• Title/Summary/Keyword: Game Education

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Implementation of an Algorithm that Generates Minimal Spanning Ladders and Exploration on its relevance with Computational Thinking (최소생성사다리를 생성하는 알고리즘 구현 및 컴퓨팅 사고력과의 관련성 탐구)

  • Jun, Youngcook
    • The Journal of Korean Association of Computer Education
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    • v.21 no.6
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    • pp.39-47
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    • 2018
  • This paper dealt with investigating the number of minimal spanning ladders originated from ladder game and their properties as well as the related computational thinking aspects. The author modified the filtering techniques to enhance Mathematica project where a new type of graph was generated based on the algorithm using a generator of firstly found minimal spanning graph by repeatedly applying independent ladder operator to a subsequence of ladder sequence. The newly produced YC graphs had recursive and hierarchical graph structures and showed the properties of edge-symmetric. As the computational complexity increased the author divided the whole search space into the each floor of the newly generated minimal spanning graphs for the (5, 10) YC graph and the higher (6, 15) YC graph. It turned out that the computational thinking capabilities such as data visualization, abstraction, and parallel computing with Mathematica contributed to enumerating the new YC graphs in order to investigate their structures and properties.

The Exploratory Study for the Application of the Sports Field in the Fourth Industrial Revolution: Focus on the Social Big Data (4차 산업혁명의 스포츠 현장 적용을 위한 탐색적 연구: 소셜 빅데이터 활용 방안을 중심으로)

  • Park, SungGeon;Hwang, YoungChan
    • 한국체육학회지인문사회과학편
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    • v.56 no.4
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    • pp.397-413
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    • 2017
  • The purpose of this study is to introduce the case and to provide related information for the physical education major to handle and utilize the social big data through the exploratory study for the application of sports industry in the fourth industrial revolution. For this study, data was collected from the article database, which covers the keyword such as 'Social Big Data', 'Sports' and so on. The analyzed articles were 86 articles. As a results, The research on social big data applied to sports industry are as follows: 1) Analysis of major issues related to sports fans' interests and sports events, 2) A study on media sports engagement, 3) The prediction analysis of sports game based on the sentiment analysis, 4) Development of salary estimation model for professional player in sports, 5) Research trend analysis and so on. In conclusion, the social big data analysis technology in the sports industry and management can be utilized variously. Therefore, the specialists of the sports industry and management field need to learn the techniques, to acquire the know-how for the research project, to convert the convergence thinking.

A Study on The Classification of Target-objects with The Deep-learning Model in The Vision-images (딥러닝 모델을 이용한 비전이미지 내의 대상체 분류에 관한 연구)

  • Cho, Youngjoon;Kim, Jongwon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.2
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    • pp.20-25
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    • 2021
  • The target-object classification method was implemented using a deep-learning-based detection model in real-time images. The object detection model was a deep-learning-based detection model that allowed extensive data collection and machine learning processes to classify similar target-objects. The recognition model was implemented by changing the processing structure of the detection model and combining developed the vision-processing module. To classify the target-objects, the identity and similarity were defined and applied to the detection model. The use of the recognition model in industry was also considered by verifying the effectiveness of the recognition model using the real-time images of an actual soccer game. The detection model and the newly constructed recognition model were compared and verified using real-time images. Furthermore, research was conducted to optimize the recognition model in a real-time environment.

Analysis of the Effect of The Internet Activation on Students in IoT Environment (사물인터넷 환경에서 인터넷 활성화가 학생에 미치는 영향 분석)

  • Lee, Dong-Woo;Cho, Kwangmoon;Lee, Seong-Hoon
    • Journal of Internet of Things and Convergence
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    • v.7 no.1
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    • pp.55-62
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    • 2021
  • The world is changing rapidly as the Internet spreads and various smart devices appear. High-performance PCs and high-speed communication networks are rapidly spreading in every home, and all kinds of the internet sites are emerging. In particular, the high education enthusiasm of Korean parents adds to this, and the ratio of the internet users among teenagers is exploding every day. In the case of adolescents, most of them use the Internet for online games, indicating that online games are the main cause of the internet addiction. This study was conducted using a questionnaire for male and female high school students using the Internet, and demographic and sociological characteristics were used only as basic data. In this study, as much as parents, students and teachers think, the results of the internet addiction type analysis according to academic achievement in humanities high school students are to be investigated to determine whether internet use has an effect on academic achievement.

Study on Academic Stress and Athletes' Stress-related Health Status (학생들의 학업 및 운동스트레스와 건강상태의 관련성에 관한 연구)

  • Lee, Soojin
    • Journal of Physiology & Pathology in Korean Medicine
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    • v.35 no.5
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    • pp.185-192
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    • 2021
  • The purpose of this study is to identify the effects of lifestyle, study stress and training stress on health status, and provide fundamental data for health management of university students majoring in physical education. In this study, 149 students participated and they were surveyed demographic characteristics, lifestyle, Maslach burnout inventory (student stress inventory), training stress inventory, and Mibyeong index. Height and weight were measured for calculating BMI. For statistical analysis, Student t-test, ANOVA test, chi-square test, correlation analysis, and multinominal logistic regression test has been used. There were differences between Mibyeong groups according to digestion status, smoking for female students and quality of sleeping for both male and female students. Study stress and training stress also affected to health status. Cynicism among study stress categories and all categories among training stress showed differences between sex. Correlation analysis and logistics regression analysis was used to estimate related factors of health status after adjusting for sex and age. Based on logistics regression analysis, quality of sleeping affected to Mibyeong 1 group and quality of sleeping, smoking and digestion status affected to Mibyeong 2 group. Among training stress category, dissatisfaction with game result and skills and lack of leisure time were affected to both Mibyeong 1 and 2 group. This study suggests that lifestyle, study stress and training stress might be significantly associated with university students majoring in physical education. Through managing those influence factors, health status of students could be improved.

An Analysis of the Impact of Digital Content Usage on Smart TV Usage (디지털 콘텐츠 이용이 스마트TV 이용에 미치는 영향 연구)

  • Lee, Seonmi
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.319-326
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    • 2022
  • As digital content services, especially OTT(over-the-top) video services, diffuse rapidly, so do smartTVs. Based on the indirect network effect theory and the complementarity theory, this study explores the relationship between digital content services and smartTV. Using the Media panel dataset, this study analyzes how the usage of digital content service (OTT usage, OTT usage volume, the usage of various OTT service types, and online game/music/education/news service) affects smartTV usage. This study shows that OTT usage and its usage volume is positively associated with smartTV usage, and that the usage of various OTT service types is positively associated with smartTV usage compared with non-OTT users. As for online content services, the usage of online education service is positively associated with smartTV usage while the usage of online news service is associated negatively. These results support the indirect network effect theory and the complementarity theory.

The Significance of School Sports Club Activities: Focused on Middle School Students (학교스포츠클럽활동의 의미: 중학생들을 중심으로)

  • Lee, Sang-min;Lee, Keun-Mo;Jang, Seung-Hyun
    • 한국체육학회지인문사회과학편
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    • v.57 no.1
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    • pp.59-70
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    • 2018
  • This study is aimed to examine what school sports club activities mean to middle school students. To attain this objective, this study first investigated what kinds of peer culture school sports club activities form, and second, what kind of time school sports club is for the students. For the research method, a qualitative research method was employed combining in-depth interview and participatory observation. The results showed that first, the students were creating the peer culture of games, communication, and relaxation through school sports club activities. Though fighting sometimes, the boy students were really enjoying sports games with their friends according to their own rules. On the other hand, girls were enjoying the relationship with friends, more focusing on communication and relaxation than on playing sports game itself. Second, the students thought of school sports club activities as an exit. Those students who lacked leisure time regarded school sports club activity as a time to play with friends, to escape from the pressure of good grades, and different from physical education.

A Study on Proposing a Virtual Tour Production Framework Using Matterport and Unity 3D (Matterport와 Unity 3D를 사용한 가상투어 제작 프레임워크에 관한 연구)

  • Min-Shik Kang
    • Journal of Practical Engineering Education
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    • v.16 no.5_spc
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    • pp.701-708
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    • 2024
  • The challenges of exploring distant locations have become increasingly apparent, especially since COVID-19 has made visiting even nearby museums and attractions more difficult. Various factors contribute to this, including time constraints, financial limitations or language barriers. However, these challenges can be overcome with recent technologies by transforming how users experience and interact with spaces. With the latest advancements, it is now possible to create virtual representations of famous attractions, allowing users to take virtual tours as if they were physically present. This paper presents a comprehensive framework for creating virtual tours using Matterport, a leading 3D scanning technology, and Unity 3D, a powerful game engine. The paper outlines methodologies for capturing 3D data with Matterport, importing it into Unity, enhancing user interaction, and optimizing the overall experience. By integrating these tools, the framework aims to facilitate immersive virtual experiences. This approach will allow affordable virtual tickets for famous attractions around the world which will be great educational opportunities. In addition, this framework can be applicable to facilitate easier navigation in complex environments such as airports and hospitals.

Real-Time Haptic Rendering for Tele-operation with Varying Communication Time Delay (가변적인 통신지연시간을 갖는 원격 작업 환경을 위한 실시간 햅틱 렌더링)

  • Lee, K.;Chung, S.Y.
    • Journal of Power System Engineering
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    • v.13 no.2
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    • pp.71-82
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    • 2009
  • This paper presents a real-time haptic rendering method for a realistic force feedback in a remote environment with varying communication time-delay. The remote environment is assumed as a virtual environment based on a computer graphics, for example, on-line shopping mall, internet game and cyber-education. The properties of a virtual object such as stiffness and viscosity are assumed to be unknown because they are changed according to the contact position and/or a penetrated depth into the object. The DARMAX model based output estimator is proposed to trace the correct impedance of the virtual object in real-time. The output estimator is developed on the input-output relationship. It can trace the varying impedance in real-time by virtue of P-matrix resetting algorithm. And the estimator can trace the correct impedance by using a white noise that prevents the biased input-output information. Realistic output forces are generated in real-time, by using the inputs and the estimated impedance, even though the communication time delay and the impedance of the virtual object are unknown and changed. The generated forces trace the analytical forces computed from the virtual model of the remote environment. Performance is demonstrated by experiments with a 1-dof haptic device and a spring-damper-based virtual model.

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Developing game program for infant's emotional education using web camera (Web 카메라 인식을 통한 유아용 감성 교육 게임 프로그램 개발)

  • Park, Jae-Eon;Hwang, Min-Cheol;Yu, Hun;Kim, Min-Ji;Kim, Min-Hyeong;Park, Jeong-Rim;Park, Hyeon-Ho;Park, Hye-Jin
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.11a
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    • pp.247-250
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    • 2009
  • 본 연구는 가상 캐릭터인 3D Pooh 와의 감성 교감이 이루어지는 유아용 감성 교육 게임 개발이 목적이다. Web 카메라를 이용하여 사용자의 위치 정보 및 영역을 검출하고 사용자는 화면에 보이는 가상 공간에 손과 마커를 이용하여 행동을 가하게 된다. 사용자의 행동 입력 방식에 따라 Pooh 의 상태를 나타내는 게이지와 행동의 다양한 변화를 제공하며, 이로써 사용자들이 가상 캐릭터인 3D Pooh 와 인터렉션을 할 수 있도록 제공한다. 기존의 감성 교감 연구 방법 분석 결과 뇌파와 체온 등의 생리신호를 이용한 방법과 사용자의 행동패턴을 분석하는 방법 등이 있으며, 현재는 생리신호를 이용하는 방법이 더 많이 활용되고 있다. 생리신호 측정 시 사용자는 신체에 센서를 착용해야 하므로 착용 부담감과 움직임이 자유롭지 못하다는 단점이 있다. 본 프로그램은 기존 연구의 단점인 센서 착용의 부담감을 줄이고 자유롭고 편리한 인터렉션이 가능하도록 개발하였으며, 직관적인 인터페이스를 기반으로 유아들도 쉽고 편리하게 즐길 수 있도록 구현된 감성 교육 게임이 될 것으로 기대된다. 또한 카메라 이외의 다른 하드웨어 장치 사용을 최소화하여 경제성과 사용 편의성을 동시에 고려한 효율적인 유아용 감성 교육 게임으로 활용될 수 있다.

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