• Title/Summary/Keyword: Game Analysis

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Analysis of Cognition Pattern of a College Student's Occupational View on Social Welfare Position (사회복지사직에 대한 사회복지학과 학생의 인식유형)

  • Oh, Yun-Sou;Jung, Hyun-Tae;Lee, Seong-Dae
    • The Journal of the Korea Contents Association
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    • v.14 no.9
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    • pp.285-297
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    • 2014
  • This research is involved in looking into the cognition pattern of social worker position of a fourth-year student majoring in Social Welfare. The purpose of this research is to offer a basic data needed for education of the students who are preparing to get a job of a social worker. For this, applying Q methodology, this research made an objective analysis of their subjective response to social worker position targeting the 30 students in the department of social welfare at the four-year-course college located in Gyeongsangbuk-do and Gyeongsangnam-do. The research results showed that the cognition pattern of the college students' occupational view on social welfare position could be categorized into the three; The first pattern is a "job-skeptic & reality-evasive" type, who tends to perceive the position of a social worker as the one having a lot of job exhaustion and much workload, showing a pessimistic view on the meaning or a sense of mission of a social worker position. The second pattern is a "practice-centered & specialized-job-seeking type" who tends to think much of practical aspects of a social worker job and to seek after the position of a social worker as a specialized job, and at the same time to rely on the policy or system for a social worker position. The third pattern is a "value-oriented & self-achievement type", who tends to think much of the necessity of value or ethics in putting social welfare into practice and also to make much of self-achievement through the channel of a social welfare worker position. Taken together, it might be possibile to turn out professional human resources, but this research thinks it is more necessary to place the education of values of a social welfare worker.

Provisioning Anonymous Communication in Ad Hoc Networks (Ad Hoc 네트워크상에서 익명성을 보장하는 방법에 관한 연구)

  • Kang, Seung-Seok
    • Journal of the Korea Society for Simulation
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    • v.15 no.1
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    • pp.77-85
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    • 2006
  • The cost of downloading content from the Internet may be costly for mobile device users using its 3G connection, because the 3G connection cost to download data from the Internet is a function of the amount of data downloaded. This paper introduces an approach in which mobile devices, called peers, form an ad hoc network and share their downloaded content with others. As an example, spectators may want to collect/share information about players and game records in a stadium. In an art gallery, visitors may want to retrieve some background information about the displayed work from the nearby ad hoc network. In an outdoor class, a teacher may download today's topic files from the Internet, and all students may share the content with minimal or no cost paid. This is possible if mobile device has both a 3G interface and a wireless LAN interface. If the peers want to improve privacy md discourage traffic analysis when sharing content, this paper describes a low-delay anonymous connection between the sending peer and the receiving peer using two additional peers. Simulation results show that the transmission time overhead of the anonymous connection may increase 50% or less as the number of peers increase or the peers are scattered over the larger area.

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Analysis report for readiness posture against north korea nuclear threat - Focused mainly in non-military area of government readiness posture - (북한의 핵위협 대비태세 분석 - 정부의 비군사분야 대비태세를 중심으로 -)

  • Kim, In-Tae
    • Korean Security Journal
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    • no.42
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    • pp.205-227
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    • 2015
  • The Korean Peninsula is put in a position to carry out a highly strategic game vis-a-vis nK, which is asserting itself as a nuclear power amongst Northeast Asia's complex dynamics. While the international community recognizes nK's possession of nuclear weapons as released secret based on nK's three nuclear tests, shrewd strategic thinking is needed by ROK to secure itself as a non-nuclear nation in order to assume a responsible role to the international community, while simultaneously being ready to respond at all times for nK's military provocations. ROK must continue with its twofold strategy, by firm response to military confrontation with nK and maintaining flexible policy of tolerance in the areas of economy and ethnicity. Various strategic options to overcome nK's nuclear threats have been presented to ROK, whose possession of nuclear weapons have been difficult, and nK's nuclear capability is a real threat to ROK's national security. We must be able to respond to nK's nuclear threats strictly from ROK's national security perspective. This thesis aims to propose a response policy for nK's nuclear capability and nK's nuclear attack based on analysis of such nuclear damage, ROK Government's response posture against nK's nuclear threats, centered around ROK Government's non-military response posture.

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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.

Exploratory Study on the Relationship between Lifestyles and Inattention, Hyperactivity/Impulsivity, Internet Overuse in Elementary and Middle School Students (초·중학생의 생활양식과 주의력 결핍, 과잉행동/충동성, 인터넷 과다사용 간 관계에 관한 탐색적 연구)

  • Yang, Mo-Huun;Kang, Eun-Jin;Lee, Dong-Hun
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.171-187
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    • 2018
  • The purpose of this study is to investigate the lifestyle factors influencing behavioral problems such as Inattention, hyperactivity/impulsivity, and internet overuse in elementary and middle school students. Data from 889 elementary school students and 676 middle school students were used and teacher reporting on students' attention deficit and hyperactivity and impulsivity symptoms was also included in the analysis. Lifestyle included opportunities for family interaction, sleep, watching TV, playing Video games, eating breakfast, eating junk food, and private education. As a result of stepwise regression analysis, Video games, junk foods, and family interactions significantly predicted the inattention of elementary and middle school students. Video games, TV, junk foods, and family interactions significantly predicted elementary school students' hyperactivity and impulsivity, but the lifestyle variables hardly accounted for the hyperactivity/impulsivity of middle school students. Video game, and family interactions significantly predicted Internet overuse for both elementary and middle school students. Current study suggest that family interaction opportunities and the use of video games, TV and junk food should be considered to intervene in behavior problems.

Usability Evaluation Model for Locomotion Technology in VR Space (VR 공간에서의 이동기술 평가를 위한 사용성평가 모델)

  • Ding, Xiu Hui;Xie, Qiao;Jang, Young-Jick;Yun, Tae-Soo
    • Journal of the Korea Convergence Society
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    • v.10 no.9
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    • pp.1-9
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    • 2019
  • In this paper, we propose an evaluation model to evaluate the usability of locomotion technologies in a virtual environment (VE; Virtual Environment) and try to verify them through a case study. The order of this study firstly, the factors for analysis are derived through theoretical approach to locomotion technology on VR. Second, the definition and concept of mobile technology and usability evaluation in VR are established theoretically and the elements for analysis are derived through the literature survey through the theoretical approach to VE. Third, based on this, a usability evaluation model is proposed to evaluate locomotion technologies in the VE. Finally, the results are derived by experimenting and analyzing the existing VR games applied with the three locomotion technologies derived from the literature survey. Through this paper, the locomotion technology in VR is not used separately, but can propose mobile technology that conforms to VR game content characteristics by assessing its usability and analyzing it, and it is considered to be a significant data that can suggest criteria for identifying problems in locomotion technology.

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.

A Study on the Methodology for Combat Experimental Testing of Future Infantry Units using Simulation (시뮬레이션을 활용한 미래 보병부대 전투실험)

  • Lim, Jong-Won;Choi, Bong-Wan;Yim, Dong-Soon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.3
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    • pp.429-438
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    • 2021
  • Owing to the development of science technology, particularly the smart concept and defense policy factors of the 4th industry, military weapon systems are advanced, and the scientific and operational force is reduced dramatically. The aspect of the future war is characterized by the operation of troops with reduced forces from advanced and scientific weapon systems in an operational area that has expanded more than four times compared to the present. Reflecting on these situational factors, it is necessary to improve combat methods based on the changes in the battlefield environment and advanced weapon systems. In this study, to find a more efficient future combat method in a changing war pattern, this study applied the battle experiment methodology using Vision21 war game model, which is an analytical model used by the army. Finally, this study aimed to verify the future combat method and unit structure. Therefore, the scenario composition and experiment method that reflect the change in the ground operational environment and weapon system was first composed. Subsequently, an analysis method based on the combat effectiveness was applied to verify the effective combat performance method and unit structure of future infantry units.

A Study on the Gaze Flow of Internet Portal Sites Utilizing Eye Tracking (아이트래킹을 활용한 인터넷 포털사이트의 시선 흐름에 관한 연구)

  • Hwang, Mi-Kyung;Kwon, Mahn-Woo;Lee, Sang-Ho;Kim, Chee-Yong
    • Journal of the Korea Convergence Society
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    • v.13 no.2
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    • pp.177-183
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    • 2022
  • This study investigated through eye tracking what gaze path the audience searches through portal sites (Naver, Daum, Zoom, and Nate). As a result of the layout analysis according to the gaze path of the search engine, the four main pages, which can be called to be the gateway to information search, appeared in the form of a Z-shaped layout. The news and search pages of each site use an F-shape, which means that when people's eyes move from top to right in an F-shape, they read while moving their eyes from left to right(LTR), which sequentially moves to the bottom. As a result of analyzing through the heat map, gaze plot, and cluster, which are the visual analysis indicators of eye tracking, the concentration of eyes on the photo and head copy was found the most in the heat map, and it can be said to be of high interest in the information. The flow of gaze flows downward from the top left to the right, and it can be seen that the cluster is most concentrated at the top of the portal site. The website designer should focus on improving the accessibility and readability of the information desired by the user in the layout design, and periodic interface changes are required by investigating and analyzing the tendencies and behavioral patterns of the main users.

Development of Simulator for Analyzing Intercept Performance of Surface-to-air Missile (지대공미사일 요격 성능 분석 시뮬레이터 개발)

  • Kim, Ki-Hwan;Seo, Yoon-Ho
    • Journal of the Korea Society for Simulation
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    • v.19 no.1
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    • pp.63-71
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    • 2010
  • In modern war, Intercept Performance of SAM(Surface to Air Missile) is gaining importance as range and precision of Missile and Guided Weapon on information warfare have been improved. An aerial defence system using Surface-to-air Radar and Guided Missile is needed to be built for prediction and defense from threatening aerial attack. When developing SAM, M&S is used to free from a time limit and a space restriction. M&S is widely applied to education, training, and design of newest Weapon System. This study was conducted to develop simulator for evaluation of Intercept Performance of SAM. In this study, architecture of Intercept Performance of SAM analysis simulator for estimation of Intercept Performance of various SAM was suggested and developed. The developed Intercept Performance of SAM analysis simulator was developed by C++ and Direct3D, and through 3D visualization using the Direct3D, it shows procedures of the simulation on a user animation window. Information about design and operation of Fighting model is entered through input window of the simulator, and simulation engine consisted of Object Manager, Operation Manager, and Integrated Manager conducts modeling and simulation automatically using the information, so the simulator gives user feedback in a short time.