• Title/Summary/Keyword: Game Assessment

Search Result 97, Processing Time 0.03 seconds

Assessment of Traditional Knowledge on Seasonal Customs and Its Characteristics for Practical Use (세시풍속 전통지식기술의 개발가치 평가와 활용방안 분석)

  • Kim, Mi-Heui;Park, Duk-Byeong;Ahn, Yoon-Soo;Jun, Young-Mi
    • The Korean Journal of Community Living Science
    • /
    • v.17 no.4
    • /
    • pp.175-197
    • /
    • 2006
  • This study aims to assess the traditional knowledge on seasonal customs and its characteristics for practical use. The Delphi method and correspondence analysis were hired to collect and analysis the data. Twenty six professionals for the Delphi participated in three-round process. The followings were concluded. The number of items valuing and resourcing for seasonal customs. were 118(40 for folks and ceremonies, 53 for foods. 25 for plays) on Delphi results. For example are Bokjori, Dano fm, Bokjumeoni, Chuseok, Tano festival, New Year Card, washing hair with an iris, Soup with rice cake, Boiled rice with five cereals, Rice and red-bean porridge, Kimchi-making for the winter, Sharing walnut with friends, Game of yut, Playing kite, Play with Hanga etc. Nowadays the ideas of modernized practical use on seasonal customs was to connect with modernized scientific technology and designate commemoration day. The items for connecting with modernized scientific technology were new year card, painting and recording sound with traditional seasonal customs, food areas, cake with seven kind of cereals, play areas, hand wrestling, cockfighting in folks and customs areas. Also the items for designating commemoration days were the Suelbeam and Suelbeam Socks present for the aged people, man cooking day, Korean traditional workers day in folk and ceremony areas.

  • PDF

Effect on Mathematical Inclination of Elementary School Students Using the Description Style Assessment (서술형 평가가 초등학생의 수학적 성향에 미치는 영향 연구)

  • Kim, Nam-Jun;Bae, Jong-Soo
    • Journal of Elementary Mathematics Education in Korea
    • /
    • v.10 no.2
    • /
    • pp.195-219
    • /
    • 2006
  • This study was proposed to analyze mathematical communication activity and mathematical attitudes while students were solving project problem and to consider how the conclusions effects mathematics education. This study analyzed through qualitative research method. The questions for this study are following, First, how does the process of the mathematical communication activity proceed during solving project problem in a small group? Second, what reactions can be shown on mathematical attitudes during solving project problem in a small group? Four project problems sampled from pilot study in order to examine these questions were applied on two small groups consisting of four 5th grade students. It was recorded while each group was finding out the solution of the given problems. Afterward, consequences were analyzed according to each question after all contents were noted. Consequently, conclusions can be derived as follows. First, it was shown that each student used different elements of contents in mathematical communication activity. Second, during mathematical communication activity, most students preferred common languages to mathematical ones. Third, it was found that each student has their own mathematical attitude. Fourth, Students were more interested in the game project problem and the practical using project problem than others.

  • PDF

Comparison of the Effects of Wii Balance Games and Mirror Self-Balancing Exercises on Knee Joint Proprioception and Balance in Chronic Stroke Patients (Wii 균형 게임과 자가 거울 균형 운동이 만성 뇌졸중 환자의 균형 및 무릎관절 고유수용성 감각에 미치는 효과 비교)

  • Sim, Gyeong-seop;Jeon, Hye-seon
    • Physical Therapy Korea
    • /
    • v.24 no.1
    • /
    • pp.30-40
    • /
    • 2017
  • Background: Many studies have reported positive results of the various mirror training and virtual reality games in improving dynamic standing balance and posture adjustment in chronic stroke patients. However, no systematic study has been conducted to compare the effects of virtual reality games and the mirror balance training. Objects: The purpose of this study was to compare the effectiveness of Wii balance games and Mirror Self-Balancing Exercises in improving proprioception of knee joint and standing balance of people with chronic stroke. Methods: Twenty patients with chronic stroke volunteered for this study. The subjects were randomly divided into a Wii balance games group and a Mirror Self-Balancing Exercises group with 10 patients in each group. Each training was performed for 30 mins a day for 4 days. In addition to the balance training, 30 mins neuro-developmental-treatment based routine physical therapy was given to both groups. Proprioception was measured using two continuous passive motion devices, and static balance was measured using a Wii balance board. Dynamic balance assessment tools included the Berg Balance Scale, Dynamic Gait Index, and Timed Up-and-Go test. Results: All measured variables before and after the experimental results showed a significant improvement in both groups (p<.05). Only the improvement of the affected knee proprioception appeared to be significantly greater in the Wii balance game group (p<.05). However, other variables did not differ between the groups (p>.05). Conclusion: The findings suggest that both Wii balance games and Mirror Self-Balancing Exercises may be helpful for improving the proprioception of knee joint and the balance of patients with chronic stroke.

Investigation into the Definition of Environmental Literacy and the related studies (환경소양의 정의와 관련연구에 관한 분석)

  • 박진희;장남기
    • Hwankyungkyoyuk
    • /
    • v.11 no.2
    • /
    • pp.83-101
    • /
    • 1998
  • ‘Environmental Literacy’ is defined as ‘one's individual status to be accomplished or to be acquired by environmental education’ and it has the same meaning as ‘the Goals of EE’. The purposes of this study was to identify the components of environmental literacy and analyse the related studies. Much of the work in EE has followed the path outlined by the Belgrade Charter, the Tbilisi Declaration, and later in Agenda 21. Over the years, scholars such as Hungerford et al., Iozzi et al., Roth, the Wisconsin Center for Environmental Education, and the Environmental Education Literacy Consortium have examined and proposed a framework of ‘Environmental Literacy’. Recently, the influential framework developed by the NAAEE(the North American Association for Environmental Education) National Project for Excellence in EE included seven categories: affect, ecological knowledge, socio-political knowledge, knowledge of environmental issues, skills, additional determinants of environmentally responsible behavior, and environmentally responsible behaviors. According to the analysed results, 37.7% of the American studies and 32.5% of Korean ones measured aspects of the attitude. Especially, the measure of this variable in America, however, led to the most inconclusive and least positive outcomes. The studies included related to cognitive skills were very few but 100% reported positive impacts of instructions in two countries. In America, using a television documentary, a journal and the field trip were very useful and effective. But using a computer simulation/game was less effective and the supplemental instruction did't led to the positive effect. In Korea, instruction, the supplemental instruction and EE program led to positive outcomes generally. The lack of validity and reliability of the instruments was pointed out as a common problem and the development of valid and reliable instrument for nation-wide assessment is urgently needed.

  • PDF

Valence of Social Emotions' Sense and Expression in SNS (SNS내 사회감성의 어휘적 의미와 표현에 대한 유의성)

  • Hyun, Hye-Jung;Whang, Min-Cheol
    • Journal of the Korea Society of Computer and Information
    • /
    • v.19 no.6
    • /
    • pp.37-48
    • /
    • 2014
  • Social emotion is being highlighted as an important factor of human life in terms of quality of communication as a variety of social networks are commonly used. To understand such social emotion, this study verifies and analyzes the significance of lexical meaning and expression of emotion basically for understanding of complex meaning of social emotion. The emotional expressions represented in SNS text messages, one of the major channel of communication, are examined in this study to create scales of meaning and expression and to understand the differences deeply. As a result of the analysis, it turned out that negative assessment factors were more than positive ones among social emotional factors while positive ones were outstandingly many in the case of social emotional expression. Social emotional factors were classified by basic emotional elements and valences while emotional expression included complex meaning and especially positive elements were dominant in general.

The IOA-Based Intelligent Information Protection System for Response of Advanced Persistent Threats (IOA 기반의 지능형지속위협 대응 위한 지능형 정보보호시스템)

  • Ryu, Chang-su
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.20 no.11
    • /
    • pp.2067-2072
    • /
    • 2016
  • Recently, due to the development of attack techniques that can circumvent existing information protection systems, continuous threats in a form unrecognized by the user have threatened information assets. Therefore, it is necessary to support the prompt responses to anticipated attempts of APT attacks, bypass access attacks, and encryption packet attacks, which the existing systems have difficulty defending against through a single response, and to continuously monitor information protection systems with a defense strategy based on Indicators of Attack (IOA). In this paper, I suggest a centralized intelligent information protection system to support the intelligent response to a violation by discerning important assets through prevention control in a performance impact assessment about information properties in order to block the attack routes of APT; establishing information control policies through weakness/risk analyses in order to remove the risks in advance; establishing detection control by restricting interior/exterior bypass networks to server access and monitoring encrypted communications; and lastly, performing related corrective control through backup/restoration.

Relationship Between Titleist Performance Institute Level 1 Test and the Performance of Professional Golf Players (프로 골프선수의 TPI Level 1 Test Score에 따른 경기력 수준 분석)

  • Kim, Jae-Eun;Do, Kwang-Sun;Kim, Cheong
    • Journal of The Korean Society of Integrative Medicine
    • /
    • v.10 no.2
    • /
    • pp.27-35
    • /
    • 2022
  • Purpose : The purpose of this study is to analyze the correlation between the TPI Level 1 test and the performance of KPGA professional golf players. Methods : In 2019, 30 KPGA golf players attempted in the TPI Level 1 test. Their performance was then compared with the test based on the players' aggregated official records on the KPGA website, The most meaningful prize money ranking, average driving distance, fairway landing rate, and average number of putts were considered to evaluate their performance. Additionally, to obtain the average value of the players' accumulated records, the period from the first game in March 2019 to the end of October was considered. Results : The criterion for the difference between the upper group and the lower group was set based on the 9 points of the TPI Level 1 test, which showed the most significant difference. The prize money ranking stood at 63.00±51.77 in the upper group and 113.92±68.79 in the lower group in the TPI Level 1 test, the difference was significantly higher (p<.05) for the upper group (p<.05). The average driving distance was 286.15±10.06 yds for the upper group and 277.39±8.49 yds for the lower group, group, with the driving distance significantly higher in the upper group (p<.05). Further, the average number of putts for the upper group was 1.81±.02 and 1.85±.04 for the lower group, indicating a significant difference. Conclusion : A higher TPI Level 1 test score is likely to have a positive effect on performance.. As a result of the statistical values of this study, it was found that players must possess at least 9 out of 17 types of physical abilities Therefore, it can be considered that training and intervention to acquire these physical abilities are essential.

A semi-supervised interpretable machine learning framework for sensor fault detection

  • Martakis, Panagiotis;Movsessian, Artur;Reuland, Yves;Pai, Sai G.S.;Quqa, Said;Cava, David Garcia;Tcherniak, Dmitri;Chatzi, Eleni
    • Smart Structures and Systems
    • /
    • v.29 no.1
    • /
    • pp.251-266
    • /
    • 2022
  • Structural Health Monitoring (SHM) of critical infrastructure comprises a major pillar of maintenance management, shielding public safety and economic sustainability. Although SHM is usually associated with data-driven metrics and thresholds, expert judgement is essential, especially in cases where erroneous predictions can bear casualties or substantial economic loss. Considering that visual inspections are time consuming and potentially subjective, artificial-intelligence tools may be leveraged in order to minimize the inspection effort and provide objective outcomes. In this context, timely detection of sensor malfunctioning is crucial in preventing inaccurate assessment and false alarms. The present work introduces a sensor-fault detection and interpretation framework, based on the well-established support-vector machine scheme for anomaly detection, combined with a coalitional game-theory approach. The proposed framework is implemented in two datasets, provided along the 1st International Project Competition for Structural Health Monitoring (IPC-SHM 2020), comprising acceleration and cable-load measurements from two real cable-stayed bridges. The results demonstrate good predictive performance and highlight the potential for seamless adaption of the algorithm to intrinsically different data domains. For the first time, the term "decision trajectories", originating from the field of cognitive sciences, is introduced and applied in the context of SHM. This provides an intuitive and comprehensive illustration of the impact of individual features, along with an elaboration on feature dependencies that drive individual model predictions. Overall, the proposed framework provides an easy-to-train, application-agnostic and interpretable anomaly detector, which can be integrated into the preprocessing part of various SHM and condition-monitoring applications, offering a first screening of the sensor health prior to further analysis.

Assessment of Library and Information Professionals' Perception of COVID-19 and Its Impacts on Libraries in Nigeria

  • Adegbilero-Iwari, Idowu;Ikenwe, Iguehi Joy;Adegbilero-Iwari, Oluwaseun Eniola
    • International Journal of Knowledge Content Development & Technology
    • /
    • v.12 no.4
    • /
    • pp.25-39
    • /
    • 2022
  • Perceptions of Library and Information (LI) professionals in Nigeria and the impact of COVID-19 on libraries, librarians and library services, were studied. The significance of demographic factors on LI professionals' perception of COVID-19 and its impact on libraries was tested. Descriptive survey design and Purpose sampling technique were adopted. LIS professionals in Nigeria constituted the population, and an online questionnaire designed by the researchers through Microsoft Forms was used. Descriptive analysis of respondents' demographic data and their covid-19 perception were presented in frequencies and percentages using tables while multivariate regression technique was used to test the significance of relationship between variables at P < 0.05. Findings revealed that many (61.4%) of the respondents agreed that COVID-19 is real but have personal reservations. However, 47.5% indicated that COVID-19 is a scientific invention. On the impacts of COVID-19 on libraries, the study found that COVID-19 is a game changer that will enhance the creation of new services by libraries, cause the reconfiguration of library space for safe operations in post-COVID, establishment of new rules and regulations, and more reliance on e-resources. On the test of association, educational qualification of respondents had a significant impact on respondents' perceptions that COVID-19 will reduce the use of library print resources (P-value = 0.005, B: 0.38, [95% CI: 0.115 - 0.646]) and that library will create new services to address the changes caused by COVID-19. Also, educational qualification of respondents significantly influenced respondents' perception that COVID-19 is real. The study recommends that libraries should take advantage of the season to innovate, and that public health institutions should continually educate people on corona virus to disabuse people's mind of conspiracy theories.

Preliminary Study on the Effects of Virtual Reality-based Cognitive Rehabilitation and Computer-based Cognitive Rehabilitation on Function and Prefrontal Cortex in Convalescent Stroke Patients (가상현실기반 인지재활훈련과 컴퓨터기반 인지재활훈련이 회복기 뇌졸중 환자의 기능과 전전두엽 피질에 미치는 영향에 대한 사전연구)

  • Hyun-Min Lee;Soo-San Kim
    • Journal of the Korean Society of Physical Medicine
    • /
    • v.18 no.2
    • /
    • pp.103-114
    • /
    • 2023
  • PURPOSE: This study compared the effects of computer-based and virtual reality-based cognitive rehabilitation programs on the cognitive function, upper limb function, activities of daily living, and their impact on the prefrontal cortex in convalescent stroke patients. METHODS: Ten recovering stroke patients were assessed for their cognitive function, upper limb function, and daily living activities using the Neurobehavioral Cognitive Status Examination, the Korean version of the Fugl-Meyer Assessment, and the Korean version of the Modified Barthel Index. The prefrontal cortex activity was measured with functional Near Infrared Spectroscopy. The virtual reality-based cognitive rehabilitation group utilized a program of daily living activities delivered via a laptop and Oculus Rift. The computer-based cognitive rehabilitation group performed various cognitive tasks on an all-in-one PC. Both groups underwent cognitive rehabilitation training for 30 minutes per day, three times a week, for six weeks, with identical conventional rehabilitation therapies in the hospital. RESULTS: Both programs positively impacted the cognitive and physical functions. On the other hand, the virtual reality-based cognitive rehabilitation program had a larger influence on improving the cognitive and physical functions of convalescing stroke patients. CONCLUSION: The virtual reality program suggests its potential to enhance cognitive and physical functions in convalescent stroke patients through increased engagement, focus, real-time feedback, and game elements, making it a promising rehabilitation approach.