• Title/Summary/Keyword: GAME

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Effects of Semi-structured DIRFloortime® Therapy Using Board Games on Verbal Comprehension and Processing Speed Index in Children With High Functioning Autism Spectrum Disorders (보드 게임을 활용한 반 구조화된 DIRFloortime® 치료가 고기능 자폐스펙트럼 장애 아동의 언어 이해 및 정보처리 지표 기능향상에 미치는 효과)

  • Chung, Hee-Seung
    • Journal of Korean Society of Neurocognitive Rehabilitation
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    • v.10 no.2
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    • pp.35-44
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    • 2018
  • This study was conducted to explore the effects of semi-structured $DIRFloortime^{(R)}$ treatment on the enhancement of language comprehension and information processing of children with high-performance autistic spectrum disabilities. We measured the general characteristics of the test subjects, which are level of autism, total intelligence, language comprehension and information processing indicators. The intervention method used was a semi-structured $DIRFloortime^{(R)}$ therapy using board game intervention program after revising and supplementing the expert content validity. A pre/post-test for a group was designed as a similar experiment and the pre/post test was initiated with the t certification at .05 of significance level. After initiating the program, the post test has shown that the language comprehension indicators showed statistically significant levels of difference (p<.001) and the information processing indicator also had a statistically significant effect (p<.001). There was a statistically significant difference (p<.001) in the level of verbal comprehension index after the program implementation, and statistically significant differences in the information processing index (p<.001). The semi-structured $DIRFloortime^{(R)}$ treatment using boardgames for enhancing the language comprehension and information processing indicators of children with high performance autistic spectrum disorder had a significant effect.

The Effects of Video Games on Aggression, Sociality, and Affect: A Meta-analytic Study (게임이 사용자의 공격성·사회성·정서에 미치는 영향: 메타분석 연구)

  • Lee, Eun-Ha;Kang, Jinwon;Kim, Jeahong;Ahn, Joohee;Kang, Kathleen Gwi-Young;Kim, Joonwoo;Lee, Solbin;Jo, Seonghak;Nam, Kichun
    • Science of Emotion and Sensibility
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    • v.23 no.4
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    • pp.41-60
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    • 2020
  • In this study, we examined the effects of video game play on a variety of areas of mental well-being, such as aggressive behavior, aggressive cognition, prosocial behavior, prosocial attitude, antisocial behavior, antisocial attitude, positive affect, and negative affect. We conducted a multivariate meta-analysis on 22 studies (k= 54, N = 8,031) published between January 2008 and October 2019. The results of the meta-analysis indicate that exposure to violent video games significantly increased aggressive cognition and negative affect only in true experimental studies, but their influences were small. Furthermore, the exposure to violent video games did not increase aggressive behavior and negative affect across all the research designs (true experimental, quasi-experimental, and correlational). Moderator analyses revealed that the effects of exposure to violent video games were much larger for younger adults than for children and greater in male-biased studies than in gender-balanced ones. Additionally, studies using better methodologies were less likely to produce negative effects. These findings suggest that the effects of exposure to violent video games on aggression were not as severe as popular opinion holds, and the effects were heavily modulated by the age and gender ratio of the participants, and methodological quality of the studies.

A New Dual Connective Network Resource Allocation Scheme Using Two Bargaining Solution (이중 협상 해법을 이용한 새로운 다중 접속 네트워크에서 자원 할당 기법)

  • Chon, Woo Sun;Kim, Sung Wook
    • KIPS Transactions on Computer and Communication Systems
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    • v.10 no.8
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    • pp.215-222
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    • 2021
  • In order to alleviate the limited resource problem and interference problem in cellular networks, the dual connectivity technology has been introduced with the cooperation of small cell base stations. In this paper, we design a new efficient and fair resource allocation scheme for the dual connectivity technology. Based on two different bargaining solutions - Generalizing Tempered Aspiration bargaining solution and Gupta and Livne bargaining solution, we develop a two-stage radio resource allocation method. At the first stage, radio resource is divided into two groups, such as real-time and non-real-time data services, by using the Generalizing Tempered Aspiration bargaining solution. At the second stage, the minimum request processing speeds for users in both groups are guaranteed by using the Gupta and Livne bargaining solution. These two-step approach can allocate the 5G radio resource sequentially while maximizing the network system performance. Finally, the performance evaluation confirms that the proposed scheme can get a better performance than other existing protocols in terms of overall system throughput, fairness, and communication failure rate according to an increase in service requests.

A Study on the Awareness and Preparation of the Forth Industrial Revolution of Some Health Department College Students (일부 보건계열학과 대학생의 4차 산업혁명 인식 및 준비도 연구)

  • Cho, Hye-Eun
    • Journal of the Korea Convergence Society
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    • v.11 no.12
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    • pp.291-299
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    • 2020
  • The purpose of this study was to be used as basic data for the development of future-type curriculum in health. The awareness and preparation of the forth industrial revolution were surveyed on 280 college students in health departments preparing medical technicians. A self-written structured questionnaire was used for data collection, and the recognition of the forth industry revolution was 2.74, 3D printing (3.59) was high, and neural network machine learning(2.33) was the lowest. Students majoring in Physiotherapy (3.00) had the highest perception, and those majored in Dental engineering(2.37) had the lowest perception, and there was a difference in the degree of perception of IoT by major (p=0.024). For the forth industrial revolution, 54.5% of students are preparing, and lack of interest (42.9%) is the most difficult reason to prepare, and 50.6% of educational experience and 60.9% of VR&AR game experience have experience. In the era of the forth industrial revolution, job loss (38.7%) was high, and the required competency was creative capacity (50.6%). Therefore, it is necessary to develop a curriculum related to the fourth industrial revolution and apply teaching methods that can increase the awareness and preparation of health college students in the era of the fourth industrial revolution.

Namwon poetry of Maewol-dang Sayou-rok and the local color of (매월당 사유록의 남원(南原) 시문과 만복사저포기의 향토성)

  • Kang, seogkeun
    • (The)Study of the Eastern Classic
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    • no.48
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    • pp.65-90
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    • 2012
  • This paper treats indigenous themes on of Kim Si-seup(金時習). has strong local color to the others of "Keumoh-shinhwa(金鰲新話)". This novel is set in Nam-won(南原) and Manbok-sa (萬福寺)which are used to realize the subject. Not only a folk game like Jeopo is used as important tool, but the main character of the novel is native Namwon man. Kim Si-seup stayed for a long time in Namwon. Because of this experience, he can realize unique and local setting, and then can break from the convention about a place setting of classic novel. The local color on is confirmed at . This tale have come down in Namwon, and then was recorded early 1970s. This tale is very similar with , so many researchers understood that the tale is the orginal work of . However, I suggest that is the orginal. Written with Chinese character, was very difficult to read. Besides, many Chosun scholar couldn't find this novel. Nevertheless, has a strong local color, so many Namwon people could accept this novel, and could create new folk tale easily.

The Legend's Modernization and Horror Strategy - Focus on uncanny stories concerning army (전설의 현대화와 공포의 전략 - 군대괴담을 중심으로 -)

  • Jin, Eun-Jin
    • (The)Study of the Eastern Classic
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    • no.68
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    • pp.439-472
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    • 2017
  • The purpose of this paper is to confirm how traditional legends are changing and existing in modern times, and how they are inheriting and developing legendary values and meanings. The subject of the study is uncanny stories concerning army that is judged to be worthwhile alongside uncanny stories concerning school. The uncanny stories concerning army are urban legends that are active in the internet. It can be defined as 'a narrative story that raises fear with supernatural and strange experiences in the army'. In addition to the internet community sites, humor sites and game sites are actively handed down. Recently, ghost stories have appeared on the site, and uncanny stories concerning army are easily collected from these various sites. The uncanny stories concerning army can be divided into three types: ghost experience type, Bulgogi GP type, mystery radio type. The ghost experience type has the largest number of version, the contents are rich and varied. It does not deviate much from the traditional notion of ghosts. Bulgogi GP type has a frenzied horror from its name. It is related to actual events and raises horror. Mystery radio type is a romantic material used in movies and dramas. However, unlike movies and dramas, uncanny stories concerning army are perceived as fearsome. The uncanny stories concerning army continues to emphasize that the story is actually experienced in the title and content. It has presented concrete evidence. The emphasis on truthfulness is intended to make fear more realistic. This comes from the desire for safety. Uncanny stories concerning army focus on horror. So It tries to reveal the history and truthfulness of the story itself. As a result, the history of reality, the truth of reality, and the realistic ideology are erased. Historical and truthfulness of traditional legends has been varied in the case of uncanny stories concerning army.

A Study on the Modern Transformation of a Tale - A Focused comparison of case studies from China, Japan and India (설화 <호랑이 눈썹>의 현대적 변용 연구 - 중국, 일본, 인도 사례와의 비교를 중심으로 -)

  • Kim, Gum-suk
    • (The)Study of the Eastern Classic
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    • no.69
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    • pp.373-400
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    • 2017
  • The objective of this study is to compare the modern transformation of a folk tale in each country. A folk tale is a story about a man who obtained an ability to see the original look of humans with tiger's eyebrows successfully found a new wife suitable for him by using them. In Korea, China, Japan, and India, folk tales similar to have been transmitted. 'Tiger's Eyebrows' is differently shown in each country like 'Wolf's Eyebrows' in Japan, 'Tiger's Whisker' in China, and 'Vulture's Feather' in India. This paper looked for works that modernly transformed this folk tale in each country. In the results, there were diverse works in each country such as fairy tale book, musical, short story, and game in Korea, full-length novel in China, and fairy tale, animation, and cartoon in Japan. Meanwhile, in India, there was only a mention of the folk tale in a collection of papers. Among them, there were works showing the significance of modern transformation in the aspect of genre or contents like a short story of Korea, a full-length novel of China, and a cartoon of Japan. The Korean novel shows that human is a being with the animal's instinct while human tries to ignore it. On the other hand, the Chinese novel shows that humans are not much different from animals especially in case when facing pains or death. The Japanese cartoon shows that it is meaningless to feel shame as human in the world which is filled with monsters or animals. In India, there were no works modernly transformed because Indian folk tales might be stories based on the mythic belief rather than fun.

A Study on the Win-Loss Prediction Analysis of Korean Professional Baseball by Artificial Intelligence Model (인공지능 모델에 따른 한국 프로야구의 승패 예측 분석에 관한 연구)

  • Kim, Tae-Hun;Lim, Seong-Won;Koh, Jin-Gwang;Lee, Jae-Hak
    • The Journal of Bigdata
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    • v.5 no.2
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    • pp.77-84
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    • 2020
  • In this study, we conducted a study on the win-loss predicton analysis of korean professional baseball by artificial intelligence models. Based on the model, we predicted the winner as well as each team's final rank in the league. Additionally, we developed a website for viewers' understanding. In each game's first, third, and fifth inning, we analyze to select the best model that performs the highest accuracy and minimizes errors. Based on the result, we generate the rankings. We used the predicted data started from May 5, the season's opening day, to August 30, 2020 to generate the rankings. In the games which Kia Tigers did not play, however, we used actual games' results in the data. KNN and AdaBoost selected the most optimized machine learning model. As a result, we observe a decreasing trend of the predicted results' ranking error as the season progresses. The deep learning model recorded 89% of the model accuracy. It provides the same result of decreasing ranking error trends of the predicted results that we observe in the machine learning model. We estimate that this study's result applies to future KBO predictions as well as other fields. We expect broadcasting enhancements by posting the predicted winning percentage per inning which is generated by AI algorism. We expect this will bring new interest to the KBO fans. Furthermore, the prediction generated at each inning would provide insights to teams so that they can analyze data and come up with successful strategies.

Modern Pentathlon's Sports Spirit and A Study on Leader's Ethical Exploration

  • Han, Doryung
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.3
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    • pp.119-126
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    • 2021
  • The modern pentathlon is an exercise in which people and people compete, as well as exercise without equipment, exercise using equipment, and exercise with animals, and it is an exercise that includes static and dynamic exercise. The ethical issues of modern pentathlon athletes are also related to the poor environment and economic reasons, and the athlete's ethical awareness, attitude, and spirit have a great influence on the athlete's mental environment. In this study, the direction of improvement of ethical problems, which are different as important issues in modern sports, was examined, and qualitative research methods were applied to explore the sports spirit and ethics of the modern pentathlon. Correct sports should not deviate from the intended purpose of the exercise or cause or force the athlete to suffer physical or mental pain. In sports, compensatoryism can be a direct cause of improved performance or record-breaking, but sometimes it can also cause distorted athletes. Air doping has ethical issues that can cause controversy over the health or fairness of athletes, mental and physical damage to athletes, and harm. Responsibilities and ethical issues of athletes who take prohibited substances or leaders or supervisors who neglect or encourage them should be treated as very important matters. In the sports field, the reward system that is subordinate to the athlete's or leader's performance is related to the athlete's or leader's livelihood. For a fair and just game progression, it is necessary to break away from the development of athletes who are only focused on performance. The problem of Unethical issues must be overcome by emphasizing the restoration of ethics that are reasonably recognized in ideology and logic.

Does sports intelligence, the ability to read the game, exist? A systematic review of the relationship between sports performance and cognitive functions (게임을 읽는 머리, 스포츠 지능이 존재하는가? 스포츠 수행과 관련된 인지기능에 관한 문헌고찰)

  • Yongtawee, Atcharat;Park, Jin-Han;Woo, Min-Jung
    • Journal of the Korea Convergence Society
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    • v.12 no.3
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    • pp.325-339
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    • 2021
  • The purpose of the study is to examine sports-related cognitive functions through a systematic review and to suggest effective instruments to measure the cognitive functions. The present study was conducted based on the systematic review and meta-analysis protocol-the PRISMA. Of 429 articles searched through keywords from 2008 to 2020, 45 articles that met the selection criteria were analyzed. It was revealed that athletes had better cognitive functions than non-athletes, that the higher the sports expertise was, the higher the cognitive functions, and that there were differences in cognitive functions according to the sport types. The primary cognitive functions related to sports performance summarized as executive functions (inhibition ability, cognitive flexibility), information processing speed, spatial ability, and attention. As tasks for measuring each cognitive function, a stop signal task for inhibition ability, a design flexibility task for cognitive flexibility, a simple and choice reaction time test for information processing, a mental rotation task for spatial ability, and an attention network test for attention are appropriate.