• Title/Summary/Keyword: Game Research

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A Study on the Search for Equestrian Aesthetics from the Below

  • Han, Do Ryung
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.6
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    • pp.101-107
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    • 2017
  • In this paper, We propose the aesthetic exploration of horseback riding is considered to be the process of pursuing physical, mental, emotional, and social beauty. Despite the search effect of aesthetics in various aspects, the study of equestrian aesthetics in the field of physical education in Korea is very insufficient. Equestrian aesthetics is being studied in the field of special physical education and is being studied in the fields of rehabilitation and therapeutic horseback riding. Horse riding is a type of exercise. However, studies that track and observe various changes are inadequate. The purpose of this study is to explore the theory of equestrian aesthetics and to explore the possibility of approaching aesthetic theory from the top of horseback riding and to extend the area of equestrian game aesthetically. Until now, horse riding has been thought to be an aristocratic sport. Today, however, everyone can participate. Horseback riding is a sport for raising livelihoods, and it is a special sport that animals and humans enjoy in harmony. Equestrianism is a method of aesthetics from below, a philosophical method of aesthetics from the top, and a scientific method of empirical or positivistic direction. This study examines equestrian aesthetics from aesthetic point of view through the whole process of horse riding. The purpose of this study is to explore the aesthetics of horse riding through an aesthetic approach from the top, and to study the nature of aesthetics, a philosophical debate on beauty, Art can be divided into two categories: empiricism and positivism. For the sake of simplicity, the former is called the philosophical method, the latter is called the scientific method, and the latter is called the aesthetic from the bottom. Generally, in art, artistic, artistic works, perfumers, if you are grasped in the triangular shape, equestrian aesthetics can be described as triplets such as horse riding, passengers, and spectators. It was not easy to give satisfactory results in suggesting a new theory or a clear discussion due to lack of precedent research.

A Systematic Review of School-bullying Interventions for Children and Adolescents in Korea (국내 학령기 아동·청소년 대상 집단따돌림 중재에 관한 체계적 문헌고찰)

  • Hwang, Ji-Hye;Seok, Yoonhee;Park, Hyo Gyeong;Lee, Ji Yeon
    • Perspectives in Nursing Science
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    • v.17 no.1
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    • pp.12-27
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    • 2020
  • Purpose: Bullying is a global problem, and various programs are under way to prevent it. The purpose of this study was to review school bullying interventions for Korean school-age children and adolescents. Methods: Online databases such as RISS, KISS, DBpia, NDSL and KMBASE were searched, identifying 32 intervention studies published from January 2009 to November 2018. Results: Thirty-two intervention studies were identified: 23 included school bullying prevention and 9 included school bullying treatment for victims or youth at high risk for bullying. The main purpose of preventive intervention was to decrease the bystander's attitude toward group bullying and treatment program was to improve the psychosocial adaptation of bullying victims. The school bullying interventions varied from group counseling, social skills training, art therapy, bibliotherapy using role-play, game & activities. Classroom environment variables and self-esteem, peer-related variables improved significantly after the school bullying prevention programs and school bullying treatment programs, respectively. Conclusion: There is potential for enhancing the outcomes of the behavioral, interpersonal psychological variable. Integrated interventions considering the individuality, gender and physical health of children and adolescents will also be needed. However, a rigorous study design is required to compensate for the methodological limitations.

A Personalized Model and its Implementation of Real-Life Space for Providing Efficient Ambient Service (효율적인 엠비언트 서비스 제공을 위한 실생활 공간의 개인화 모델 및 구현)

  • Lim, Sora;Kwon, Yong-Jin
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38C no.1
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    • pp.118-130
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    • 2013
  • With the advent of a new services environment based on high-speed mobile networks and high-performance mobile devices, users in real life require content-centric services that provide personalized information conveniently and efficiently. These services are defined as ambient services. To implement and support sustainable ambient services, there is a critical need to conduct research regarding practicable models and methodologies. This paper proposes an effective model for ambient services based on the personalization of real-life space. The model consists of Public Info-space, Universal Info-space and Private Info-space. We also show a methodology for implementing the model with currently available techniques in order to prove that the model and methodology constitute an applicable solution to developing true ambient services. Finally, a kind of role-playing game which is built on a real university campus is presented to show the model to be available, where the test bed infrastructure consists of wireless mesh networks and real-time location systems (RTLSes).

The Research on Transportation Systems Development in Sejong City (세종특별자치시의 발전을 위한 교통체계 연구)

  • Ju, Yong-Jun;Ryu, Chang-Su;Park, Hyo-Sun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.11
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    • pp.2738-2744
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    • 2014
  • For balanced development of the Sejong City, early settlement in transport infrastructure should precede the most. Of various means of transport, this study focus on BRT(Bus Rapid Transit) and the railway. Than the subway construction costs only a tenth. Equipped with a system of underground transport capacity to significantly increase the new concept of public transport in the BRT, utilizing the existing line railway to be constructed broad Chungcheong. The extension revolves 1 line of Daejeon subway to Jeongbuse kind government complex and the communication facilities is cooked for the rapid increase in the transportation demand according to the before central administration organization and Sejong city inflow of population.

A Method for Learning Macro-Actions for Virtual Characters Using Programming by Demonstration and Reinforcement Learning

  • Sung, Yun-Sick;Cho, Kyun-Geun
    • Journal of Information Processing Systems
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    • v.8 no.3
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    • pp.409-420
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    • 2012
  • The decision-making by agents in games is commonly based on reinforcement learning. To improve the quality of agents, it is necessary to solve the problems of the time and state space that are required for learning. Such problems can be solved by Macro-Actions, which are defined and executed by a sequence of primitive actions. In this line of research, the learning time is reduced by cutting down the number of policy decisions by agents. Macro-Actions were originally defined as combinations of the same primitive actions. Based on studies that showed the generation of Macro-Actions by learning, Macro-Actions are now thought to consist of diverse kinds of primitive actions. However an enormous amount of learning time and state space are required to generate Macro-Actions. To resolve these issues, we can apply insights from studies on the learning of tasks through Programming by Demonstration (PbD) to generate Macro-Actions that reduce the learning time and state space. In this paper, we propose a method to define and execute Macro-Actions. Macro-Actions are learned from a human subject via PbD and a policy is learned by reinforcement learning. In an experiment, the proposed method was applied to a car simulation to verify the scalability of the proposed method. Data was collected from the driving control of a human subject, and then the Macro-Actions that are required for running a car were generated. Furthermore, the policy that is necessary for driving on a track was learned. The acquisition of Macro-Actions by PbD reduced the driving time by about 16% compared to the case in which Macro-Actions were directly defined by a human subject. In addition, the learning time was also reduced by a faster convergence of the optimum policies.

An Analysis on the Mathematical Communication and Attitudes in the Process of Solving Mathematical Project Problems (프로젝트형 문제 해결 과정에서 보이는 수학적 의사소통 활동과 수학적 태도 분석)

  • Choi Hye-Ryung;Paik Seok-Yoon
    • Journal of Elementary Mathematics Education in Korea
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    • v.10 no.1
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    • pp.43-66
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    • 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.

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Improvement Study abroad School Safety Analysis (국내외 학교안전 실태분석을 통한 개선방안 연구)

  • Kim, Teahwan
    • Journal of the Society of Disaster Information
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    • v.11 no.3
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    • pp.385-392
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    • 2015
  • In hosting outdoor activities and school trips, safety issues are gaining serious attention lately. In addition to Sewol ferry tragedy and an incident at Kyungjoo Mauna Resort, there have been grown problems related to this crucial factor. This research analyzes negligent accidents occurred from domestic and foreign schools and aims to provide effective safety education and policy through comparative analysis between domestic and foreign cases. We mainly relied on documents such as newspapers, internet articles and legal papers to investigate cases and cooperated with relevant government departments for collecting references and setting agenda for safety supervision. The analysis on both domestic and foreign cases revealed that students abroad receive opportunities for first-hand experience regarding safety and systematic education, as safety maintenance is prioritized. Based on this culture, safety education should be habituated domestically, while participatory safety programs that students can actively involve must also be devised. Moreover, through preparation of entertaining contents such as SNS game programs, skits and activities employing multiple facilities and vehicles at school safety education, we must induce students to actively participate in the program with interests.

A Study on Developing the 3D Interaction Program for the Customized e-commerce (주문형 전자상거래를 위한 3차원 주문 프로그램 개발에 관한 연구)

  • 이수경;임창영
    • Archives of design research
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    • v.17 no.1
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    • pp.109-118
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    • 2004
  • With the remarkable progression of network and the sophistication of contents, we now see various ways of communication methods in World Wide Web. In such trend, 3D web deserves our attention, which is applied for various areas such as education, game, chatting, e-commerce. Among those, by using 3D contents, e-commerce, especially the customized e-commerce, can give users more rich information about products. However, most of current 3D e-commerce sites are adopting a mere tool-based methods without considering contents and interaction required for the customized e-commerce. So, this paper proposes the direction of developing 3D interaction program for the customized e-commerce, based on a study on the required information elements about products and the interaction of controlling those factors. The evaluation to compare with the existing program is follows by the development of practical program, to give more persuasive reasons on the advantages of 3D e-commerce program.

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Shift in the Regional Balance of Power From Europe to Asia: A Case Study of ICT Industry

  • Hua, Jin;Latif, Zahid;Tiyan, Shen;Pathan, Zulfiqar Hussain;Tunio, Muhammad Zahid;Salam, Shafaq;Ximei, Liu
    • Journal of Information Processing Systems
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    • v.14 no.3
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    • pp.645-654
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    • 2018
  • Information and communication technology (ICT) is increasingly recognized as an important driver of economic growth, innovation, employment and productivity and is widely accepted as a main feature of development. During the last couple of decades, ICT sector became the most innovative service sector that affected the living standards of human beings all over the world. In the beginning of the $21^{st}$ century, some of the Asian countries made reforms in the ICT sector and spent an enormous amount for the progress of this sector. On the other hand, developed countries in the European Union (EU) faced different crises which badly affected the dissemination of this sector. Consequently, EU countries lost their hegemony in the field of information technology and resultantly, some of the emerging Asian countries like China, India, and South Korea got supremacy over the EU in this field. Currently, these countries have a strong IT infrastructure, R&D sector, IT research centers working for the development of ICT. Moreover, this paper investigates reasons for the shifting of the balance of digital power from Europe to Asia.

Real-time 3D Visualization Method of Landslide disaster prediction Simulation using GPU (GPU을 이용한 토사재해 예측 시뮬레이션의 3D 실시간 가시화 방법)

  • Song, Sang-Min;Cho, Kwang-Joon;Ok, Soo-yol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.7
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    • pp.1630-1638
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    • 2015
  • In this paper, we propose a GPU-based interactive and plausible visualization method for the silt and landslide simulation results computed with SPH. By empirical experiments, we verify that our GPU-accelerated screen space mesh method can be effectively used for visualizing the landslide disaster simulation. The method proposed in this paper make it possible to overcome the limitation of previous simulations where the experience obtained by trials and errors plays the most important roles. Because the realtime visualization enables interactive observation of simulation results and efficient data assimilation, the accuracy of the simulation can be significantly improved in an efficient way.