• Title/Summary/Keyword: Game ability

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A Prediction Model for Internet Game Addiction in Adolescents: Using a Decision Tree Analysis (의사결정나무 분석기법을 이용한 청소년의 인터넷게임 중독 영향 요인 예측 모형 구축)

  • Kim, Ki-Sook;Kim, Kyung-Hee
    • Journal of Korean Academy of Nursing
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    • v.40 no.3
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    • pp.378-388
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    • 2010
  • Purpose: This study was designed to build a theoretical frame to provide practical help to prevent and manage adolescent internet game addiction by developing a prediction model through a comprehensive analysis of related factors. Methods: The participants were 1,318 students studying in elementary, middle, and high schools in Seoul and Gyeonggi Province, Korea. Collected data were analyzed using the SPSS program. Decision Tree Analysis using the Clementine program was applied to build an optimum and significant prediction model to predict internet game addiction related to various factors, especially parent related factors. Results: From the data analyses, the prediction model for factors related to internet game addiction presented with 5 pathways. Causative factors included gender, type of school, siblings, economic status, religion, time spent alone, gaming place, payment to Internet cafe$\acute{e}$, frequency, duration, parent's ability to use internet, occupation (mother), trust (father), expectations regarding adolescent's study (mother), supervising (both parents), rearing attitude (both parents). Conclusion: The results suggest preventive and managerial nursing programs for specific groups by path. Use of this predictive model can expand the role of school nurses, not only in counseling addicted adolescents but also, in developing and carrying out programs with parents and approaching adolescents individually through databases and computer programming.

VR Content Development for Racing Drone Control Training (레이싱 드론 조종 훈련을 위한 VR 콘텐츠 제작)

  • Kim, Jeong-Eun;Woo, Tack
    • Journal of Korea Game Society
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    • v.18 no.3
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    • pp.113-122
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    • 2018
  • In this paper, we will discuss planning and production of VR contents for effective racing drone steering training. In the real world, direct racing drone training training is obviously a space and economic limit. We propose through the production of VR-based drone infiltration action game as a solution to these limitations and try to improve effective drone handling ability. Especially, we designed the virtual reality contents in a similar environment by using the similarity of FPV goggles and HMD based VR, and designed virtual drones, maps and obstacles considering the characteristics of the structures used in racing drone and drone racing. Also, we tried to increase the user's immersion and presence by increasing difficulty level of obstacles.

On the Analysis of ACQ Effect in Serious Game Contents by Listening Type (기능성 게임콘텐츠의 음향 청취방법이 뇌 활성화지수에 미치는 효과)

  • Min, Yong-Sik;Yoo, Hunter
    • The Journal of the Acoustical Society of Korea
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    • v.29 no.4
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    • pp.237-242
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    • 2010
  • To do an experimental analysis in this paper, we divided two non-equivalent control groups, such as pre and post test groups for difference listening types by serious game contents. From these test groups, we can achieve the most ability of its activity quotient (ACQ) effect is a phonic type and the next one is an aural type. The purpose of this paper is focused on the quantitative analysis of the human's brain quotient (BQ) derived from serious educational game contents.

A game-type rehabilitation system that can be helpful for exercise and cognitive rehabilitation for the elderly or patients with mild brain disease (노인 또는 경증 뇌질환 환자들의 운동 및 인지재활에 도움이 될 수 있는 게임형 재활 시스템)

  • Choi, Goon-Ho
    • Journal of Convergence for Information Technology
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    • v.11 no.2
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    • pp.229-237
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    • 2021
  • Among the elderly and patients with mild brain diseases (such as dementia and stroke), when there is a certain degree of self-acting ability and cognitive ability, exercise and cognitive rehabilitation are often required. However, since most of the existing rehabilitation systems are separated or specialized in exercise or cognitive rehabilitation, there is a need for a form linking both. In this paper, we propose a game-type rehabilitation system that enables both exercise and cognitive rehabilitation using CAN communication protocol, one of ICT technologies. This system uses the CAN BUS structure to separate and combine each individual module constituting the rehabilitation system in various forms. A prototype of the proposed system was actually produced to show that various types of rehabilitation environments can be implemented according to the degree of cognitive ability and motor ability of the patient (or the elderly). In addition, through several experiments using this system, it is possible to implement exercise/cognitive parallel rehabilitation applicable to various environments.

Actual Condition of Teenagers' Computer Game Addiction and It's Influence on their Personality (청소년의 컴퓨터 게임 중독 실태와 인성에 미치는 영향)

  • Ahn, Seong-Hun;Jang, IL-Young
    • Journal of The Korean Association of Information Education
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    • v.11 no.4
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    • pp.447-459
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    • 2007
  • Recently, the use of computer game by Korean teenagers is rapidly growing due to the expansion of the computer popularization and the development of game industry. Of all the teenagers, 82.4% have experience of playing computer game and statistics shows that 22.4% of them play everyday. There is an opinion that the computer game not only improves self confidence and concentration but also enhances internet use, foreign language usage and cognitive ability so that it accelerates learning efficacy and releases stress. On the other hand, there also exists a negative opinion on the symptoms of its addiction. Young(1996) warns that like other addictions, computer game addiction can provoke social problems such as loss of control, desire, marriage problem, schoolwork failure, financial deficiency and loss of employment. Therefore, this study has investigated how computer game addiction affects teenagers' personality. For this purpose, I have conducted the research on the reality of teenagers'computer game use, computer game addiction assessment, analysis on the difference between male and female, and on the relation between the level of computer game addiction and teenagers' personality. As a result, it is confirmed that the computer game addiction affects negatively to teenagers' personality such as stability, self-controlling, perceiving emotion, expressing emotion and controlling emotion.

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A Study on The Influence of Virtual Program Accompanied by Cognitive Activities on The Balance of Elderly (인지활동을 병행한 가상현실 프로그램이 노인의 균형 능력에 미치는 영향)

  • Kim, Bora
    • Journal of The Korean Society of Integrative Medicine
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    • v.1 no.4
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    • pp.49-56
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    • 2013
  • Purpose : This study aimed to understand the influence of the virtual reality program combined with cognitive activity on elderly people's balance ability. Method : We randomly divided 14 elderly people receiving daytime protection service from D daytime protection center for senior citizens located in Busan-si into a group(seven) with cognitive activity combined with virtual reality program, and the other group(seven) with only virtual reality program. In order to compare the balance ability before/after the therapeutic intervention, the Berg Balance Scale was carried out. The Mini-Mental State Examination-Korea(MMSE-K) was also conducted to compare their cognitive functions. Result : Both groups showed statistically significant differences in balance ability before/after the therapeutic intervention(p<.05) while there were no statistically significant differences in balance ability after the therapeutic intervention(p>.05). The cognitive functions before/after the therapeutic intervention were not statistically significantly different in both groups(p>.05). Conclusion : The findings showed that the application of virtual reality program combined with cognitive activity could improve elderly people's balance ability. It is considered that the application of virtual reality program can have positive influence on the improvement of elderly people's balance ability, as an intervention method for improving balance ability in the future.

A Review of Major Issues on Research for Online Video Game Use and Sociability (온라인 비디오 게임 사용과 사회성 연구의 주요 쟁점에 관한 문헌고찰)

  • Shin, Min Jung;Lee, Kyoung Min;Ryu, Je-Kwang
    • Korean Journal of Cognitive Science
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    • v.31 no.3
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    • pp.55-76
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    • 2020
  • Sociability is an inherent part of human life and also possesses an important value as a comprehensive ability. While the lack of sociability has been pointed out as a representative problem of game use in general, this paper analyzed studies on the relationship between online video games and social competence. In this field, the view that the relationship in the online game may replace or complement the actual relationship and will potentially hinder the development of sociability currently faces a conflict with the opinion that online video games may not directly have a negative effect on sociability but rather result in a positive outcome by providing a social learning space. In a large scale survey that measured the use of online games, psychological characteristics, and social competence, no distinct relationship between game use and degradation of sociability was observed. Based on this analysis, we suggest that efforts are necessary to break away from the stereotype that online game play may cause a decline in sociability and to improve the validity of related research.

A Design of Instructional On-Line RPG for The Learning of Geometry in Mathematics (수학과 기하영역 학습을 위한 온라인 RPG 교수 게임의 설계)

  • Yoo, Seoung-Han;Lee, Jae-Inn
    • Journal of The Korean Association of Information Education
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    • v.5 no.3
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    • pp.321-328
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    • 2001
  • Generally, a Learning Games made based on Off-line. But Today, Web based learning has been used for many educational system by aid of the development of internet technique. If Off-line learning game serviced by On-line learning game, can provide learner with interesting and growing learner's study will. In this paper, I design the Mathematical of Elementary school Roll playing game for learning based on On-line. This is matched the point of On-line game with the point of Learning. A Learner's mathematical technic will be improve by The Mathematical On-line Roll playing game for Elementary school student. A student's ability of self directed learning and solving problem is expended too.

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An improvement of the learning speed through Improved Reinforcement Learning on Jul-Gonu Game (개선된 강화학습을 이용한 줄고누게임의 학습속도개선)

  • Shin, Yong-Woo;Chung, Tae-Choong
    • Journal of Internet Computing and Services
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    • v.10 no.3
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    • pp.9-15
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    • 2009
  • It takes quite amount of time to study a board game because there are many game characters and different stages are exist for board games. Also, the opponent is not just a single character that means it is not one on one game, but group vs. group. That is why strategy is needed, and therefore applying optimum learning is a must. This paper used reinforcement learning algorithm for board characters to learn, and so they can move intelligently. If there were equal result that both are considered to be best ones during the course of learning stage, Heuristic which utilizes learning of problem area of Jul-Gonu was used to improve the speed of learning. To compare a normal character to an improved one, a board game was created, and then they fought against each other. As a result, improved character's ability was far more improved on learning speed.

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A Study on the Interactive Game for Traditional Culture Plays to improve the Adaptability of the Elderly (고령자를 위한 쌍방향 전통문화게임 개발에 관한 연구)

  • Cho, Dong-Min;Jung, Sung-Hwan
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.15-22
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    • 2008
  • Recently, Our average life span of korean people is extended and fast-growing an elderly population caused by Being Improved our living conditions and medical science level. Our another problems which being faced by an aging population are that marked psychological and social changes of the aged. The psychological changes of the aged is related to how they make their living and it strong influences on their successful aging process. For health of the aged, there is an urgent need of recreation which can be social activities to void decline their own process of thinking and the executive ability to adapt for controlling health. Therefore, thepurpose of this recreation Courseware program is to help the alienated minorities to achieve the optimal health and best quality of life based on the knowledge of the social-activities and to understand the korean traditional culture plays. Finally, This study could contribute it as a baseline model for the empirical study and to develop further recreation program for the elderly social activities and sufficient for needs of understanding our traditional culture plays.

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