• Title/Summary/Keyword: Game Play

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A Study on the Planning of a Space for Senior Citizens Using Digital Contents (디지털 콘텐츠를 활용한 노인 공간의 기획에 관한 연구)

  • Kwon, Ji-Hyuk
    • Journal of Digital Convergence
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    • v.18 no.5
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    • pp.257-267
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    • 2020
  • The objective of this study is to plan a space for senior citizens using digital contents as the measures for securing the cultural diversity by paying attention to culture of senior citizens. For this, this study theoretically examined digital contents as physical/social/psychological aging of senior citizens, space only for senior citizens, and culture of senior citizens. The research method used an in-depth interview. The results of this study are as follows. The senior citizens wanted the new play culture besides cultural programs operated by the existing spaces for senior citizens, and they also showed high preference of digital contents such as personal media and game. Especially, the senior citizens had an expectation that such digital contents would be helpful to smooth communication between family members. Based on such results, this study suggested a digital based culture spaces for senior citizens.

The Effect of Types of Initial Drive-in Steps on Technical Factors in Basketball

  • Park, Sangheon;Yoon, Sukhoon
    • Korean Journal of Applied Biomechanics
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    • v.28 no.3
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    • pp.181-185
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    • 2018
  • Objective: The purpose of this study was to investigate the effect of types of drive-in initial steps in basketball on technical factors, to provide basic information for the enhancement of basketball skill. Method: Ten men (age: $24.70{\pm}2.26years$; height: $181.00{\pm}5.72cm$; weight: $75.70{\pm}8.23kg$; career length: $10.00{\pm}3.59years$), each with a career length of over five years and no history of injury to the lower extremities within the prior six months, participated in this study. They were asked to perform four types of drive-in movements at $35{\sim}60^{\circ}$, wearing their own shoes, after running from a start line 5 m away and catching a basketball passed by an expert passer. The drive-in movements were measured by eight infrared cameras (Oqus 300, Qualisys, Sweden). Collected raw data were used to calculate total initial step time, displacement, velocity, center of mass (COM) height, and COM velocity. Results: Total initial step displacement and velocity of cross drive-ins (JC, SC) were greater than that of direct drive-ins (JD, SD; p < .05). COM velocity of cross drive-ins (JC, SC) was also greater than that of direct drive-ins (JD, SD; p < .05). Conclusion: Our results indicated that cross drive-ins, regardless of stop step type, are more effective than direct drive-ins. This is because cross drive-ins are technically bold due to less influence from walking violations and double dribble rules in basketball. However, using one-sided movement is too difficult to play in competitive game; therefore, basketball players should develop the ability to choose appropriate movement frequency.

An Analysis of the Types of Panoplies in the TV Dramas Yeongaesomun and Taewangsasin-gi - Focusing on the Panoplies of the Goguryeo Dynasty - (TV 사극 연개소문과 태왕사신기에 표현된 갑주유형 분석 - 고구려시대 갑주를 중심으로 -)

  • Cho, Mi-Suk;Kim, Eun-Jung
    • Journal of the Korean Society of Costume
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    • v.60 no.5
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    • pp.35-50
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    • 2010
  • The purpose of this study was to know how helmet and armor was reinterpreted in historical play by considering general concept and type of old helmet and armor from the aspect of costume history and comparing the helmet and armor types of TV historical plays, Yeongaesomun and Taewangsasingi, whose historical backgrounds were based on the age of Goguryeo. The helmet and armor type shown in Yeongaesomun was reinterpreted as the one, which is close to historical investigation, by reappearing lamellar armor and jongjangpanju(helmet made of slim, long plate) shown in Goguryeo wall painting. The helmet and armor type shown in Taewangsasingi expresses fantastic helmet and armor by adding fantastic factor regardless of historical investigation. The study result reveals that there are several common characteristic factors between the helmet and armors of two historical plays. First, there was a classification in the display of character and story. The helmet and armor type shown in Yeongaesomun classified color and detail design depending on lamellar armor or character. In Taewangsasingi, the helmet and armor was manufactured depending on character's nature and the chain armors, which are lighter than existing helmet and armors, were usual. Second, they escaped from the historical investigation about traditional helmet and armor. In Yeongaesomun, myeonggwangae(a type of armor), which might be popular, was not expressed and Taewangsasingi is free from an imperative idea of historical investigation by manufacturing helmet and armor referring to that of ancient Rome age. The modern sense was reflected to increase dramatic effect. The helmet and armor of Yeongaesomun provides modern feeling by using stainless steel material and modern color arrangement and that of Taewangsasingi is designed in modern, splendid way as it aimed at game development from the planning step.

A study on the Premarital Sexual Education Program(PSEP) (결혼준비자를 위한 성교육 프로그램 연구)

  • Jeoung, Min-Ja
    • Korean Journal of Human Ecology
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    • v.5 no.2
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    • pp.17-35
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    • 1996
  • The purpose of this study was to develope Premarial Sexual Education Program. This program was based on survey(466 data used) for the need of PSEP. The result were as followings: 1. The need of sex education was higher(92.9%) and the participation of this PSEP was 80.4%, so this program was systemic structure. 2. Their premarital sexual values were more permissive(52.2%) than the past. But women thought tha female would be vergin(27.1%) their inter course experience rate was 33.4% and Age of experience was under 23 year olds. 3. The unmarried persns wanted that PSEP was consisted of 10 sub themes : (1) pregnancy and child-birth(mean=4.4/5) (2) contraception and family planning(m=4.3) (3) sexual morality and sexual value(m=4.2) (4) sexual healthy family (m=4.1) (5) sexual open communication(m=4.1) (6) venereal disease and coping stratiges(m=4.0) (7) sex role learning(m=3.9) (8) sexual physiology(m=3.8) (9) premarital sex and unwed mother(m=3.7) (10) adultery and society(m=3.6) 4. They want that group meeting would be every Wensday or Friday evening and the required time is two hours. The instruction methods are expected lecture, discussion or seminar and viewing video tapes. 5. So PSEP was consist of 10 sub-themes: (1) orientation and self-disclosure(test, lecture, game) (2) sexual physiology(video tape, lecture) (3) pregnancy and child birth(lecture, video tape) (4) contraceptive methods and family planning(lecture, video tape, test, discussion) (5) sex role learning(test, lecture, role-play) (6) venereal disease and coping stratiges(lecture, video tape) (7) premarital sex and incest(cause study, lecture) (8) sex morality and sex value(seminars, lecture) (9) sexual open communication(seminars) (10) sexual healthy family(lecture, seminars)

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Mobile 3D Contents Watermarking Technique Based on Buyer-Seller Watermarking Protocol (Buyer-Seller 워터마킹 프로토콜 기반의 모바일 3D 콘텐츠 워터마킹 기법)

  • Kwon, Seong-Geun;Lee, Suk-Hwan;Bae, Sung-Ho;Park, Jae-Bum;Kwon, Ki-Ryong
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.32 no.8C
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    • pp.788-799
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    • 2007
  • This paper presents a watermarking method for copyright protection and illegal copy prevention of mobile 3D contents. The proposed method embeds copyright information and user's phone number into spatial domain and encryption domain of mobile animation data based on Buyer-Seller watermarking protocol. Furthermore, we insert user's operation key so that only authorized user can play 3D animation game in mobile device. We implemented the proposed method by using mobile animation tool, G3-SDK. From experimental results, we verified that the proposed method is capable of copyright protection and illegal copy prevention since the watermark can be well extracted against geometrical attacks, such as noise addition, data accuracy variableness and data up/down scaling.

Research of Education Program for Autistic Children the Clay (흙 놀이를 통한 유아자폐증치료과정 연구)

  • Kim, Sung-Min
    • The Journal of the Korea Contents Association
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    • v.9 no.3
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    • pp.91-98
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    • 2009
  • The structure of modern society are complex, fast, overflowing of individualism and losing of independence through the standardization of human relationship. The frequency increased that children watch television and play computer game alone through this structure. Also, the mental disorder like as autism tend to be increase for childhood because, parents overprotect, unmethodical bringing up children, emotional disturbance and effect of genetic. Therefore, research and case study of art therapy publish that illustrates a tendency of developing and growing. On the base of this situation art therapy realize more important than before and gain power. Therefore, this research consider that clay therapy effect for autistic just children and investigate function of catharsis through the case study. Also, make study that social rappot and function of catharsis develop for children who has autism. The suggest effect of synergy which come from clay therapy(education of ceramic) and development of education program.

Study on the Fashion Trend of Contemporary Men's Wear Since 1990 (1990년대 이후 현대 남성복에 나타난 패션 경향에 관한 연구)

  • Kim, Hye-Jeong
    • Journal of Fashion Business
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    • v.14 no.5
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    • pp.78-92
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    • 2010
  • The culture phenomenon, which the desire of self expression is noticeable and the diversity of gender identity is widely accepted, simply makes a difference in the lifestyle of one human being rather than the dichotomous classification of male and female. Now, the delicate and aesthetic sensitivity classified as the feminine characteristics is no longer the exclusive property of female and this refers to substituting it as a social gender from the concept of biological sex. This phenomenon has influenced on the male culture and is creating various codes according to the cultural gender extended from the gender as a social role. Also, the transition into the western lifestyle has extended the aesthetic emotion to accommodate new codes from the diversification and globalization of lifestyle. The mansumer power, which does not care too much about the money for the emotionally attached items, has enabled various fashion styles. After analyzing the diversified clothing behavior conducted by these people in connection with the social phenomenon, First, this shows the phenomenon of emotional value pursuit that finds pleasure over the clothing as the item of augmented reality is added to the concept of play, in which the real space referred to as garment and virtual space of playing the rock, paper and scissors game meet together within the augmented reality. Second, the convergence concept has enabled the coordination of new style by obscuring the area of design concept and this refers to the changes in design from the development of new items and transformation into double-style details. Third, the divergence that intensively provides specific use/convenience and specialized value shows a change in the fashion market from the phenomenon that admits various gene rations of culture and specifically, takes differently about the recognition of middle-aged males. Fourth, the variety seeking tendency receives attention as the value of future design together with the phenomenon of discriminative value pursuit. In the male fashion, it is linked to the collaboration with the design area and this tells that the fashion with the narcissistic cross-dressing and motto of neutral gender without being sided to male/female is rising.

Evaluation of Energy Cost in Terms of Oxygen Uptake by Measuring Heart Rate During Tennis Games (심박수에 의한 테니스경기의 에너지 소요량 측정)

  • Cho, Byung-Hee;Chung, Kyou-Chull;Hong, Yeon-Pyo
    • Journal of Preventive Medicine and Public Health
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    • v.17 no.1
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    • pp.289-294
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    • 1984
  • The energy expended while playing tennis was determined from the players heart rate and from the amount of oxygen they consumed. This study was made using eight healthy but unathletic male college students. Expired air was collected for 2 minute periods during each game by the Douglas bag method. Samples were collected when serving and receiving. The air collected was measured using a wet test gas meter. The amount of air collected was expressed in STPD. Oxygen consumption was determined by measuring the oxygen content of the expired air with a Orzat gas analyzer. The energy expended during the tennis games was calculated indirectly. The caloric coefficient of oxygen was multiplied by the volume of oxygen consumed. The caloric coefficient of oxygen varied from 4.6 to 5.1 kcal/liter of oxygen. In this study the value of 5 kcal/liter of oxygen was used in the calculations. The accuracy of the measurements of energy expended was tested using regression analysis of the measured volume of oxygen. The mean values of heart rate, oxygen consumed and energy expended did not vary when the activity of serving and receiving was compared. The mean value of oxygen consumed during play was $1.4329{\pm}282ml/min$ or $21.6{\pm}4.0ml/kg/min$. The energy expended was $7.15{\pm}1.46kcal/min$ or $6.45{\pm}1.23kcal/kg/min$. The values were equivalent to 5.5 mets. When the levels of oxygen consumed were estimated using the formulas, they were found to be higher than the measured levels. The estimated amounts, however, were within 25% of the measured amounts.

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Development of Content for the Robot that Relieves Depression in the Elderly Using Music Therapy (음악요법을 이용한 노인의 우울증 완화 로봇 'BOOGI'의 콘텐츠 개발)

  • Jung, Yu-Hwa;Jeong, Seong-Won
    • The Journal of the Korea Contents Association
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    • v.15 no.2
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    • pp.74-85
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    • 2015
  • The positive effect of percussion instruments can induce increases in self-esteem and decreases in depression in the elderly. Based on this, the content for a percussion instrument robot that the elderly can use to play music is developed. The elements of the interaction between the elderly and the robot through the robot content are extracted. Music that arouses positive memories in the elderly is selected as part of the music therapy robot content in order to relieve depression, and a scoring system for playing music is constructed. In addition, the interaction components of the robot's facial expressions, which stimulate emotions and sensitivity in the elderly, are also designed. These components enable the elderly to take an active part in using the instrument to change the robot's facial expressions, which have three degrees of emotion: neutral-happy, happy, and very happy. The robot is not only a music game machine: it also maximizes the relief of depression in the elderly through interactions with the robot that allow the elderly person to listen to what the robot plays and through the elderly person becoming involved and playing music along with the robot.

A 3d Viewing System for Real-time 3d Display General Monitors (범용 모니터에서 실시간 3d 디스플레이가 가능한 입체 뷰잉 시스템 개발)

  • Lee, Sang-Yong;Chin, Seong-Ah
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.49 no.2
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    • pp.13-19
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    • 2012
  • The techniques of 3d image processing have broadly used in the areas including movies, games, performances, exhibitions. In addition, increasing demands for practical uses have gradually extended to the areas of architecture, medicine, nuclear power plant. However, dominant techniques for 3d image processing seem to depend on multi-camera in which two stereo images are merged into one image. Also the pipeline has limitations to provide real-time 3d viewer in ubiquitous computing. It is not able to be applicable onto most general screens as well. In addition, the techniques can be utilized for the real-time 3d game play without a particular monitor or convertor. Hence, the research presented here is to aim at developing an efficient real-time 3d viewer using only mono camera which do not need post processing for editing as well.