• Title/Summary/Keyword: Game Education

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Educational Characteristics of Children's Virtual Worlds (어린이용 가상세계의 교육적 특성)

  • Lyou, Chul-Gyun;An, Bo-Ra
    • The Journal of the Korea Contents Association
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    • v.9 no.1
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    • pp.177-186
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    • 2009
  • Virtual world is persistent 3D(2D) space through computers which supports real-time interaction. Children's virtual worlds are for children below 15. Its educational benefits are: practical experience, cooperation possibility, experience sharing, and optimized environment. Moreover, interesting factors from games can enhance the educational efficiency of virtual worlds. In order to intensify the educational efficiency, goal, motivation, relationship and advice has to be considered as well. Based upon those factors, the result of analysis of current virtual worlds shows that they have clear goal. contextualization of task and appropriate reinforcement. However, for future prosperity, continuous effort for expansion of readiness, social persuasion, scaffolding are needed.

Malicious Application Determination Using the System Call Event (시스템 콜 이벤트 분석을 활용한 악성 애플리케이션 판별)

  • Yun, SeokMin;Ham, YouJeong;Han, GeunShik;Lee, HyungWoo
    • KIPS Transactions on Software and Data Engineering
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    • v.4 no.4
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    • pp.169-176
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    • 2015
  • Recently smartphone market is rapidly growing and application market has also grown significantly. Mobile applications have been provided in various forms, such as education, game, SNS, weather and news. And It is distributed through a variety of distribution channels. Malicious applications deployed with malicious objectives are growing as well as applications that can be useful in everyday life well. In this study, Events from a malicious application that is provided by the normal application deployment and Android MalGenome Project through the open market were extracted and analyzed. And using the results, We create a model to determine whether the application is malicious. Finally, model was evaluated using a variety of statistical method.

A Study on the Rest Methods of Patients & Nursing Activities inducing them to Rest (환자의 안정방법과 안정을 유도하는 간호활동에 관한 연구)

  • 최명애;전금자
    • Journal of Korean Academy of Nursing
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    • v.8 no.2
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    • pp.15-23
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    • 1978
  • This study was conducted to see the present situation of rest in a military hospital. 120 medical patients but acute af critical cases were interviewed by the investigators during the period of August 20 to September 10, 1978. The questionnaire was consisted of questions regarding the general characteristics of tile respondents, rest methods and nursing activities inducing them to rest. 1, Of the rest methods, tying down on the bed comfortably placed first at 29.1 percent, followed by sleeping at 20,1 percent, reading at 16.8 percent, taking a moderate exercise, being free from their concerns of diseases & surrounding matters at 11.7 percent, respectively, playing the game of Badook or Chess at 6.7 percent , others at 3.9 percent in that order. 2. They mainly utilized the Lying down method for comfort & rest, but there were some differences depending on their educational backgrounds. 3. Some differences were observed in the methods of rest by the religions. 4. The differences between diseases af rest methods except bed rest af sleeping were observed. 5. Of the nursing activities inducing them to rest, counseling stood first at 43.3 percent, followed by teaching at 28.4 percent, relief of pain af discomfort at 20 percent, active attitudes of nurses to help them at 8.3 percent in that order. 6. There was no significant difference between the level of education or religions and nursing activities inducing them to rest. 7. Nursing activities which induced comfort & rest by diseases were mainly counseling & teaching.

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An Analysis of Query Types and Topics Submitted to Navel (클릭 로그에 근거한 네이버 검색 질의의 형태 및 주제 분석)

  • Park Soyeon;Lee Joon-Ho;Kim Ji Seoung
    • Journal of the Korean Society for Library and Information Science
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    • v.39 no.1
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    • pp.265-278
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    • 2005
  • This study examines web query types and topics submitted to Naver during one year period by analyzing query logs and click logs. Query logs capture queries users submitted to the system, and click logs consist of documents users clicked and viewed. This study presents a methodology to classify query types and topics. A method for click log analysis is also suggested. When classified by query types, there are more site search queries than content search queries. Queries about computer/internet. entertainment, shopping. game, education rank hightest. The implications for system designers and web content providers are discussed.

The Characteristics of Internet Auction User Groups by the Levels of Addictive Tendencies among High School Students (고등학교 인터넷경매 중독성향수준별 집단 특성)

  • Jeon, Seon-Hye;Lee, Hee-Sook
    • Journal of the Korean Home Economics Association
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    • v.48 no.5
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    • pp.1-15
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    • 2010
  • The purpose of this study was to find the characteristics of internet auction user groups by the levels of addictive tendencies among high school students. The questionnaire was conducted from December 16 to 23, 2008, and 288 high school students who were living in Cheongju area were selected. The main results were as follows. First, 13.4% of respondents were visiting internet site almost every day, and about 20% of them stayed more than 2 hours for visiting the internet auction site. Second, the price of purchasing goods through internet auction site(shopping mall) was less than 50,000 won. Third, the level of addictive tendencies of respondents was under average(2.08 out of 5 point scale), and about 10% of them evaluated by themselves as an internet auction. Fourth, relatively higher addictive tendencies group showed the characteristics such as lower self-esteem, higher depression, and higher feeling of isolation, internet related(general internet use, internet shopping, and internet game) addictive tendencies, and more often visiting and staying longer in internet auction sites and other internet sites.

A Study on the Development of Multi-sensory Virtual Reality System based on Realistic Media (실감미디어 기반의 다감각 가상 체감시스템 개발에 관한 연구)

  • Lee, Hyun-Cheol;Park, Ki-Chang;Kim, Eun-Seok;Hur, Gi-Taek
    • Journal of Korea Multimedia Society
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    • v.20 no.9
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    • pp.1574-1583
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    • 2017
  • This paper proposes how to develop a multi-sensory virtual reality system based on realistic media that can improve the sense of immersion and reality experienced by the user. We suggest four types of multi-sensory virtual reality system; a realistic media experience system which provides sensory experiences to user by interlocking the media file with the sensory informations and reproducing the sensory information suitable for the scene, a real image-based panorama experience system which maximizes the sense of reality, an experience ball system in which users engage themselves into the system environment to lead the story and immersion of the content through interaction with the system, and a cultural heritage experience system based on hand movement recognition. The suggested systems can be applied in a various area such as education, advertisement, culture and arts, performance, exhibition, sports, game, 4D Experience Center, and so on. We supposed that it can contribute to create a variety of sensible contents services in the realistic media industry through the convergence of media, contents, and devices.

A Study on Discrete Mathematics Subjects Focused on the Network Problem for the Mathematically Gifted Students in the Elementary School (초등 영재교육에 적용 가능한 이산수학 주제의 내용 구성에 관한 소고 -네트워크 문제를 중심으로-)

  • Choi, Keun-Bae
    • School Mathematics
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    • v.7 no.4
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    • pp.353-373
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    • 2005
  • The purpose of this paper is to analysis the basic network problem which can be applied to the mathematically gifted students in elementary school. Mainly, we discuss didactic transpositions of the double counting principle, the game of sprouts, Eulerian graph problem, and the minimum connector problem. Here the double counting principle is related to the handshaking lemma; in any graph, the sum of all the vertex-degree is equal to the number of edges. The selection of these subjects are based on the viewpoint; to familiar to graph theory, to raise algorithmic thinking, to apply to the real-world problem. The theoretical background of didactic transpositions of these subjects are based on the Polya's mathematical heuristics and Lakatos's philosophy of mathematics; quasi-empirical, proofs and refutations as a logic of mathematical discovery.

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Cross-layer Video Streaming Mechanism over Cognitive Radio Ad hoc Information Centric Networks

  • Han, Longzhe;Nguyen, Dinh Han;Kang, Seung-Seok;In, Hoh Peter
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.8 no.11
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    • pp.3775-3788
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    • 2014
  • With the increasing number of the wireless and mobile networks, the way that people use the Internet has changed substantively. Wireless multimedia services, such as wireless video streaming, mobile video game, and mobile voice over IP, will become the main applications of the future wireless Internet. To accommodate the growing volume of wireless data traffic and multimedia services, cognitive radio (CR) and Information-Centric Network (ICN) have been proposed to maximize the utilization of wireless spectrum and improve the network performance. Although CR and ICN have high potential significance for the future wireless Internet, few studies have been conducted on collaborative operations of CR and ICN. Due to the lack of infrastructure support in multi-hop ad hoc CR networks, the problem is more challenging for video streaming services. In this paper, we propose a Cross-layer Video Streaming Mechanism (CLISM) for Cognitive Radio Ad Hoc Information Centric Networks (CRAH-ICNs). The CLISM included two distributed schemes which are designed for the forwarding nodes and receiving nodes in CRAH-ICNs. With the cross-layer approach, the CLISM is able to self-adapt the variation of the link conditions without the central network controller. Experimental results demonstrate that the proposed CLISM efficiently adjust video transmission policy under various network conditions.

Interactive 3D Convergence Contents Authoring Tool Design for Smart Learning (스마트교육을 위한 인터랙티브 3D 융합 콘텐츠 저작도구 설계)

  • Roh, Chang Hyun
    • Journal of Digital Contents Society
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    • v.17 no.5
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    • pp.425-432
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    • 2016
  • There is little study related to the 3D convergence contents authoring tool for teacher. In this study, we purposed the design of the interactive 3D convergence contents authoring tool for a teacher. To draw the design, firstly, we investigated the authoring environment of teachers and interviewed teachers. Based on this investigations, we proposed the functional requirement and UI/UX(User Interface/User Experience) design of it. And we investigated the level of focusing group satisfication with the UI/UX design. Based on these results, we will implement the authoring tool.

Educational Effects of a H-STEAM Group Play Course in College Liberal Arts Curriculum

  • Lim, Byungro;Choi, Yunhi;Bae, Jaehyeong;Lee, SeungGwan;Baek, Soohee
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.6
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    • pp.29-37
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    • 2016
  • In this paper, we evaluated educational effects of H-STEAM group play contents(a course) and tried to suggest a convergent model for college liberal art curriculum. We opened a mixed course(math, art, engineering, and humanities) with team teaching for this purpose. For the test, we collected data from survey, K-W-L sheet, and reflection paper from 23 students who enrolled in this course. Students should do a team project during the course, propose a new group game, and write K-W-L sheet at the end of each session and reflection paper at the final stage. As a result, it is said that H-STEAM group contents had an effect on students' satisfaction and achievement. During the course, students made academic efforts and were able to construct convergent knowledge from the four fields. From this study, we are sure that H-STEAM contents can play a substitute role for the traditional liberal arts program and innovate the curriculum for the knowledge convergence society.