• Title/Summary/Keyword: GAME

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Development of the Multidimensional Scale of Addictive Behavior for Adolescents (청소년 중독행동의 다차원적 척도 개발)

  • Park, Hyun-Sook;Jung, Sun-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.8
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    • pp.3597-3609
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    • 2012
  • Purpose: This study was done to develop the multidimensional scale of addictive behavior for adolescents. Methods: The process involved construction of a conceptual framework, initial items, verification of content validity, selection of secondary items, and extraction of final items. The participants were 636 adolescents in six middle schools and four high schools. Results: Seventy items were selected for the final scale, and categorized 8 factors explaining 56.5% of total variance. The factors were labeled as game addictive behavior, shopping addictive behavior, mobile phone addictive behavior, nicotine addictive behavior, television addictive behavior, gambling addictive behavior, alcohol addictive behavior, and internet addictive behavior. The scores for the scale were significantly correlated with addictive personality and self-control. Cronbach's alpha coefficient for the 70 items was .94. Scale scores identified adolescents as addictive behavior group, risk group, and average group. Conclusion: The above findings indicate that the multidimensional scale of addictive behavior for adolescents has good validity and reliability when used with adolescents. More importantly, it provides the first step toward developing a addiction prevention program. Additionally the scales provide an education or guideline, and proper physical and mental health management of youth in research and practice for the promotion of education.

ADHD Simple Examination Using an OSGi Base USB Terminal System (OSGi 기반 USB 단말기 시스템을 이용한 ADHD 간편검사)

  • Han, Sang-Seok;Lee, Chang-Goo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.9 no.3
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    • pp.664-673
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    • 2008
  • Recently, the ubiquitous is handled by maximum topic. New knowledge information and ubiquitous computing evolution have promoted new paradigm transfer and grand change. Also, need technology as powerful engineering approached fairly system and educational guidance side examination necessarily to overcome u-Learning base situation and studying obstacle situations. This treatise embodied handiness examination about attention shortage and excess obstacle (Attention Deficit Hyperactivity Disorder, low ADHD) who must solve so as to be square and level being increase trend in primary school using USB (Universal Serial Bus) terminal system that allow fetters to OSGi (Open Service Gateway Initiative). That OSGi base USB terminal system is easy preservation of information, safety of network, cost-cutting and maintenance by various ubiquitous system that server that load many USB terminals and OSGi uses an USB bus of high speed and construct network, there is advantage of concentration elevation and so on of week and ADHD handled in this treatise because early diagnosis and treatment are serious. The confirmed system application that can supplement paper and pens examination's shortcoming and could solve examination's problem which use computer, and help in student guidance through ADHD simpleexamination who utilize OSGi base USB terminal system. Is available by game system that system for human nature examination or intelligence test and general exam explaining and level studying, order style question investigation program, studying system for disabled person, majority that enforce in public in school this study finding does together.

The effect of community based participatory obesity management program in obese school children (학령기 비만아동을 위한 지역사회 참여형 비만관리 프로그램의 효과)

  • Cho, In-Sook;Ryu, Hyun-Sook
    • Journal of the Korean Applied Science and Technology
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    • v.34 no.4
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    • pp.737-745
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    • 2017
  • The aim of this study was to develop a community based participatory obesity control program and measure the effects of the program on obesity, exercise habit, eating habit and life habits among obese elementary school children. The community based participatory obesity control program was provided for the experimental group of $4^{th}$ grade elementary school students for 10 weeks. The program included obesity related health educations and counseling once a week, jump rope classes twice a week and folk game classes held once a week. Method: There were 24 students with obesity in the experimental and 27 in the control groups. The collected data were analyzed by the Kolmogorov-Smirnov test, ${\chi}^2$-test, independent t-test and repeated measure ANOVA. Results: After 10weeks of participation in the program, the experimental group showed significantly lower Body Mass Index (p<.001) and waist hip ratio (p=.036), significantly higher exercise habit (p=.004), eating habit (p=.003) and life habit (p=.001) than those in the control group. Conclusion: This study provides evidence that community based participatory obesity management program is effective nursing intervention for managing child obesity.

Development of Simulator for Rockfall and Landslide using Physical Engine (물리엔진을 사용한 낙석 및 산사태 시뮬레이터 개발)

  • Kim, Sung-Ho
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.60-67
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    • 2009
  • This paper describes a development of system that enables the user to simulate the rockfall and landslide from slopes using physical engine. Until now, it will not be able to accomplish the virtual experiment of three-dimensional interpretation about slope informations, stability evaluation, the rockfall and landslide simulation, etc., because of absence of three-dimensional simulation systems which relates with slopes. With like that reason, this paper developed a simulator which is identical or similar the rockfall and the landslide where the possibility which will occur or occurred from actuality is high very actual condition from virtual experiment. For a simulator development, this paper uses the physical engine which is mainly used from computer game and animation development etc., And it will be show the process where the rockfall and landslide occurs with simulator. This simulator which sees the process where the rockfall and the landslide occur from three-dimension computer graphics theory and the physical engine, is a system which is the possibility of showing actual feeling. Therefore, the result of this paper is applied in vehicle travelling guidance system and intelligence traffic systematic etc., because of creates visual service and three-dimensional application of the slope information database which is developed in existing, and will be able to forecast the upgrade of user benefit planning and a service.

Biennale is a Preacher for the Globalization of Art? (과연 비엔날레는 세계화의 전도사인가?)

  • Choi, Tae-Man
    • The Journal of Art Theory & Practice
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    • no.3
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    • pp.85-106
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    • 2005
  • As biennale exhibitions has been expanded into all of the world since 1990s, these trends of blockbuster exhibitions have caused several problems. For instance, some major curators monopolized most global size exhibitions despite of a variety of cultural and historical backgrounds. Besides, due to a strong connection between these curators and their own artists, the young emerging artists' opportunities tend to be reduced as a result of the power game. In addition, major curators' power have influence on the exhibition style as well as on the theme itself. Some artists who did not involved that kind of huge scale exhibitions dispute that the direction of the exhibition is concentrating on the curator's interest instead of artists or viewers. Although these dissatisfactions could not portray correctly the process of organizing and managing system of a biennale exhibition, those biennale exhibitions held in recent have shown tautologic discourses without any passion and positive attitude direct to the exploitation of our society as a vanguard. In the process of comparing several kinds of biennale exhibitions, I could find that some artists who participated several biennale exhibitions at the same time did not present their creative vision, although the triumph of an exhibition was typically measured by the amount of visitors. Thus, the aim of this article is to prove that the biennale can show us new cultural discourse as well as progressive method of understanding our times. Is biennale producing the real 'global standard'? If biennale has done it, could this global standard present upto-date paradigm for the unique exhibition system? Is biennale providing an useful opportunity for the understanding and communicating of contemporary art through the recontextualization which is pronounced by the publicity of curator and organizing committee? How can we find the distinctive strategy from each biennale exhibition including Venice Biennale? Biennale, as a blockbuster exhibition, always requires a degree of hype, otherwise it would not be a special event and would not attract a big enough audience. It is the actual reason why major biennale exhibitions seem to be similar artistic events. Unfortunately, it seems that the excess of biennale exhibitions might bring about the lack of contents. In this case, the biennale syndrome would being a kind of the center of poverty, in spite of the visual splendor. After all, following the global standard may not be a matter of great importance now. What really matters is how each biennale exhibition which started under the different conditions can search their own identity.

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A Study on Trade Barriers Analysis in the Chinese Audiovisual Service Sectors (중국 시청각서비스분야 통상장벽 분석과 진출 전략 : AHP와 Fuzzy 신뢰도 지수를 이용하여)

  • Jung, Sang-Chul;Rhee, Hae-Chun
    • Review of Culture and Economy
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    • v.17 no.2
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    • pp.63-80
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    • 2014
  • This study evaluates the importance of negotiation agendas and the possibility of reaching the Korea-China FTA agreement. It assesses the current situation of trade barriers in the audiovisual service sector of China and then examines a survey of practitioners and experts to screen important regulations. The results are as follows: First, considering the national economic situation in Korea and the environment of the Chinese trade barrier, an important agenda is to enable the direct service of online games and to reach a co-production agreement in the audiovisual service sector. Second, an agenda regarding the co-production agreement of an audio-visual service sector has high potential to be realized, followed by agendas regarding online game and music services. In the broadcasting and film service sectors, with their high cultural identity, a mutual cooperative approach is needed. Korea bringing up the agenda regarding online service may allow it to gain a net benefit for the next FATs. To realize a mutual cooperative approach, it is necessary to form a frame of mutual interests and cooperation through a co-production agreement of audio-visual service. If both countries agree to acknowledge co-produced content as each country's contents, both would benefit.

The Relationship between the Personality of Elementary School Students and the Safety Accidents in the School (초등학생의 성격특성과 학교안전사고)

  • Kim, Chang-Hee;Park, Young-Soo
    • The Journal of Korean Society for School & Community Health Education
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    • v.4
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    • pp.1-20
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    • 2003
  • This study was not intended to analyze out the realities of the safety accidents in school. The purpose of this study was to find out the personality of elementary school students in 6th grade and analyze the relationship between the personality of elementary school students and the safety accidents in the school. We made a visit 12 elementary school personally in the B city of Gyeonggi Province and gave out 552 questionaries in order to accomplish the purpose of this study. And we analyzed the 501 answer data except the unfittable data 51 sheets-in case of no answer or untruthfulness. The inspection of the personality used the Eysenck Personality Questionnaire(EPQ) and the questionnaires of the safety accidents in the school were reorganized of the questionnaires which were used in Chun-Ok, Joen(1997) and One-Yong, Kim(1999)'s study to correspond with our purpose of study. Answer sheets were gone through the t and x2 test by using the program of SPPS. First, elementary school students are in the formative period in the life of a man. So many students's personality was in the middle group rather than in high and low group. In regard of the distintion between the boy students and the girl students, the boy students had higher score in Psychoticism(P) but the girl students had higher score in Neutroticism(N). And Lie(L) was showing a little more score in the girl students. Second, there was significant difference in the investigation of safety accidents in school according to sex distinction. 1) Comparing the boy students and the girl students, the rate of accidents was higher in boy rather than girl. And there was significant difference. 2) Comparing the grade of the school, the rate of accidents was higher in upper grade than lower grade both girls and boys. 3) In the kind of accidents, the traumatic Injuries were very popular and the next were contusions. There was significant difference in the traumatic injury and nosebleed. 4) The results of injured parts showed that the injuries of foot, leg, hand, arm hold a large majority. And there was a significant difference in head, face, foot, leg and etc. 5) Most accidents broke out during the break time and then accidents happened after school were the next. The flowings were lunch time and class time. There was a significant difference in accidents happened during the class, break time and lunch time. 6) Comparing the subjects, the most accidents broke out in the class of physics. 7) Among the cause of accidents, one's own carelessness was showing the highest rate. There was a significant distintion in the fight and game. 8) The safety accidents took place most in playground, and there was a significant difference. 9) Being slight wound was showing almost in the degrees of damage. And there was a significant difference. Third, the boy students were not showing the significant difference in relation to the personality, the frequency of accidents and the degrees of damage. But the girl students were showing the significant difference in relation to the Extraversion-Introversion(E) and the frequency of accidents. And there were a significant difference between E and N. Also they were showing the intense damages.

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A Study of Artificial Intelligence Learning Model to Support Military Decision Making: Focused on the Wargame Model (전술제대 결심수립 지원 인공지능 학습방법론 연구: 워게임 모델을 중심으로)

  • Kim, Jun-Sung;Kim, Young-Soo;Park, Sang-Chul
    • Journal of the Korea Society for Simulation
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    • v.30 no.3
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    • pp.1-9
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    • 2021
  • Commander and staffs on the battlefield are aware of the situation and, based on the results, they perform military activities through their military decisions. Recently, with the development of information technology, the demand for artificial intelligence to support military decisions has increased. It is essential to identify, collect, and pre-process the data set for reinforcement learning to utilize artificial intelligence. However, data on enemies lacking in terms of accuracy, timeliness, and abundance is not suitable for use as AI learning data, so a training model is needed to collect AI learning data. In this paper, a methodology for learning artificial intelligence was presented using the constructive wargame model exercise data. First, the role and scope of artificial intelligence to support the commander and staff in the military decision-making process were specified, and to train artificial intelligence according to the role, learning data was identified in the Chang-Jo 21 model exercise data and the learning results were simulated. The simulation data set was created as imaginary sample data, and the doctrine of ROK Army, which is restricted to disclosure, was utilized with US Army's doctrine that can be collected on the Internet.

Analysis of Overseas Research Trends Related to Artificial Intelligence (AI) in Elementary, Middle and High School Education (초·중·고 교육분야의 인공지능(AI) 관련 해외 연구동향 분석)

  • Jung, Young-Joo;Kim, Hea-Jin
    • Journal of Korean Library and Information Science Society
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    • v.52 no.3
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    • pp.313-334
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    • 2021
  • This study aimed to analyze AI research trends related to elementary, middle, and high school education. To this end, the related literature was collected from the SCOPUS database and the publication period of the collected literature was from 1974 to March 2021, with 154 journal papers and 571 conference papers. Research trends were analyzed based on the co-occurrences analysis technique of 4,521 words of author keyword and index keyword included in these papers. As a result of the analysis, big data, data mining, data science and deep learning were found as the latest research trends with machine learning and there was a difference between elementary, middle and high school education. It can be seen that elementary school had a lot of robot-related research, middle school had a lot of game and data-related research, and high school had various and in-depth research. In discussion, we mapped the top 50 words common to elementary, middle, and high schools with the 'Artificial Intelligence Basics' curriculum of Korean Government and '5 Big Ideas' of the United States Government so that AI research can be viewed at a glance.

Analysis of the Awareness and Needs of Early Childhood Teachers for Developing of Young Children's Creativity Program Using Physical Computing (피지컬 컴퓨팅을 활용한 유아 창의성 프로그램 개발을 위한 유아교사의 인식 및 요구 분석)

  • Park, Sun-Mi
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.5
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    • pp.89-97
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    • 2021
  • The purpose of this study was to examine the awareness of early childhood teachers for early childhood creativity programs using physical computing in an effort to provide future direction for program development. The findings were as follows: First, 43.8 percent of teachers answered they were neutral about the need for these programs, while 40.5 percent replied these programs were necessary. Second, 73.8 percent thought the utilization of physical computing tools would be useful. Third, the largest group thought that the programs should be provided for five-year-olds. Regarding the frequency of programs, once or twice a week were considered most appropriate. Concerning the length of each activity, 20 to 30 minutes was identified as ideal, and study subjects preferred small group activities. In regard to the most effective theme for these programs, tools for daily life were considered best. As for educational content to be included in program planning, scientific inquiry and experiment were viewed as best, followed by the design/ production/utilization of creative works, game and play, and producing and playing musical instruments. Evaluation by a creativity test was chosen as the most desirable evaluation method.