration of the diversity of students, we suggest that English textbooks need to consider diverse and well balanced approach to incorporating Multiple Intelligences in order to make the textbooks to meet the needs of the diversity of learners.

A Study on the Adoption of Characteristics of Educational Game for Edutainment Contents Development - through a Case Study of English Vocabulary Learning Came for Children (에듀테인먼트 컨텐츠 개발을 위한 게임 요인 적용에 관한 연구 - 어린이용 영어 단어 학습 게임 컨텐츠 개발을 중심으로)

  • 박수정;김현정
    • Archives of design research
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    • v.16 no.2
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    • pp.271-280
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    • 2003
  • In digital age, multimedia technology has changed the learning method as a learner-directed way. CD-rom and internet that are major two multimedia learning way, has aimed at edutainment which combine education and entertainment. However, existing educational contents can only induce temporary learning motivation, and are in short of entertaining factors enough to induce continuous and ingenuous learning motivation. Therefore, in order to be used by users efficiently, educational software have to adapt characteristics of educational game more actively. In this paper, adoption method of characteristics of educational game in learning contents is sought and the specific example of adoption is demonstrated by a case study of developing vocabulary learning educational game.

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Failing the Game Quests in James Joyce's "Araby"

  • Jang, Sungjin
    • Journal of English Language & Literature
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    • v.64 no.3
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    • pp.403-414
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    • 2018
  • This paper suggests a different reading of James Joyce's "Araby" by offering the video game as a lens through which we can reimagine the story. Understanding the unnamed boy's journey to the Araby bazaar as a fetch quest, this paper focuses on the boy's failure to complete this quest. As soon as the boy promises Mangan's sister something from Araby, his fetch quest begins. In order to complete the quest, the boy must successfully perform three sub-quests: get money from his uncle as early as he can, get on the train for the Araby bazaar on time, and pass through the sixpenny entrance at the bazaar. However, because his uncle comes home late, the boy fails to get the money early, and that sets off the subsequent failures. The boy then takes the train late and arrives at the bazaar so late that he feels he must go through any entrance. So he walks through the adult entrance by mistake. As a result, he does not have enough money to buy a gift, failing the larger quest. But, regardless of this failure, the boy can try these quests as many as he wants until he finally succeeds in completing them. But no matter how the boy tries to accomplish these subquests, he is doomed to fail them because he cannot make his uncle come home early. The more he tries his quest, the more bitterly he realizes that he will ultimately fail. In this respect, the boy's "anguish and anger" should be understood as his epiphany: the re-playability of the game is possible, but all the replays lead to the same failure: losing the game. In this regard, reading Joyce's "Araby" is much like playing a video game.

Development of Mobile AR Contents for Infant English Cognitive Training (유아영어 인지 능력 개발을 위한 모바일 AR 콘텐츠 개발)

  • Oh, Yeon-Jae;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.10 no.2
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    • pp.297-304
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    • 2015
  • Importance and necessity is enlarged due to globalization. So, English education is diverse and recently applies AR(Augmented Reality) technology to offer immersion and interest. Contents in this paper are Mobile AR contents for training infant English cognition. Our system displays teaching aid objects into 3D models, lets infants listen to English conversation and teaches them everyday English like a play. Considering infants that like games, this system adds an English game about each object of teach aids. To attract infants and parents interest persistingly, We give them immersion and interest by suggesting a different event at each step.

The Use of Persona Based Scenario Method for the Development of Web Board Game for the Pre-elderly

  • Seo, Mi-Ra;Kim, Ae-Kyung
    • International Journal of Contents
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    • v.10 no.2
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    • pp.37-41
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    • 2014
  • This study defined the pre-elderly as middle age people from 50 to 59. Because it is difficult to produce a design to satisfy the pre-elderly without deeply understanding them, their financial and physical characteristics and persona-based scenario method was studied. An experimental study about persona based scenario method was conducted, and as a result, the types of personas found were as follows: 1) Users enjoy the same games online and offline. 2) Users enjoy playing alone on the computer. 3) Users prefer games that end quickly with win or loss. Writing the situation scenario for each type, the pre-elderly's problems and needs occurring while they play web board games were obtained. The obtained user requests were as follows: users would like the level of difficulty to be simpler in the game of baduk; users wanted unlimited credit and refrainment from using English words in go-Stop; and there were simple comments about game screen design.

User-oriented Adaptive English Typing Program Implementation using Python (파이썬을 이용한 사용자 중심의 적응적 영문 타이핑 프로그램 구현)

  • Kim, Hye-Suk;Lee, Ho-Jun;Tak, Dong-Kil
    • Journal of Digital Contents Society
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    • v.19 no.8
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    • pp.1575-1584
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    • 2018
  • In this paper, we implemented a user - oriented adaptive English typing program using class and function structure provided by Python to get English learning effect while effectively typing English on PC. The user of the implemented English typing program creates a text file of required English example sentences and links them to use it for direct English typing exercise. In addition, based on the English sentence used in the English typing exercise, it is possible to obtain the English learning effect by providing the ability to perform the memorization test. The interface of the program is structured in the form of a game so that it can be accessed interestingly, and the ranking among the users is disclosed to provide a positive function. We expect that the implemented program will improve the user's English typing speed and improve the English learning effect.

Spudsville: Designing a Minecraft Game for learning teaching English as a Second Language (스퍼드빌: 제2언어로서의 영어학습을 위한 마인크래프트 게임 설계)

  • Baek, Youngkyun;Kim, Jeongkyoum;Sam, Eisenberg
    • Journal of Convergence for Information Technology
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    • v.12 no.4
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    • pp.143-157
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    • 2022
  • The aim of this study is to design Spudsville, an immersive game environment in Minecraft that can effectively help learners acquire the English language. To create a successful learning experience using Minecraft, the researchers adopted the Agile Model and the Design Thinking approach. The researchers first conducted an analysis through an extensive literature review in order to assess the learners' needs. Afterwards, they designed and developed a Minecraft world based on the data collected during the analysis phase. The researchers learned that implementing constructivist and behaviorist approaches has benefits, even though applying a cognitivist-learning model to Spudsville could have provided the researchers with more insight on how learner processes information. Making these adjustments could improve Spudsville's effectiveness and could potentially help the ways in which gamified learning aids with language acquisition.