• 제목/요약/키워드: Game Evaluation

검색결과 337건 처리시간 0.041초

콘텐츠 가치평가 활성화 방안 수립 연구 (A Study on the Vitalization of Value Assessment for Contents)

  • 이동욱;최재영
    • 디지털산업정보학회논문지
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    • 제10권3호
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    • pp.311-325
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    • 2014
  • The content industry is the core of the creative economy. The content industry is a fast-growing and high value-added industry, but becomes a high risk market on the other hand. Content related enterprises are difficult business environment. Thus, the accurate evaluation of content on its value is essential. But, it is hard to assess the value of content because of its intangible characteristics. This study is enabled improving the financing conditions of enterprises through the vitalization of value assessment for contents. Improve financial accessibility is required composition, means of access financial diversification, financial ecosystem to vitalization of value assessment for contents. In addition, the system should be established to support the economic activities of the creative content sector companies. The content industry should develop a new strategy for sustained growth. But, we believe that the accordance and cooperation from related parties, including contents producers, contents developers and governmental departments, are definitely required to boost the game contents industry. We hope that the more efficient methods are vitalizing the contents industry.

여가활동프로그램이 농촌여성노인의 우울과 자아존중감에 미치는 효과 (A Study on the Effect that Leisure Programs on Depression and Self-esteem in Elderly Women in Rural Areas)

  • 임정순
    • 한국농촌간호학회지
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    • 제2권2호
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    • pp.120-126
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    • 2007
  • Purpose: The objective of this study was to evaluate the effects of leisure programs over 8 weeks on elderly women 60 and over who lived in a rural area. Did the program affect feelings of depression and self-esteem? Method: The leisure programs in this study included rhythm gymnastics for elderly women, recreation, balloon art, paper folding, viewing movies, shuttle cock game, exhibition and evaluation activity. As a Quasi-Experimental study, the design of this study was a Nonequivalent Control Group Pretest-Posttest Design. Results: It was shown that leisure programs for elderly women for 8 weeks, consisting of rhythm gymnastics, self-introduction, hobby activities and recreation can reduce depression and enhance the feeling of self-esteem in elderly women in the rural area. Conclusion: It is concluded that public health centers in rural areas should conduct leisure programs during the farmers' slack season, and that the community halls for elders can contribute to improving the life quality of elderly women by being more affirmative and positive if they develop as healthy and active cultural centers where elderly women will want to come and participate.

아침결식 예방을 위한 초등학교 영양교육 프로그램의 개발 및 평가 (Development and Evaluation of an Elementary School Nutrition Education Program to Prevent Breakfast Skipping)

  • 손형경;이연경
    • 대한지역사회영양학회지
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    • 제15권6호
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    • pp.740-749
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    • 2010
  • The purpose of this study was to develop and evaluate a nutrition education program to prevent breakfast skipping for elementary school children. Subjects were 102 5th grade students (51 boys, 51 girls) as the "education group" and 200 5th grade students (102 boys, 98 girls) as the "non-education group." The nutrition education program consisted of 4 lessons over an 8-week period. Teaching materials, including flash animation, panel, PowerPoint, and a bingo game, were developed for this education program. After education, there was significant increase in the percentage of students who had eaten breakfast every day, understood that breakfast has a great effect on health, and will eat breakfast every day in the education group compared to non-education group. Parents' positive behavior toward daily breakfast preparation and the percentage of parents who had their children eat breakfast every day increased significantly. The students of the education group responded positively to the questions of the benefit and importance of nutrition education. The flash animation received high marks, especially in terms of understanding of contents, content clarity, emphasis of the core content, delivery of necessary knowledge, and applicability of breakfast. This study shows the effectiveness of a 4-lesson nutrition education taught during an 8-week time period to induce changes in recognizing the importance of breakfast and in behavior toward breakfast consumption.

TGC 분석을 통한 모바일 기반 상지 재활 프로그램의 유용성 평가 (Usability Evaluation of Mobile based Upper Extremity Rehabilitation Program Through TGC Analysis)

  • 임현미;손지은;구정훈
    • 대한의용생체공학회:의공학회지
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    • 제40권1호
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    • pp.15-19
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    • 2019
  • In this study, Theta Gamma Coupling (TGC) analysis was carried out after performing simple and repeated upper limb exercise and comparative experiment to observe changes in the motor cortex of the brain through TGC and to see if mobile rehabilitation therapy is actually effective. As a result, exercise using mobile devices showed higher TGC values in motor cortex as compared with simple repeat upper limb exercise. In addition, paired t-test using SPSS showed statistically significant difference between exercise using mobile devices and simple repeat exercise at P3(t=3.390, df(degree of freedom)=12, p value=0.005). Exercise using mobile devices is effective for rehabilitation because it increases the Theta-Gamma Coupling and activates the motor cortex. Also, since the mobile game contents required the subject to detailed athletic ability adjustment with immersion in the task, it may be thought that brain activation is stronger than simple rehabilitation.

빅데이터 감성분석에 따른 공항 공공예술 디자인 요소 및 선호도 연구 (Research on Airport Public Art Design Elements and Preferences Based on Big Data Sentiment Analysis)

  • 장온;추장운;김치용
    • 한국멀티미디어학회논문지
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    • 제25권10호
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    • pp.1499-1511
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    • 2022
  • In the context of globalization, circulation between cities has become more frequent. The airport is no longer just a place for boarding, disembarking, and transportation, but a public place that serves as the communication function of the "aviation city". The intervention of public art in the airport space not only gives users a sense of space experience, but also becomes a unique carrier for city and country image shaping. The purpose of this paper is to study the emotional value brought by airport public art to users, and to investigate the correlation analysis of public art design elements and user preferences based on this premise. The research methods are machine learning method and SPSS 21.0. The user's emotional value is introduced in the big data evaluation, and the preference and inclination of airport users to various elements of public art are analyzed by questionnaire. Through the research conclusion, the preference and main contradiction of users in the airport for the four dimensions of public art design elements are obtained. Opinions and optimization methods to provide reference data and theoretical support for public art design.

An Evaluation for Comparative Advantage in the Steel Industry

  • Lee, Jae-Sung
    • 융합경영연구
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    • 제6권3호
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    • pp.1-9
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    • 2018
  • Purpose - Current society is competitive society. Rules of the game is applied to every kind of aspects not only business but also academic matters. This research is to analyze competitiveness between China and USA by use of trade related data together with revealed comparative advantage index(RCA) including trade specialization index(TSI). Research design, data, methodology - Per economic phase, both China-USA have mutually complementary character. That's why it is significant to analyze this 2 country's important industry. From our economic viewpoint, Both 2 economic powers should cooperate to achieve partnership in the steel business industry under the severe business competition. Results - This paper will provide which country is more comparatively advantage in case international business is held. Especially, steel industry is in a sense technology related business. Therefore, tied-up up-to-date advanced know-how and technology should be developed to be a leader for one of major industries in the world market. Conclusion - Among those various phenomena, this paper categorizes international business and research boundary is international trade contract. It is available to find out how to cooperate securing permanent and reliable business provider and supplier is essential and eminent for the successful accomplishment in the world steel market.

Comparative Evaluation of Machine Learning Models for Predicting Soccer Injury Types

  • Davronbek Malikov;Jaeho Kim;Jung Kyu Park
    • 한국산업융합학회 논문집
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    • 제27권2_1호
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    • pp.257-268
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    • 2024
  • Soccer is type of sport that carries a high risk of injury. Injury is not only cause in the unlucky soccer carrier and also team performance as well as financial effects can be worse since soccer is a team-based game. The duration of recovery from a soccer injury typically relies on its type and severity. Therefore, we conduct this research in order to predict the probability of players injury type using machine learning technologies in this paper. Furthermore, we compare different machine learning models to find the best fit model. This paper utilizes various supervised classification machine learning models, including Decision Tree, Random Forest, K-Nearest Neighbors (KNN), and Naive Bayes. Moreover, based on our finding the KNN and Decision models achieved the highest accuracy rates at 70%, surpassing other models. The Random Forest model followed closely with an accuracy score of 62%. Among the evaluated models, the Naive Bayes model demonstrated the lowest accuracy at 56%. We gathered information about 54 professional soccer players who are playing in the top five European leagues based on their career history. We gathered information about 54 professional soccer players who are playing in the top five European leagues based on their career history.

일부 초등학생의 대표적 신체활동의 에너지소비량 측정 및 에너지소비량과 체중과의 상관성 분석 (Energy expenditure measurement of various physical activity and correlation analysis of body weight and energy expenditure in elementary school children)

  • 김재희;손희령;최정숙;김은경
    • Journal of Nutrition and Health
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    • 제48권2호
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    • pp.180-191
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    • 2015
  • 본 연구는 만 9~12세의 초등학생 총 20명(남아 11명, 여아 9명)을 대상으로 18가지의 일상생활에서의 대표적인 신체활동에 따른 에너지소비량을 측정하여, 아동의 일상생활에서 수행하는 신체활동에 따른 에너지소비량을 평가하고, 체중이 METs 값에 미치는 영향을 분석해보았다. 1. 연구대상자의 평균연령은 $10.4{\pm}0.6$세였으며, 평균 신장 및 체중은 $145.1{\pm}8.5cm$$43.6{\pm}10.3kg$ 이었다. 대상자의 허리둘레는 남아와 여아 각각 $73.6{\pm}9.6cm$$63.5{\pm}7.1cm$로 남녀 간의 유의한 차이를 보였다 (p < 0.05). 2. 연구대상자의 휴식 시 산소소비량 ($VO_2$), 에너지소비량 및 METs 값은 각각 $5.41{\pm}0.89mL/kg/min$, $1.44{\pm}0.17kcal/kg/h$$1.5{\pm}0.4METs$로 나타났다. 3. 18가지의 신체활동에 따른 METs 값은 앉아서 숙제하기 및 책읽기 ($1.6{\pm}0.3METs$), 앉아서 비디오 혹은 핸드폰으로 게임하기 ($1.6{\pm}0.5METs$), 앉아서 텔레비전 시청하기 ($1.7{\pm}0.5METs$), 서서 비디오 혹은 핸드폰으로 게임하기 ($1.9{\pm}0.6METs$), 빗자루로 방 쓸기 ($2.7{\pm}1.1METs$) 및 보드게임 ($2.8{\pm}2.2METs$)이 가벼운 신체활동에 속하였으며, 진공청소기로 청소하기 ($3.0{\pm}0.2METs$), 피구 ($3.6{\pm}0.9METs$), 삽질하기 ($3.8{\pm}0.4METs$), 계단오르내리기 ($3.8{\pm}1.3METs$), 농구 슛팅 ($4.4{\pm}.1.5METs$), 줄넘기 ($4.6{\pm}2.6METs$), 음악에 맞추어 스트레칭 ($4.7{\pm}2.3METs$), 천천히 걷기 ($4.8{\pm}2.6METs$) 및 배드민턴 ($4.8{\pm}1.0METs$)의 활동이 중간강도의 신체활동에 속하였다. 빨리 걷기 및 달리기는 각각 $6.6{\pm}1.7$$6.7{\pm}1.5METs$로 6.0 METs 이상의 고강도 신체활동에 속하는 것으로 나타났다. 4. 본 연구결과를 성인 METs 값 및 기존에 보고된 아동 METs 값과 비교하기 위하여 Bland-Altman 분석을 실시한 결과 각각 mean difference $0.18{\pm}1.57$, upper and lower limit of agreement 0.99 and -0.62 및 mean difference $0.28{\pm}1.49$, upper and lower limit of agreement 1.05 and -0.48로 나타났으며, ICC (interclass correlation coefficient)를 통한 일치도 분석결과는 각각 0.815 및 0.837로 성인의 METs 값보다는 기존에 보고된 아동 METs 값과의 일치도가 더 높은 것으로 나타났다. 5. 체중이 신체활동에 따른 에너지소비량에 미치는 영향을 살펴본 결과, 앉아서 게임하기 (METs 1.6), 계단오르내리기 (METs 3.8), 천천히 걷기 (METs 4.8) 및 달리기 (METs 6.6)에서 $R^2$값이 각각 0.116, 0.176, 0.246 및 0.455로 증가하였으며, 활동 강도가 높을수록 체중이 METs 값에 대한 설명력이 증가함을 알 수 있었다. 신체활동은 건강증진 및 질병예방에 중요한 역할을 하며, 특히, 일상생활에서 신체활동을 증진시키는 것은 많은 질병에 있어 최선의 예방책 가운데 필수적인 요소이다. 이러한 면에서 영양 및 운동처방의 목표에 정확하게 도달하기 위해서는 에너지소비량, 특히, 일상생활에서의 신체활동이 정확하게 평가되어져야한다. 결론적으로, 신체활동에 따른 에너지소비량을 평가하기 위해 성인의 데이터가 존재할지라도 아동들의 일상적인 활동에 대한 에너지 cost 자료는 부족한 실정이다. 이에 본 연구는 초등학생의 신체활동에 따른 에너지소비량에 대한 데이터를 직접 측정하여 평가하였다는데 큰 의의가 있으며, 추후 연구에서는 더 넓은 범위의 그룹 및 다양한 연령대의 아동을 대상으로 한 연구가 이루어져야 할 것이다.

양궁 올림픽 라운드기록에 영향을 미치는 팔로 드로우 국면의 운동학적 요인 평가 (Evaluation on Kinematic Factors Affecting Scores of Olympic Round Game during the Follow Through in Archery)

  • 하종규;이재훈
    • 한국운동역학회지
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    • 제18권1호
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    • pp.227-234
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    • 2008
  • 이 연구의 목적은 올림픽 라운드기록에 영향을 미치는 운동학적인 요인을 구명하는 것이다. 대상자는 K 대학교의 숙련된 양궁선수 8명(나이: $20{\pm}1$세 무게: $77{\pm}13kg$, 신장: $178{\pm}5cm$)이 참여하였으며, 올림픽 라운드 상황과 동일 조건에 준하여 개인별 12회 총 72회의 슈팅을 7대의 고속 적외선 디지털 카메라(MCU-240)로 촬영하였다. 그 결과 첫째, 기록별 견관절의 평균 각속도가 기록에 미치는 영향은 통계적으로 유의한(p=.65<.10) 것으로 나타났으며 회귀식은 y=-0.0637x +17.074이고 결정계수는 $R^2$=0.874이었다. 둘째, 견관절의 평균 각속도가 약 $120^{\circ}$/sec.에서 고득점이 분포하였다. 셋째, 견관절의 평균 각속도가 느려질수록 기록이 크게 나타났다. 결론적으로 회귀식은 정의역, $110^{\circ}$/sec.< x <$160^{\circ}$/sec.에서 견관절 평균 각속도가 낮을수록 기록이 증가하였고 약 87%의 설명력을 가졌다.

디지털 미디어 콘텐츠 개발을 위한 교육용 플랫폼의 활용성 (An Educational Platform for Digital Media Prototype Development: an analysis and a usability study)

  • 김나영
    • 한국콘텐츠학회논문지
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    • 제11권8호
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    • pp.77-87
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    • 2011
  • 기술의 발전과 함께 매해 쏟아져 나오는 새로운 플랫폼들은 콘텐츠 생산자들에게 창의적이고 혁신적인 콘텐츠를 개발할 수 있는 새로운 기회를 제공하고 있다. 이러한 현상은 디지털 미디어 콘텐츠 분야를 전공하는 학생들에게도 중요한 영향을 미쳐 콘텐츠 개발 시 새로운 기술 기반의 플랫폼을 활용해 봄으로써 그들에게 보다 새롭고 유익한 배움의 기회를 제공한다. 본 논문에서는 최근 디지털 미디어분야 학생들에게 주목받고 있는 주요기술로서 가상현실 디스플레이, 동작인식부, 물리엔진 그리고 체감형 인터페이스 기술을 제시하고, 이 4가지 기술을 사용하는 통합 플랫폼을 개발하여 콘텐츠 개발 시 보다 쉽고 편리하게 구현할 수 있도록 설계하였다. 또한 디지털 콘텐츠 개발 교육을 위한 목적으로서 플랫폼의 실용성을 검토하고자 제안한 플랫폼을 기반으로 4개의 프로토타입 콘텐츠를 개발하고 플랫폼의 활용성을 평가하였다. 사용자 평가결과 시스템의 기능성, 사용성, 유용성, 만족도 및 선호도 모두 전반적으로 높게 나타났으며 이 같은 플랫폼의 활용도는 학생들에게 쉽고 빠르게 프로토타입 콘텐츠(Rapid prototype)를 제작 할 수 있는 환경을 조성해 주어 창의적인 미디어 콘텐츠 연구에 있어 긍정적인 영향을 줄 것으로 사료된다.